recursal/Fanatic-Fandom huggingface dataset:
Large Goo

### Special

 **Massive**: Massive units can walk in Water (but Water will prevent attacking or repairing).
 **Spawner**: Spawns two Medium Goos on death.

**Large Blob** is one of the Boss Vek from *Into The Breach*.

## Description

A massive sized gelatinous ooze resembling a similar fictional monster. This boss Vek can only appear in corporate islands with the "Defeat 5 Goos" objective alongside the HQ mission objective, and is excluded from the Volcanic Hive.

When defeated, the Large Goo will split into 2 Medium Goos; when a Medium Goo is defeated, it will split into 2 Small Goos. The resulting enemies that come from the split will be launched and land on randomly determined tiles that the game determines as safe (i.e. avoiding tiles like fire and water, though still possibly landing in range of another enemy's attack). The split happens immediately after the Large or Medium Goo is defeated. The tiles they land on is determined at that moment based on the player Mechs placements, and can change after a Reset Turn is used and the Goo is defeated again if the Mechs are placed on different tiles.

## Strategy

This Vek can be a challenge to deal with for those who cannot effectively manage large groups of enemies. While it has low health in it's starting phase, it soon splits into two smaller versions of itself when defeated. The two Medium Goos will then split into even smaller goos on death; not taking care of each Goo size quickly can leave the player with four enemies to fight alongside the other Vek. Wide Area of Effect damage, or Mechs like the Flame Behemoths who use the Vek's lack of self preservation to their advantage, are effective for this boss fight.
Harold Schmidt

**Harold Schmidt** is a pilot in *Into the Breach*.

## Location

Harold Schmidt can be acquired by perfectly completing the objectives for Archive, Inc. or by recovering a Time Pod.

## Background

Harold Schmidt [Archive]

Harold is as close as they come to an engineering "sociopath" (this is not the clinical term - co-workers in previous timelines used to call him a "technopath," but even that's not an accurate term for his lack of empathy and social skills). He finds humans uncomfortable and confusing, and takes solace in tinkering with robotics and machines who have clear rulesets and reasons for what they do. In his original timeline, he served a brief term at Detritus (where he seemed bored and uncommunicative), then was rejected from Pinnacle due to his psychological exam, then found a home in Archive, studying and doing restoration work on Old Earth robotics.

He initially applied to Archive's open-call for pilot training so it could get him closer to the Mech technology, then it was discovered he did well on the pilot exam (better than most Archive volunteers), and he agreed to serve as a soldier as a way of giving him access to the cutting edge of Mech technology. (Note that Harold doesn't bear any ill-will toward Detritus and Pinnacle, nor do they bear him any ill-will... however, both Singh's predecessor and Zenith saw Harold's lack of empathy, and were worried it could lead to accidents or disregard for human life while he was carrying out his duties.)

## Personality

Inquisitive; Focused on learning more than just fighting. Easily distracted. Somewhat disinterested and uncaring. Not very empathic.

## Strategy

Harold's ability grants an entirely free extra form of attack or defense all on its own, being that Repairs can be activated even when not damaged. He pairs well with highly maneuverable Mechs that lack pushing with their default loadouts for superior battlefield control — notable examples include the Jet Mech and Thruster Mech — as well as those that can safely intercept incoming damage and block spawns often, being that he's encouraged to Repair more frequently.

This versatility allows a skilled player to focus on outfitting other Mechs with greater power and equipment much more quickly.
Alpha Blob

**Alpha Blob** is both one of the Minor Vek and the Alpha Vek from *Into The Breach*.

## Description

The Alpha Blob is spawned by the Alpha Blobber's Volatile Growths system. On the Blob's turn, it explodes, dealing 3 damage to all tiles adjacent to it. If the Blob is destroyed before its turn by damaging it or displacing it into a hazardous tile such as water, or if it's smoked or frozen, it will not explode.

## Strategy

Blobs are not affected by the Blast Psion's Explosive Decay ability and can be destroyed safely in close proximity to Grid/objective buildings.

Like other attacks, smoke and freeze will stop the Blob from using its "explosion" ability on its turn.
Explosive Goo

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

The **Explosive Goo** is one of the weapons in the game Into the Breach. It is the starting weapon of Techno-Scarab, and only obtainable by this Mech.

## Description

Artillery attack that damages a tile and pushes adjacent tiles away.

Deals 1 damage to the target. Starts with 1-tile range.

### Upgrades

* **+1 Tile** (1 Reactor Core ()) - Increases area hit by 1 tile.
* **+2 Damage** (3 Reactor Cores (  )) - Increases damage by 2.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Explosive Goo is exclusive to the Cyborg Techno-Scarab Mech, and it can only be used in a timeline if that Mech is purposely chosen; either as part of the Secret Squad or under a Custom Squad.

Explosive Goo is a slightly weakened version of Artemis Artillery. The extra 1 square effect upgrade is unique, but it misses out on getting its own Building Immunity as the tradeoff, which causes more trouble than benefits. Since Veks are more likely to be adjacent to buildings instead of another Vek, at times, the friendly fire AOE can act more as a constraint than a benefit.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Flame Thrower

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 2 | +1 Range (  )

The **Flame Thrower** is one of the weapons in the game Into the Breach, it is the starting weapon of Flame Mech.

