Alien Hominid Invasion

Alien Hominid Invasion

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100% Achievement Guide
By SNAAAAKE!??
This guide aims to help lead you towards an 100% achievement completion rate (Not a 100% collectible rate) by describing methods known to the writer of this guide, or as told by the Alien Hominid Invasion Community. An in depth write-up is available on all 66 achievements.
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Before we get in depth with the guide, I want to thank you for choosing this guide for your achievement hunting needs. Any and all comments are appreciated, especially those with critiques. I am always open to listening and learning to make a more comprehensive and approachable experience for everyone.


Quick explanation of this guide, all achievements have been grouped in 1 of 4 catagories; Storyline/Mission, Combat, Enemy and Misc. The icon and description of the Achievements will be in the Achievement section, and a description of how to get the achievement will be in the section directly below. So HQ achievements will be described in Combat Achievement section and the explanation for how to achieve it will be in the Combat Description Section, located directly below. None of the achievements are in order of how the game lists them.


In some of the Achievement description sections, there might be a header that looks something like [Achievement Name] ----- [Achievement Name]. This denotes that the following will contain information for multiple achievements. This is in order from how the achievements are listed within the guide. So, for example, in Storyline/Mission Description There's a header that looks like:


You Aren't Beefy Enough ----- Insane In the Eyestrain


The description includes achievements You Aren't Beefy Enough, Let's Talk About This, Alright That's It, Technically A Sequel and Insane In the Eyestrain. The description for these achievements will go in order of how the achievements are listed in Storyline/Mission Achievements section. Going after one of these achievements will progress the other achievements naturally, hence why their explanations have been grouped together.


Some videos have been added for more complex achievements, they will be located in 1 of the 4 Description Sections underneath it's respective achievement section. The only exception is for the HQ/Storyline achievements, since their achievement progress coincides with Boss fights, they have their own section in Boss Strategies PT.1, PT.2 and FInal.
Story/Mission Achievements

You Aren't Beefy Enough
Destroy An HQ









Let's Talk About This
Destroy 3 HQs









Alright That's It
Destroy 12 HQs









Technically A Sequel
Finish the storyline









Insane In the Eyestrain
Defeat all bosses on Insane difficulty









Triggering the Alarms
Complete a mission with more than 8 city blocks destroyed









LOL EZ
Complete a level without taking more than 30 damage









Lots on the Line
Complete a mission without reaching any hideouts









Safe Keeping
Reach 5 Hideouts in total









Just Like My Ancestor
Complete a mission without dying









I Like It Here
Stay in a level for 10 minutes









Didn't Need That Button
Complete a level without jumping









Is That All You've Got
Complete 5 waves in a bonus level









There Has To Be A Way To Do This
Do not intentionally move your alien for the first 30 seconds + successfully finish a regular level









Prime Directive
Complete a streak of 10 successful objectives









Speed Runner
Reach an enemy HQ from row 1 within 18 minutes (in-level time)









Bossing Around
Kill a boss in less than 45 seconds of their arrival









Surfin' UFO
Ride a Surf Missile for 15 seconds
Story/Mission Description PT.1
You Aren't Beefy Enough ----- Insane In the Eyestrain
You'll progress through these naturally as you'll defeat the 6 storyline bosses. Each boss has it's own HQ, and you defeat bosses to destroy HQ. There's an in detail write up later in this guide, titled Boss strategies PT.1, PT.2 and Final. After the story, you can continue fighting and you'll get randomize bosses, which you'll have to fight 6 more afterwards to complete the HQ achievements. With Insane in The Eyestrain, you'll have 45% of total health, and only 1 Heart max (two total lives). So carefully choosing your build that best complements your play style is key. You may choose to play online. If you die during a level but your teammates complete the level, you will comeback for the next level. Same applies for dying during bosses. Will count towards progress for the HQ achievements and Eyestrain achievement.


Triggering the Alarms
Pictured above is an example of on over-world map for a mission. City Blocks are the squares you have to interact with and complete before you reach an HQ. HQs do not count towards city blocks. Hideouts do not count towards progress. Maps may not look exactly as this as they are randomly generated for each host. Plan out ahead, count 8 city blocks before you take a path. You can only move laterally and foreward. For example, If you choose the middle right path pictured above and go right at the end of the path, you will only have access to 7 city blocks, nullifying the achievement for that mission. Note: some levels can be two city blocks wide on map, it is still considered one city block towards progress. You can see this in the starting blocks in the example. You can verify when choosing a level by selecting the level and highlighting it weather it is two blocks or one block.


LOL EZ
All achievements should be attempted on a low level build (lvl 30 or less) on Normal Difficulty. Friendly difficulty will not count progress towards most achievements. The higher your level and more HQ completions you have on your save file, the harder the base enemies are. Also the earlier you are in the story, the less access to enemies you have, leaving you with easier enemy pool. You may get this naturally during the storyline playthrough. You can get this during a keybot run. You'll naturally run past enemies, most times not even having to interact with them. At each gate, shoot the keybot as fast as possible to avoid damage as much as possible.


Lots On the Line
Hideouts are circled in red. They are the shops for the mission. Choose a path that does not force you to visit a hideout, then defeat that missions boss. Achievement should pop after completing the mission.


Safe Keeping
Just the opposite of Lots On the Line, visit the hideouts circled in red. This achievement is for lifetime progress, so you don't have to hit them all in one mission. You'll most likely reach it by Boss 2-3.


Just like My Ancestor
Just like LOL EZ, should be completed early in story line. Best Completed at Normal difficulty. Friendly difficulty will not count. Try and find city blocks with the least amount of hazards and specialized mobs. You may want life steal boosts and deflector mutation for longevity.


I Like It Here
Pictured above, highlights the danger bar. The danger bar will have an active time marker showing how long you have been in a level. The longer you stay in a level, the more the bar fills up. Typically, the bar will be filled around the 4-5 minute mark. From 5 to the 10 minutes will typically be the hardest. Large amounts of enemies spawn frequently with variety. Movement is key at this point. Constantly be on the run, digging and dashing while taking some shots. I was able to complete this challenge at lvl 32, cheesing by finding the tallest building and camping. Towards the end i had to dodge mines from killbots and stray bullets from enemies from the ground that could reach the top of building, but I was able to dodge the majority of enemies spawned. Also try to start out at the beginning of a mission. The more city blocks destroyed, the higher the danger bar starts out at. Try to avoid any levels with specialized enemies or hazards. Ladder hazards especially make a run immensely more difficult. This cannot be achieved on friendly difficulty or in Bonus levels.


Didn't Need That Button
Try to perform early in a mission. Simply don't press the jump button. If an enemy or level hazard such as a hydrant or sewer pipe sends you flying, it should not affect progress. Some levels may require you to jump with having uneven terrain or ladder hazards. While you don't have to jump over ladder hazards (you can dig underneath), they will hinder movement and can cause mobs to overwhelm you. Try as best as to find a level with no hazards.


