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Sequential Boss / Cuphead

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A vast majority of Cuphead's 31 bosses are sequential. Here's how each one goes:

Some of the examples contain unmarked spoilers. You Have Been Warned.


Base game:

  • The fight against The Root Pack starts out with you attacking Sal Spudder (a giant potato who spits dirt clods and worms), then Ollie Bulb (a giant onion who takes up the middle of the screen and attacks with weaponized Ocular Gushers that fall from above), and then finally Chauncey Chantenay (a giant carrot who fires tracking carrot projectiles and a powerful psychic beam). Post-Patch 1.2, if you manage to Sheathe Your Sword when Ollie appears, he will skip out and leave on his own accord, but a radish boss called Horace Radiche will now appear alongside Chauncey, making the battle tougher than before.
  • Goopy le Grande is initially about the same height as Cuphead and Mugman, but after enough damage, he flips a pill into his mouth and doubles in size. When that form's finally worn down and dizzy, he's squashed by his own falling tombstone, who proceeds to try and crush the duo into powder.
  • Hilda Berg attacks with the aid of smaller zeppelins and by spitting the words "HA HA HA" at you. When she's taken enough hits, she attempts to change into the astrology-inspired, cloudy forms of Taurus (a giant bull with a charging attack), Gemini (a pair of dancing women dressed in clouds who fire energy-shooting discs), or Sagittarius (a cherubic buff centaur with a bow), any of which have to be defeated separately. When she's on the verge of losing, Hilda finally goes mad and morphs into a giant clockwork crescent moon that spawns UFOs.
  • Cagney Carnation simply starts out with extending his face to punch you (which becomes quicker and harder to dodge in the patched version) while shooting projectile seeds that either become giant vine stalks or piranha traps on the ground, then starts firing out boomerang maple seeds and homing turnips once he gets enough damage. In the final phase, his vines cover the entire bottom half of the arena while he sports an even more deranged Slasher Smile. And he even shoots fuzzies at you, which will cause the screen to get blurry and distorted along with the music for a second or two if they hit you in the patched version.
  • Ribby and Croaks start out alternating between Ribby launching boxing glove-shaped projectiles and Croaks spitting out flaming fireflies. Once they take enough damage, Ribby rolls out as they attempt to attack Cuphead and Mugman from both sides by Ribby sending out sound waves with his claps while Croaks turns into a fan to blow Cuphead and Mugman towards Ribby. After more damage, they do a Fusion Dance into a giant coin-spitting slot machine that can only be made vulnerable by parry-slapping its handle, which causes it to spit out one of three types of puck-shaped projectile.
  • Baroness von Bon Bon starts off sending her court attendants after you — a cupcake that slams the ground to send waves of frosting, a large kernel of candy corn that floats around spitting smaller candy corn, a chomping gobstopper that follows you while being followed by a row of gobstopper cores, a gumball machine flinging gumballs everywhere, and a flying waffle that attacks by exploding and reforming. Jellybean soldiers start coming out of her castle after defeating one, and von Bon Bon herself starts shooting a cotton candy shotgun at you after defeating two. Once you beat three of her attendants, she tugs at her castle's towers, enraging it into an advancing beast that spits large peppermint boulders while von Bon Bon throws her head at you (which then starts tracking you down).
  • Beppi the Clown starts out by trying to run you over with a bumper car, while shooting-gallery ducks that deal contact damage and occasionally drop light-bulb bombs pass overhead. Once defeated, Beppi crashes and falls over the arena, and comes back up as a balloon pump that sends balloon dogs at you as the roller-coaster activates. Beating that causes his head to float upwards, and he regains his form offscreen as he comes back down riding a carousel horse that spits out beams of horseshoes. The green horse spits out horseshoes in a wave pattern and the yellow horse sends them out in a row, which will then fall to try to damage the player. Defeat that, and Beppi falls down once more... only to come back up, transformed into a massive swing chair ride that spits out penguins that throw baseballs at you.
  • Djimmi the Great first attacks you with a treasure chest that spits out its contents (while occasionally firing his skull at you), then he summons a mystical corridor laden with buzzsaw traps and stone pillars in his likeness (of which only the face is vulnerable). Once you get through that, he sends in a sarcophagus, which opens to reveal a portal that mummy ghosts fly out from while he shoots his eyes at you as a blob-like form protruding from the portal. He then reads Cuphead's mind and creates a marionette in his image that shoots at you while his hat floats around shooting bullets everywhere. Finally, he assumes a massive form that surrounds you and sends bullets at you, with pyramids with eyes that circle around you while shooting lasers. Post-patch 1.2, however, if you remain shrunk while he's reading your mind, he'll pull out a mini-marionette which is too small to serve as a phase of the battle in and of itself; instead it acts as a minion for the "massive form" phase.
