The kind of detailed achievement guide I wished I had when trying to crack some of the more cryptic ones
Loop Hero Achievements
Embark on your first expedition
Simple enough, start the game and go on your first expedition.
Kill 5 enemies
Kill any 5 enemies in any number of loops. Most likely you’ll get this on your first loop ever.
Build the first camp structure.
After your first loop(s) use the resources gathered to build any camp structure. Personally, I recommend the Field kitchen, which unlocks building the Refuge. That in turn unlocks the Rogue class, which I think is much more fun to play than the warrior.
Die for the first time.
Should happen in the natural course of the game, but if not, then update your gear on higher loops, don’t place helpful cards etc.
Practically a job
Embark on your tenth expedition
Just keep playing, pops up soon enough as you’re gathering resources early on to build camp structures.
Part of the world
Find 100 resources
You’ll get this in the natural progression of the game as defeating enemies, placing mountains & meadows and passing through groves & cemeteries all grant you different resources. Note that only whole resources count, not fragments. For example, stones not pebbles.
Kill 1000 enemies
You’ll get this quickly if you favour multiple weaker enemies instead of fewer tougher ones. For example, spiders and ratwolves that spawn from spider cocoons and groves respectively.
Unlock the ‘Rogue’ class
This requires you to build the Refuge camp structure, which in turn requires the Field Kitchen. Please note the Refuge must be placed next to the Field Kitchen, so leave a free tile. Both can be built in Chapter I.
Just starting out
Kill the boss of the first chapter: The Lich.
The bosses in this game spawn after you’ve placed down enough tiles to fill in the meter below the day cycle bar. When the Lich spawns, it creates Lich’s palace tiles around your campfire. Each of these gives the Lich a 5 % buff to both attack and health. To minimise the palace tiles, fill in as many squares around your campfire as possible before spawning the boss, and have some Oblivion cards handy. The best way to get oblivion cards is to level up and pick the Blissful ignorance trait just before the fight. Using these cards also heals you up nicely just in time for the fight
The key to the fight is minimising the buffs the Lich gets as discussed above. Otherwise a good time to pick a fight is when you get lucky and have multiple pieces of gear above the loop level that fit your play style. Make sure you also have as many helpful tiles as you can, such as mountains (not rocks). Overall I prefer DPS instead of tanking, but you do need some way to soak or avoid damage (defense, evasion), because the Lich hits slow, but hard. You should also have a couple of traits in addition to Blissful ignorance. Otherwise there isn’t an optimal time to spawn the boss, as it it scales with the loop number the same as all the other enemies.
Place 1000 cards
Place down a 1 000 cards in the world in any number of expeditions. You’ll get this soon enough.
Drink 50 potions
Drink 50 potions in total during any number of expeditions. Your hero drinks them down automatically once they suffer enough damage. To unlock potions you need to build the Herbalist’s hut camp structure. To increase the number of potions you can carry, upgrade the Herbalist’s hut or supply your camp with Alchemist’s shelf furniture. In Chapter I you can only upgrade the hut to level 2. In order to be able to add camp items, you need to build the Supply depot structure.
Around the world
Complete 100 loops
Complete a 100 loops in total in any number of expeditions. Unlocks soon enough.
What’s not tied down
Get 5 camp items
In order to be able to add camp items, you need to build the Supply depot structure. This can be done in Chapter I. After you’ve built the depot, you start to randomly get camp items, during your expeditions. Supply 5 of them to your camp in total to unlock the achievement.
Grandma says hello
Unlock the Necromancer class
This requires you to build the Crypt. The chain of building needed to unlock it are: Cemetery, Gymnasium, Field kitchen and Herbalist’s hut. All of these can be built in Chapter I. Remember to leave a free tile next to the Cemetery as the Crypt can only be built to an adjacent square. Personally I recommend beelining for the Crypt, as Necromancer is my absolute favourite class to play.
Can’t get it back
Lose 100 resources
You lose resources by withdrawing from an expedition when not close to your camp (40 % of what you’ve gathered) or dying (70 %). Only full resources count, e.g. stone not pebble. You’ll get this soon enough together with the Groundhog day achievement, but if not, wait for the later chapters that increase your resource caps, and then increase your changes of joining the choir invisible by not upgrading your gear etc.