Is That All You've Got
This is easily one the harder achievements available. Bonus levels get progressively more difficult, enemies have boosted health and damage output that increases per level. You should see Bonus with a green box pictured on the over-world map. This will test your movement and damage output to the max. Movement is key here. Especially level 3 and foward, move constantly. Staying in one spot for too long can quickly end your run. Tailor your build to your strengths. Depending on what you are running in your build, you'll want to either boost DPS with double/triple bullets, faster bullet rate, Crit % or longevity with life steal, bullet deflect and mutations such as medic and vampyrism. I found at the time that the Human Minigun with armor piercing served me best while on my own. Note that they throw a bunch of armored enemies, so weapons like the combuster, minigun, irradiator and repeater that do not have a charged shot will not damage armor. It is recommended to play online and with other players, but if fighting alone, make sure those weapons have armor piercing properties or used charged shot weapons. Spreadshot with high double/triple bullet % or a 6 chambers with high clip capacity are great examples for single player runs. Spreadshot can fill the screen with bullets and also has charged shot for armored enemies. 6 chambers may be better as it's charged shot ricochets and can damage multiple enemies. Paired with high clip capacity, and you can fill the screen with bullets.


There Has Got To Be A Way To Do This
It's best to start try this achievement at the start of a new mission. You can easily do this alone and offline, but you can also attempt online. Simply do not touch your keyboard/controller for the first 30 seconds of the level. Time is constantly being tracked in game and is displayed in the bottom left of the screen next to the danger bar, highlighted in the image above by the red rectangle. If you are moved by getting hit or carried by AI or other players, that does not count as moving. As long as you don't move your character for 30 seconds and extract, the achievement should activate when the level ends. Any time you move before 30 seconds is up, this disqualifies you for the achievement progress, and you'll have to attempt it on another level. If you are playing online with a session at least another player or more, and you stay in place for 30 seconds or longer but die before you can extract, as long as another player successfully extracts that level, the achievement should also activate for you as the level ends.


Story/Mission Description PT.2
Prime Directive
This achievement should come naturally. Each level you have to complete 2 objectives to be able to extract and move on, with a 3rd optional objective being available immediately after the completion of the 2nd objective. This means at a minimum, you need to complete 4 levels, clearing 3 of them with all 3 objectives and the 4th one with one objective, or 5 levels clearing each of the minimum 2 objectives. If you fail one objective at any time during a streak, the progress counter will reset back to 0. If you loose all your hearts and die, failing a mission, this also counts as an objective failure.

After Dec. 7th, 2024, the majority of objective pathing has been tweaked to be more ground centered, meaning less climbing towards vertical objectives. Most objectives give plenty of time to complete, with bomb disposal and kid round up objectives being the more time sensitive objectives. For better ease of objective completion, try to optimize damage output and movement. If you have bonuses with negative jump height or movement stats, either try finding better boosts/heads, or use the sky ranger mutation for floaty jumps, extra jump and jetpack boost for ultimate verticality.


Speed Runner
This can be easily achieved. 18 minutes is plenty of time to navigate all the city blocks. Time is only accounted for spending time in level. This will allow you to plan your pathing and also choose preferred setups for different levels, enemies, hazards etc. Try to find the path with the least amount of city blocks. Minimum city blocks you'll have to pass to get to the HQ is 5. So at a minimum, you'll need to spend less than 3 minutes and 36 seconds per level or city block. If you are unlucky and have only two paths to chose from and both have 6 city blocks, you'll need to spend 3 minutes or less per level. If you have achieved 18 minutes or less, you'll receive the achievement once you load into the HQ.


Bossing Around
This is better achieved online or with other friends. While you can kill bosses in 45 seconds or less by yourself, it is generally easier with more people to produce an overall higher dps, thus killing bosses faster. While I achieved this at the HQ, you might be able to achieve this with minibosses (main bosses that can patrol city blocks), I achieved this at an HQ before I could confirm if Minibosses could trigger the achievement. Minibosses will have an icon of 1 on the 5 main bosses patrolling a 2x2 square area on the over-map, example in the image above highlighted with a red rectangle. For this guide, I will be referencing main boss fights, located at the HQ at the end of a mission.

Main boss strategies are detailed lower in this guide, in the Boss Strategies section, labeled PT.1 - Final. I have found Installball and Megabot to be the easiest bosses to kill quickly. Megabot, while it moves constantly and tends to stay in the middle of the screen, doesn't erratically move and has predicable pacing and patterns, making it easy to keep fire and damage on it. Installball, while it moves and jumps constantly, actively tries to stay on top of you, bringing the fight to you. You may notice that you tend to move little and attack more frequently, making damaging installball easy.

As always, high dps weapons are the key to victory. Use the minigun with high clip capacity with fire rate or double/triple bullet, spreadshot with fire rate and double/triple bullet, energy knife with movement speed or any combination of weapons/boosts/heads that tend to work well for you. Again, the more aliens that are in the fight, the faster the bosses will die.


Surfin' UFO









On the Over-Map, try and find a city block that has a green tipped missile, highlighted with the red rectangle, and make your way to that city block. There is a chance that you may not have a surf-missle event in your mission. Reroll missions by either completing the current mission, losing all lives and dying or join someone else's mission until you find a surf-missile event.



Pictured above is what the surf-missiles will look like. They spawn towards the middle of the screen and move slowly. You can use your enviroment to climb above the missle and drop on top of the missle. Beware of making contact from the sides of the missle or below. The missile does low damage, but does knock back damage which can set you up to be hurt from other enemies. The missile also releases poison gas when the missile explodes that will gradually damage you.

