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All Zones & Areas

17 areas in progression order · animal rosters · the third-depth spawn rule · new maps flagged

How Zones Work

Zones are the game's progression spine. Distance is the gate: your Throw Power decides how far food flies, and where it lands decides which zone's animal pool you're fishing from. Every zone further out holds stronger, rarer, higher-earning animals — which is why the entire mid-game economy is a race between training (for distance) and food upgrades (for quality) to open each new area's roster. In-game, the landing spot marker previews reachability, so you always know whether the next zone is one training session or twenty away.

The mechanic most zone guides miss: each biome is divided into thirds by depth. Front-third throws only produce that zone's rank-4-and-below animals, the middle third reaches rank 6, and only the back third spawns the top ranks. This means "reaching a zone" and "actually farming a zone" are different thresholds — back-third consistency requires more Throw Power than boundary touching. Plan upgrades around the back third, not the signpost.

Starter (1-5)

1

Forest

Animals tracked here: Bunny, Frog, Snail, Hamster, Badger, Owl, Kookaburra, Quokka, Bat, Guinea Pig. The Forest is where everyone starts — the carrot brings your first Frog or Bunny here, and the free shop Hyena out-earns everything in this zone.

2

Savanna

Animals tracked here: Zebra, Lion, Giraffe, Elephant, Hyena, Kangaroo, Ostrich, Pony, Cow, Horse, Llama, Aardvark, Crocodile

3

Desert

Animals tracked here: Jackal, Dingo, Snake, Vulture, Cobra, Lizard, Camel

4

Jungle

Animals tracked here: Koala, Parrot, Gorilla, Tiger, Capybara, Crocodile

5

Ocean

Animals tracked here: Seal, Leafy Sea Dragon, Mantis Shrimp, Seahorse, Goblin Shark, Jellyfish, Turtle, Crab, Thunderbird

Mid (6-10)

6

Mountains

Animals tracked here: Goat, Bear, Caracal, Honey Badger, Griffin, Yak, Bull, Roc, Thunderbird, Caladrius

7

Taiga

Animals tracked here: Tanuki, Husky, Fenrir, Kitsune, Jackalope, Wolf, Cockatrice, Caladrius

8

Winter

Animals tracked here: Sabertooth Tiger, Lindworm, Mammoth, Polar Bear

9

Prehistoric Forest

Animals tracked here: Velociraptor, T-Rex, Spinosaurus, Brachiosaurus, Gallimimus, Dimetrodon, Triceratops, Pterodactyl

10

Deep Waters

Animals tracked here: Plesiosaur, Kraken, Mosasaurus, Megalodon, Whale, Shark, Swordfish, Anglerfish

End (11-15)

11

Ancient Ruins

Animals tracked here: Hydra, Minotaur, Sphinx, Qilin, Archaeopteryx, Microraptor, Leviathan, Triple Cobra

12

Mythical Paradise

Animals tracked here: Phoenix, Dragon, Wyvern, Amphiptere, Simurgh, Pegasus, Unicorn, Raiju. Phoenix ($380Qi/s) and Dragon ($270Qi/s) headline the classic endgame before the new maps reset the ceiling.

13

Shadow Realm

Animals tracked here: Nightmare, Shadow Demon, Hellhound, Phantom Dog, Shadow Wolf, Cursed Owl, Cursed Raven, Black Cat

14

Harvest Fields

Animals tracked here: Headless Horseman, Pumpkin Golem, Witch, Jack-o'-Lantern, Witch's Cat, Scarecrow, Zombie Crow, Raven

15

Phantom Harbor

Animals tracked here: Ghost Pirate, Lich, Ghostly Horse, Banshee, Specter, Wraith, Poltergeist, Ghost. The ghost roster here (Ghost Pirate at $256Dc/s on top) is the richest pre-Wasteland farming in the game.

New maps (Oct 2026)

16

Nuclear Wasteland

Added with the October 31, 2026 NEW MAP update

Animals tracked here: Waste Harvester, Meltdown Idol, Rad Scarecrow, Ferro Wyrm, Isotope Angel, Glassback Colossus, Siren Spire, Reactor Golem, Sludge Mimic, Barrel Brute, Uranium Stag, Reactor Hound. The current income ceiling: Waste Harvester $410Dd/s, Meltdown Idol $205Dd/s, Rad Scarecrow $102Dd/s — the entire S-tier catchable roster lives here.

