Security Soldiers in Alien Invasyndrome
Keep-distance flames, charge gaps, and why alert blocks capture
Soldiers are a different verb than crew
General Crew on Kitchen or Cafeteria teach sight cones. Security soldiers on Atlas teach a second combat grammar: they keep distance, they flamethrower, and the documented knockdown tool is a charge attack — not a panic pounce into the flame. This page is the soldier loop. Room routing still lives on Security Room and Security Routes. Threat-profile companion: Security Crew.
Alien Invasyndrome (Steam app 4603980, Mozu Field / 百舌鳥, Shady Corner Games) is an adult 18+ stealth Demo. Full game TBA. As of 16 August 2026, the public numbered checkpoint is still Demo 1.0 hotfix (5 May 2026). Soldier behavior entered Demo notes in the mid-preview climb alongside cameras, Storage, and desk hiding. Verify labels on your install via Changelog.
Official-style rules (mechanical)
Developer notes from that era are unusually specific. Treat them as the default contract until your build proves otherwise:
- Distance first. When a soldier finds the larva, they try to hold range, then flame.
- Charge is the knockdown. Ordinary nudges and impatient pounces are the wrong exam.
- A watching soldier can reject the charge. If they still see you, the charge can bounce or fail. You need a gap, not bravery.
- Alert blocks capture. Even after a knockdown, capture / adult resolution is not the plan during ALERT. Hide, wait, reset.
- Flames burn more than you. Objects in the spray can ignite. Do not hide in a prop you just watched catch fire.
Charge technique: Charge and Pounce. Hide technique: How to Hide. Detection tax: Stealth and Detection.
Cameras and soldiers are two timers
Security cameras were added in the same content wave. A clean soldier gap that happens under a camera cone is not a gap. Read both:
- Camera far edge and idle reset
- Soldier facing and flame windup
If either timer is live, you are still in a scout or detection hide. Drones and Alarms covers cafeteria-style alarm pressure; Security cameras are stricter because the room is a chokepoint.
How to take a soldier fight (if you must)
Prefer not fighting. The Demo rewards nest income and route commits more than soldier highlight clips. When a soldier blocks the only tile you need:
- Scout from cover until you can name their idle turn.
- Assign a desk or vent that is outside the flame line (Vents and Cover).
- If spotted, take the ~1 minute hide. Do not charge from inside the cone.
- When they look away, charge once from the gap. If it bounces, you were still seen — hide again.
- After a knockdown, do not capture on alert. Leave, bank nest, return when the room is quiet.
Nest discipline: How to Nest. Capture windows: How to Capture.
How soldiers change boss prep
Security gimmicks change boss difficulty. A room you “cleared” by eating three flames and two bounced charges is not a prepared room. Security Boss Prep wants setups handled, not survived. If soldiers still own the doorway, you are not ready for How to Beat the Boss or Boss Route.
Boss death retrying from room entry is a separate rule. Soldier deaths in the approach still cost hide minutes and nest patience.
INT / STR and Trap context
STR does not delete flame range. INT-leaning setup that buys cleaner approaches usually beats “I bought strength so I can run at fire.” If your Demo build still has Trap maxed from the v0.99-era note, read Trap Skill before you assume soldiers are a Trap exam. Trap is a Demo starting gift, not a flamethrower shield.
Plan spends in Skill Planner and INT vs STR after you can hide on command.
Failure table
| Failure | Likely cause | Fix |
|---|---|---|
| Burned on approach | Treated soldier like Kitchen crew | Hold range; hide first |
| Charge bounced | They still saw you | Wait a real gap |
| Capture failed after knockdown | Still in ALERT | Hide; capture later |
| Desk ignited | Hid in a burned object | Change furniture |
| Camera + soldier wipe | One timer only | Read both |
| Tilt into boss | “I touched Security” | Boss Prep checklist |
Session plan
Warm up one Kitchen hide drill. Scout a Security doorway twice with zero charges. Attempt one gap charge only if the route requires that tile. Bank nest. Stop after two flame deaths — review Common Mistakes, do not grind the door.
Map connectors that feed Security: Storage and Corridors, Key Rooms. Linear order: Demo Walkthrough.
Related reading
Soldiers punish impatience with fire. Keep distance, charge only from a gap, and never treat ALERT as a capture window.
Frequently Asked Questions
Quick answers to common Alien Invasyndrome questions.
How do I knock down a Security soldier in Alien Invasyndrome?
Developer notes point to a charge attack after they lose sight of you. A charge into a watching soldier can bounce. See Charge and Pounce.
Why do soldiers stay so far away?
They are written to hold distance and flamethrower. Closing the gap like a Kitchen capture is the wrong verb.
Can I capture a soldier during alert?
Do not plan on it. Even after a knockdown, ALERT is a hide-and-reset window, not a capture window.
Do flamethrowers burn furniture?
Notes say flames can burn objects. Do not hide in a prop that just ignited. Pick a different desk or vent.
Are soldiers the same as the Security boss?
No. Soldiers are approach pressure. Boss difficulty still depends on how you handle Security gimmicks — see Security Boss Prep.