When you climb the missile, move your alien towards the back of the missile were the thruster is. This will allow the missile to gain altitude, avoiding other missiles or buildings. Walking towards the green pointed nose cone will cause you to lose altitude. Climb as high as you can to avoid other ground bound enemies. Achievement unlocks after 15 consecutive surf-missile riding seconds.
Combat Achievements
New Lifeform
Reach XP level 5









Surviving Lifeform
Reach XP level 25









Strong Lifeform
Reach XP level 50









Lifeform Finds A Way
Reach XP level 75









First Contact
Kill your first Enemy









Alert Level Mauve
Kill 510 enemies









Alert Level Violet
Kill 2500 enemies









Alert Level Purple
Kill 5000 enemies









More Where That Came From
Die Once









Die Harder
Die a total of 10 times









Won't Stay Down
Die a total of 33 times









Souls-Like
Roll through 500 bullets









Toddler Mutant Progression Hurdles
Unlock your first alternate Mutation









Super Powered
Use your mutation ability 100 times









Tastes Like Human
Life steal 5000 damage









Quit Hitting Yourself
Deflect 10,000 Damage Total









If It Bleeds
Take a total of 15,000 damage (lifetime)









Three's A Crowd
Pop out of the ground under two or more enemies









Rocket Powered
Kill 10 enemies with your Sky Ranger jetpack ability (lifetime)









88 MPH
Cover 1000 meters while using the Speed Demon ability (lifetime)









Cry Some More
Use the Weapon Specialist active ability to kill 5 enemies in one use









I Need Healing
Regenerate 1000 health of yourself or friends as the Medic (lifetime)









Downshotter
Downshoot 999 times (lifetime)









Fleshwound
Extract with less than 20% health and no lives left









You Are Very Strong
Complete 1 level using Show Off









It's Super Deflective
Deflect 50 shots in a single level









We Come In Peace
Complete A level with over 300 kills









In A Flash
Get 10 kills in 4 seconds
Combat Description PT.1
New Lifeform ----- Won't Stay Down
These are all progression achievements and will come naturally through playtime. You will more than likely hit 75 xp level by the 5th-6th boss in the storyline. Alert Level achievements, depending on play style, may take longer than storyline completion. You may also destroy 12 HQs before getting 5000 enemies. You should have more than 3000 kills by the time you destroy 12 HQS. Staying in levels longer maxing out the danger bar and having high DPS builds will help amassing more kills per level.
Dying achievements will also come naturally. If not, just purposefully die 33 times.


Toddler Mutant Progression Hurdles
To get new mutations, you have to defeat bosses. Boss Strategies are listed below, PT.1 will have a detailed explanation for the first boss, Megabot. If you have gotten Mutations besides the starting mutation Invader before Dec. 7th, 2023, all you have to do is go to any of your save files with 2 or more mutations,go to Alien Setup and swap from the current mutation to another mutation and the achievement should trigger.


Souls-Like
Overtime, you should master the dodge mechanic as there will be more enemies in variation and difficulty. After some time you should be comfortable enough to roll through enemy fire, as your play longer on a save, the more enemy fire you'll be likely to encounter. You should get 500 dodges way before you reach the end of the storyline.


Super Powered
Again, this achievement should come naturally. Make sure to use your mutations as much as possible. You can look for hats in the hideout shop that have ability charge attributes. In the description, it'll say ability charge, which denotes a singular extra charge boost or ability charge +2 or +3. When your mutagen bar is full, it'll add either 1,2 or 3 extra charges to your use. Normal mutations will only have one use per full bar, meaning you can have up to 4 uses per full bar. Vampire mutation is different, as normal use has 3 uses per full bar, meaning you can potentially boost the uses to 6 per full bar.


Tastes Like Human
This took around 4-5 completed missions, completing all 4 objectives in a level and going for 7 blocks or more. Use as many life stealing boosts as you can. Find hats, weapons, use both boost slots and vampire mutations to get the maximum amount of life steal. The higher your life steal, the faster the progress. Stay in levels longer to progress faster. You can also boost vampire charges as well. You can use vampire to instantly take out unarmored human enemies like Flybot Hacker and Shield for instant progress.


Quit Hitting Yourself
This isn't as daunting as it seems. You can actively speed up progress using hat slots, boost slots and choosing deflector mutation. Fastest progress I had without the deflector mutation utilized energy knife, sword deflection and bullet deflection in the second boost slot and hat slot. If you spend time in the hideouts, you can find sword deflection boosts with other attributes such as damage. Key to progress is staying in levels longer and building up large mobs. Sword deflection means you can swing your knife as fast as possible and deflect large volleys of bullets. I averaged around 750-1400 damage deflected not using deflector and on insane difficulty. You may be able to boost the amount deflected using ability charge +3 and using deflector.


If It Bleeds
Again, another natural progression achievement. You could potentially boost progression by maxing out life steal and acting as a bullet sponge, killing to achievement birdies with one sloppy bite (Tastes Like Human). Again, the longer you stay in a level, the faster the progression happens. I think I got this around Juiceman or Grand Mothership (boss 5 and 6).


Three's A Crowd
Another naturally occurring achievement, over time you should at least accidentally get this achievement. To dig, hold the roll/dodge button until your alien digs into the earth. You can also perform a dive midair and dig by holding the dodge/roll button until your alien touches the ground and digs. While holding the dodge button, you can move you alien around to position it under 2 or more agents. When you do, release the dodge the button. This will cause your alien to unearth and launch from the ground, damaging enemies in the immediate area. Best done in the later stages of the level, where enemies spawn more frequently.


Rocket Powered
After unlocking the Sky Ranger mutation, it is recommended to use this mutation with a ability charge +3 (at least ability charge) boost found only in certain heads. How you use Sky Ranger offensively is by activating the jetpacks to boost your velocity and slamming your alien into a hard surface near enemies. The resulting collision will provide and explosion that deals splash damage. On it's own, Sky ranger will take a full mutagen bar (blue bar status located underneath your health) to launch from the ground into the ground. The mutation has to gain air before you are allowed to turn your alien back towards the ground, which will use most if not all of your mutagen. So without multiple ability charges, you'll only have one chance per bar to hurt and damage. Most times you won't kill even the most basic agents, making multiple charges a must. You can help out your jetpack damage by pre-damaging agents with your weapon. Just make sure to not kill them before your jetpack does.

When aiming towards the ground, avoid directly aiming for an enemy. Your alien will go for an enemy ride which negates the jetpack ground slam and effectively wastes mutagen. Instead, aim for their immediate left or right. Avoid loose groups of enemies, this furthers the chance you'll go for an enemy ride instead of a jetpack slam.


88 MPH
Beat bosses until the Speed Demon mutation is available for you to choose. Ability charge boosts heavily increase the time you can activate the ability, which in turn increases distance covered. You don't have to travel in a straight line, you can move your alien back and forth quickly to count for progress. You can easily travel the 1000m in 4 levels with ability charge +3.


Cry Some More
Kill bosses until you have access to the Weapons Specialist Mutation. Since you get a weapon switch, it is recommended that you put a high dps , fast attack weapon such as human machine gun, mini gun, energy knife etc. Fill your mutagen bar, then wait for 5 enemies to show on screen. When you activate the ability, you'll swap to your second weapon you chose and will have a faster fire rate. Match boosts/heads accordingly to your secondary weapon. Should be easy to get.


I Need Healing
Kill bosses until you have access to the Medic mutation. Medic ability launches a giant heart that will bounce and float around the screen, healing you and other players in the process. Make sure to follow the heart to stay within it's healing radius. Using ability charge +3 will allow you to store up to 4 hearts per mutagen bar. Playing online with others will accelerate your progress.


