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:
- Spawn table is empty.
- 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.