How to get all the Her Name was Fire achievements (as of version 0.1.20)
How to Obtain All Achievements
The Hierophant
The Hierophant has two attacks: tentacles that emerge from the ground based on the player’s location, and a series of round fireballs. After an initial period of doing nothing, The Hierophant will alternate between these two phases, without rest, as it slowly moves around the arena.
As long as you keep moving, the tentacles are not a threat. The shots are more dangerous but can be dodged.
As long as you keep moving, the tentacles are not a threat. The shots are more dangerous but can be dodged.
The Sun
The Sun has three attacks. It can dash towards the player after a brief animation. It has a giant laser that spins around the room, either clockwise or counter-clockwise. Third, it fires eight slow-moving projectiles in a square pattern.
The laser is the biggest threat; dash through the beam to avoid damage. The Sun’s dash attack is dangerous but is always telegraphed in advance. Also, after dashing it tends to linger against the wall for a second or two so you can score some easy hits. The square-pattern shots are no trouble at all.
The laser is the biggest threat; dash through the beam to avoid damage. The Sun’s dash attack is dangerous but is always telegraphed in advance. Also, after dashing it tends to linger against the wall for a second or two so you can score some easy hits. The square-pattern shots are no trouble at all.
The Devil
The Devil has three attacks. When it concentrates energy in its forehead, it will spit out a large spread of fireballs in every direction. The shots always fly out in the same formation. If the ground starts to shake, it will summon pentagrams on the ground near the player’s location that explode after a few seconds. After either of these attacks, The Devil will always follow up with two shotgun-style blasts of three fireballs aimed directly at the player.
Try to keep your distance to avoid the projectiles, as they fan out and offer ample room to dodge. The pentagrams are no threat if you keep moving.
Try to keep your distance to avoid the projectiles, as they fan out and offer ample room to dodge. The pentagrams are no threat if you keep moving.
The Tower
The Tower has three different attacks. First, it will fill the screen with a scattering of fireballs in every direction. As these shots fly around, its head will detach from its body, home in on the player, and fire a laser. After three lasers, the head will return to the body and trigger the third attack, a series of fast-moving birds which spawn from different locations and fly straight towards the player.
The Tower is one of the more challenging bosses because its attacks are so aggressive, but it has a significant disadvantage because its body never moves. As long as you can keep moving and dodging while attacking its base, it will eventually fall.
The Tower is one of the more challenging bosses because its attacks are so aggressive, but it has a significant disadvantage because its body never moves. As long as you can keep moving and dodging while attacking its base, it will eventually fall.
Death
Death aggressively flies towards the player while alternating between two different attacks. First, after a brief animation, it launches a large spread of fireballs which come out in waves. Second, it fires six skulls from its body which stop in mid-air for a few seconds before flying back where they came from.
The fireballs are the hardest thing to deal with but they always fly in the same pattern, so keep away from Death’s body and you’ll have plenty of time to dodge and counter-attack. The skulls also always come out in the same formation and don’t travel very far, making them a non-threat.
The fireballs are the hardest thing to deal with but they always fly in the same pattern, so keep away from Death’s body and you’ll have plenty of time to dodge and counter-attack. The skulls also always come out in the same formation and don’t travel very far, making them a non-threat.
The Magician
The Magician flies directly towards the player with a sword rotating around its body at all times which will deal damage on contact. It has two other means of attack. First, it will briefly display four swords before firing them in straight lines (always up, left, down, and right, never at an angle). Periodically, it will stop and shake, spitting out a barrage of small black creatures which fly in every direction.
With its size and speed, The Magician can be tricky to avoid; frequent dodging is a must. It will try to corner you so keep that in mind while dashing. The four sword attack is always telegraphed so it doesn’t post much risk. The smaller creatures are harder to handle but since The Magician stops moving during this phase, it’s a good time to land some hits while avoiding the tiny swarm.
