Boss Guide#
Boss Battle Overview#
Chapter 1 BOSS: Vacuum Cleaner#
BOSS Info#
- Chapter: Chapter 1 — The Shed
- Difficulty: ★☆☆☆☆ (Easy)
- Abilities required: Nail gun + hammer
Co-op Strategy#
Chapter 2 BOSS: Squirrel General#
BOSS Info#
- Chapter: Chapter 2 — The Tree
- Difficulty: ★★☆☆☆ (Medium-Easy)
- Abilities required: Sap gun + sap boots
Co-op Strategy#
Chapter 5 BOSS: Wasp Queen#
BOSS Info#
- Chapter: Chapter 5 — The Garden
- Difficulty: ★★★★☆ (Hard)
- Abilities required: Gravity reversal + gliding
Phase Two: Stinger Volley#
- Use gravity reversal to walk on the ceiling and avoid the venom on the floor
Phase Three: Rage#
Chapter 3 BOSS: Moon Baboon#
BOSS Info#
- Chapter: Chapter 3 — Rose’s Room
- Difficulty: ★★★☆☆ (Medium)
- Abilities required: Matches + water gun
Phase Two: Robot Form#
- Use the steam clouds to block the boss’s line of sight
Co-op Strategy#
Chapter 6 BOSS: CoCo the Elephant#
BOSS Info#
- Chapter: Chapter 6 — The Attic
- Difficulty: ★★★★☆ (Hard) — emotionally harder
- Abilities required: Clones + transformation
Phase Three: Endgame#
- Bait it into crashing through the fragile walls
Co-op Strategy#
Chapter 7 Final BOSS: Dr. Hakim#
BOSS Info#
- Chapter: Chapter 7 — Journey’s End
- Difficulty: ★★★★★ (Very hard)
- Abilities required: All abilities
Phase Three: Final Form#
- Perfect sync deals massive damage
Ultimate Strategy#
- Count down by voice
- Clear division of roles
- Don’t panic
- Learn the attack patterns
- Use checkpoints
General Boss Battle Tips#
- Watch for phase changes
- Use the environment
- Never let both players go down at once
- Manage your ammo
- Enjoy the ride
End of Boss Guide
Vacuum Cleaner (Chapter 1)#
The Vacuum Cleaner is the game’s first boss and works as a tutorial fight, teaching the basic division of labor: “one player draws attention, the other attacks”. The fight has two phases — chase and rampage. Dodge the suction from the front of the nozzle; after the boss sucks up debris it pauses briefly, and that’s your damage window.
Phase Counters#
| Phase | Move | Counter |
|---|---|---|
| Chase phase | Suction pull | Dash sideways out of the suction range |
| Chase phase | Slamming into obstacles | Predict it and move to safety early |
| Rampage phase | Suction intensifies | Hide behind pillars and wait for the boss to fill up on debris |
| Rampage phase | Brief stagger | Both players burst down the debris at once |
Key Points#
May draws attention head-on with the hammer while Cody shoots the internal weak point with the nail gun the instant the boss swallows debris. Never stand both players directly in front of the suction — keep at least one player dealing damage at all times.
Squirrel General (Chapter 2)#
The Squirrel General’s difficulty spike comes from the soldiers summoned in its second phase — clear them first or you’ll get swarmed. The boss’s charge has a clear tell: the moment you see it crouch, dodge sideways.
Phase Counters#
| Phase | Move | Counter |
|---|---|---|
| Charge phase | Straight-line charge | Split positions and dodge to both sides |
| Charge phase | Chain charges | Keep moving, never stand still |
| Summon phase | Calls squirrel soldiers | Stick them with sap and clear them first |
| Finale phase | Fan-shaped spray | Hide behind cover and wait out the barrage |
Key Points#
Cody’s sap can stick the charging Squirrel General and briefly slow it, while May bounces around on sap boots stomping the adds. Take turns drawing aggro so one charge never hits both of you.
