JWA Campaign Walkthrough

All 21 Jurassic World Alive campaign courses and 278 missions, with every enemy team, rule and reward and how to beat each course.

Every course in order

  1. Fierce, Cunning and ResilientEnemies level 1–10 · 18 missions2,7003,450 DNA
  2. Common TestEnemies level 3–9 · 8 missions2,2005,000 DNA
  3. Damage Reduction, Armor, Armor Piercing, VulnerabilityEnemies level 4–11 · 24 missions7,80010,500 DNA
  4. Shields, Defense Shattering, Dodge, PrecisionEnemies level 5–12 · 26 missions9,75011,375 DNA
  5. Rare TestEnemies level 6–12 · 10 missions4,2501,900 DNA
  6. Resilient StrikeEnemies level 7–14 · 6 missions2,8501,320 DNA
  7. Rare Hybrid TestEnemies level 8–14 · 6 missions3,1505,625 DNA
  8. Heal and CleanseEnemies level 9–15 · 6 missions3,4501,695 DNA
  9. Epic TestEnemies level 11–17 · 6 missions3,750750 DNA
  10. Speed Reduction and Counter AttackEnemies level 11–19 · 20 missions13,5006,025 DNA
  11. Flocks and Fighting FlocksEnemies level 12–19 · 12 missions8,7003,385 DNA
  12. Epic Hybrid TestEnemies level 14–20 · 6 missions4,6505,750 DNA
  13. Wound, Cleanse, NullifyEnemies level 13–21 · 20 missions16,50022,500 DNA
  14. Stun, Cloak, RendEnemies level 16–22 · 20 missions17,55017,070 DNA
  15. Legendary TestEnemies level 17–24 · 18 missions16,650675 DNA
  16. ResistancesEnemies level 17–24 · 12 missions11,7008,550 DNA
  17. Swap In, Swap Out, Swap PreventionEnemies level 18–25 · 18 missions18,45015,660 DNA
  18. Unique TestEnemies level 21–28 · 20 missions21,500750 DNA
  19. Special TeamsEnemies level 25–30 · 8 missions9,0005,775 DNA
  20. Apex TestEnemies level 26–30 · 6 missions7,05090 DNA
  21. Special TestEnemies level 30 · 8 missions9,80013,250 DNA

Each course has Starter missions first, then harder Intermediate ones with level and boost caps. Purple squares are the rarity tests; faces show the enemies you meet most.

Up to the Common Test

Courses 2 to 3 · enemies level 1–10

4,9008,450 DNA

  1. Fierce, Cunning and ResilientLevel 1–10 · 18 missions
  2. Common TestLevel 3–9 · 8 missions

Up to the Rare Test

Courses 4 to 6 · enemies level 4–12

21,80023,775 DNA

  1. Damage Reduction, Armor, Armor Piercing, VulnerabilityLevel 4–11 · 24 missions
  2. Shields, Defense Shattering, Dodge, PrecisionLevel 5–12 · 26 missions
  3. Rare TestLevel 6–12 · 10 missions

Up to the Rare Hybrid Test

Courses 7 to 8 · enemies level 7–14

6,0006,945 DNA

  1. Resilient StrikeLevel 7–14 · 6 missions
  2. Rare Hybrid TestLevel 8–14 · 6 missions

Up to the Epic Test

Courses 9 to 10 · enemies level 9–17

7,2002,445 DNA

  1. Heal and CleanseLevel 9–15 · 6 missions
  2. Epic TestLevel 11–17 · 6 missions

Up to the Epic Hybrid Test

Courses 11 to 13 · enemies level 11–20

26,85015,160 DNA

  1. Speed Reduction and Counter AttackLevel 11–19 · 20 missions
  2. Flocks and Fighting FlocksLevel 12–19 · 12 missions
  3. Epic Hybrid TestLevel 14–20 · 6 missions

Up to the Legendary Test

Courses 14 to 16 · enemies level 13–24

50,70040,245 DNA

  1. Wound, Cleanse, NullifyLevel 13–21 · 20 missions
  2. Stun, Cloak, RendLevel 16–22 · 20 missions
  3. Legendary TestLevel 17–24 · 18 missions

Up to the Unique Test

Courses 17 to 19 · enemies level 17–28

51,65024,960 DNA

  1. ResistancesLevel 17–24 · 12 missions
  2. Swap In, Swap Out, Swap PreventionLevel 18–25 · 18 missions
  3. Unique TestLevel 21–28 · 20 missions

Up to the Apex Test

Courses 20 to 21 · enemies level 25–30

16,0505,865 DNA

  1. Special TeamsLevel 25–30 · 8 missions
  2. Apex TestLevel 26–30 · 6 missions

Up to the Special Test

Course 22 · enemies level 30

9,80013,250 DNA

  1. Special TestLevel 30 · 8 missions

Course 2: Fierce, Cunning and Resilient

The first real course teaches the three creature classes one at a time: hard-hitting Fierce, tricky Cunning and tough Resilient.

