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Quests

Scripted encounters with a fixed spawn timeline. The player clears all enemies to complete the quest.

Starting conditions

  • Weapon: defined per quest (Pistol unless noted).
  • Bonuses: enabled, with stage-specific suppression (see Bonuses — suppression rules).
  • Perks: enabled, manual selection on level-up.
  • Terrain: defined per quest.

Spawning

Each quest has a spawn table of timed entries. A timeline counter advances with game time, and entries fire when their trigger time is reached. Each entry can spawn one or more creatures in a formation with fixed spacing.

If no living creatures remain and the spawn table still has entries, the timeline keeps advancing. If the table has entries but no creatures have been active for over 3 seconds (and timeline > ~1700 ms), the next entry is force-triggered to prevent stalls.

Hardcore

Hardcore difficulty becomes available after completing all tier 1-4 quests on normal. It maintains a separate progression track: you replay quests from 1.1 with tougher spawns. Most multi-spawn entries get +8 extra creatures, one special entry class gets +2.

Completing all tier 1-4 quests on hardcore unlocks the Splitter Gun.

Completion

A quest is complete when both conditions are met:

  1. Spawn table is empty.
  2. No living creatures remain.

The completion transition takes about 2.5 seconds: feedback sound at ~0.8 s, music transition at ~2 s, result finalized at ~2.5 s.

Failure

If all players die before completion, the run is marked as failed. A record is still written for stats and score tables.

Scoring

Ranked by fastest completion time. Failed attempts are ranked behind completed ones. The record includes elapsed time, kills, shots fired/hit, and most used weapon.


Quest list

Each quest unlocks a weapon or perk on first completion. Start weapon is Pistol unless noted otherwise.

Tier 1

Aliens only. Introduces spawner nests and basic formations.

1.1. Land Hostile

Unlocks Assault Rifle. Four small waves of aliens from edges and corners.

1.2. Minor Alien Breach

Unlocks Shotgun. Escalating alien stream from the right. A brute alien appears mid-quest.

1.3. Target Practice

Unlocks Uranium Filled Bullets. Orbiters spawn at random positions around the center with accelerating tempo. Randomized layout.

1.4. Frontline Assault

Unlocks Flamethrower. Steady bottom-edge stream, adds corners over time. Blue-tinted aliens mid-quest. Two brutes from the sides at wave 10.

1.5. Alien Dens

Unlocks Doctor. Spawner nests that produce child aliens. The center nest scales with player count.

1.6. The Random Factor

Unlocks Submachine Gun. Alternating left/right waves of random alien types. Brutes appear randomly (~20% chance per wave). Randomized layout.

1.7. Spider Wave Syndrome

Unlocks Monster Vision. First spider quest. Repeated spider waves from the left edge every 5.5 seconds. Wave size scales with player count.

1.8. Alien Squads

Unlocks Gauss Gun. Ring formations of 8 aliens from offscreen, then a steady stream of individual aliens.

1.9. Nesting Grounds

Unlocks Hot Tempered. Mix of random alien waves and spawner nests. Multiple spawner phases, ending with tougher alien variants.

1.10. 8-legged Terror

Unlocks Rocket Launcher. Opens with a shock boss spider. Random spider packs from all four corners for the rest of the quest.

Tier 2

Introduces zombies, lizard-producing spawners, and splitter spiders.

2.1. Everred Pastures

Unlocks Bonus Economist. Four different spider types from all four edges simultaneously. Escalating wave sizes. Blue-tinted spider burst at wave 4.

2.2. Spider Spawns

Unlocks Plasma Rifle. Spawner nests in all four corners producing spiders. Timer-based spider bosses patrol from the edges.

2.3. Arachnoid Farm

Unlocks Thick Skinned. Lines of spawner nests. Slow spawners first, then fast spawners.

2.4. Two Fronts

Unlocks Ion Rifle. Aliens from the right, spiders from the left simultaneously. Spawner nests appear at waves 10, 20, and 30.

2.5. Sweep Stakes

Starts with Gauss Gun. Unlocks Barrel Greaser. Short quest (35 s time limit). Radial orbiter spawns with accelerating tempo, same pattern as Target Practice.

2.6. Evil Zombies At Large

Unlocks Mean Minigun. First zombie quest. Zombie waves from all four edges, escalating from 4 to 13 per edge.

2.7. Survival Of The Fastest

Starts with Submachine Gun. Unlocks Ammunition Within. Spiral pattern of fast spawner nests wrapping inward, plus corner spawners at the end.

2.8. Land Of Lizards

Unlocks Sawed-off Shotgun. Four spawner nests that produce lizard rings, placed one at a time in each quadrant.

2.9. Ghost Patrols

Unlocks Veins of Poison. Fast red aliens, then alternating left/right ring formations of 5 aliens. Ends with a grid formation.

2.10. Spideroids

Unlocks Plasma Minigun. Splitter spiders from edges. Only 3–6 spawns, but each spider splits on death into smaller ones.

Tier 3

Introduces ghosts, lizard enemy types, and mixed-species quests.

3.1. The Blighting

Unlocks Toxic Avenger. Fast red aliens plus spawner nests in all four corners. Alternating alien and lizard waves from rotating edges.