Moon Baboon (Chapter 3)#
The Moon Baboon fights from a flying saucer with extremely high mobility. In the UFO phase the priority is dodging barrages; the robot form demands rhythm coordination. Using steam clouds to blind the boss is the key trick of this chapter.
Phase Counters#
| Phase | Move | Counter |
|---|---|---|
| UFO phase | Ring barrages | Move between the gaps in the barrage |
| UFO phase | Dive strafing | Jump the instant you hear the cue |
| Robot form | Melee swipes | Dodge, then punish the recovery |
| Robot form | Charged beam | Hide behind the steam clouds |
Key Points#
May’s water gun and Cody’s matches combine to create steam clouds that block the boss’s vision and interrupt its aim. The robot form’s swipe recovery is long — that’s the main damage window, and both players should alternate damage on a consistent rhythm.
Wasp Queen (Chapter 5)#
The Wasp Queen is the biggest mid-game difficulty jump. Her body flies high above while the ground is guarded by swarms. Gravity reversal is the decisive tool in this fight — walking on the ceiling lets you dodge the floor’s venom zones.
Phase Counters#
| Phase | Move | Counter |
|---|---|---|
| Swarm summon | Releases a huge batch of bees | Use gravity reversal to relieve ground pressure |
| Stinger volley | Continuous aerial stingers | Dodge in horizontal Z-shaped movement |
| Rage phase | Floor-wide venom | Reverse gravity and move along the ceiling |
| Rage phase | Accelerated stingers | Circle tight along the edges of obstacles |
Key Points#
Cody’s gravity reversal solves both movement and damage: reversed, he stands on the ceiling to dodge venom and attacks the boss from above. May uses gliding to switch quickly between reversed and normal states. Alternate who maintains the reversal — never land both at once.
CoCo the Elephant (Chapter 6)#
CoCo is the most emotionally heavy boss fight in the game, with a rhythm built around dodging and baiting. In the toy rampage phase the boss destroys everything in wide swaths; in the sorrowful rage phase you must use the environment to lure it out.
Phase Counters#
| Phase | Move | Counter |
|---|---|---|
| Toy rampage | Giant foot stomp | Watch for the leg wind-up and roll sideways |
| Toy rampage | Trunk sweep | Slide under it low |
| Sorrowful rage | Wall charges | Bait it into the fragile walls |
| Endgame phase | Wild charging | Steer the boss into smashing the walls |
Key Points#
Use Cody’s clones to split the boss’s attention while May attacks its back weak point from the side while it’s distracted. The wall-charge mechanic is the heart of the fight: baiting CoCo into the marked fragile walls deals heavy damage and rearranges the arena.
Dr. Hakim (Chapter 7)#
The final boss, Dr. Hakim, remixes mechanics from every chapter — a full skills exam. Book form tests your basic dodging, merged form demands tight two-player coordination, and the final form is tense positioning and damage from start to finish.
Phase Counters#
| Phase | Move | Counter |
|---|---|---|
| Book form | Flying page blades | Keep moving in the gaps between blades |
| Book form | Book slams shut | Escape the closing zone fast |
| Merged form | Multi-weapon combos | Swap to the matching ability per phase |
| Final form | Full-screen attacks | Both players hide in the safe zone together |
Key Points#
The core of the final fight is the voice countdown — every dodge and damage action that needs syncing goes through the countdown to keep both players on rhythm. Preserve HP as long as you can in the first half; the final form’s damage windows are short, so take the safe dodge over a greedy hit. Your abilities are fixed for the finale — the trick is blending every chapter’s movement rhythms into one flow.
Boss Rewards Overview#
| Boss | Clear reward | Related achievement |
|---|---|---|
| Vacuum Cleaner | Chapter progression | New Arrival |
| Squirrel General | Sap upgrades | Sap Crazy |
| Moon Baboon | Steam mechanics | Space Trip |
| Wasp Queen | Glide upgrades | Garden War |
| CoCo the Elephant | Transformation upgrades | End of Love |
| Dr. Hakim | Game completion | Broken Mirror Made Whole |