17

Hell

Reported by third-party tier trackers among the post-launch areas

Animals tracked here: Cerberus, Dullahan, Chupacabra, Manticore, Winged Imp, Gargoyle Bat, Bunyip, Mothman

Depth Strategy: Farming vs. Touching

Because of the thirds rule, your effective farming zone is almost always one zone behind your maximum reach. If you can just barely land throws in Ancient Ruins' front third, your real income comes from Deep Waters' back third — where you consistently spawn its rank-6 animals. The optimization is uncomfortable but simple: income per hour peaks where depth is consistent, not where distance is maximal. Push forward to unlock rosters, farm backward to fund the push.

For the new maps, expect the same structure at a higher price. Nuclear Wasteland animals were tracked in tier data just days after the October 31 event, but reaching its back third demands endgame Throw Power plus Cosmic food (Ghost Chowder tier and up). Hell — reported by tier trackers with the Cerberus/Dullahan/Manticore roster — sits in a similar band. Treat both as the late-game horizon: the S-tier incomes are real, but so is the grind wall in front of them.

FAQ

How many zones are in Throw Food For Animals?
The game launched with 15 zones: Forest, Savanna, Desert, Jungle, Ocean, Mountains, Taiga, Winter, Prehistoric Forest, Deep Waters, Ancient Ruins, Mythical Paradise, Shadow Realm, Harvest Fields and Phantom Harbor. The October 31, 2026 update added new maps on top — the Nuclear Wasteland (home of the game's highest earners) — and tier trackers also list an area called Hell, bringing tracked rosters to 17 areas.
What order should I progress through the zones?
In order. Each zone's animals earn more than the last, so progression is linear: master a zone's income, train until the next zone is reachable, then push forward. Reaching a new biome is a funding milestone — fill slots with its animals before stopping to complete collections. The far zones (Mythical Paradise and beyond) hold the six-to-seven-figure income leaps.
What Throw Power do I need for each zone?
No source publishes exact thresholds — and honestly, sites that list fixed numbers are guessing. The in-game landing marker shows whether your reach covers a zone before you waste food, which is the intended way to check. Roughly speaking, requirements scale from hundreds in starter zones to millions-plus by Ancient Ruins, with the Nuclear Wasteland sitting at the extreme end.
What is the Nuclear Wasteland?
The new map added October 31, 2026 via the 'NEW MAP + ADMIN ABUSE' event. It's the game's current income ceiling: every tracked S-tier catchable animal lives there, led by the Waste Harvester at roughly $410Dd/s. Expect steep Throw Power and top-tier Cosmic food requirements before its spawns open up.
Why do I keep catching weak animals in a strong zone?
Depth. Each biome is split into thirds, and only back-third throws can spawn the zone's top-rank animals (front third caps at rank 4, middle at rank 6). If your food is right but your catches are wrong, you're landing shallow — train Throw Power or upgrade your bar to reach deeper water.
Which zone has the best money farming?
The best farm is always the deepest zone your Throw Power reliably reaches with your current food tier — its back third, specifically. Early on that's Savanna or Jungle; mid game it's Deep Waters or Ancient Ruins; late game it's Phantom Harbor or the Nuclear Wasteland. Chasing a zone you can only barely touch produces worse income per hour than fully farming one zone earlier.
Do the new maps replace the classic zones?
No — they layer on top. The classic 15 remain the progression spine, with the Nuclear Wasteland and other October additions acting as post-game content above Phantom Harbor. Your zone order doesn't change; the new maps are what the classic endgame funds and points toward.
How does the Animal Index interact with zones?
One Index page per biome. Completing a zone's full set pays a one-time cash reward, which sounds like a reason to linger — but deeper zones earn more per animal than any completion bonus, so the meta stays push-forward-and-collect-opportunistically. Index rewards are a bonus on the journey, not the journey.

Data checked November 8, 2026. Throw Food For Animals updates often — we re-verify numbers after each update.