Anti-Armor
You will get this over time. Any agent with grey metal looking armor, indeed have armor on. Pick weapons like energy knife or human machine gun that have charge shots. Holding the attack button will charge a shot, indicated by an electric field around your alien, that can be released to break enemy armor. Weapons like the Combustor or Irradiator are continuous fire weapons that cannot be charged, but can slowly damage armor. Avoid non-charge weapons like the minigun and repeator unless they have armor piercing bonuses. They are continuous fire weapons that damage armor extremely slow to the point that you may get overwhelmed by other agents and die.






Combat Description PT.2
Downshotter
Simply aim the direction of your alien downwards and attack. Each press of the attack button counts towards progress. If you hold the attack button, like attacking with the Irradiator or Human Minigun, even though they are continuous fire weapons, it will still only count once towards progress per button press.


Fleshwound
Must Be completed on Normal difficulty or above. It is recommended to run the Deflector mutagen to aid in extraction. This helps avoid stray bullets or enemies damaging you as you extract. Purposefully lose all lives until all your hearts are greyed out, Max 3 on Normal, Max 1 on Insane. On Normal, complete both level objectives to trigger the extraction tractor beam, then loose health until you are at 2 bars on your life meter. Extract when you have no lives and 20% health. Full health is 6 bars on Normal. Insane difficulty has max 4 bars, so 1 bar would be at 20%. Take damage from lower base agents, avoid damage from elite enemies like Eradiactor_A or B and Jetpacker Elite, as they do high damage and can kill you from 40-50% health.


You Are Very Strong
Kill bosses until you have Flex mutation. Recommended at first level of new missions on Normal Difficulty. Flex reduces health to 75%, so any health boosting stat is recommended. You may try running sword deflection boosts with bullet deflect boosts with energy knife as an alternative. You or your teammates must extract from a level with you having Flex equipped for the achievement to trigger.


It's Super Deflective
You may achieve this while gaining progress for the Quit Hitting Yourself achievement. Run sword and bullet deflect boosts with energy knife, constantly attack at all projectiles (green bullets, flames etc) until the achievement triggers. 50 projectiles must be deflected in a single level.


We Come In Peace
One of the hardest achievements to get. It's real hard to gauge how many enemies you have killed in a level, as there is no in game counter to show you how many enemies you've currently killed. If you do attempt this with a group, make sure the group is competent and is familiar with the games mechanics. This is best done alone rather than online. Time is going to be your best gauge of how many kills you have gotten. I personally average over 300 kills around the 18 minute mark. Do not judge by points. I have extracted with 260 kills at 7m score, the winning game that my teammate extracted at, we had 31m score. Time is more accurate in this case. The faster you kill, the shorter time you'll spend per level. If you tend to move alot and kill less, you may look to be in a level for 30+ minutes.

If the point hasn't gotten across to you, the reader, yet, high dps and fire rate will absolutely be key in your long term survival. Deflector mutagen is almost a must. You may get by with Weapons Specialist or other mutagens such as Vampire, but you'll have to rely a lot more on movement speed and timing dodges will be crucial to your success. Depending on what weapon you choose, you may want to run a combination of deflect bullets, life steal, fire rate, double/triple bullets, clip size and crit multiplier boosts. Where I had success was with a head that had double deflect bonuses and negative bonus intel, sword deflect with bullet deflect and negative life steal for boost 1, boost 2 was crit per hit and crit chance and negative movement speed, life steal on level 10 energy knife. Getting that double deflect head was an absolutely lucky find, so do not bank on getting a head or bonus with same double bonuses as they are quite rare. Setup and footage of me and another player both getting 300 kills with some commentary. You have to successfully extract with 300 kills to trigger the achievement alone, but it will still trigger if you die and at least one teammate extracts (as shown in video). Good luck.


In A Flash
This is another hard achievement to get. This is best performed alone offline. Find a level in the over-map that has 3 icons have base agents side by side. This indicates that that particular city block has multiple agent spawns as a hazard, meaning more agents than normal will spawn. Keep this information at the back of your mind, if you are about to die or feel like you are going to fail the mission, you can pause in single player offline and you can back out to the main menus with no consequences. This means you can quit mid level before extracting, and resume playing the game at the same status you were at before you started the level. If you had 2 lives before you started the level, start the level and lose both lives, if you pause the game before you die and back out to menus, you can restart your mission progress at the level you attempted with the lives you had before you started.

This helps to set up the level as well. Sometimes you'll find a kid boost spawn(kid that holds orange (!), purple shield or blue mutagen regen), sometimes there will be no kid spawn available. You may restart the level with the aforementioned method to reroll the level with a kid boost spawn. You are looking for the orange (!). This temporarily boosts clip size,fire rate, damage output and triple bullet chances. Do not grab the boost right away. Wait for a sky van or van spawn for extra enemies, or wait until 5 minutes plus for increased enemy spawn rate. Wait for your screen to be overrun with agents. 4 seconds is not a lot of time, so choosing your moment will be key in success.

As always, choose a high dps build. I saw success with the Human Minigun with 60% clip increase stat. I also used Weapon Specialist for increased clip size and fire rate. You may choose to boost double/triple bullets, fire rate, damage percent and crit percent multipliers. Energy knife with sword deflection, movement speed, damage percent and crit multipliers are also a good choice. Good luck.
Enemy Achievements
Alley Oops
Kill 20 enemies with jetpack explosions









Beam Not
Kill 20 Beambots









Frog-Not
Kill 20 Frogbots









Anti-Air
Blow up 10 Sky Vans









Van't Stop Me
Blow up 10 vans









Grena-Tears
Kill 50 Grenadiers









Flyswatter
Kill 50 Flybots









Best Defense
Kill 20 shield agents









Rodeo Star
Stay on a Bulldogzer for 10 seconds









I'm Not Afraid
Survive a Beambot Swarm level









Anti-Armor
Break 500 armored agents' armor









High 5
Achieve a stack of 4 aliens and 1 agent









With Enemies Like These
Ride on top of every enemy type possible
Enemy Descriptions PT.1
Alley Oops ----- Best Defense
Enemies are in order of achievements listed in the Enemy Achievement section:



Jetpackers














Pictured left to right, Jetpacker and Jetpacker elite. The only difference between the two unarmored enemies is gun size and projectile size. These are fairly common enemies. At any time, you can jump on top of them and your character will automatically grapple the enemies. This will happen automatically to any unarmored or enemy robot enemy that isn't a boss. Once you jump on a jetpackers back, you can control the direction the jetpacker flys. Control the flight path into the ground near normal unarmored enemies or weakened enemies to kill.















Pictured above is Eradicator_B, which is also a jetpacker, albeit armored. Use a charged attack or weapon with armor piercing attributes to destroy armor, then you can grapple and crash the Eradicator into other enemies. Note all armored enemies will throw you off of them if you try to grapple them before their armor is removed.


