Alien

## The Alien

Alien is one of the two antagonists in Parasite Zeta, a parasitic entity that disguised itself among the station crew. It's only desire is to wipe out any threat it opposes by evolving into more deadly lifeforms. The Alien Host can seek out unfortunate humans to make them his spawns. He can also infest the station life support systems and complete the unfinished research inside the station.

## **Evolutions**

As the alien host starts weak, usually its first goal is to evolve into more deadly lifeforms. Alien has option to evolve into two different pathways, body evolution and mind evolution.

### ***Tier 1 - Starting Evolution***

* Base Unit: Infested Terran
	+ This is your starting evolution. It starts the game in human form.
	+ **Infest** ability, the main ability for all body evolution aliens. It infests the target creature with a parasite, eating it's victim for 75 seconds and granting negative buffs. If the victim failts to remove the parasite or die's when the parasite is present, he will turn into alien spawn.
	+ Attacks deal a slight damage over time
	+ All aliens have slightly faster passive regeneration than humans
	+ All aliens are immune to lack of oxygen and Situational radiation effects (Gamma gun still gives aliens Rads, which passively go away over time)

### ***Tier 2 - Body Evolution***

* Base Unit: Zergling
	+ **Frenzy** ability, increases **attack** and **movement speed**.
	+ **Burrow** ability, can burrow in the ground to **hide from** or **ambush** humans
	+ Rapid out-of-combat regeneration

### Tier 3 - Beetle Evolution

* Base Unit: Roach
	+ Gains an **additional life bar** that has **15** armor
	+ **Frenzy** now restores **45%** of your maximum **armor life** over time
	+ **Burrow** now rapidly restores **life** and **armor life**
	+ **Acid saliva** ability, slows attack and movement, and does damage over time.

### Tier 3 - Xenobat Evolution

* Base Unit: Mutalisk
	+ Can disguise as a human
	+ Flies over **barricades** and **turrets**, and becomes **untargetable** by them
	+ Some weapons **cannot hit** air units
	+ **Much faster**
	+ **Burrow**ability removed
	+ Attacks are **ranged** and hit **air** units
	+ Many more abilities
	+ Less tanky then other evolution

### Tier 3 - Xenomorph

* Base Unit: Hydralisk
	+ Attacks are **ranged** and can hit **air** units, cameras and security modules
	+ **Mend**ability, restores **45%** of your life instantly and more over time
	+ **Debilitating saliva**ability, greatly slows attack and movement speeds

### Tier 3 - Velociraptor

* Base Unit: Primal Zergling
	+ Frenzy ability, Increases speed and attack speed
	+ Pull ability, Pulls the target towards you and stuns them.

### Tier 4 - Xenodon

* Base Unit: Ultralisk
* Evolves from Beetle
	+ Much more **life**and **armor life, huge regeneration abilities**
	+ Can **no longer** use the **Burrow** ability
	+ About half as fast
	+ Can **no longer** disguise as a human
	+ Can charge
	+ Can increase attack and movement speed

### Tier 4 - Flame Beetle

* Base Unit: Ravager
* Evolves from Beetle
	+ **Burrow** ability **ignites fires** above it
	+ Can **no longer** disguise as a human
	+ Attacks are **ranged**
	+ **Explosions**and **fires** now heal instead of damage
		- Alien minions still take fire damage
	+ **Abilities** adapted to inflame your targets, **healing** alien spawns and **damaging** humans

### Tier 4 - Venomous Xenobat

* Base Unit: Mutalisk (Broodlord Strain)
* Evolves from Xenobat
	+ **Abilities**suited to deal more damage to mechanical and biological units

### Tier 4 - Xenoraptor

* Base Unit: Dehaka
* Evolves from Velociraptor
	+ Can **no longer** use **burrow** or **mend** abilities
	+ Many survival adaptations
		- Invisible to motion sensor
		- Immune to fire and cold (explosions still damage you)
		- Gain a buff to life, armor, movement speed, and damage if you are near another alien
	+ Attacks are **melee**and can only hit **ground** units
	+ **Camouflage**ability, cloak and move 40% slower. Casting abilities, taking damage, or dealing damage will decloak you and set a cooldown.
* Swarm Queen - Evolves from Xenomorph

### Tier 5 - Alpha Xenodon

* Base Unit: Ultralisk (Torrasque Strain)
* Evolves from Xenodon
	+ Doubled **life**
	+ Attacks are **melee** and cant hit **air**units

### Tier 5 - Flame Gargantuan

* Base Unit: Yagdra
* Evolves from Flame Beetle
	+ Has massive sight radius
	+ Many powerful flame abilities
	+ **Takes bonus damage from SubZero**

### Tier 5 - Noxious Monstrosity

* Base Unit: Broodlord
* Evolves from Venomous Xenobat
	+ Much, much slower than it's previous evolutions
	+ Much tankier

### Tier 5 - Alpha Xenoraptor

* Base Unit: Dehaka
* Evolves from Xenoraptor
	+ Better version of xenoraptor further buffing stats.
	+ Staying in groups is further buffed.