  • Wally Warbles starts out by spitting eggs that explode into smaller eggs, and (somehow) turning his head into a hand to fire out bullets, while small birds with nails on their heads fly at you. After taking enough damage, he shifts into flinging feathers at you, which you must likewise dodge alongside the birds. After you eventually take down this form, you're suddenly beset by his son Willy, who floats around in his nest and takes potshots at you with a blaster while eggs orbit around him. After you defeat him, Wally still isn't done; he's now on a stretcher being carried by two smaller medic birds. He attacks you by kicking his stomach — which causes his heart to jump out of his mouth and fire a projectile at you — and once more shifting his head, this time into a trash can, to spew projectiles at you. Likewise, you have to avoid homing shots from the medic birds in the form of pills they spit out of their mouths. Only then does he finally go down.
  • Grim Matchstick starts out spitting fire, shooting orbs from his eyes, and attacking you with his tail, while you have to keep hopping from cloud to cloud. After he takes enough damage, he flies to the opposite bottom side of the screen, opens his mouth, and summons little fire soldiers marching on his tongue, making the bottom of the screen a makeshift pit of death. They can fire projectiles at you and jump on occasion, too. After you deal enough damage, suddenly the dragon's head splits into three, and you're dealing with attacks from a hydra who spits fire projectiles that split in four different directions if struck, and occasionally attacks with a fire blast that crosses the middle of the screen.
  • Rumor Honeybottoms first sends her officer to attack you with needle bombs (along with some passerby worker bees), only joining the fight once he's down with her magical scepter and occasional bullet blasting. Once she takes enough damage, she uses a magic spell to transform herself into an airplane with mechanical buzzsaws and fist launchers.
  • Captain Brineybeard starts out by taking pot shots at you from his boat while a crate dangling from a rope tries to crush you. Soon he starts calling in his maritime buddies: a shark that will bite you if you're standing too close to the left side of the screen, dogfish that run along the floor, and a squid that will temporarily cover the screen in ink. After a while, his boat will start spitting cannonballs at you. Get far enough and his ship gets mad, tosses him into the water, and turns into a narwhal to fight you, adding gigantic mouth lasers into the mix.
  • Cala Maria, the mermaid boss, starts by spitting up pirate ghosts, using fish as ammo (one red fish spits out projectiles, some of which are pink and parryable in the patched version) and attacking with the aid of a variety of sea creatures. She eventually turns into a gorgon (via electric eels); her octopus hair becomes snakes and she starts using a petrifying gaze attack against Cuphead and Mugman, while her eels spit dense clouds of projectiles (some of which, again, are pink and parryable via patch). In the final stage, her head detaches from its body and Cuphead and Mugman have to chase her through a cave lined with spikes.
  • Werner Werman pilots a tank that shoots cannonballs and launches small objects at you. After enough damage, he tries and fails to send a firework at you, busting the tank open, leading to him using flamethrowers and spinning bottle-cap saws against you. After you deal enough damage, Katzenwagen, the cat behind the wall, suddenly bursts in and swallows up Werman, and you're forced to deal with it (as well as the ghost mice that float out of its mouth) for the final phase.
  • Each one of Sally Stageplay's phases is an act in her current play: Act I is an interrupted wedding, where she tries to dropkick you repeatedly, uses Teleport Spam, and throws deadly fans and kisses at you. Then, she drives off and Act II begins: Married life, where she replaces the fans with apparent windup toys and her children join in tossing milk bottles at you. (Post-Patch 1.2, however, if you manage to stand on the cherubs that will activate the Falling Chandelier of Doom on her husband, she will cut the first act to mourn him before moving on to the nunnery scene in Act II, where a Stern Nun in the background will throw homing projectiles at you instead.) Once damaged enough, she "dies", acquires instant angel attire, and flies off; Act III begins, where she has apparently become a cardboard Valkyrie that assaults you with cardboard props, the attacks helpfully announced by signs next to her before they happen. (Post-Patch 1.2, the cardboard cutout of her husband and the baby will fight alongside her, the baby shooting out "fireballs" toward you, if you had squished the husband earlier.) Defeat this, and the play ends; the final phase is her basking in adoration still hanging from ropes while the audience applauds and throws deadly roses onto the stage (some of which are pink and parryable), and her parasol tries to kill you all on its own in a trashed set.