With its size and speed, The Magician can be tricky to avoid; frequent dodging is a must. It will try to corner you so keep that in mind while dashing. The four sword attack is always telegraphed so it doesn’t post much risk. The smaller creatures are harder to handle but since The Magician stops moving during this phase, it’s a good time to land some hits while avoiding the tiny swarm.
Descent Survival
Complete your first Descent run. That means fighting five bosses with two servers on each level. There is no time limit but it will likely take you about 30 minutes.
Note that each server will drop one health pickup worth 1 HP and defeating a boss gives you a full health refill.
See the individual weapon achievements for general tips on clearing a run.
Note that each server will drop one health pickup worth 1 HP and defeating a boss gives you a full health refill.
See the individual weapon achievements for general tips on clearing a run.
Eclipse Survival
Complete your first Eclipse run. That means fighting five bosses with one server on each level. You only have 15 minutes.
Note that each server will drop one health pickup worth 1 HP and defeating a boss gives you a full health refill.
See the individual weapon achievements for general tips on clearing a run.
Note that each server will drop one health pickup worth 1 HP and defeating a boss gives you a full health refill.
See the individual weapon achievements for general tips on clearing a run.
Ember Juggling
Complete your first run with Fire Orb. This is the default weapon; it fires slowly but deals enough damage to kill small enemies in one hit from the start. You will want to upgrade its casting speed with Metabolism as soon as possible. The Phantom is also an excellent upgrade, as that will give your shots piercing power. Acquiring supplemental attacks that fire after you cast each shot will also go a long way toward keeping the hordes from overrunning you.
Gatling Trickery
Complete your first run with Gatling Twig. This is a rapid-fire weapon that looks like the Fire Orb but it shoots much faster at the cost of doing far less damage. The Spaghettina is a must-get upgrade to enhance its power. The Friction is also worth getting, since it will inflict damage over time and create fires that will thin the enemies as they fly towards you. The Drift will also help with crowd control.
Blade Studies
Complete your first run with Thunder Blade. This is the hardest weapon to handle because, while strong, it has very little reach. Look for Metabolism and The Crawler as soon as possible to improve your attack & movement speed. The good news is it cuts throw multiple enemies with each swing, so it’s very effective against groups of enemies.
The bad news is boss battles are much harder since you will have to get in close to their bodies to deal damage, putting yourself at greater risk. Two upgrades will make a world of difference: The Vault and The Quetzal. The Vault will give you more HP to allow for slip-ups; don’t forget that defeating a boss gives you a full health refill. The Quetzal lets you reflect enemy projectiles back as your own, with upper levels giving your shots more power and piercing abilities. With The Quetzal on hand, fights against The Devil or Death go from challenging to a cakewalk as you batter them with their own attacks.
The bad news is boss battles are much harder since you will have to get in close to their bodies to deal damage, putting yourself at greater risk. Two upgrades will make a world of difference: The Vault and The Quetzal. The Vault will give you more HP to allow for slip-ups; don’t forget that defeating a boss gives you a full health refill. The Quetzal lets you reflect enemy projectiles back as your own, with upper levels giving your shots more power and piercing abilities. With The Quetzal on hand, fights against The Devil or Death go from challenging to a cakewalk as you batter them with their own attacks.
Dear Prudence
Complete an entire run without redrawing a card. Self-explanatory, and so easy you probably will get this achievement without noticing it on your first run, since redrawing incurs a penalty and should be avoided.
Allegory Allergy
Beat the game without a single allegory card. That means not accepting any blue cards after defeating a boss. Tricky, but not that difficult. Just focus on upgrading your main weapon and acquiring subweapons and this won’t be a problem.
Full Assault
Finish a run using Gatling Twig, Hunter, and Glass Cannon. You will have to purchase Glass Cannon before attempting this, and make sure to choose Hunter when give a choice of Specialization.