## Description

Push target tile and light tiles on Fire. Damage units already on Fire.

If the target is on Fire, deals 2 damage to the target. When range is upgraded, only the last target is pushed away.

### Upgrades

* +1 Range ()
* +1 Range (  )

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Flame Thrower requires the target to be on fire before so that it can damage it, otherwise it will only light it on fire and push it away. If combined with Flame Shielding (also comes with the Flame Mech), it can compete with all major prime weapons, but it is reliant on its range upgrades being powered to reach its full potential.

Using Flame Thrower on frozen lakes immediately breaks the ice and will kill any land based non-leader Vek. Ignited Vek loses one HP per round, and with strong displacement weapons like Wind Torrent or Teleporter, it's quite effortless to countdown to Vek's death. Setting spawn points and terrain on fire is also a good strategy to burn emerging Vek immediately and prevent Vek from stepping onto flaming tiles respectively.

With additional range powered, Flame Thrower can also be activated to push Vek on the opposite side of mountains or buildings; fire does not damage buildings, so it is encouraged to shoot through them if it pushes a Vek on the opposite side away.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Artifact Vaults

Reason: "*mission names are random and meaningless. we don't need a page for each of them; the list on each island's page should suffice.*"

**This page is a candidate for deletion.**
Reason: "*mission names are random and meaningless. we don't need a page for each of them; the list on each island's page should suffice.*"

**Artifact Vaults** is one of the missions in Archive, Inc..
Grappling Hook

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 1 | Shield Ally ()

The **Grappling Hook** is one of the weapons in the game Into the Breach. It is the starting weapon of Hook Mech.

## Description

Use a grapple to pull Mech towards immovable objects, or units to the Mech.

### Upgrades

* **Shield Ally** (1 Reactor Core ()) - If used on an ally unit, it gives them a Shield.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Grappling Hook distinguishes itself from other Brute-class weapons by providing pure pulling utility. The Mech using it is capable of pulling any non-stable unit towards itself over long distances, offering good displacement range for placing enemies to attack each other. Grappling Hook does require a clear line of sight though, so it can be less impactful in maps with a lot of obstacles in the middle.

Other use cases for Grappling Hook include pulling in units without damaging them; this is useful for specific objectives, such as Defending the Volatile Vek or freezing Sentient Weapons. Note that the **Shield Ally** upgrade will also protect other ally units as well, such as the Renfield Bomb and its prototypes. Grappling Hook can also work well off-class; particularly with Prime-class Mechs that lack pulling equipment, or with flying Science-class Mechs that make it easier to position themselves with their movement type and lack Teleporter.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Boom Laser

**Boom Laser** is one of the Sentient Weapons from *Into The Breach*.

## Description

An orange Laser-Bot, identical in stats and weapon damage, with the distinct difference of exploding after being destroyed. They will only appear in the **Destroy all Boom-Bots** objective; 4 variants total, with 2 starting frozen. The player gains 1  per 2 boom bots destroyed, for a total of 2  possible reputation that can be earned.
Blood Psion

**Blood Psion** is one of the Vek from *Into The Breach*.

## Description

The jellyfish-like Psions act as support units, providing passive bonuses to the Vek. The Blood Psion is distinguished by its pale pink coloration and bright red cranial nodes. This Psion provides a regeneration bonus to all other Vek units on the field. If the Psionic Receiver is active, it will also heal the player units.

## Strategy

The Blood Psion is most dangerous if your squad relies on wearing down enemy Vek over several turns. Do note however that the Blood Psion heals other Vek *after* environmental damage, such as Fire or Electric Smoke, but *before* Vek attacks and blocked spawn damage; as an example, enemy Vek on fire at 1HP will die before they are healed by the Blood Psion, but enemy Vek blocking spawn points at 1HP will get healed first and still survive at 1HP at the end of the turn resolution.
Coal Plant

Your bonus objective is to defend this structure.

The **Coal Plant** is one of the Tiles in Into The Breach.

## Notes

It acts just like a Civilian Building, though it only takes away 1 Grid Power when destroyed. It can also resist a attack based on your Grid Defense. Unlike Civilian Buildings, it does not be crushed to rubble when destroyed. Instead, it takes the appearance of a broken down Coal plant. Coal Plants, unlike Civilian Buildings, do not act as a ground tile when destroyed, but instead remains a indestructible obstacle.
Lightning Mech

### Systems

**Lightning Mech** is a Prime-class mech in *Into the Breach*. Mech's primary weapon, Electric Whip, lets the Mech to channel great amounts of damage throughout the whole battlefield, if properly positioned.

## Team

The mech is available as part of the Blitzkrieg squad.

## Strategy

The key to using the Lightning Mech is positioning it next to buildings, as melee Vek will prioritize attacking buildings and Mechs adjacent to them. This will allow the Electric Whip current to flow through as many targets as possible. For this reason, it is greatly recommended to use a Reactor Core and power the **Building Chain** upgrade as soon as possible. Additionally, it's encouraged to use other Mechs to extend the circuit; in the Blitzkrieg Squad, the Hook Mech has natural Armor, which makes it an effective conductor. The current even flows through disabled Mechs.