  • Dr. Kahl's Robot starts by attacking you with a powerful death ray on its head, launching barrier-producing drones from its chest that have to be parried to deactivate, and launching a small row of attack drones from its belly. After destroying all three components (each of which is replaced by an alternate attack), the robot's heart becomes vulnerable. Destroy that, and the robot's head bursts off of its body and starts flying around, shooting electric homing bombs everywhere. Upon taking enough damage, the head stops flying around and opens the cockpit door, turning into a flying capsule for Dr. Kahl, who uses the power of gemstones to send out Bullet Hell patterns as partitions attempt to block the player (thankfully, many of these projectiles are pink and now parryable in the patched version).
  • The Phantom Express starts out with you fighting an eyeball-shooting ghost in the rear carriage, then a giant skeleton conductor who pops out from the next 3 carriages who tries to flatten you, followed by two monsters whose heads spew lightning at you from the carriages after that, ending with the locomotive coming to life, which tries to shower you with burning coals.
  • King Dice's "fight" is actually different from the others. Mainly, you're playing a dice game with him, and Parry-slap a pink dice he provides. Whatever roll you get determines how many spaces your arrow moves on the board. The goal of the game is to get to the end of the board. However, King Dice doesn't make it easy, since when you land on a red space, you have to fight a quick fight against one of nine casino-themed minibosses.
    • The Tipsy Troop: a shot glass filled with whiskey (Ginette), a martini (Ol' Ethan), and a cognac bottle (Rumulus), each with their own attack, and each must be killed. Ol' Ethan will simply fall forward spilling his drink, Ginette will spawn flying enemies, and Rumulus will shoot his drink up and it will fall down where you're standing.
    • Chips Bettigan: a stack of casino chips with a face on top. He throws his chips at you in random patterns, and you must maneuver through the open spots while attacking the head.
    • Mr. Wheezy: a giant fire-spitting cigar that teleports between two ashtrays set above a roaring fire. Lit cigarettes fly out of the space between the ashtrays, making it difficult to jump across when he switches sides.
    • Pip and Dot: a two-faced domino whose fight takes place on a conveyor belt rigged with spikes. It spits bouncing dice and summons small dominoes to harass you as you try not to get spiked up.
    • Hopus Pocus: a crazed magician rabbit who makes a circle of rabbit skulls close in on you, and makes the symbols of the different card suits fly across the screen, with the hearts being pink.
    • Phear Lap: an undead horse skeleton, who acts as a bookkeeper for the casino's horse racetrack. He is fought in an airplane above the track while a race is in progress. He attacks with gift boxes that explode and send out horseshoe projectiles, and some of the jockeys on the track will fly up towards you.
    • Pirouletta: a ballerina in the shape of a roulette wheel. She bounds across the table and spins to drop roulette balls on your head in very tight patterns.
    • Mangosteen: a giant 8-ball with a face on it. It spits energy blasts and summons chalk cubes to stomp on you.
    • Mr. Chimes: a cymbal-banging monkey who lives inside a crane skill game and is fought in your plane. To make it vulnerable, you must use your Parry move to flip cards over until you get a match, then shoot the monkey while dodging the shockwaves of its cymbals until the cards reappear.
    • King Dice himself is fought at the very end. He only has one attack: he summons an army of playing cards to trample you, and you must Parry off the pink Heart cards to avoid damage as you shoot his head.
  • The Devil pulls out all the dirty tricks. He summons goat hooves to smash you (and not even ducking down can save you in the patched version!), stretches his neck out at you, summons fireballs and crystals in various patterns, and turns his head into a spider to drop in on you from above, all while purple imps attack from the sides of the screen. And just when you think you've got him on the ropes, his skeleton leaps down a hole which you have to follow before you're burned up by enclosing walls of fire. There, the Devil grows gigantic to the point where all you see is his head glaring at you as burning chips, demons, axes, and bombs attack you to no end. When he's on his last legs, though, he becomes a Clipped-Wing Angel and begins crying parryable tears, as well as dropping a single burning chip on the sole platform left.