3.2. Lizard Kings

Unlocks Multi-Plasma. Chain formations of 4 lizards from the sides, plus a ring of 28 individual lizards spiraling around the center.

3.3. The Killing

Unlocks Regeneration. Cycling alien/spider/lizard waves from rotating edges. Every 5th wave spawns random-position spawner nests instead. Randomized layout.

3.4. Hidden Evil

Unlocks Seeker Rockets. Ghost aliens exclusively. 160 total: 50 purple, 30 green, 50 small green, 30 more green. Pure crowd control.

3.5. Surrounded By Reptiles

Unlocks Pyromaniac. Lizard spawner nests in two perpendicular lines, vertical pairs first, then horizontal pairs.

3.6. The Lizquidation

Unlocks Blow Torch. Escalating lizard waves from both sides (6 → 15 per wave). Fast red aliens at wave 4.

3.7. Spiders Inc.

Starts with Plasma Minigun. Unlocks Ninja. Timer-based spider bosses plus blue spiders. Escalating paired waves from top and bottom.

3.8. Lizard Raze

Unlocks Rocket Minigun. Paired lizard waves from the sides every 6 seconds, plus three lizard spawner nests.

3.9. Deja vu

Starts with Gauss Gun. Unlocks Highlander. Same radial pattern as Sweep Stakes (2.5), but spawns lizard spawner nests instead of orbiters.

3.10. Zombie Masters

Unlocks Jackhammer. Zombie boss spawners at staggered positions. Spawner count scales with player count.

Tier 4

High-volume quests mixing all enemy types and complex spawner patterns.

4.1. Major Alien Breach

Starts with Rocket Minigun. Unlocks Jinxed. Massive alien flood from right and top edges with accelerating spawn interval. 100 spawn entries total.

4.2. Zombie Time

Unlocks Pulse Gun. Zombie waves of 8 from both sides every 8 seconds. Straightforward endurance test.

4.3. Lizard Zombie Pact

Unlocks Perk Master. Zombie waves from both sides plus lizard spawner nests every 5th wave, with escalating spawner counts.

4.4. The Collaboration

Unlocks Plasma Shotgun. All four enemy types at once: aliens right, spiders bottom, lizards left, zombies top. Escalating counts per wave.

4.5. The Massacre

Unlocks Reflex Boosted. Zombie stream from the right. Fast red aliens join on even waves.

4.6. The Unblitzkrieg

Unlocks Mini-Rocket Swarmers. Slow-building spiral of spawner nests placed along the edges. Each successive loop places nests faster.

4.7. Gauntlet

Unlocks Greater Regeneration. Inner ring of spawner nests, then zombie waves from all four edges, then an outer ring of spawner nests.

4.8. Syntax Terror

Unlocks Ion Minigun. Spawner nests at mathematically computed positions (polynomial hash pattern). Multiple waves with pseudorandom placement.

4.9. The Annihilation

Unlocks Breathing Room. Fast red aliens plus two phases of spawner nests in staggered columns.

4.10. The End of All

Unlocks Ion Cannon. Ranged spider bosses in all four corners, spawner ring at center, more ranged spiders from the sides, a second spawner ring. Nuke and Freeze bonuses suppressed.

Tier 5

The hardest quests. Boss encounters, grid formations, and heavy spawner use. All 8 minutes long.

5.1. The Beating

Unlocks Ion Shotgun. Weapon bonus alien first, then brutes, green alien floods from both sides, brown transparent aliens, and ring formations from below.

5.2. The Spanking Of The Dead

Unlocks Death Clock. Two weapon bonus aliens, then 130 zombies spawning in a tightening spiral around the center, followed by grey zombie waves from both sides.

5.3. The Fortress

Unlocks My Favourite Weapon. Blue spiders, then limited spawner nests along one side, then a grid of spider spawner nests filling most of the map.

5.4. The Gang Wars

Unlocks Gauss Shotgun. Ring formations of 8 aliens from both sides in alternating phases. Chain formation of 10 aliens mid-quest. Second ring phase and triple chain formation finale.

5.5. Knee-deep in the Dead

Unlocks Bandage. Relentless zombie stream from the left. Green zombie brute every 8th wave. Adds more spawn lanes as the quest progresses, up to five simultaneous streams.

5.6. Cross Fire

Unlocks Angry Reloader. Blue spiders, escalating ranged spider bosses, splitter spiders in the center, and more blue spiders from top and bottom.

5.7. Army of Three

No unlock. Three phases: alien grid formations, spider grid formations, lizard grid formations. Finale: triple alien grids from below and triple spider grids from above.

5.8. Monster Blues

Unlocks Ion Gun Master. All types in sequence: lizards, aliens, spiders. Then a long mixed phase cycling all types with escalating counts.

5.9. Nagolipoli

Unlocks Stationary Reloader. Spider rings around the center, then lizard waves from all four corners, then spawner nests on both sides, ending with ranged spider spawners at center.

5.10. The Gathering

Unlocks Plasma Cannon. Boss parade: splitter spiders, shock boss spiders, zombie boss spawners, ranged spider bosses from all corners, more shock bosses, and a final splitter wave. Nuke suppressed.