Be wary of the objects you are ought to protect, such as Disposal Unit, Supply Train, Renfield Bomb or its Prototypes. If they are part of the circuit, they will be damaged by the Whip, because they are not Buildings. The current flows in all possible directions, so if you discharge the whip at a T-junction, it will go both ways. The current doesn't flow through Mountains, but does flow through Rocks left by Rock Accelerator or Diggers.

One of the best pilots for the Lightning Mech is Silica, who will allow the Lighning Mech to use Electric Whip twice in one turn once his Double Shot ability is active; with fully upgraded damage, this will allow the Mech to hit every enemy for 3 + 3 damage in one turn, which is enough damage to take out every enemy besides the Scorpion Leader and Centipede Leader. Another decent choice is Rosie Rivets; since Electric Whip relies on friendly fire, she can move next to a disabled ally and revive it.
Alpha Tumblebug

### Systems

The **Alpha Tumblebug** is a rare Alpha Vek from *Into The Breach* introduced in the Advanced Edition. They are only present if Advanced Enemies are turned on at the start of a new timeline.

## Description

The Alpha Tumblebug attacks by summoning an Unstable Boulder and threatening to destroy it with a 3 damage attack, causing the boulder to inflict 1 damage to adjacent tiles (including the Tumblebug). These boulders do not explode if they are not damaged. If an Alpha Tumblebug is forced to attack an object or unit directly it will not summon an unstable boulder.

As a rare Vek, Tumblebugs cannot appear on the first island and are restricted to two spawns per mission. They cannot spawn on missions with explosive mines.

## Strategy

Strategy is the same as Tumblebugs, except Alpha Tumblebugs have 5HP and are harder to take down. Do also note that their Unstable Boulders still only deal 1 damage when they explode; only the Alpha Tumblebug's direct attack deals more damage (3) than that of the regular Tumblebug (1).
Heat Converter

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 1 | +1 Use ()

The **Heat Converter** is one of the weapons in the game Into The Breach, it is not a starting weapon of any Mech but obtainable through reputation reward or Time Pod.

## Description

Freeze the tile in front but light the tile behind on Fire in the process.

Single-use.

### Upgrades

* **+1 Use** (1 Reactor Core ()) - Increases uses per battle by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Heat Converter can consistently neutralize one target per use by freezing it. The burn effect is especially useful in the Pinnacle Robotics island, where the player can melt ice tiles as needed. Just remember, igniting a land based Vek on an ice tile, and freezing a flying Vek (even flying Vek Leaders) over chasm tiles, are both instant kills.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Bombermechs

The **Bombermechs** are one of the Squads from Into The Breach added in the Advanced Edition. They consist of the Pierce Mech, Bombling Mech and Exchange Mech and are purchasable for four coins.

Despite their explosive nature, the Bombermechs are one of the most tactially-diverse squads due to the Exchange Mech's power and the Pierce Mech's unique damage condition. Every turn will require careful positioning of all three mechs and the Bombling Mech's spawns to maximise your productivity.

## Mechs

*Fire a pushing projectile that pierces the first target and damages the second.* (2 damage)
Upgrade I
+1 Damage ( ) *Increases damage to the second hit tile by 1.*
Upgrade II

*Launch a Walking Bomb. Unused bombs dismantle after the enemy turn.*
Upgrade I

*Force a nearby unit to swap places with any other unit.*
Upgrade I
Heal Ally () *Swapping an ally will heal it completely.*
Upgrade II

## Squad Achievements

Hold the Door
Block 30 Emerging Vek by the end of Island 2.
No Survivors
Have 7 units (any team) die in a single turn.
Powered Blast
Pierce a Walking Bomb with the AP Cannon to kill an Enemy.
## Strategies

* The Walking Bomb is key to everything about the Bombermechs; it can be placed in front of a Pierce Mech to make the latter deal damage, act as swap fodder for the Exchange Mech and then kill weakened enemies. Having more of them also increases your raw damage output, making the Two Bombs upgrade and obtaining Silica a priority.
* The Exchange Mech's swap ability can consistently handle multiple threats by swapping them for one another. By swapping an attacking Vek with a well-positioned bombling, it can also reliably make the Vek attack each other. Additionally, if the Exchange Mech is near a ledge with a Hornet or is flying using Prospero's ability, they can exchange it with a drownable enemy to instantly kill it. Switching your mech with an enemy leader into environmental damage on the Volcanic Hive can also trivialise the final mission.
	+ Note that Force Swap cannot swap stable enemies or allies, most notably Burrowers. Use caution when taking on an island with these enemies.
* The Walking Bombs can reliably block spawns as temporary unit destruction comes *after* Vek emerging. If the Bombling Mech has two bombs and Silica it can effectively silence the Vek for an entire mission.
* Look for opportunities to trigger environmental effects such as igniting forests or breaking ice tiles with the bomblings' single point of damage.
Centipede Leader

### Special

 **Massive**: Massive units can walk in Water (but Water will prevent attacking or repairing).

The **Centipede Leader** is one of the Boss Vek from *Into The Breach* introduced in the Advanced Edition. It is only encounterable when Advanced Enemies are active.