The Delicious Last Course:

  • Glumstone the Giant's fight starts with the cups face to face with him, with four pillars on Glumstone's beard that rise and fall. Gnomes occasionally either climb up the platforms and attack the cups with hammers or pop out of the beard to dance about and fire damaging gold nuggets your way. There are also gnomes hiding in the floor below, acting as retractable spikes. Glumstone himself attacks by either opening his mouth wide to let the fumes of a gnome's brewing cauldron hit the cups, some of which can be parried, summoning a flock of geese that fly across the top half of the screen, or dragging in a bear to block all but the right-most platform for a moment before tossing it away. Once beaten, Glumstone tears off his beard to move to the center of the arena, pulling out hand puppets of the Devil and King Dice to bounce a ball around the arena while gnomes pop out of the ground to attack; some of these gnomes are pink and can be parried. Once that is done with, the giant has enough, destroys the platform and swallows the cups into his stomach. Inside you face off against his stomach ulcer, who spits out drumsticks that cause the skeletal platforms to sink, with the occasional bone that causes one to pull out a parryable bell that resets them, while gnomes jump out of the stomach acid to fire darts, some of which can also be parried. Survive the whole ordeal and you'll have successfully delivered a swift kick to the giant's gut.
  • You face off against the entire membership of the Moonshine Mob, beginning with the spider, who walks around three layers of platforms performing different actions, either calling for backup to summon fly minions to chase after you, dropping webbed up mines in your path, or kicking a caterpillar goon as a bouncing projectile. All the while, the police are trying to bust down the mob, firing insecticide sprays in the direction of the spider; some of these sprays can be parried. Once the spider is knocked off, a female bug enters the fray and begins doing the jitterbug back and forth across the middle level, additionally bringing in a gramophone that emits six soundwaves that spin across the screen, half clockwise, half counter-clockwise. Every few seconds, one half will turn red to damage the cups, all while coppers and dancing barrels (some of the latter of which are pink) run around the upper and lower levels. Beat this bug, and the snail boss summons the mob's secret weapon, an anteater, who wrecks the top and middle platforms and attacks by sticking its trunk through the holes on either side, either faking you out or actually sticking its tongue out to nab some coppers and mobsters and spit them into a Big Ball of Violence that bounces around the screen. Defeat him, and you'll have busted the bootlegging bugs... Or have you?! The snail boss has replaced the announcer to fake you out! His sole attack is to fire soundwaves from his megaphone while you are unaware; if you're not caught off guard and you haven't finished him off yet, you can parry some of his projectiles. Once he's sent packing, the fight is actually over and the Distillery Dough's all yours, see?
  • The Howling Aces start off with the Bulldog father and his children attacking you in a plane above Canteen Hughes' plane that you stand on top of, where the puppies pop out of of the wings to throw tennis ball spreads, the father jumps out to either flex his arm thrice to shoot boomeranging crossbone tattoos (one or two of which can be parried) or grab a cat that spits out yarn balls, and the mother saluki's airship sends in homing fire hydrants as support once enough damage is done. Phase two starts as the four pups eject the destroyed aircraft on jetpacks, shouting the letters B, O, and W as they circle you. Phase three starts in one of two ways: If all four pups go down, the mother Saluki takes center stage as her airship's paws grab the screen, opening up to reveal diagonal laser-shooting devices, followed by rotating the screen 90 degrees counter-clockwise and opening its mouth to reveal her at its controls while its eyes drop dog bowls that either hit high or low, before rotating the screen 90 degrees counter-clockwise again to repeat the previous laser-shooting part. Should the puppies all be damaged enough without any defeated, the mother's airship will rescue them, and the third phase instead has all five popping in and out of the airship's paws, the main target in the mother calling in homing fire hydrants while the puppies throw pineapple-shaped grenades that explode into shrapnel spreads when shot. Beat either third phase and it'll be Mayday for the Aces as you and Canteen fly into the sunset with the Pineapple Mint in tow.
  • Mortimer Freeze:
    • The snow wizard starts out floating above the arena packing various attacks. He may try to slam you with the Walloping Winter Whale. He might take out his crystal ball and launch tarot cards; some cards are pink and can be parried. Finally, Mortimer can also spawn four little snowdrop minions that drop down and stay stuck in the floor for a moment before they start walking around. The minions can be shot, and will also get knocked away if they're in the path of the Walloping Winter Whale.
    • Phase 2 sees Mortimer don the body of a massive snow monster. He can roll into a snowball and either roll or jump forward. He can slam the floor causing swords to pop up in a wave with enough space between each blade for cover. He can also become a tall icebox that launches ice cubes which shatter upon hitting the floor into smaller cubes that fall down. Some cubes may be pink. After he shoots out the last ice cube, a bunch of flying popsicles fly out of the top of the icebox and will swoop down one at a time while Mortimer's doing his other attacks; at least one of them is pink.