Beambots














Typically you'll see Beambots with green beams shooting downwards towards the ground. They spawn high, usually out of normal jumping height and try to hover above your position. They can do constant medium damage. You can shoot them down relatively easy, the most effective way is to get higher than the Beambot, land on it and grapple. You can press the roll/dive button to throw them, which immediately kills the Beambot.


Frogbots














These don't usually show up in regular levels early, they mostly will show when the danger meter is close to filled. They will show a lot in bonus levels. They love keeping some distance from you, jumping and releasing damaging green bubbles that suppress vertical movement. If you can, jump and grapple on a frogbot to keep it from hopping away, throw it using the roll/dive button and shoot it while its stunned on the ground. Most times you should be able to destroy it before it can get up and hop again.


Sky Vans














Sky vans are fairly common as well. Mostly showing up when the danger bar is half-full and beyond. These enemies will slowly scroll above the ground, which is perfect for damaging them as you can run and keep up with them. They do spawn enemies, so you either have to destroy it quick or also manage the new influx of enemies. After a while, the Sky Van will speed up and move off screen, but they will come back in the same state they left off. If you have one on fire when it takes off, it will come back on fire. Theres also an destroy purple enemies object that can feature sky vans, increasing the chance of coming across one. Best way to take one down is double/triple bullets and fire rate. Spreadshots, 6 Chambers, Human Minigun and Machine guns work best.


Vans














Like Sky vans, but on the ground. Vans are a rare occurrence. Average occurance per city block is lower than .4 when going for 8 or more city blocks. It's not unusual to go through a mission, staying in each level 6 minutes or more on average and not seeing a van.When they do spawn, you can hear a sound effect of a car and will see a grey brick of a vehicle slowly clamber up from the bottom of the screen. They only spawn on road areas of levels. No roads, no spawn. When they appear , it's even more imperative to destroy the van as quickly as possible. Vans drop off shocktroopers and armored enemies, making the immediate area hostile and deadly quickly. Just like the sky van, double/triple bullets and fire rate will make quick work.


Grenadiers














Grenadiers visually stand out. Projectiles are easy to dodge, they lob grenades high making it easy to detect projectile path and dodge getting hit. Grenadiers won't show up until later in the story line, debuting somewhere around 2-3 boss missions. They are just as strong as regular agent, so they are relatively easy to take out.


Flybots














Some of the first enemies you'll encounter. Megabot and W.A.S.P. will spawn in a bunch, there are plenty of level hazards that include Flybots. With the lowest health of all enemies, it's easier to try to shoot one down. You may accidentally land on one and grapple it. You can also throw the enemy to kill it. Anything with wide bullet spread works best to take it down.


Shield Agent














Shield agents have frequent showings. You can't damage them from the front, so try to get behind them and damage them. You can burrow under neath them then surface behind them or jump over them.If you try to grapple them, the agent will just throw you off their back, then turn to face you. As always, high dps is a great way to take them down. When you shoot them in the back, they will be stunned. You can continue to stun lock them by continually shooting them until they are dead. Another tactic is to use the vampire mutation. Using this ability while their back is turned will immediately kill them and replenish some health. Be wary as if you take too long, they can turn their shield around and negate your attack.


Bulldogzer














You can find level hazards or conditions that include increased Bulldogzer spawns by checking the Over-Map for any city blocks that show Bulldogzer enemies. For Rodeo Star, you only have to ride one for 10 consecutive seconds. Note that while riding enemies, if you get hit by a projectile, you'll get thrown. If you choose an increased Bulldogzer spawn level, you'll also have to watch out for other Bulldogzers. If one charges at you while you are riding a Bulldogzer, it will knock you off your Bulldogzer. If you collide with Shield Agents or obstacles such as ladders or walls, this also knocks you off the Bulldogzer.

The increased spawn rates from level hazard Bulldogzers normally spawn three Bulldogzers at a time and frequently, so it does add to the difficulty of the achievement. You can get normal Bulldogzer spawns without it being a level hazard, but Bulldogzers spawn in fast and charge faster, so you'll have to be quick on your feet to ride one. With normal spawns, they usually have a low spawn rate until the danger bar a the bottom of the screen is full, so If you let one go, you may not see another for a while. Try and ride one early within the level.

Best strategy for weapons is to use a straight projectile gun like the Human Chaingun, Irradiator, Alien Blaster etc. Energy swords, Photon Gun, Lightning Gun etc. can strike the Bulldogzer you are riding and kill it which also can negate progress for the achievement. You can use this to clear Agents before they can shoot at you. When riding, you'll move continuously either left or right. If you keep moving, the likelyhood of more Agent spawns is higher than if you stay in one spot. You can try strafing by rapidly changing your movement direction left and right simultaneously to delay movement. When enemies spawn or you are getting shot at, run the other direction. Using deflector mutation will also aid in a successful Bulldogzer ride.


Enemy Descriptions PT.2
Beambot














While you don't have to kill any beambots for I'm Not Afraid, it's in your best interest to take them out as soon as possible. For the achievement, you have to find them as level hazards, locating city blocks on the Over-Map that have the above image on them. They will also show up frequently in regular levels. You'll most likely see their green horizontal beam first before you see Beambot. The beam is constant. They spawn above your current alien position, so it's best to either try to climb above them, ride/grapple them and then throw them using the roll/dodge button or wait until they slowly descend to your position, then try positioning yourself above them and throwing them. You can shoot/damage them, but it's easier and faster to throw them.

Agent (regular)⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Suppressor














Shocktrooper⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Sniper














Eradicator_A














For Anti-Armor, The above 5 enemies, Jetpacker/Elite and Eradicator_B are all enemies with potential to spawn with armor. Use the Eradicator_B image as a reference for armored enemies. Armored enemies look like their unarmored counterparts, but with grey armor and usually a grey helmet. Either used charged shots to break armor or continuous fire to slowly break armor. For Weapons like the Human Chain Gun and Repeator, find armor piercing buff variants for better armor damaging capabilities. You should at minimum get this achievement done around 10 missions, assuming you get at least 5 armor breaks a level and minimum 5 levels per mission. If you stay longer in levels, participate in bonus levels and do more levels, you'll get the achievement much sooner. 3-4 missions is average completion rate.

For High 5, unarmored Agents and ground agents are going to be your targets. You can theoretically get this solo offline, but coordinating with the AI is a rage inducing, hair-pulling nightmare. Either find 4 controllers, or coordinate with friends/online players. On the start of a round, designate a person to be the bottom alien. They will be doing the moving and agent riding. the 3 other players will stack on each other, starting with the bottom alien, until a stack of 4 aliens is achieved. The bottom alien will then try to find an unarmored agent and jump on top of them to ride them. Note that getting shot or hit with any damage will cause all aliens to fall off. Digging, running into walls, and trying to ride shield agents/armored agents will also break the stack.