## Description

The Centipede leader fires a projectile goo that damages the tile and the two nearby ones perpendicular to its direction, acidifying both the damaged tiles and all tiles that it passes through.

## Strategy

Much like the regular and Alpha Centipedes, pushing an enemy into its line of fire is recommended to shield buildings, as this also applies A.C.I.D. on the 3 targeted tiles and the ones from the line of fire. The A.C.I.D. can then be used to quickly kill the Centipede Leader and other high HP Alpha enemies that get afflicted with it.

## Trivia

* The Centipede Leader shares the highest health out of all Vek with the Scorpion Leader.
Corporate Reputation

**Corporate Reputation** is one of the Resources in *Into the Breach*.

 Corporate Reputation Points are earned for successfully completing objectives during Missions.

The Corporate Store becomes available after fighting the Hive Leader of an island.

Corporate Reputation Points cannot be carried over to another island.

## Corporate Store

There are always 2-4 Weapons available at a cost of 2  Corporate Reputation.

Reactor Cores can be bought for 3  Corporate Reputation each.

Grid Power can be purchased for 1  Corporate Reputation each to repair the Power Grid or to Overpower Grid Defense.

Weapons can be donated for 1  Corporate Reputation.

Pilots can be donated 1  Corporate Reputation, unless they have Popular Hero, in which case they will donate for 4
Needle Shot

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

The **Needle Shot** is one of the weapons in the game Into the Breach. It is the starting weapon of the Techno-Hornet and is only obtainable when using that Mech.

## Description

Throw needles at the enemy, pushing the furthest hit tile.

Deals 1 damage to the target. Starts with 1-tile range.

### Upgrades

* **Range & Damage** (2 Reactor Cores ( )) - Increases potential hit tiles by 1 and damage on all tiles by 1.
* **Range & Damage** (3 Reactor Cores (  )) - Increases potential hit tiles by 1 and damage on all tiles by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Needle Shot is exclusive to the Cyborg Techno-Hornet Mech, and it can only be used in a timeline if that Mech is purposely chosen; either as part of the Secret Squad or under a Custom Squad. It is quite comparable to the Prime weapons Burst Beam and Flame Thrower.

In particular, Needle Shot is strong at dealing with the Alpha Digger, as with full **Range and Damage** upgrades, it penetrates boulders and deal exactly 4 damage (3 + 1 collision with its own boulder). However, Needle Shot suffers from two major flaws; first, its starting damage is too low, and thus it is mandatory for players to invest reactor cores into it in early game. And the second, which makes things worse, is that it's very expensive
to upgrade, requiring 5 cores to reach maximum damage.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Carrier

The carrier is where the player begins when they are introduced into the ship's bay. We know this is where your mechs are originally built. As we can see the combat mech and jet mech being built whenever you are in the game screen about to start a new timeline in-game. Other than the beginning intro where they are launched into the world we can also presume that it is the source of the breach technology utilized. As it is where Ralph Karlsson appears (to the player) when he first opens a new breach.

The carrier has two main functions, firstly building and deploying the mechs into the world. And also redeploying mechs as Lily Reed makes a statement to this in a dialogue "Last one to the carrier..." [Can't remember]. We also know this is true because the mechs don't walk to the Vek on screen, instead they fly from above landing on the ground. It is possible that the mechs may also be repaired in the carrier but this is unlikely given that we have specific missions that state repair crews from respective islands instead supply repairs to the squads. It's second and most important purpose is acting like a time travelling ship above Earth's atmosphere. As whenever we fail a timeline pilots are teleported out of their mechs back onto the ship. Where we are able to choose a pilot for the next timeline. It also explains how we can continually choose past pilots we have unlocked due to this time travel technology.

Note: I don't know if it's called the carrier. My bad if it isn't.
Field Promotion

## Description

Have a Pilot reach maximum level

**Field Promotion** is one of the achievements in Into the Breach.

## Notes

This achievement is easily gotten by maxing out any pilot. If looking to get it quickly on a new profile with only the Rift Walkers squad unlocked, the starting pilot Ralph Karlsson easily allows this in a 2-island first playthrough, by placing him in the Combat Mech and letting him down as many enemies as possible.
Alpha Leaper

## Description

Alpha Leapers jump to their destination and avoid all obstacles in the way. After they move they will web an adjacent target and prepare to stab it during the enemy turn for 5 damage.

Leapers cannot spawn alongside the Scorpion.

## Strategy

Strategy is identical to the standard Leaper, except that its 3 health makes it more dangerous in the early phase of the game with less powerful Mechs in play. If there is an Alpha Leaper first in the attack order, look for situations where it can be displaced in such a way to hit other enemy Vek; with very high damage output of 5, the Alpha Leapers attack is strong enough to kill every non-Leader enemy.
Forest Tile

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

If damaged, lights on Fire.

Lights units on Fire.

The **Forest Tile** is one of the Tiles in Into The Breach.