Enemy team
Level 1–10
Missions
18 across 3 chapters, teams of 2, Intermediate caps level 12
Rewards
2,700 Game Coins3,450 DNA
Approach
Bring creatures of the class each chapter names; slot 1 is locked to that class. Fierce enemies are slow, so a quicker creature gets the first hit. Level your creatures a little past the enemy (level 3 or more beats most Starter missions).
Full Course 2 guide

Course 3: Common Test

A test of everything so far using Common creatures only.

Enemy team
Level 3–9
Missions
8 across 1 chapter, teams of 3 or 4, Intermediate caps level 13
Rewards
2,200 Game Coins5,000 DNA
Approach
Pick your best two Common creatures, ideally one fast attacker and one sturdy one. The enemies are level 3 to 9; creatures above level 3 clear the Starter missions, and Intermediate wants them near level 9.
Full Course 3 guide

Course 4: Damage Reduction, Armor, Armor Piercing, Vulnerability

Four chapters on taking less damage and getting past it: distracting attacks, armor, armor-piercing attacks and vulnerability.

Enemy team
Level 4–11
Missions
24 across 4 chapters, teams of 1 to 3, Intermediate caps level 14
Rewards
7,800 Game Coins10,500 DNA
Approach
Against armored enemies, use attacks that pierce armor; against creatures that cut your damage, hit them with vulnerability first so each strike lands harder. When a chapter asks you to use damage reduction, open with it before the enemy's big hit.
Full Course 4 guide

Course 5: Shields, Defense Shattering, Dodge, Precision

Defensive tricks and their answers: shields and the attacks that break them, dodge and the precise attacks that never miss.

Enemy team
Level 5–12
Missions
26 across 4 chapters, teams of 1 to 4, Intermediate caps level 15–16
Rewards
9,750 Game Coins11,375 DNA
Approach
Shield up just before the enemy's strongest attack. Break enemy shields with defense-shattering attacks instead of hitting into them, and answer dodging enemies with precise attacks, which cannot be dodged.
Full Course 5 guide

Course 6: Rare Test

A test against Rare creatures.

Enemy team
Level 6–12
Missions
10 across 1 chapter, teams of 4, Intermediate caps level 16
Rewards
4,250 Game Coins1,900 DNA
Approach
Bring Rare creatures above level 6 and a mix of speed and bulk. Use what earlier courses taught: shatter shields, pierce armor, and strike precisely into dodgers.
Full Course 6 guide

Course 7: Resilient Strike

Learn to counter Cunning creatures with Resilient Strike and Resilient Rampage.

Enemy team
Level 7–14
Missions
6 across 1 chapter, teams of 2 or 3, Intermediate caps level 17
Rewards
2,850 Game Coins1,320 DNA
Approach
Resilient attacks strip the dodge and cloak that Cunning creatures rely on, so lead with them. Creatures with Resilient Strike above level 7 handle the Starter missions.
Full Course 7 guide

Course 8: Rare Hybrid Test

A test against Rare hybrid creatures.

Enemy team
Level 8–14
Missions
6 across 1 chapter, teams of 2 or 3, Intermediate caps level 18
Rewards
3,150 Game Coins5,625 DNA
Approach
Rare hybrids mix two kits, so check each enemy's moves before the battle and bring creatures above level 8 that answer their main trick (shields, armor or dodge).
Full Course 8 guide

Course 9: Heal and Cleanse

Healing to regenerate health and cleansing to clear harmful effects.

Enemy team
Level 9–15
Missions
6 across 1 chapter, teams of 2 to 4, Intermediate caps level 19
Rewards
3,450 Game Coins1,695 DNA
Approach
Heal when a hit would otherwise knock you out next turn, not at full health. Cleanse right after the enemy applies damage over time, slows or distraction. Healers above level 9 make the Starter missions straightforward.
Full Course 9 guide

Course 10: Epic Test

A test against Epic creatures.

Enemy team
Level 11–17
Missions
6 across 1 chapter, teams of 4, Intermediate caps level 21
Rewards
3,750 Game Coins750 DNA
Approach
Epic enemies here start around level 11. Bring your strongest Epics or well-levelled Rares above level 11, and combine the counters from earlier courses.
Full Course 10 guide

Course 11: Speed Reduction and Counter Attack

Slowing the opponent so you move first, and counter-attacks that hit back when struck.

Enemy team
Level 11–19
Missions
20 across 2 chapters, teams of 2 to 4, Intermediate caps level 22
Rewards
13,500 Game Coins6,025 DNA
Approach
Slow fast enemies so your next attack goes first. Against creatures with counter-attacks, prefer a few big hits over many small ones, since every hit you land triggers their counter.
Full Course 11 guide

Course 12: Flocks and Fighting Flocks

Using flock creatures, and defeating them.

Enemy team
Level 12–19
Missions
12 across 2 chapters, teams of 2 to 4, Intermediate caps level 23
Rewards
8,700 Game Coins3,385 DNA
Approach
Flock creatures absorb damage across their members; group attacks hit every member at once, so they are the way through. When using flocks yourself, keep the flock healthy so its absorb lasts.
Full Course 12 guide

Course 13: Epic Hybrid Test

A test against Epic hybrid creatures.