Sounds harder than it is, because you will be dealing a lot of damage very quickly. Also note that Glass Cannon reduces you to 1HP but if you get The Vault, you can give yourself extra hit points and still get the achievement.
Sounds harder than it is, because you will be dealing a lot of damage very quickly. Also note that Glass Cannon reduces you to 1HP but if you get The Vault, you can give yourself extra hit points and still get the achievement.
Close Combat
Finish a run using Thunder Blade, Berserker, and Wrath. You will have to purchase Wrath before attempting this, and make sure to choose Berserker when give a choice of Specialization.
A challenge, but it helps that Berserker is one of the strongest upgrades in the game, giving you periodic invincibility while dealing a lot of damage to enemies at close range. Otherwise, the general Thunder Blade tips all apply here.
A challenge, but it helps that Berserker is one of the strongest upgrades in the game, giving you periodic invincibility while dealing a lot of damage to enemies at close range. Otherwise, the general Thunder Blade tips all apply here.
Portfolio Diversification
Complete an entire run with only level 1 cards. Just make sure you never, ever accept any level 2 cards when upgrading. This will lock you out of the strongest upgrades, and there will be some luck here in getting the upgrades you want, but overall this won’t be too hard since by the end of the game you should be flinging weapons in every direction (albeit without much power). Stick with Fire Orb since its base power is already good at level 1. Don’t forget to Skip if needed, because when paired with The Fasting that can seriously augment your attacks.
The Gambler
Finish a run in which you redrew every single time you leveled up. This is a real challenge, because it means you cannot accept a Specialization and you’re putting your fate in the hands of random chance. It also means incurring a penalty every time you upgrade, which will make the late-game extremely hard. Consider trying this on Eclipse, since that means fewer upgrades overall. If you purchase Tax Evasion, this will eliminate the penalty aspect, making this achievement a lot less risky.
The good news is you still have access to plenty of other upgrades, but you will need luck to make it to the end.
The good news is you still have access to plenty of other upgrades, but you will need luck to make it to the end.
Risky Business
Survive 15 Tantrums in 1 run. Recommend you pair this with The Gambler, since that requires you to redraw, and the only way to get a Tantrum is after a redraw.
This is hard for two reasons. First, enemies get faster over time anyway, so you’ll have to upgrade your speed as well to stand a chance. The Crawler, The Hare, and The Momentum will all help with that.
Second, you are not guaranteed to get a Tantrum even when taking a penalty, so you’ll have to level up a LOT just to get 15 Tantrums. Keep careful count too, because the game won’t tell you how many you’ve taken so far.
Keep in mind that a Tantrum only angers enemies already in the field, so if you accept one while battling a Server or after beating a Boss, there won’t be anyone around to anger.
This is hard for two reasons. First, enemies get faster over time anyway, so you’ll have to upgrade your speed as well to stand a chance. The Crawler, The Hare, and The Momentum will all help with that.
Second, you are not guaranteed to get a Tantrum even when taking a penalty, so you’ll have to level up a LOT just to get 15 Tantrums. Keep careful count too, because the game won’t tell you how many you’ve taken so far.
Keep in mind that a Tantrum only angers enemies already in the field, so if you accept one while battling a Server or after beating a Boss, there won’t be anyone around to anger.
The First Allegory is the Hardest
Buy your first Allegory card in the shop. This will unlock the Allegory card you purchase as a regular upgrade during the game. Otherwise, you will only see Allegory cards after defeating a boss. I find The Devil is the only one worth the cost, since it can triple your firepower.
Essence Aficionado
Unlock 6 essences. These are purchased on the screen immediately before starting a run.
Essence Collector
Unlock all essences. Self-explanatory, but this will be one of the last achievements you get because it requires playing for hours to get all the pentagrams you need. Maybe put off buying an Allegory card if you can, since that’s money you could spend on Essences.
Thanks to feitclub for his excellent guide, all credit to his effort. if this guide helps you, please support and rate it via Steam Community. enjoy the game.