Die ten times
Die a total of ten times across any number of expeditions. I’m not a pro gamer, so this was easy enough for me. If you get impatient, do expeditions without upgrading your gear. You’ll kick the bucket eventually.
Defeat the boss of Chapter II: the Priestess.
The key in this fight is DPS, DPS and DPS, as the Priestess sports a number of defences you must break until you can damage her. In the meanwhile she and her special assistants (yes, you fight multiple enemies) hit you hard. Unlike the Lich, there are no special circumstances around her spawning, just make sure you’ve got a couple of traits and good gear.
I only beat the Priestess as the Necromancer as I don’t know how to make your Rogue avoid enough of the damage to go the distance. My ideal build is:
Summon quality: 50+ %
Max skeletons: 4
Skeleton level: roughly +[Loop number]
Attack speed: 200+ %
Laying Down One’s Life
Edge of Impossible
Art of Control (optional)
The high attack speed combined with 4 skeletons makes your damage output high, and allows you to constantly replace killed skeletons. Combined with summon quality this can make you nigh invulnerable, because 1. enemies attack your skeleton guards instead of you 2. you only take 1/4 damage 3. you heal constantly as your skeletons die. For reason 3 you don’t want your skeleton level to be too high (> loop number + 3), because you need that constant supply of healing from dying skeletons. Conversely, you don’t want it too low, because then it’s hard to have 4 skeletons at the same time, because they die too fast. The Art of Control trait gives you more flexibility around your gear, because you don’t need that extra +1 to max skeletons.
To maximise your changes fill the loop with enemies that have a soul (mosquitos, ratwolves, scorch worm…) to pump your Max HP. Regeneration is not important as it’s much slower than the healing you get from dying skeletons. Magic shield doesn’t heal from them, so it’s not that important either. Attack speed you get placing down thickets, preferably with rivers.
This requires you to beat the boss of Chapter I the Lich three times. If you’ve gotten this far, you probably already know how to deal with him, but if not, have a look at the Just starting out section. The Lich makes a reappearance in Chapter IV, and while I’m 99 % defeating him there counts as well, I haven’t tested it out. Repeating Chapter I nets you easy resources and unlocks more traits though.
From dust and sticks
Craft 5 items
You need to have Supply Depot built in your camp to unlock crafting (see What’s not tied down) . Then, you need to build the following to unlock crafting for the different item types:
Furniture : Lumberjack
Tools : Smithy
Food : Farm
Jewelry : Alchemist’s Tent.
Smithy and Farm are the easiest, as they don’t require you to unlock any additional buildings after you’ve built the Supply Depot. Any combination of 5 in total counts. They don’t have to be crafted at the same time.
Read 50 different dialogues
The dialogues happen automatically as you add new buildings to your camp, upgrade them, place down new card types in the world and encounter new enemies. Takes a while, but if you’re already working towards the Small town, See the world and not die and Trophy collection achievements, you’ll get this as a bonus. Extra tip: you can unlock new dialogue by fighting the same boss repeatedly…
Hole in memory
Dismantle a camp structure
Built the least resource intensive structure, such as the Mud Hut, and then delete it. Simple as. If you’re not clever, like me, you’ll get this by clicking the wrong square in the build mode eventually…
Always been here?
Build the river
Build the River building in your camp. This not in any way a difficult or missable achievement, just takes a bit of time to gather the resources (see Make a puzzle) to build all the things needed to unlock the River. The River in your camp does nothing, but unlocks a very useful card, which doubles the effects of any terrain card it’s placed next. This effect stacks as well, although with three adjacent river tiles it’s 3 x 2 x effect, not 2^3 x effect, so 6 not 16 times. The River is also needed for the See the world] and not dieTrophy collection[/i] achievements, as it opens a bunch of new tile and enemy types.
Unlock a chapter in the encyclopedia
You need to build both the Intel Center (for unlocking the Encyclopedia) and Library (allows unlocking chapters in the Encyclopedia) building in your camp for this one. They must be built adjacent to each other. You need a single Book of memories resource to unlock a chapter, but by the time you have the Library built, you should have plenty of these.
Embark on your fiftieth expedition
You’ll get this in pursue of all the other achievements, but if you want to beeline for it, just do a bunch of one loop expeditions. Note that you don’t have to survive them all, dying counts as a completed expedition as well.
