Arsonist Heaven Trophy Guide

Game: Arsonist Heaven
Peripherals: –
Time to Platinum: 1 hour
Difficulty: 2/10
Missable trophies: None
Trophies: 1 , 11 , 1 , 0
Author: Stargazer14096

Welcome to the trophy guide for Arsonist Heaven. This can also be considered a walkthrough and may be used for PlayStation 4, 5, Xbox One, Series X and Steam. Achievements for Steam and Xbox are in almost all cases the same as the PlayStation 4/5 Trophies. A roadmap is provided in the stages below.

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Arsonist Heaven is a 2D platformer with shooter elements. Your goal in each stage is simple – just melt all enemies! The game features 20 levels in total, but the platinum only requires you to complete the first 12. There aren’t any collectibles or miscellaneous trophies either, so there’s not much else to think about. You’ll have this platinum in no time!

Stage 1 – Play through the first 12 levels

As mentioned above, the road to platinum for this game is a very straightforward one – just complete the game’s first 12 levels! Just keep the basic controls in mind and you’ll get by just fine.

X – shoot
Square – reload
O – jump
OO – jetpack boost
d-pad down – drop-down ledges

Flame Master
Unlock all other trophies.

Simply complete the game’s first 12 levels to get this shiny new platinum!

Hunter I
Finish level 1.

This is a tutorial level, so there’s not much going on here. Just take out the 5 enemies lurking throughout the small stage and you’re good to go! You also learn about health and ammo recharges here.

Three types of enemies are introduced in this level: The Slug, The Werewolf, and the Floating Rock enemies.

The Slugs are fairly easy to deal with, as they’re slow. Just stay out of range and melt them with your flamethrower.

The Werewolves are very annoying, as they’re extremely quick. And since this game doesn’t feature a dodge of any sort, chances are you’ll be taking some damage whenever you come across them. Just try to deal with them as fast as possible to minimize the damage taken.

The Floating Rocks are pretty straightforward too. Just jump over their projectiles and you’ll be fine. Interestingly, even though the two enemies mentioned above do contact damage (i.e. they hurt you when you touch them), the Floating Rocks don’t, so use this to your advantage and get up close and personal with them.

Hunter II
Finish level 2.

Level 2 introduces another kind of enemy, the Mandragora. These guys are faster than the Slugs, but not as fast as the Werewolves. They can also jump, which is kind of annoying. You’ll probably take some damage dealing with them, but they go down quickly.

This level also introduces death pits, indicated by the green fire, so watch out for those. Fall in and you’ll have to do the entire level from the beginning.

There’s an ammo and health pickup on the bottom-right corner of the level that seems inaccessible at first, but there’s a secret wall to the left of the corridor directly above it (the one with the Werewolf) that leads to them. Walk through the wall and hop down to collect some extra resources if you need them.

Hunter III
Finish level 3.

This level introduces a new weapon called the Propane Cannon. It’s basically a shotgun, and it packs quite a punch! It can one-shot every enemy on this level, which is great. Furthermore, picking up the new weapon grants you a free ammo refill, so if you wanna be super optimal with your fuel use, it’s best to completely empty your current clip first before picking up the new weapon.

Just don’t be too trigger-happy as each shot does consume quite a bit of fuel. As long as your shots count, this level should go by without any issues.

Hunter IV
Finish level 4.

The Slugs on this level seem to have a bit more HP, as the Propane Cannon now takes 2 shots to kill them. Just be patient, and you’ll eventually get this level. There’s another hidden path on the bottom-right side of this level, and the entrance is located between the two small staircase-like sections. Walk right as far as possible, then jetpack boost up while still holding right and you’ll eventually drop down. Just watch out for the death pit between you and your resources though!

Hunter V
Finish level 5.

The Golem has two main attacks, a punch and two quick rock throws. Both of them can be dodged pretty easily by jumping backwards, or if you want to be extra safe, using a jetpack boost. The boss takes a little over 6 full clips of ammo to kill, and thankfully, there are 4 more ammo refills, two on each side of the arena. Just alternate between dodging and shooting and you should have him down after a few tries. Note that when you’re on either ledge with the ammo refills, the boss is unable to touch you, so you can chill here and let your jetpack refill if needed. Just be patient and he’ll go down pretty quickly.

Hunter VI
Finish level 6.

As this is a new chapter, we’re introduced to a bunch of new enemies, although they mostly feel like reskins of the guys we saw in chapter 1. The only thing you’ll probably notice here is that there’s a much larger emphasis on ranged attacks this time, and your default weapon just won’t cut it. So as soon as the level starts, jump up to the platform above you and grab the Magnesium Submachinegun so that you can play the ranged game too. Once you have it, just play the usual game of waiting and shooting, and this level will go by quickly enough.

Hunter VII
Finish level 7.

Same deal with level 6. Grab the submachinegun directly above your starting point, and go to town. There’s another hidden area here with some supplies, located at the center of the level, although chances are you’ll probably find this without even looking for it. You can reach it by jetpack boosting from below.

Hunter VIII
Finish level 8.

More of the same. Not much to say about this one.

Hunter IX
Finish level 9.

This level introduces another weapon called the Incendiary Grenade Launcher, and it works pretty much exactly how you think it would. The only notable part of this level is at the very end, the jump over the two fire pits can be a bit tricky. Thankfully, you only need to jump over the first one, and you can snipe the very last enemy from the ledge without having to cross the second one.

Hunter X
Finish level 10.

The second boss is fairly similar in structure and gameplan to the first. Just shoot and dodge his attacks, and hang out on the left and right platforms to recover your jetpack fuel while you’re completely untouchable. This guy only has one attack, which is the three-shot projectile we saw earlier from some enemies in the chapter. I couldn’t reliably dodge this attack by jumping normally, so I used the jetpack boost every time. Run from one end of the arena to the other, each time shooting 3 times and boosting 3 times. Let your jetpack fuel recover, and repeat. It’s a slow process, but it’s risk-free, and as long as you’re patient, the boss will go down eventually.

Hunter XI
Finish level 11.

Almost there! If you’ve made it this far, you probably don’t need many more tips, right? But you’ll get ’em anyway!

As the start of another chapter, in this level we see a few new enemies, a few old enemies, and a few reskins. Functionally, the only true “new” enemy is the plant thing that chill on the ceiling and slams down occasionally, but it’s really not a threat. Grab the Grenade Launcher and melt everything in your way!

Hunter XII
Finish level 12.

This last level is actually slightly tricky, as the available weapon pickup, the Hydrogen Shotgun, has abysmal range, and kinda sucks against some enemies in this level, especially the running ones with the swords. But as usual, just stay patient and you’ll have this one down soon enough. Congrats on your new plat!

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