## Notes

If damaged, turns into a Forest Fire tile. Note that the damage must be dealt to the tile itself, for example, a unit standing on a Forest and receiving collision damage from a unit being pushed into it will not cause the underlying Forest to catch fire.

Any unit ending its turn on a Forest Fire will catch on fire (if not immune to fire). A unit standing on a Forest that is simultaneously damaged and pushed off will **not** be set on fire (pushing happens before the forest ignites).

If a Forest Fire is frozen, it turns back into a regular Forest.
Accord Repository

Reason: "*mission names are meaningless and randomly assigned. we don't need a page for each of them; the list on each island's page should suffice.*"

**This page is a candidate for deletion.**
Reason: "*mission names are meaningless and randomly assigned. we don't need a page for each of them; the list on each island's page should suffice.*"

**Accord Repository** is one of the missions in Archive, Inc..
Aerial Bombs

Upgrade 2 | +1 Range ( )

The **Aerial Bombs** is one of the weapons in the game Into the Breach. It is the starting weapon of the Jet Mech.

## Description

Fly over a target, dropping an explosive smoke bomb.

Deals 1 damage to the target. The Mech *must* have an empty tile to land on the opposite side of the target to land on; it will not be able to fire otherwise.

### Upgrades

* **+1 Damage** (2 Reactor Cores ( )) - Increases damage by 1.
* **+1 Range** (2 Reactor Cores ( )) - Allows jumping over and attacking an additional target.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Aerial Bombs is the main method to lay down Smoke for the Rusting Hulks, offering decent damage and utility; it deals 1 damage directly + 1 damage from Electric Smoke at the start, along with cancelling out the targets attack and preventing enemies from attacking in that tile in future turns. Since the attack lets the Mech jump over the enemy, it can also be useful to escape webbing by itself.

However, the weapon needs to have an unoccupied tile on the other side of the target to land on. Otherwise, the weapon is completely unable to fire. The **+1 Range** is recommended to get first with it for this reason, as it will give the Mech more flexibility on where it can use the weapon. This also means that some missions, such as **Destroy the Dam**, will be impossible to fulfill with it.

It's also possible to cut-off attack angles if too much Smoke is laid haphazardly; Mechs themselves also can't attack in Smoke, unless they are paired with an immunity to smoke. Additionally, the damage is very underwhelming without Electric Smoke. Thus, it is recommended to look for a secondary weapon that can attack its target directly without positional constraints, or to have the Mech using the weapon be piloted by Camila Vera.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Huang

Reason: "*if this is for a beta or mod character, then appropriate information should be provided. If this page is meant to be a template, then the page should be made into a template. Otherwise, this page should be deleted; duplicates Bethany Jones*"

**This page is a candidate for deletion.**
Reason: "*if this is for a beta or mod character, then appropriate information should be provided. If this page is meant to be a template, then the page should be made into a template. Otherwise, this page should be deleted; duplicates Bethany Jones*"

## Experience

0 / 25 xp

**Huang** is one of the Characters from Into The Breach.
Alpha Spider

## Description

Alpha Spiders have very limited movement, but have the unique ability of throwing a Spiderling Egg on any column or row they are aligned with. This egg traps all surrounding entities in webs upon landing and will hatch into a Spiderling on the next turn. The Spiderling's stats from the Alpha Spider are identical to that of the regular Spiders.

As a rare Vek, Alpha Spiders cannot spawn on the first island are are limited to one spawn per mission.

## Strategy

With 4HP, Alpha Spiders are sturdier than regular Spiders and require more damage to take out. Still, dealing them is similar to the regular Spider; try to deploy your Mechs so that at most only one of them is webbed, then take out or wear down the Alpha Spider with ranged weapons. If you cannot take it out in one strong hit, look to push it so that it falls on water or blocks an enemy spawn point.
Prospero

**Prospero** is a pilot in *Into the Breach*.

## Location

Prospero can be acquired by completing islands or from Time Pods.

## Background

In its original timeline, Prospero was a recycler robot from Detritus. Its job was to monitor region safety in Detritus disposal sites, but was severely damaged in a disposal accident (this was in the days before Vikram was CEO). The "recycled recycler" robot was sold at a discount to Archive as a groundskeeper for some of the nature preserves, and it seemed to take to the work, translating its knowledge of chemistry and recycling technology to help cultivate gardens (and when it wasn't able to do this, it would devour all books on botany, biology, and even spiritual books related to nurturing and growing of all life forms). It would have likely have remained a quiet hulking gardener were it not for the emergence of the Vek. When the Vek erupted on Archive, the robot followed its directives to protect the nature preserves… and saw the Vek as nothing more than garden pests to be eliminated to protect the plants. When Archive was able to send reinforcements to the region, they found Prospero still quietly tending its garden, now fertilized with Vek corpses.

Much like Gana, Prospero is viewed with some suspicion due to the robot uprising, but like Gana, Prospero follows orders and has proven itself on many occasions. When traversing to a new timeline, Prospero seems to actively avoid returning to Detritus. The reason for this is unknown.

## Personality

Prospero has been repurposed to operate its Mech in harsh conditions. Its English is fine but isn't in love with the new "work" conditions.