Easier than making
Dismantle 5 items
Same as in What’s not tied down, you need to have Supply Depot built in your camp to unlock dismantling. Just dismantle any five items for basic resources, doesn’t have to happen at one time. I don’t recommend dismantling any more than needed though, as later in the game when you have loads of item slots multiple copies of your chosen items stacked can become very powerful.
Make a puzzle
Find all possible types of resources
You must find at least one whole resource of each type. You don’t have to have all of them in your inventory at the same time. The following can only be found from Chapter II onwards: Orb of Afterlife, Astral Orb, Orb of Crafts, Orb of Evolution and Orb of Unity.This guide doesn’t detail how to farm resources, it just gives examples of how to get each.
Stable Wood: Basic resource, easiest to get from passing through groves
Preserved Rock: Basic resource, easiest to get from placing mountains
Stable Metal: Basic resource, easiest to get from item overflow (getting more items when your inventory is already full)
Food Supply: Basic resource, easiest to get from meadows
Orb of Expansion: Fight at least 4 enemies at a time. The more enemies, the better the chance. For example, place a Spider cocoon on a tile covered by a Temporal beaocn
Book of Memories: Basic resource, easiest to get from card overflow
Metamorphosis: From transforming a tile to another type. See See the world and not die
Orb of Immortality: Drops from Chapter bosses. Not used to build anything, but can save all your other resources when you die during an expedition
Orb of Crafts: Drops from Artificial type enemies like Wooden warriors and Scarecrows
Orb of Evolution: Drops from Living type enemies like Spiders and Ratwolves
Orb of Unity: Drops from Liquid type enemies like Slimes and Blood clots
Orb of Afterlife: Drops from Undead type enemies such as Skeletons and Vampires
Astral Orb: Drops from Cosmic type enemies such as Watcher and Tome. This is the trickiest one to get as cosmics are rare. Imo the best way is to place a Beacon of Time so that Watchers spawn on a Grove tile attached to a Blood Grove so that they have less chance to scarper before the end of the fight. Ensure high DPS by placing the Grove next to your campfire, and by building four watch towers in your camp to get four crossbow men to help you dish out the punishment.
Note that apart from Orb of Expansion you don’t get these full resources directly. Instead of you get scraps that combine to a full one. For example 1 stable wood = 12 stable branches.
For whom the horn tolls…
Defeat the Chapter III boss: The Hunter.
Similar to the Priestess (see Glass Queen) the Hunter has assistants, but it’s not enough to defeat just him, you have to smack his hounds on the nose as well. The Hunter and his dogs don’t have as many defences as The Priestess, but they more than make up for it with their powerful attacks. Still, my ideal Necromancer build for the fight is more or less the same as for the Priestess. Though if possible, get your Summon Quality even higher to ensure you summon Skeleton Guards. You really don’t want to get hit by the dogs’ special attack.
Summon quality: 50+ %
Max skeletons: 4
Skeleton level: roughly +[Loop number]
Attack speed: 200+ %
Laying Down One’s Life
Edge of Impossible
Art of Control (optional)
Blood lightning (optional)
The high attack speed combined with 4 skeletons makes your damage output high, and allows you to constantly replace killed skeletons. Combined with summon quality this can make you nigh invulnerable, because 1. enemies attack your skeleton guards instead of you 2. you only take 1/4 damage 3. you heal constantly as your skeletons die. For reason 3 you don’t want your skeleton level to be too high (> loop number + 3), because you need that constant supply of healing from dying skeletons. Conversely, you don’t want it too low, because then it’s hard to have 4 skeletons at the same time, because they die too fast. The Art of Control trait gives you more flexibility around your gear, because you don’t need that extra +1 to max skeletons. Blood lightning is not a must have, but can make the fight a lot easier as it boosts your DPS. With it even your Necromancer himself can do more than just aggressively tickle the enemies. If you haven’t unlocked it yet, go back to fight the The Priestess again (Chapter II boss).
Dismantle 10 items
Same as Easier than making, but this requires dismantling ten items in total instead of five. Again I don’t recommend dismantling any more than needed for the achievements.
Faith alone is not enough
Defeat the Chapter II boss three times, see Glass queen for tips on how to best her. Again I’m 99 % beating her in both Chapter II and IV count, but I haven’t tested the latter.