### **Mind Evolution**

***Tier 2 - Infest Humans and place Shrines - 600/660/555 evo points***

* Mind
	+ **Lift** ability, allows for the alien to lift the person
	+ **Push** ability, allows to push a person
	+ Has a ranged attacked
	+ Mind infestation is less noticeable with the only noticeable thing being people not being able to hear you and black lines on the screen appearing randomly.

***Tier 3 - Kill the humans with More and stronger spells. - 1200/1380 evo points***

* Cosmic Assassin
	+ Has the whirlwind ability, which cleaves in a circle slowing down all people until they autodoc
	+ Can Cloak
	+ Host can call in a cosmic storm which buffs them even more

* The Whizzard

Still has the **Lift** and **Push** abilities, These deal more damage and stun for longer.

Attacks apply random debbuffs, one of which can Instakill the target(death curse)

Can use **Spatial beam** which applies another debuff depending on the one the target currently has.

Can summon a rift that spawns beasts, strong Aliens that can deal alot of damage.
***Tier 4 - Human form disabled, ALL stats buffed even more.1200/1500 evo points***

Only whizzard and voltaic(will be added here soon) have a t4, cosmic lacks one.

* High whizzard:

Buffed version of whizzard, with 2 extra abilities added and cosmic rift removed.

Summon temporal storm: summons a temporal storm, a unique event that slows anyone that isnt alien on the map for around 60-120 seconds.

Temporal rift(?): slow down anyone in a large area for a small amount of time.

### **Minions**

These spawn from creep tumors and infected life supports and can evolve into more dangerous Minions. Minions will grow stronger as the Alien Host evolve into Higher Tier Evolution.

* Swarmling: The first type of alien minion, relatively weak and had the most numbers.
* Feederling: Spawned from creep tumors and infected life supports, slow movement speed but can become a creep tumor.
* Creeper: Spawns by creep tumors and infected life supports.
* Swarmhost (T4 host form needed): spawns 2 creepers every 8+-sec
* Raptor (T3 needed): advanced form of swarmling can jump to target sets debuff bleeded drains like 30 hp at 10 sec
* Banelings explodes when ded deal DMG to ALL around (to enother minions too)
* Ultralisk (T5 needed) OP minion 2 layer of armor 50 hp with 10 armor and 150 hp with 4 armor can CHARGE to targets and do stun for 2 sec.
* Roach have 2 layers of armor 25 hp with 10 armor 1 lay and 2nd lay 75 hp with 2 armor
* DOOMling (T5 needed) advanced baneling do more DMG to more zone

#### **Eggs**

"F" ability eggs passively generate evo points.

You gain 20 invincible permanent eggs upon station's death.

Eggs can morph into a viral parasite. Virals are not targeted by station turrets and can infest, silent infest, or create a creep tumor to generate minions.

Eggs can also morph into a drone to build a hatchery, vent nodule, or sunken colony. The hatchery is able to spawn different minions on command, depending on the host's evo level, final evo unlocks all spawns. Sunken Colony Is a large, heavily armored defensive structure which has a below ground Tentacle attack. Cannot miss.

### **Infestation**

Every alien in the game, when killing a Human will turn it into an Alien Spawn. Alien Spawns are the weaker versions of the Alien Host. They and Feederlings can throw Parasites at Animals, Humans, and Life Supports, infesting them. Spawns can not be created at Stage 4 and 5 of aliens and someone with low karma points can't be spawned.