Flametrooper⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Electrobot














Slowbot⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Shocktrooper














SweeperBot⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Shockbot












Hacker⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Lozengeman














Crabwalker_XL














For the With Enemies Like These, use the images above and all previous images in this section and Enemy Descriptions PT.1 except for Sky Van, Van, and Shield Agent as references. While progress out of 22 can be viewed on the within game on the guide page, it is not shown what enemies you have ridden, so you will have to keep track of enemies ridden. Armed Agent variants do not count towards progress, as you have to break armor before you can ride them. So if you already rode the unarmored variant, you have already gotten the progress counted towards the achievement.

Most all enemies will spawn at regular without level conditions/hazards with the exception of Hacker and Crabwalker_XL, where Hacker will only spawn randomly during objectives in levels and the Crabwalker_XL only spawn as a level hazard. You'll have to find it' s image on a city block indicating a level hazard, otherwise it will not show. You can tell the difference from Crabwalker_B and XL. B are smaller, and they only shot a continuous green beam vertically and upward. XL are bigger, more square, hop and shoot small green bubbles all over the level. XL variant is the only ride-able Crabwalker.

The rest of the Agents should be easily discernible. Costumes, weapons and projectiles all change from agent to agent. Sky vans and Vans can be great for spawning agents that you may not see often, so follow them for any potential agents you have not ridden. Suppressors will shoot slowing grey orbs, Lozengeman shoots multiple wavy green projectiles, Shocktrooper shoot small green projectiles etc. Make

If you are missing one or two enemies, likely culprits are Slowbot, Hacker, Crabwalker_XL, Bulldogzer or Electrobots. When in doubt, ride it out!
Misc Achievements


Spectrum
Unlock 20 pigments









Extraterrestrial Exchange
Sell an item for Lunch Money









Economist
Sell 30 items









Robbin Good
Gain over 110 Lunch Money in a single level









Lunchtastic
Gain over 220 Lunch Money in a single level









Chunk Of Change
Have 2000 Lunch Money saved up
Misc Descriptions

Spectrum
Pigments can be bought in the Hideout shop. There's more than 20 total, so more than enough choices. Each pigment is around 82 lunch money, each reroll of items in the shop is 100 Lunch Monies.


Extraterrestrial Exchange ----- Chunk Of Change

So for the money aspect is pretty straight forward. As you play, gather loot boxes in levels, play bonus levels and defeat bosses, you'll extract these lootboxes by either visiting a hideout or completing the mission. When you do, you'll get hats, weapons and boosts. You'll be bound to get extras or less than desirable items. This is where you can sell them for extra Lunch Money and gather both Extraterrestrial Exchange and Economist








































How you sell items is between levels or pre-mission. In the first image, you'll notice a red circle highlighting Alien Setup. Whatever key, button or input it displays or you have assigned, press that button to open Alien Setup. The second image shows an example of what the Alien Setup screen looks like. You can sell weapons, heads, and boosts. Go to a category and find one of the items that you wish to sell. Highlighted by the red rectangle in the second picture, shows action prompts to either favorite an item or toggle sell. Press the button prompted to toggle an item to sell. You'll know the item is toggled to sell by the Lunch Money icon overlayed over the item icon. You can sell multiple items at a time. When you want to sell, hold the button prompted and it will sell all items toggled.


Robbin Hood and Lunchtastic

Getting 110 Lunch Money in a single level should come naturally. Complete all 3 objectives and the 4th optional objective. The 4th will always reward you with a shower of coins. 220 Lunch Money can be obtain naturally. Playing with multiple people can help boost Lunch Money acquiring per level. Defeating bosses regularly can get you near 200 lunch money, and can possibly get you over 220 Lunch Money. Bonus levels also shower you in Lunch Money after each level completion, but gets increasingly difficult over the levels. If you are having troubles, you can try using one or two boosts, as there is a money gain boost.




















Highlighted by a red circle, is a Lunch Money counter for that particular level. You can use that to
gauge how far away you are from 110/220. It's particularly useful when planning your escape from the level

Chunk Of Change

Don't spend Lunch Money until you have 2000 Lunch Money. That's it. It's that simple.
Secret Achievement And Description
The Behemoth Doesn't Make Sequels
****Secret Achievement****







Achievement Description

If you truly don't want to see how you unlock this achievement, now is your time to turn back and get off this guide or specifically, this section. The information is withheld with spoiler tags below. As long as you don't hover your curser over the black sensor bar, you won't see the information underneath. When the cursor is hovered over the bar, it'll be revealed until the cursor is removed. You have been warned.

Launch the game, click on the ''Play Online'' option, either join someones online session with ''Quickplay'' or by using an online session code, or you can host your own session. Once you are within the overworld map, open the chat bar and enter the phrase ''The Behemoth Doesn't Make Sequels'' and send the chat to the lobby. Do not send message with quotation marks, they were added for clarity. The Achievement should unlock immediately after the message is entered. The Chat bar button for PC versions of Alien Hominid Invasion is T. At this time, I am not aware what console versions chat buttons are. Use in game settings to find control buttons for the version of the game you are using.
Boss Strategies PT.1


The goal of the game is to move up the map, sucessfully completing objectives and extracting from block to block until you reach the HQ at the Top of the Map (red arrow)
Maps are generative, meaning they are unique each time you load a new level. At minimum, you'll have to defeat 5 city blocks to reach the HQ. You have to defeat the boss within an HQ in order to destroy it. Progressing through the Storyline for the first time on a player profile, you'll have to defeat 6 bosses in sequence, so the first 6 bosses will be preditcable. The next 6 will be chosen at random from a pool of 5 of the storyline bosses. The following bosses are in order when playing the storyline

Megabot, Spinner of Lasers
Brief explanation of boss mechanics, you have to break three blue mutagen tanks before fighting the boss. The Mutagen tank is shown in the picture above, underneath the red arrow pointing downwards. You have to shoot at the purple colored tank supports and cap until they explode, then harvest the blue mutagen. After you harvest all three mutagen, the boss will show up. Pictured left in the picture above, with a red highlight circle, is the first boss.

The mechanics of the boss is simple. Note that all bosses you'll also have to deal with regular enemies while fighting the bosses. In the image above shows the wind-up of one of 2 main attacks Megabot does. Megabot will tilt left or right, float high in either the upper left or right part of the screen then shoot downwards towards the floor in a strafe run. If you dodge roll (B on or LT on Xbox controllers) this will be sufficient enough to dodge the strafe without taking damage. Second main attack will launch large flashing green orbs that detonate after ~8 seconds. This is the easiest time to deal damage without having to chase down Megabot. Keep in mind where the first orb launch lands so when it detonates, you have time to move out of the way or dig from the other orbs.