Fill the whole map
This requires you to fill in the entire map, including the loop with tiles in one expedition. It’s best to leave this for Chapter IV, as there you already need to fill the map almost to the brim the spawn the final boss. You can greatly speed this up by using the Maze of Memories golden card, but I never tried it as it will likely force you to face the boss before you’re ready. I used ancestral crypt, river, forest, suburbs, battlefield, grove and swamp cards. When playing a Necromancer with the Ancestral crypt golden card the last two spawn enemies that boost your Max HP.
Transmute 5 resources into hydrogen
Requires the Alchemist’s tent, which can be built from Chapter II onwards, as the necessary resources become available. It allows you to transmute resources into hydrogen and to synthesise any resource from hydrogen. The tent is expensive to build, but I recommend doing it sooner than later, as synthesising missing materials makes unlocking other buildings and upgrades much easier. The conversation rate is not 1:1, so you’ll lose some resources overall, but for example I always had an overabundance of Book of Memories. Note that you must break a down a type of resource before you can synthesise it, so make use of what you need the most to get this achievement.
Build all the possible camp structures
There are no hidden structures, and the game explains how to unlock each type well enough, so I’m not going to go into detail here. Note that you cannot get this achievement before Chapter II. That’s because it introduces new resources not available in the first chapter. Also, you don’t have to do all possible upgrades, building each structure type once is enough.
Synthesize 5 resource with alchemy
Same as in Alchemist’s apprentice, you need to build the Alchemist’s tent structure into your camp. This time, after transmuting enough resources into hydrogen, synthesise 5 pieces of the resource you need the most.
Don’t breathe it in
Transmute 50 resources into hydrogen
Same as Alchemist’s apprentice, but transmute 50 instead of 5 resources in total into hydrogen.
Unlock 50 chapters in the encyclopedia
Same as in Scholar you need to have both the Intel center and Library structures in your camp to be able to unlock chapters in your Encyclopedia. This achievement combines well with Small talker, and should become possible as you unlock entries by placing new cards and facing new enemies during the normal course of the game. If not, see Book worm for details on how to fill in the Encyclopedia.
PROTIP: stab the Omega until it dies
This achievement requires you to beat the final boss of Chapter IV: The Omega. It fights your alone, but has unique talents such as the ability to turn of your abilities and a mountain of hit points. If you’ve come this far, you pretty much already know everything you need. But Chapter IV really requires to optimise your deck, card placement and squeeze every little bit of help you can get from your camp and traits.
I’ve only beat the game as a Necromancer, my setup was:
Deck: Suburbs, Forest, River, Battle field, Grove, Swamp, Smith’s forge, Vampire Mansion, Oblivion, Ancestral Crypt
Camp: Graveyard Lv 3 (resurrects you with 35 % Max HP), 8 x Old Painting for 4 % damage bonus to bosses each, 15 potions that heal 11 % each (Alchemist’s shelves, Herbalist’s sickles, fully upgraded Herbalist’s hut)
Summon quality: 50+ %
Max skeletons: 4
Skeleton level: roughly +[Loop number]
Attack speed: 200+ %
Laying Down One’s Life
Edge of Impossible
The Gift of Blood
Omicron’s Technique (optional)
Art of Control (optional)
Maxing attack speed early on with thickets & river early on is the most important placement, so don’t go crazy with suburbs. +10 bonus xp from 2 towns and 6 suburbs should be enough before the Lich.
The high attack speed combined with 4 skeletons makes your damage output high, and allows you to constantly replace killed skeletons. Combined with summon quality this can make you nigh invulnerable, because 1. enemies attack your skeleton guards instead of you 2. you only take 1/4 damage 3. you heal constantly as your skeletons die. For reason 3 you don’t want your skeleton level to be too high (> loop number + 3), because you need that constant supply of healing from dying skeletons. Conversely, you don’t want it too low, because then it’s hard to have 4 skeletons at the same time, because they die too fast.
Unlike with the Hunter, The Gift of Blood is a must have trait here to do enough damage to The Omega. Omicron’s Technique is not absolutely necessary, but a nice bit of insurance. I died and got resurrected three times when I first beat The Omega. As a bonus that netted me the Undying achievement. The Art of Control trait gives you more flexibility around your gear, because you don’t need that extra +1 to max skeletons.
Note that both The Gift of Blood and Omicron’s Technique traits can only be unlocked by defeating bosses. If can get them by facing by going back to earlier chapters.