## Strategy

Prospero's 1 point flight passive can be used to great effect in "pull"-based Mechs such as the Hook Mech of the Blitzkrieg squad, or Mechs retrofitted with the swap Teleporter that otherwise cannot safely hover over dangerous terrain. As the passive is not free, it's best paired with Mechs who get the most out of versatile positioning.
Grav Well

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

The **Grav Well** is one of the weapons in the game Into The Breach. It is the starting weapon of the Gravity Mech.

## Description

Artillery weapon that pulls its target towards you.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Cyborg Pilot

**Cyborg Pilot** is a special pilot in *Into the Breach*.

## Description

Cyborg Pilots are the pilots/mechs of the Secret Squad. Their names and skills (beyond their special skill, "Vek") are randomized, and their portraits are those of the mechs they pilot (and, due to their special skill, cannot be unequipped from). Each one is based on a different type of alpha Vek -- one is a cyborg Beetle, one is a cyborg Hornet, and one is a cyborg Scarab.

There are only three possible names for cyborg pilots: Kxlatl, Xakran, and Taaxetizl. In theory, each Secret Squad should consist of exactly these three names in a randomized order, but due to a flaw in the random name selection script, it is not uncommon for multiple members of a Secret Squad to share the same name.

## In-Game

Cyborg pilots have the **Vek** ability, meaning that rather than dying they will lose 25 XP experience to recover from near-death, meaning that if it would push their level back by one their most recent skill will be lost. Skills are not re-rollable in this process, but **Popular Hero** and **Invulnerable** are excluded from their list of obtainable skills.

## Trivia

* Popular Hero and Invulnerable were previously obtainable on Cyborg Pilots before Version 1.2.82.
Beetle Leader

### Special

 **Massive**: Massive units can walk in Water (but Water will prevent attacking or repairing).

**Beetle Leader** is one of the Boss Vek from *Into The Breach*.

## Description

The Beetle Leader charges forward in a line, dealing 3 damage and pushing the target. It also lights every tile it passes through while charging on Fire; note that this not include the last tile it stops on. Despite this, the Beetle Leader is not immune to being set on fire, and will still take damage every turn if it is afflicted with fire. Because it is a **Massive** enemy, it's immune to being drowned, which means it can also put itself out of fire if it charges and stops at a Water Tile (but will still be on fire if it simply passes through one).

## Strategy

This Vek will leave a trail of fire behind him when it charges. In some cases, it might be preferable to prevent that by putting an obstacle directly in front of it (such as knocking another Vek in front). However, Vek will avoid ending their movement on fire if they can help it; this means if the Beetle Leader is going to charge in front of a lot of your Grid buildings, the row of fire can inadvertently help protect your buildings from melee attacks.

Unlike regular and Alpha Beetles, note that Beetle Leaders are capable of passing through Water/Lava/A.C.I.D squares undamaged, and will only die if they charge at a Chasm square.
Difficulty

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

The **Difficulty** of a timeline is a property that affects the degree of challenge and the final score of a run in *Into the Breach*. Into the Breach has four difficulties: **Easy, Normal, Hard and Unfair.**

## Difficulty Effects

### Easy

* Each region has a maximum of 500 civilians and the highest score for an island is 2,500. A perfect four-island run will have a score of 10,000.
* No alpha Vek will spawn outside of three-objective missions on the first and second island.
* The Bot Leader does not appear.
* Less Vek will spawn across all missions.
* Islands cannot have more than one type of rare Vek.

### Normal

* Each region has a maximum of 1,000 civilians and the highest score for an island is 5,000. A perfect four-island run will have a score of 20,000.
* Alpha Vek will appear outside of three-objective missions starting from the second island.
* The Bot Leader will appear.
* The normal amount of Vek will spawn.
* The fourth island has two types of rare Vek.

### Hard

* Each region has a maximum of 1,500 civilians and the highest score for an island is 7,500. A perfect four-island run will have a score of 30,000.
* Alpha Vek will appear more often and can be encountered on any mission starting from the first island.
* The third and fourth islands have two types of rare Vek.
* A Boss Vek will appear on the first phase of the Volcanic Hive.

### Unfair

* Introduced in Advanced Edition.
* All grid health earned is doubled.
* Grid defense starts at zero.
* Each region has a maximum of 2,000 civilians and the highest score for an island is 10,000. A perfect four-island run will have a score of 40,000.
* More Vek will spawn than on Hard.
* Alpha Vek frequency further increases.
* On the fourth island, a Vek Leader will appear in every regular mission, replacing one of the possible enemies that has a Boss variant (except the Spider Leader). The HQ mission on the 4th island will also have two bosses to fight.
* The Volcanic Hive now has two bosses in each phase. The rules are similar to the previous point.
Alpha Centipede

## Description

The Alpha Centipede shares the movement and health of the Alpha Firefly, but is armed with an acidic attack that applies A.C.I.D to the targeted tile and the two tiles perpendicular to the direction of the projectile.

Alpha Centipedes cannot appear on the first island and are limited to two spawns per mission.