After you take down half of Megabots health, it'll also have access to two other attacks. 3rd attack will either shoot a constant green beam or two that'll take up a portion of screen and rotate in an clockwise rotation. Easiest way to avoid damage is either roll dodge through the beam, utilizing invincibility frames or dig and burrow past the beam, although digging can take more time than just rolling. 4th attack spawns killbots, mini versions of the Megabot. All they do is drop mines that, once they land, turn into proximity mines. More annoying than dangerous. Killbots have the lowest health out of all enemies and will die fairly easily. Continue to shoot and damage until Megabot's health runs out.

Installball_B, Next of Spin
Installball is the second Boss you fight. It uses mostly melee and movement based attacks, but can shoot a mass volley of arched explosive projectiles. Aim towards its massive eye (pictured above as 1,2 and 3).

Installball will have two forms. You'll see number 2 and 3 , as shown in image above, for the majority of the match, regardless of forms. In it's first form, when moving away or a medium to long distance away from Install ball, it'll either jump and people's elbow (Number 3), which just jumps in an arc towards you elbow first or jetpack slide (not pictured) to close the gap. A well timed dodge, digging or careful movement can be used to dodge either the slide or elbow. Safest is digging, most efficient is dodging. It may also shoot a projectile volley, telegraphed by Installball, when the iris in the eye changes to a skull and Installball brings up its fists, covering the eye. There's also a distinctive sound when firing the volley. Easiest way is to dig and burrow, but it's more effective to time your dodge. Beware that the volley can catch you midair for damage and that it can also damage you via splash damage when it hits the ground. Splash area is very small, so as long as you aren't touching the splash visual, you should not get damaged. If Installball is close to you, it will do a ground pound, which it will heavily telegraph by raising both fists high. Simply move or dodge to get away.

The form switch will be distinctive, performing a Super Saiyan-esque green energy flair and gaining a large green mohawk when transformed (#1). Form two keeps aforementioned attacks and add a swanton bomb to the movelist. The move has a high arc. with Installball leaping upwards off screen, then careen towards the ground. Beware of the Boss coming down. The boss can grab you midair and crash you into the ground for huge damage.

Bustletron 2.0, Spinner of Wheel, Spinner of Fists
Movement is going to be key in this fight. You'll be constantly moving or digging to dodge various forms of Bustletron 2.0 and it's own movement. Bustletron is always moving either left or right to set up different attacks, and coming into contact with it's wheel will cause small damage, but can be substantial if you are caught by other agents fire or Bustletron's attacks. You can easily be steamrolled into a death or low health scenario.

Damaging Bustletron is straightforward, aim for the body. Any part of the torso to the head will take damage. The bottom stalk and wheel will not take damage. Both forms of Bustletron (pointed by the red arrows) can be damaged. Bustletron will spend a lot of time extended upwards when in gun mode, making damaging it a lot harder when you are on the ground. It is advised to find a long stretch of an elevated platform to fight on, as it'll make the fight easier not having to juggle running, jumping and aiming in multiple directions. In the right hand side of the picture above, where the grenadier agent is, is an example of an elevated platform. It may be hard to notice on the go, but anything that has a bolder and thicker drawn horizontal line, is an indication of a stand-able platform. You may notice that the catwalk underneath that agent has a bold horizontal line. It is recommended to traverse the level when destroying mutagen tanks and note where all the elevated platforms are.

Bustletron as three attacks. The singular red arrow points to the neutral form of Bustletron. He will move in this form, but is not actively attacking in this form. If Bustletron extends in height but does not transform into a gun (like shown on the left with two red arrows pointing), he is winding up it's spinning fists attack. It will extend both arms out and spin them in a circular motion, like fan blades. He will choose a character and spin slowly towards them. Spinning fists will block all projectile, inflict continuous damage if you come into contact with the fists and also pull all characters towards Bustletron. You can either escape by running away from Bustletron or digging and burrowing until the attack is finished. Note your movement speed percentage. Having no or low buff percentages will cause you to run in place when attack is happening. Negative percentages will cause you to still be sucked towards Bustletron. Higher move speeds and you can actually move away from Bustletron with a decent pace.

The other two attacks both deal with Bustletron's gun form. At the start of the gun form, the gun will either point towards the sky or towards the floor. Gun pointed towards the sky, Bustletron can either shoot green goo like projectile or (circled in red) glowing green 48 sided dice like mines that explode only when touched. Gun pointed to the floor will only shoot goo. The Goo will give you time to react and either roll dodge or dig, as will the mines. I haven't personally found anyway to detonate mines without taking damage, so it's best to avoid and move to another area that isn't infested with mines.
Boss Strategies PT.2
W.A.S.P. Recalibrated, Spinner of Propellers
W.A.S.P. has a small arsenal of moves and one Form. Mostly in the first half of it's health, it'll retract it's stinger (big red circle) and shoot these greyish green stobes (smaller red circle) towards you. The strobes do not hurt, but they will attach to you and slow you down the more strobes are attached to you. Dig and burrow to remove the strobes. W.A.S.P. will also try to sting you by slamming its stinger into you. You'll be able to react to this as W.A.S.P. will fly above your position and the stinger will glow green before it attacks.

W.A.S.P. will also shoot these long, green, snake-like projectiles at you (Pictured above). It makes a distinctive snake like sound when firing, and projectiles will continually follow you until you shake them. Set up projectile pathing by positioning your self as far away from W.A.S.P. as you can, then either dodge or dig. Having excellent positioning will be key later in the fight.


Halfway through the fight, W.A.S.P. will act more erratically, such as shooting both stobes and snake projectiles at the same time. W.A.S.P. will start calling mini killbots, pictured above. These are easily avoidable, but can't be destroyed and will hurt when touched. Their screens glow green and they will slowly move in groups toward the ground. Either move or roll past them. W.A.S.P. may also start darting across the screen randomly. This will not effect you on the ground, however it will affect you if you are fighting on elevated platforms. When W.A.S.P. darts, it will fly high in the screen and do so very quickly. If you are in it's path, it will knock you back and also do medium damage. Getting knocked back can launch you into other enemies or mini killbots and potentially could be fatal.

Fighting W.A.S.P. can be easy. It's first half of health, it's more calm when fighting and has easier pacing. It also will retract it's stinger (first picture circled in red) more often. When it's stinger is retraced, you can sit underneath it and shoot upwards. Once it hits half health, you'll have to be on the move more often. You'll shoot the body of the aircraft, naturally. If you choose to find elevated platforms, be careful of W.A.S.P. 's dashes. It can knock you to ground floor and stun, which can cause you to be overwhelmed by enemy mobs. Fighting on the ground will require more precise movement and aiming.