Craft 25 items
Same as From dust and sticks, but this one requires you to craft 25 instead of 5 items. I recommend leaving this achievement for after you’ve gotten Small town.
Kill the Chapter III boss The Hunter three times. I’m almost certain both Chapter III and his reappearance in Chapter IV count, but haven’t tested the latter.
Get 10 orange items in exchange for the trophies in camp
To get this achievement you must play the Thief class. Maximise the number of trophies you get by by fighting as many weak enemies each loop as possible. Also pick the Marauder trait if it pops up. Then just keep going until you get lucky. I believe it’s best not to get the Picky trait, as getting this achievement is purely a numbers game.
You can get this achievement in any chapter, but I recommend leaving it for later chapters with higher resource caps. I needed many loops and an expedition dedicated for the task to win this jackpot. In the lower chapters that time would’ve been wasted as my resources would’ve long since maxed out.
Still not gold…
Synthesize 100 resources
Same as Not gold… but you need to synthesise a 100 instead of 5 resources in total. Should pop up soon enough once you’ve started using alchemy to build and upgrade the camp structures you want.
Die outside of battle
This is one of the two achievements I don’t have, but I’ve read the best way to get this is by getting healed on a swamp tile when you’ve got low HP. Any healing on a swamp hurts you instead. However potions work normally, so your best bet is to max the number of meadows so you get a lot of damage when the daily heal kicks in.
Die and resurrect 3 times in one expedition
To unlock this you need: Ancestral Crypt golden card, Omicron’s Technique trait and at least level 2 cemetery building in your camp. Each of these unlocks one resurrection. The Ancestral crypt card is unlocked by building a Crypt in your camp. Omicron’s Technique becomes available by defeating chapter bosses. I got this achievement by fighting the Chapter IV boss during a particularly unlucky expedition. You can get this achievement with any class, but the drawback of the Ancestral Crypt hurts the Necromancer the least.
See the world and not die
See all the possible tiles
To unlock you need to place each unique tile the game has to offer. They don’t all have to in one expedition, just as long you’ve seen them at least once during your game play. Detailed instructions below. Note that each transformation gives you Metamorphosis resource. For cards to appear during an expedition, you need to add them to your deck at the camp before setting out.
- Campfire: placed by default at the beginning of every expedition
- Wasteland: the default type of each road tile
- Cemetery: available as a card from the beginning of the game
- Grove: available as a card from the beginning of the game
- Blood Path: forms when two Battle Field or Shipwreck areas overlap on the same wasteland tile
- Village: a card unlocked by building the Gymnasium in your camp
- Ransacked Village: attach a Vampire Mansion adjacent to a village
- Count’s Land: A Ransacked Village automatically transforms into this after three loops
- Wheat Fields: a card unlocked by building a Farm in your camp. Can only be placed next to a Village.
- Overgrown Field: use an Oblivion card on a village attached to a Wheat field, or place a Wheat Field next to A Village?
- Ruins: a card unlocked by building the Supply Depot in your camp
- Swamp: a card unlocked by building the Herbalist’s hut in your camp
- A Village?: appears every 10 Forest/Thicket tiles placed
- Bridge: Appears automatically when there’s a river tile on both sides of the road, once you’ve built The Bridge structure in your camp
- Spider Cocoon: available as a card from the beginning of the game
- Vampire Mansion: available as a card from the beginning of the game
- Battle Field: available as a card from the beginning of the game
- Shipwreck: place a river tile next to a battle field
- Road Lantern: available as a card from the beginning of the game
- Goblin Camp: appears every 10 Rock/Mountain tiles placed
- Goblin Lookout: place a swamp tile adjacent to a Goblin Camp
- Witch Hut: available as a card after every 3 Swamps you’ve placed
- Bookery: a card unlocked by building the Library in your camp
- Abandoned Bookery: a Bookery turns into this after you’ve exhausted its supply of 20. The speed up the process place a Bookery so that it touches three road tiles.
- Blood Grove: a card unlocked by building the Field Kitchen in your camp
- Hungry Grove: place a grove next to another grove so that it doesn’t touch a Forest, Thicket or a Grove. Alternatively use Oblivion card on a Grove or Forest attached to a Blood Grove.