## Strategy

The strategy for fighting Alpha Centipedes is the same as regular Centipedes; try to displace them so that they hit other enemies, and use their A.C.I.D. status to deal high damage to sturdy targets.
Burrower

The **Burrower** is a rare Vek from *Into The Breach*.

## Description

Burrowers move underground to arrive at their destination and bypass any obstacles, much like a Leaper minus the jumping. When emerging they attack a 3-tile wide area in front of them perpendicular to where they are facing. Upon taking any damage, they will cancel their attack and retreat underground, re-emerging elsewhere (within 4 tiles of where they retreated from) on their next turn.

Burrowers are **Stable** and thus cannot be pushed or moved with physical force, however they can still be relocated by the Control Mech's Control Shot weapon.

Being rare enemies, Burrowers cannot appear on the first island and are limited to two spawns, including its alpha, per mission.

## Strategy

Since Burrowers cancel their attack and hide underground after taking any kind of damage, they often require whittling them down over several turns or taking them out in one or two strong attacks. Blocking enemy spawns is highly recommended if killing them in one strong attack is not possible, since damaged Burrowers will re-emerge in the following turn and could overwhelm the player with new enemy spawns.

Burrowers can be instantly killed by water or a chasm that appears on a tile they are occupying. For example, a burrower can be killed from a tidal wave on Archive, by the water created when the dam is destroyed, or by hitting them once if they are occupying a Cracked Tile. However, as they have the stable attribute and can't be moved, this requires a degree of luck.

Setting them on Fire will damage them for 1 damage, causing them to crawl back right before their attack. Note that fire inflicted on a Burrower will disappear when they hide and re-emerge next turn; however, A.C.I.D. will persist.
Prime Spear

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 2 | +1 Range ( )

The **Prime Spear** is one of the weapons in the game Into The Breach.

Stab multiple tiles and push the farthest hit tile.

Starts with 2-tile range. Costs 1 Reactor Core () to power.

## Strategy

Prime Spear requires 1 core to activate, which can limit its usefulness if acquired early. While it starts with 2 damage, Prime Spear's upgrades do not increase it, so lacks damage potential needed in late games.

Instead, Prime Spear focuses on increasing its range of potential targets hit, and providing utility through its push and A.C.I.D., once the **A.C.I.D. Tip** upgrade is active. In particular it is effective at holding a position thanks to its long range, and can provide utility against high HP Vek Leaders with A.C.I.D. applied; note however that this is applied after damage and push, not before.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Into the Breach

*Into the Breach* is a single-player game, where the remnants of human civilization are threatened by gigantic creatures breeding beneath the earth. You must control powerful mechs from the future to hold off this alien threat. Each attempt to save the world presents a new randomly generated challenge in this turn-based strategy game.

The game was released Feb 27, 2018 to Windows, Mac, and Linux, and on Aug 27, 2018 to Nintendo Switch. Ben Prunty, FTL’s composer, made the soundtrack for the game, and award-winning sound designers PowerUp Audio headed up the rest of the audio. Chris Avellone lent his writing talents and world building skills to the team as well.

## Features

* **Defend the Cities**: Civilian buildings power your mechs. Defend them from the Vek and watch your fire!
* **Perfect Your Strategy**: All enemy attacks are telegraphed in minimalistic, turn-based combat. Analyze your opponent’s attack and come up with the perfect counter every turn.
* **Build the Ultimate Mech**: Find powerful new weapons and unique pilots as you battle the Vek infestation across Corporate-Nation islands.
* **Another Chance**: Failure is not an option. When you are defeated, send help back through time to save another timeline!
Prism Laser

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 2 | No Max Damage ( )

The **Prism Laser** is one of the weapons in the game Into the Breach.

## Description

Laser that increases in damage for each unit that it hits.

Without any upgrades enabled; Prism Laser damages the first tiles and unit for 1 damage, then the following tiles and unit for 2 damage, and then the following units and tiles for a maximum of 3 damage.

### Upgrades

* **Ally Immune** (1 Reactor Core ()) - Friendly units will not take damage from this attack (but will still increase the damage to subsequent targets).
* **No Max Damage** (2 Reactor Cores ( )) - Removes the upper limit on damage.

### Availability

 Perfect Island Reward
 Advanced Edition | Yes

## Strategy

Prism Laser can be a strong weapon, but is both situational and requires good mechs to work with. The **Ally Immune** upgrade is much more important for this weapon than it is for the Burst Beam or the Refractor Laser, as Prism Laser can go through allies to increase it's strength against enemies. Obtaining high damage with this weapon requires careful positioning and a fair bit of luck though, which on average makes it significantly less powerful than the Burst Beam while sharing the same downside of no enemy displacement and friendly fire to buildings.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Arachnid Psion

The **Arachnid Psion** is one of the Vek psions from *Into The Breach* introduced in the Advanced Edition. They are only present if Advanced Enemies are turned on at the start of a new timeline.

## Description

Arachnid Psions are identifiable by their squid-like cyan body and pink bumps. While alive, they grant all other Vek except for any Blobs, Spores, Spiderlings and Spiderling Eggs the ability to spawn a Spiderling Egg on death. The Spiderling Egg matches those that spawn from the Spider Leader and does not web surrounding tiles. These eggs spawn even if the vek falls into water or a bottomless pit, with the egg flying out of the body of water or hole and landing on a nearby land tile.