    • Phase 3 has Mortimer burst out of the snow monster as a giant snowflake. The cups give chase up through the roof of the palace, the leftover legs of Mortimer's snowman suit dashing offscreen to the left to encourage the cups to quickly hop onto the platforms, before fighting him atop five rotating platforms in the sky. Snowflake!Mortimer can open a hatch in his chest to launch out three little buckets (one of which will always be pink) as projectiles that split into three moon projectiles upon hitting the opposite side of the screen. He may wring himself so his eye pops out and flies out in a circular pattern before returning. At moments the eye will fire out vertical lightning stretching all the way from the top to the bottom of the screen. He can also open his mouth, allowing his spirit to fly out in an arc before returning, summoning four ice cream cones that home in on your position. Every couple of attacks he'll switch sides from right to left and vice-versa, also sometimes flipping upside-down to invert his attacks. Beat this phase and Mortimer will be handed an ice-cold defeat while you make off with his Icy Sugar Cubes.
  • Esther Winchester starts off sticking her head out of her mobile saloon, alternating between floors to perform one of two attacks: for the first, she shoots you with snake oil guns, which fire straight, arc backwards, then turn into literal oil snakes upon reaching the edge of the screen and boomerang back towards you. For her other attack, Esther lassos a cactus to block whichever part of the screen she's attacking from. All the while, fellow outlaws help her out with dynamite that splits into multiple projectiles twice (first a spread of three, then a spread of two) and spikeballs (some of which can be parried). Once phase two starts, she pulls out a vacuum cannon that sucks up her saloon, and she alternates between sucking in a wave of gold and valuables, and firing safes that fall from the top of the screen, ejecting the cash they had inside at you as damaging projectiles; one of these bits of cash can be parried. Come phase 3, she gets sucked into her vacuum and processed into sausage links, now firing t-bone steaks at you from the bottom or the top of the screen while flying cans of beans block your path; some of the steaks are parryable. Finally, she's packaged into a tin that lets two endless streams of sausages burst out, with openings used to dodge as the links cross each others paths, while the image of Esther on the tin fires a spread of flaming peppers at you; one of these peppers is parryable. Beat that and Esther's can will finally have been kicked for good.
  • There are five bosses on the King's Leap, all of which require you to parry something to beat them, but only fights three, four, and five have multiple phases. They're all pretty simple, so here's the brief synopses:
    • The first wave is against the King's legion of pawns. Their only attack is consecutively dropping down from the rafter to try and run into you. Each of their heads is pink and you need to parry the pawns to behead them. Even after getting decapitated, the pawns will still go after you. Plus the pattern in which come down is random. Parry every last pawn and that's game over for the King's footsoldiers.
    • The second round is against the stalwart Knight, who only takes damage when you manage to parry off his pink mane. The fight plays out like a duel requiring you to stay close to the knight whilst he attacks. Get too far away and he stands tall taunting you. He will constantly shuffle back and forth as he does one of three different attacks. He may charge forward, stab his sword upward in front, or give a big overhead slash that leaves him tired for a moment. Take advantage of any opening, especially when he gets tired, and soon enough, it's a W for you and an L for the knight!
    • The third boss, the Bishop, takes damage when you parry his head, which moves around the screen in a set pattern and spits out censers that linger for a moment before homing on your current position. After each parry, he can't be parried again until you extinguish some of his candles — there are ten in total, horizontally arranged 3/4/3 from top to bottom, and a set number ignite each parry. Each phase of the fight increases the number of candles you need to put out, and the Bishop also changes his head's movement pattern and shoots censers at a faster rate. The final parry won't be ready, though, until you've snuffed out all ten candles. Once that's over and done with, the Bishop won't have a prayer!
    • The fourth boss, the Rook, is the King of Games' towering executioner, and spends the fight grinding his axe on a whetstone, which spits out skulls and pink-colored severed heads in varying arcs and speeds, the latter of which come in small and large sizes. To damage the executioner, you'll need to parry the heads back at him while making sure to prevent them from hitting the ground; the size of the head the Rook is hit with, naturally, determines how much damage he takes. Phase two sees sparks start to fly horizontally off of the whetstone at your head's height, forcing you to juggle parrying the heads with dodging the sparks in addition to the skulls. The third phase sees the Rook get serious, doubling the speed at which he grinds his axe, thereby also doubling the speed of his attacks; the sparks that fly off the whetstone also start going low, towards your feet. After one more phase that again doubles the attack speed, you'll have toppled the Rook!