- Bandit Camp: appears every 2 Village tiles placed
- Reed: forms when you place a river tile next to a road
- Outpost: a card unlocked by building the War Camp structure in your camp
- Smith’s Forge: a card unlocked by upgrading the Smithy in your camp
- Chrono crystals: a card unlocked by fighting the Chapter I for the first time
- Rock: available as a card from the beginning of the game
- Mountain: available as a card from the beginning of the game
- Mountain peak: place 9 mountain tiles in a 3×3 grid
- Meadow: available as a card from the beginning of the game
- Blooming Meadow: place a Meadow next to any other type of tile
- Desert: a card unlocked by building the Intel Center structure in your camp
- Sand Dunes: a card unlocked by building the Intel Center structure in your camp
- Ziggurat: appears every 7 Desert/Sand Dunes tiles placed
- River: a card unlocked by building the River structure in your camp
- Oasis: place a river tile next to a Desert/Sand Dunes tile
- Forest: a card unlocked by building the Forest structure in your camp
- Thicker: a card unlocked by building the Forest structure in your camp
- Maquis: place a Desert/Sand Dunes tile next to a Forest/Thicket tile
- Burned Forest: place a Forest/Thicket tile in the path of a Storm Temple
- Suburbs: a card unlocked by upgrading the Gymnasium in your camp
- Town: place 5 Suburbs in a cross (+) pattern
- Treasury: available as a card from the beginning of the game
- Empty Treasury: completely surround a Treasury with other tiles in a 3×3 pattern
- Storm Temple: a card unlocked by building the Smelter structure in your camp
- Beacon: available as a card from the beginning of the game
- Temporal Beacon: a card unlocked by completing 12 loops in one expedition (available from the next expedition onwards)
- Lich’s Palace: spawned by the boss of Chapter I
- Ancestral Crypt: a card unlocked by building the Crypt structure in your camp
- Arsenal:a card unlocked by building the Smelter and Intel Center structures in your camp
- Maze of Memories: a card unlocked by building the Library structure in your camp
- Zero milestone: a card unlocked by building the Alchemist’s test structure in your camp
Have 10 living skeletons in one battle
You need to play as the Necromancer to unlock this. Get your Max Skeletons to +7 by placing an item with Max Skeletons +1 to each gear slot, and picking the Art of Control trait. Also pick the Edge of Impossible trait for good measure – it gives you a 20 % chance to summon that extra 8th skelly boy. Place two cemeteries next to each other, and loop until you get lucky. To maximise your chances wait till Chapter III where skeletons from adjacent cemeteries can join the battle as archers. They count as well. Additionally, you can add Temporal Beacons or Chrono Crystals to speed up Skeleton spawning. If you get really lucky, killing a Prime Matter can give you an Arsenal card, which allows you to equip a shield with another +1 to your Max Skeletons.
Get all the camp items
Camp items become available after you’ve built the Supply depot camp structure. If you do that early, you should have most items covered by the time you’re ready to face the final boss of the game in Chapter IV. I had all but one, which I got by crafting. All others I got from expeditions. I don’t think item spawns are connected to the types of tiles you place, but maybe I didn’t get the Farmer’s Scythe, because I didn’t use Wheat Fields card that often. Some items are rarer than others though, like the Count’s chair. Just to be sure, don’t completely dismantle any item types before you get this achievement. I’m not certain if you need to have all types at the same time or not.
Kill each enemy
Different enemies spawn from different types of tiles. See See the world and not die for how to create all the tiles. Note that all the chapter bosses and their assistants are required for this achievement as well. They’re listed last in the spoiler section below
- Slime: spawns on Wasteland tiles
- Ratwolf: spawns from Grove tiles
- Spider: spawns from Spider Cocoon tiles
- Skeleton: spawns from Cemetery tiles
- Skeleton Archer: spawns from Cemetery tiles (from Chapter III)
- Cracked Skeleton: may spawn when a Skeleton dies (from Chapter II)
- Chest: spawns from Battlefield tiles
- Mimic: spawns from Battlefield tiles (can’t tell before an encounter with a chest starts)
- Blood Clot: spawns from Blood Path tiles
- Ghost: has a 20 % chance to spawn when an enemy with a soul dies on a tile covered by a battlefield
- Ghost of Ghost: has a change to spawn when a Ghost dies
- Prime Matter: has a change to spawn when a Ghost of a Ghost dies
- Vampire: joins any encounter that takes place on a tile covered by a Vampire Mansion
- Vampire Mage: joins any encounter that takes place on a tile covered by a Vampire Mansion and an Abandoned Bookery
- Swarm of Bats: summoned by Vampires from Chapter III onwards
- Watcher: joins any encounter that takes place on a tile covered by a Temporal Beacon
- Watcher Mage: joins any encounter that takes place on a tile covered by a Temporal Beacon and an Abandoned Bookery
- Tome: joins any encounter that takes place on a tile covered by an Abandoned Bookery
- Goblin: spawns from Goblin Camp tiles
- Goblin Leader: spawns from Goblin Camp tiles
- Goblin Archer: spawns from Goblin Lookout tiles. Can’t be killed, but I’m fairly certain you need to encounter them for the achievement.