### Tips

* Passive vs.Aggressive
	+ Passive - Staying "human" as long as possible, infesting your upgrades and staying away or destroying the blood tester. Gives you time to infest upgrades and become stronger. Being passive usually means waiting until you are fully evolved to attack the humans. Currently playing passively is not as beneficial as it should be, hopefully this will change going into the future allowing more high-level deceptive play.
	+ Aggressive - Leaving the crew as soon as possible to sabotage them early on. Also known as rushing, where you try to quickly kill humans one by one. Infesting the moon, other crew, and killing security modules will allow a brute-force attack onto the station. This is the advised path as risky as it is.
* Know the vents and conduit hatches to move quickly, infecting parts of the ship and escaping. Alien forms can move faster through vents than humans can. Let me stress this again **USE CONDUIT HATCHES.**
	+ Host T1 cannot use Conduit hatches at the time of writing this, however it is known to change back and forth.
	+ Destroy security modules in vents near each exit before infesting the life support. When the security module is down, all turrets and cameras on that floor are visibly disabled. An arc welder or Plasma Cutter is the weapon of choice for it, just make sure to keep it quiet; the arcs are noisy and can alert humans that security modules are being destroyed.
	+ Keep in Mind Hades mechs can enter vents, carrying a Pulse nade around is a good way to counter a hades mech in vents and possibly even spawn the major.
* Infesting an animal in the zoo will spawn alien minions that can quickly overtake the entire zoo. This creates a huge alien swarm that will rampage throughout the station sowing chaos if not dealt with by the human crew.
	+ Works especially well if the crew hasn't bought the initial turret upgrade.
	+ Zoo currently starts unlocked if you run north at spawn you can probably get there before doc, a good escape route if you get locked in is to buy a stealth kit at the gadget shop in the Zoo, then use it to escape to 4 as the swarm is unleashed. Be warned AOE damage will uncloak you.
* Aggressive/Passive: Only an alien can attack cameras, security modules, radiation stabilizers and the station's power core, so don't let humans see you attacking these. (Loosely true, there is a purposely unfixed bug allowing humans to do this)
	+ Use an Arc Welder (Plasma Cutter works too) instead of your starter gauss to kill these.
	+ Killing cameras will allow you to attack players openly without being targetted by A-sec. (Essentially Auto-targeting for attacking humans on camera in human form.
* Aggressive: Deep Space Miners that are about to mine and haven't yet fortified their ship with barricades, they can be an easy target by going inside their ship when they are about to take off (Usually 5 Minute Mark+)
	+ You can hide in the ship's vents and wait for a DSM to take off.
	+ You can also get on a ship at around 4:59 as they launch so they are trapped in with you. This is a risky strategy however as it is possible that they might have a turret by then.
	+ DSMs have their camera focused on space, so they will automatically attack rather than use abilities or even acknowledge that they are under attack. (At first, if they are good they will notice)
* Aggressive/Passive: Utilize Explosives at key points to easily kill someone off guard such as The Bridge Camera Spot, Infested Life Support, Non-portable Autodoc, and Ship piloting spot, Station Mainframe.
	+ An explosion by a nearby fuel tank will create another large blast.
	+ Keep in Mind all explosives show your true color on them, even remote mines despite being cloaked.
	+ AIED's while expensive are a wonderful tool to kill those who don't pay close enough attention to their characters. If captain seems vulnerable you can break into oxygen room from vents, then use an AIED and send it into floor 7 from there, I'd advise letting the First charge reach about halfway before sending it through the door to leave cap minimal time to react.
* Passive: Accuse peoples as infected by having them blood test while they have a silent infestation. (Silent infest can causes Blood Test to identify them as Alien regardless of them being a human)
	+ One way to do this is by infesting the autodocs, then autodoccing people before their test. (Discreetly of course.)

### Vulnerable Station Subsystems Edit

* Destroying both radiation reactors in the vents will cause radiation to affect all human occupants on station. They are at the bottom of each vent.
* Infesting life support will spawn creep tumors and alien minions on their level. Infesting all 6 life support modules on the space station will cause drop pods to be infested and start sending minions to the moon, provided there are no humans left on the station.
* Turning off oxygen will cause human players to require oxygen tanks or die instant deaths.
* Destroying security modules within vents turns off all security cameras and turrets on that floor.
* Disabling station power will make it so turrets, cameras, and power-requiring abilities will be locked down.
	+ Turning off both power links will alert everyone that they are off, and a fun way to cheese aliens through the station.
	+ Destroying the power core takes some time, and also keeps power off for longer. Usually harder to detect, as it gives no alarm.

### **Strategies**

One must pick to go passive or aggressive. If one goes passive the BT must be tampered with in someway be it rigging it to explode or give false positives or killing it. Passive also relies heavily on the Android or Psion to be or go evil to help thin out the crowd as the host won't be doing much. often after hitting T4 and not being able to disguised will allow the host to start killing. However the crew will be stronger and the host will have no spawns to help them. An aggressive host can kill the BT and strolls around vent making sure their use is limited. A nice reminder is that a T2 body host can always beat an upgraded Hades if that ever becomes the case. Generally getting one spawn is enough but more is merrier. Don't overstep your boundaries like if a person is in the vents and they have low health but they make it out, it's usually not that good to follow them.