Psions can only spawn once per mission. The Psionic Receiver will force disabled Mechs to spawn enemy Spiderling Eggs, so it has no direct benefit to the player.

## Strategy

While the spiderling eggs are of no direct harm, they can be nuisance when spawned from many defeated enemies as they can block grounded Mech movement. Additionally, multiple spiderlings in the next enemy movement turn can quickly overwhelm the Grid if they are allowed to spread out. Thus, it is recommended to kill the Arachnid Psion as early as possible.

If taking out the Arachnid Psion is not possible due to other enemies threatening the grid, look for ways to displace enemies without killing them. Or alternatively, enemies can be killed on top of hazardous tiles including Fire, Electric Smoke, incoming Vek spawns, or environmental hazards such as Lightning Strikes; the incoming damage will immediately dispose of the Spiderling Egg.

Of note, squads that are effective at countering the Arachnid Psion are those which have access to passive damaging effects and wide area targeting weapons. These include Blitzkrieg with Lightning Whip, Flame Behemoths to create fire and Rusting Hulks with electric smoke. Missile Barrage is also a very effective weapon at defeating multiple spiderlings.

## Trivia

Before version 1.2.82, Vek that fell into liquid or chasm tiles could spawn their flying spider egg on top of time pods, crushing it in the process.

## References

1. ↑ [1], psionic receiver spawning an egg from a disabled mech
Grid Charger

Base Damage | 1

The **Grid Charger** is one of the weapons in the game Into The Breach. It is an Advanced Edition weapon, and is only obtainable through reputation reward or Time Pod if Advanced Weapons are turned on for the current timeline.

## Description

Killing an enemy will charge the Power Grid 1 point. Single-use.

Deals 1 damage, and costs 1 Reactor Core () to power.

### Availability

 Perfect Island Reward
 Advanced Edition | Yes

## Strategy

Being a weak, single target, limited use, *and* melee range attack, makes Grid Charger a very situational weapon with limited resolution potential. It is the only weapon in the game that can repair Grid Damage — which can possibly save the player from failing the timeline — but it has to kill the enemy in order for this effect to activate; do note that it can activate on Minor Vek enemies and Sentient Weapons as well though. It benefits the most from a pilot that has the **Conservative** ability, and preferably access to damage boosts or A.C.I.D. in the Squad.

Killing an enemy with full Grid will increase the Grid Defense percentage chance. If the Grid can be kept at full, this can be used each battle to change the outcome of a building attack, possibly to a resist (see "Fish for Resists" for more information on this strategy). This is, however, a risky strategy that also relies on luck, and is more safely done with Isaac Jones providing a safety net with a second reset per battle.

Note that destroying the Old Earth Dam with Grid Charger will also refill the Grid, but only once for the destroyed Dam; it will not increase further Grid with subsequent kills from drowning grounded Vek with the created water tiles.

The final quirk to note with Grid Charger is that it will roll back the Grid Damage counter for the **Take Less than 3 Grid Damage** objective, so it is the only weapon that can possibly save this objective back from failure.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Alpha Spiderling

Reason: "*Incorrect information: Alpha Spiderlings do not appear in the game, and do not even have stats in the game's code. They only exist as unused sprites.*"

**This page is a candidate for deletion.**
Reason: "*Incorrect information: Alpha Spiderlings do not appear in the game, and do not even have stats in the game's code. They only exist as unused sprites.*"

## Details

### Systems

**Alpha Spiderling** is one of the Alpha Vek from *Into The Breach*.
Henry Kwan

**Henry Kwan** is a pilot in *Into the Breach*.

## Location

Henry Kwan can be acquired by completing islands.

## Background

Henry Kwan is perhaps the least reliable and least safety-minded worker in Detritus. It seemed he would be forever relegated to a low-level A.C.I.D. report-filing bureau at Detritus - until the Vek attacked. Impulsively, he applied for the open call for pilot training, and he passed the aptitude test with flying colors (his instincts and reflexes seemed to shine in "think-fast" situations - as well as situations where he could cause a lot of damage... intentionally.). While hardly the most modest employee at Detritus, his accomplishments in battle have only fed his ego. Despite the timelines lost, Henry seems to see it all as some sort of game, and remains distant from the actual suffering - some suspect his jokes and boasting are a psychological shield, and thus, are afraid to pierce it, in case he loses what gives him his fighting confidence in the first place by dwelling on his failures vs. his accomplishments.

## Personality

Cocky. Feels he is the hero. Feels invulnerable. Feels he couldn't possibly be wrong.

## Strategy

Henry Kwan is well suited to melee-range mechs (such as the Combat Mech or the Judo Mech) where his special allows him position himself on tiles that would normally be blocked off to other pilots. Because flying mechs already have this ability, it is unwise to waste Kwan on them.

Contrasting with Prospero's similar but more versatile Flying ability, Henry Kwan's Maneuverable ability does not cost Reactor Power.