- Ghoul: spawns from Ransacked Village tiles
- Bandit: spawns from Bandit Camp tiles
- Harpy: spawns from Mountain Peak tiles
- Gargoyle: spawns from Empty Treasury tiles
- Flesh Golem: spawns from Blood Grove and Hungry Grove tiles after you’ve killed enough enemies in their range
- Living Armor: spawns from Smith’s Forge tiles
- Mosquito: spawns from Swamp tiles
- Witch: spawns from Witch Hut tiles. Can’t be killed, but I’m fairly certain you need to encounter them for the achievement.
- Protective Totem: Summoned by Witches in Chapter IV
- Scarecrow: spawns from Wheat Field and Overgrown Field tiles
- Fields of Blades: spawns from Overgrown tiles
- Scorch Worm: spawns from Ruins tiles
- Sand Spirit: has a chance to join any encounter when a Ziggurat tile has appeared on the map
- Fishman: spawns from Reed tiles
- Siren: spawns from Shipwreck tiles
- Jellyfish: summoned by Sirens in Chapter IV (tough fight!)
- Wooden warrior: spawns from A Village? tiles
- Dark slime: Delete any roadside tile when it’s about to spawn a new enemy on the road, but the spawn is not on the road yet. It’s best to attempt this just when a new day starts. Note that there must be another enemy on the road for an encounter to take a place. The Dark slime won’t appear on the map.
- Chapter I: The Lich – spawns in Chapter IV and at the end of Chapter I
- Chapter II: The Priestess – spawns in Chapter IV and at the end of Chapter II
- Chapter II: Angel – summoned by The Priestess
- Chapter III: The Hunter – spawns in Chapter IV and at the end of Chapter III
- Chapter III: Hunter’s Hound – spawns in Chapter IV and at the end of Chapter III
- Chapter IV: The Omega – spawns at the end of Chapter IV
Kill the Chapter IV boss six times. Seven times shalt thou not smite, neither smite thou five times, excepting that thou then proceed to six. Eight is right out. See Memory pieces for tips on how to defeat The Omeaga.
Unlock all the encyclopedia
For this achievement you have to have the Library and Intel Center buildings in your camp. First you need to unlock all the Encyclopedia entries by seeing all the enemies (see Trophy collection), tiles (See the world and not die), resource types (Make a puzzle) and camp items (Collector). Then you need to unlock their additional chapters with Book of Memories resources. The UI is a bit unclear here, so I had to go through each entry individually to find the few missing chapters before I got this achievement.
In time for lunch
Defeat the boss in the first expedition
This is the other achievement I don’t have, but there’s a whole another guide dedicated for this one. Basically you need to start a new game, and slay the boss of Chapter I on the first go.
In one expedition place 10 cards you didn’t have in your deck, not counting ‘Oblivion’
This achievement is down to luck, but is definitely doable with some patience. You need to kill enough Prime Matters (see Trophy collection) in one expedition to get and place 10 cards you didn’t have in your original deck. Maximise your chances of spawning Ghosts by covering the entire road with Battlefield tiles and spawning as many weak enemies with a soul as you can. Good candidates are Mosquitos and Ratwolves. Note that although living, Spiders don’t have a soul. Maybe the devs have arachnophobia… Also it helps if your deck has a few different cards as possible.
That's everything we are sharing today for this Loop Hero guide. This guide was originally created and written by Most Reverend Hodgeheg. In case we fail to update this guide, you can find the latest update by following this link.