Juiceman, Vengeance of the Agency

By now, you should be used to seeing agents at the beginning of Boss encounters and witnessing different scenes before either killing them or moving past them. This encounter is a little different than the rest. When you kill or move past the agent, instead of moving further into the base and destroying mutagen tanks, the agent turns into a mutagen mutant and you start the battle right at the entrance. Good news, no enemy mobs to deal with. Bad news, the fight is more bullet hell than the rest of the encounters.

Only four moves to memorize. One of them, Juiceman raises it's hands, enlargens them and pops them off to bounce away from Juiceman. The speed and frequency of times this happens increase the lower it's health is. Either dig, jump or time your dodge to avoid getting damage. The hands cannot be destroyed, they will disappear on it's own.

Second attack, Juiceman will fly up and off screen, then scroll from either left or right across the screen, vomiting blue mutagen. Simply roll dodge into the blue mutagen spill. There is no splash damage, so no need to be worried about taking damage coming out of roll. You will still have to be aware of other attacks going on though, so careful thought must be placed on if you need to jump, dig or dodge.

Third attack, Juiceman will superman fly like the first attack, but stop halfway up the screen, then careen towards the ground, disappearing into the ground. Juiceman will then pop up from the ground in an arc, and either end the attack stumbling or continue to slam and disappear into the ground for chain attacks. When Juiceman slams into the ground, large pill shaped mutagen will litter the ground around where he disappeared into. The pills will do damage, so avoid running into them.

Reference the image above the Second Attack description. In the left hand corner of the image, there is a blue sphere emerging from the corner. This is the 4th attack. These spheres take up a considerable amount of the screen, move slowly downwards and will happen at random without much warning. You'll most likely see the attack before you hear it. It does large damage, so avoid at all costs. You may have to dig to avoid it, as it may coincide during all 3 other attacks.

Be careful when attacking Juiceman. Being reckless can cause fast deaths if his attacks chain against you. Plan your attacks carefully and don't try to perform the most damage. All attacks increase in frequency and speed as Juiceman's health declines. Sometimes Juiceman will cross his arms horizontally across his body. Not only does this make him bulletproof when active, it can deflect your bullets back towards you. Refrain from shooting when this happens. This is the last of the reoccurring bosses once you complete the storyline.


Boss Strategies Final
Grand Mothership

Did I mention bullet hell? Because this is worse than the Juiceman fight. More projectiles and more unpredictable than the other fights. At least you only have to encounter this fight once. There is three phases you'll encounter. First phase, you'll note the red accent on the hands and death ray. Shoot the red accents. Their health is indicated by visible damage, then flames engulfing each appendage. Shoot till they break. The death ray will shoot across the screen, so roll or dig to avoid. Either hands will grab projectiles to throw. Avoid staying on either side of the screen to avoid being hit by hands, and roll/dig to avoid projectiles. There's also small drill rockets that will form a line in the middle of the screen. Stand in between the drills to avoid being hit by them when they drill back into the earth. Note the tubes that look like thrusters around the bottom of the ship. These shoot red triangles and each individual port tracks your position at any given time. The triangles are slow and plentiful, be aware of your positioning at all times, lest you get hit by any of these at any time.

Phase two, the underbelly of the UFO will glow red with the Grand Motherships face. Shoot to damage. Cybernids (circled in image above) will spawn and shoot small triangles. Mothership still shoots plenty of bigger triangles. You'll have to manage both the cybernids while damaging Mothership. Take them out when possible.

Tractor beams will spawn. First. they will show with white outlines. When they turn yellow, be wary. This is a warning that the beams are about to change to red and lock you in it's grasp if you aren't careful. Depending on your loadout, you may use the tractor beams to lift you up underneath for easier access to it's weak point. There are also rock platforms in place. When the tractor beams turn red, it will lift you up towards the ship, and a projectile (looks like a flaming asteroid in the shape of a fist) will barrel towards you, guaranteeing contact and sending you into the laser barriers on either side of the screen, causing even more damage. If you do not get stuck in the tractor beam, still be wary. You can still jump into the beam and be locked, or make contact with the asteroid that still is sent across the screen. Up to 4 tractor beams may show up at one time. Individual beams can track your position, you may be able to bait tractor beam placement for better movement. Tractor beams can cut off positioning if you allow them to, which can get you killed or severely hurt.

At any time if the ship lowers halfway onto the screen, do not continue to shoot the weak spot uninhibited. It may be tempting to get the most damage in, since Mothership stops shooting an ceases tractor beams. Dig immediately. The ship collides with the ground and will do a large chunk of damage.

Phase three starts when a human general shows up on your bottom left corner of the screen and calls in hunterbots to destroy the underneath glass dome. After that sequence ends, you'll regain control of your character; immediately dig. Mothership will slam into the ground one last time before pulling you into space.

Only two things to look out for, the same triangles that proceeded the last two fights and now two fists that will fly from either side of the screen. Being in space, you'll slowly float upwards when jumping and downwards when falling. Essentially, you'll just bob endlessly dodging projectiles. Shoot the red tractor beam emanating from the bottom of the ship until you see the final cutscenes.
5 Comments
SNAAAAKE!??  [author] 21 Jun @ 9:03am 
@Globox Gaming I'm not 100% sure. I got 100% before the updates, but at that time progress was separate from each new profile. Now, each new profile I create, they automatically have all achievements unlocked on them. Only way to find out i guess is going to each profile and seeing if the 5k enemy count is the same or different.
GloboxGaming 18 Jun @ 8:58pm 
Does achievement progress carry over from each profile? Like would I have to kill 5000 enemies on the same profile?
DesArch 8 Jan, 2024 @ 1:48pm 
Apparently on console, there is no text chat function, and there is no corresponding achievement for the secret achievement either. This is likely why it doesn't have an in-game achievement, and is only a steam achievement.
SNAAAAKE!??  [author] 12 Dec, 2023 @ 8:00pm 
@ArticWoof I'm waiting to get a couple achievements before I implement the last 23 and videos on some explaining achievements more in depth, but for Fleshwound, its best to attempt on a fresh mission. Complete objectives like normal until the Mothership extraction beam shows up, then shed all your lives until there are no hearts left. Must be completed on Normal or Insane difficulty. If playing on normal, get your health down to 2 bars or lower (full health is 6 bars on normal), then extract. It would be best to run deflector mutation with a high deflect bonus percentage to help aid in extraction as you can still get hit and die extracting. Use regular agents to aid in health shedding. Avoid any of the "upgraded" agents like jetpacker elite, suppressor, Eradicator_A and B etc. as they can lower your health extremely quickly.
ArcticWoof 12 Dec, 2023 @ 3:19am 
Can you discuss a missing achievement "Fleshwound" (Extract with less than 20% health and no lives left)