Enemy team
Level 14–20
Missions
6 across 1 chapter, teams of 4, Intermediate caps level 24
Rewards
4,650 Game Coins5,750 DNA
Approach
Epic hybrids start around level 14. Read each enemy's kit, then bring creatures above level 14 that remove its strongest defense.
Full Course 13 guide

Course 14: Wound, Cleanse, Nullify

Damage over time with wounds, cleansing it away, and nullifying the enemy's positive effects.

Enemy team
Level 13–21
Missions
20 across 3 chapters, teams of 1 to 4, Intermediate caps level 25
Rewards
16,500 Game Coins22,500 DNA
Approach
Wound enemies early so the damage builds up over several turns. Cleanse your own wounds once they would cost you a turn of health, and nullify an enemy's shields or attack boosts before you strike.
Full Course 14 guide

Course 15: Stun, Cloak, Rend

Stuns that skip the enemy's turn, cloaking for a hidden big hit, and rending attacks that ignore stats.

Enemy team
Level 16–22
Missions
20 across 3 chapters, teams of 2 to 4, Intermediate caps level 26
Rewards
17,550 Game Coins17,070 DNA
Approach
Stun the enemy before its biggest attack. Cloak to dodge and power up your next strike. Rending attacks deal damage based on the target's health, so they shine against high-health enemies.
Full Course 15 guide

Course 16: Legendary Test

A test against Legendary creatures.

Enemy team
Level 17–24
Missions
18 across 1 chapter, teams of 3 or 4, Intermediate caps level 27
Rewards
16,650 Game Coins675 DNA
Approach
Legendary enemies start around level 17. Bring your highest-level creatures above level 17 and plan the first two turns: these enemies punish a slow start.
Full Course 16 guide

Course 17: Resistances

Resistances and immunity: why some effects only half work, or not at all.

Enemy team
Level 17–24
Missions
12 across 1 chapter, teams of 3 or 4, Intermediate caps level 28
Rewards
11,700 Game Coins8,550 DNA
Approach
Check each enemy's resistances before relying on a stun, slow or damage over time; an immune creature ignores it completely. Raw damage and rend still work when effects do not.
Full Course 17 guide

Course 18: Swap In, Swap Out, Swap Prevention

Abilities that trigger when a creature enters or leaves, and locking the opponent in place.

Enemy team
Level 18–25
Missions
18 across 3 chapters, teams of 2 to 4, Intermediate caps level 29
Rewards
18,450 Game Coins15,660 DNA
Approach
Swap in when the incoming creature's swap-in ability (or invincibility) answers the enemy's next move. Use swap prevention to trap an enemy that would otherwise escape a bad matchup.
Full Course 18 guide

Course 19: Unique Test

A test against Unique creatures.

Enemy team
Level 21–28
Missions
20 across 1 chapter, teams of 1 to 4, Intermediate caps level 30
Rewards
21,500 Game Coins750 DNA
Approach
Unique enemies start around level 21 and combine several tricks. Bring creatures above level 21 and counter the biggest threat first.
Full Course 19 guide

Course 20: Special Teams

Mixed teams that test everything the campaign has taught.

Enemy team
Level 25–30
Missions
8 across 1 chapter, teams of 1 to 4, Intermediate caps level 30
Rewards
9,000 Game Coins5,775 DNA
Approach
Enemies are level 25 to 30 and mix rending and healing. Bring a balanced team above level 25 and focus down the healer before it undoes your damage.
Full Course 20 guide

Course 21: Apex Test

A test against Apex creatures, the highest rarity.

Enemy team
Level 26–30
Missions
6 across 1 chapter, teams of 2 to 4, Intermediate caps level 30
Rewards
7,050 Game Coins90 DNA
Approach
Apex enemies need your strongest creatures, above level 26. Expect heavy damage and strong resistances; bring rend and raw damage rather than relying on effects.
Full Course 21 guide

Course 22: Special Test

Special boss fights, including Lord Lythronax.

Enemy team
Level 30
Missions
8 across 1 chapter, teams of 3 or 4, Intermediate caps level 30
Rewards
9,800 Game Coins13,250 DNAEpic IncubatorGoat ScentGoat-A-Licious IncubatorDodo Special Incubator
Approach
These bosses are tougher than their rarity suggests. Bring your highest-level team and read the boss's moves before the first turn.
Full Course 22 guide

How the campaign works

The campaign runs from Course 2 to Course 22 against computer-controlled teams and pays 194,950 Game Coins and 141,095 DNA in total. Courses teach one idea at a time, from the creature classes to armor, shields, stuns and swaps, with a test of everything at each rarity.

Every course is split into chapters, and every chapter has a Starter version and an Intermediate version. Starter missions let you use any level; Intermediate missions cap your creature level and boosts, so a well-chosen team matters more than raw levels. Each mission says how many enemies you must defeat and how many of your creatures can fall before you lose, and some lock a team slot to a class.

Clearing the Starter chapters of a course opens the next course. The approach notes on each course page are my advice from the enemy teams and the game's own hints, not a guaranteed win.

Next: start with Course 2: Fierce, Cunning and Resilient, or check raid strategies once your team is ready.

Checked against the current game on 14 October 2026.