    • The fifth and final fight of the King's tournament is, naturally, against the money-grubbing Queen, who looms over you in the background. To damage her, you'll need to properly time a parry on the fuses of one of three cannons to hit her head: the cannon on the left alternates between aiming straight up and towards the right, the one in the middle continually shifts from left-facing to right-facing and back, and the one on the right alternates between straight up and towards the left. At first, all the Queen can do is summon a giant pillar of pink, lion-shaped game pieces that move towards you from either the left or right, forcing you to parry them to avoid taking damage. After managing to score a shot on her, she gains her other attack, where she pulls out two large Fabergé eggs, which open up to spit out smaller eggs and other baubles. After some more shots, the large eggs spit out a lot more baubles at a much faster rate, and after landing the final shot in this phase, the Queen is defeated, putting the King of Games in checkmate!
  • Great Fleischer's ghost! That dastardly Chef Saltbaker planned on using the Wondertart for himself the whole time, and now you have to stop him from using one of the cups' souls as an ingredient and claiming dominion over the Astral Plane!
    • In the first phase of the DLC's final bout, you're plopped onto Saltbaker's work station, as he towers over you and uses one of four different attacks. And here's the big twist: Each of them uses one of the ingredients you've gathered! They can come from either the left or right, and are picked at random to start off the fight. First, he can squeeze a basket of Gnome Berries, which diagonally fall from the upper corner of the screen as either full berries or sliced halves. Second, he can turn some of the Distillery Dough into animal crackers, which hop up and down across the screen; this is the only one of the four that can be destroyed with your weapons. Third, he can crack apart a giant Icy Sugar Cube into smaller cubes and blow them offscreen, where they'll then drift up and down as they come back across; at least one of these cubes can be parried. Finally, he can slice up some Desert Limes, and the resulting wedges boomerang across the screen at one of three different heights; those that enter high will exit low, and vice versa. The latter two can happen at the very start of the fight to keep you on your toes. All the while, a loose flame will bounce left and right off the top of the screen in an arc.
    • After dealing enough damage, a frustrated Saltbaker pops a mushroom into his head, grabbing you as he grows giant-size, beginning the second phase of the fight. While standing on Saltbaker's palm, he summons four large, flying peppershakers at each corner of the screen, which sneeze projectiles at you; some of them can be parried. Simultaneously, the flame from the first phase will hop across Saltbaker's palm in a steep arc. And to top it all off, the colossal chef himself whips out the final ingredient as he tosses crushed Pineapple Mint leaves into the air, which drift downwards back and forth in groups of three or four; they leave just enough space between each for you to slip through. You can't hurt Saltbaker directly in this phase; instead you need to attack the peppershakers, which launch themselves at Saltbaker when they take enough damage before reappearing after a short moment.
    • After doing that enough times, Saltbaker's body cracks into pieces, his salt spilling everywhere, and his bakery begins collapsing, signaling the start of phase 3. Some of Saltbaker's hardened salt acts as the ground in this phase, with more of the stuff turning into a large, pirouetting pair of salt-people to attack you by bouncing back and forth across the screen. They don't take a lot of punishment, but be mindful of the buzzsaw bobbing along underfoot.
    • After they're dealt with, the final phase begins. The ground dissolves and starts collapsing beneath you, forcing you to use falling shards of Saltbaker's body as platforms. Two spiraling pillars of salt flank you on either side, and the last living part of Saltbaker's body- his still-beating heart, which can be parried- bounces between them up and down. Defeat that, and Saltbaker finally gets his just desserts!
  • A shocking aversion can be found in your sleep. While the esoteric Dream Devil looks scary, it only lasts for a single phase before the Angel-Devil duo scurries off. The real trouble is the Cursed Relic, which has you fighting your past foes under much more strenuous conditions, acting as the real sequential boss. To empower the relic, you need to fight at least seven more bosses, but with three conditions driven by you wielding the relic; you have every charm effect active at the same time, but they only activate every so often. Your weapons are randomized every time you stop firing. Worst of all, you only have one health! Defeating stronger bosses brings you closer to dispelling the relic's curse, making its divine powers shine through the curse faster and faster. Beating enough bosses will earn you the Divine Relic, which has almost every charm active at once with no downsides, and allows you to cycle between every single weapon in your arsenal!

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