Two community-tested routes: one for Boss weaknesses, one for picking up movement upgrades early.
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There is no sacred Boss order here. The community routes below are mostly about getting Double Jump, useful Tanks, and the next weakness weapon without doing more backtracking than necessary. If one Boss is giving you trouble, take a different stage first. A charged Buster clear still counts.
If you want one small favor before choosing, enter Frozen Ruins, grab the Sub Tank at the far left, and leave. It takes little time and helps for the rest of the game.
After that, Arson Vulpine is a common first pick because its Heart Tank and Buster upgrade do not ask for another weapon. From there you can decide whether you want to follow weakness weapons or grab Double Jump as soon as possible.
There are two good reasons to visit a stage: you want the weapon it gives, or you want what the stage lets you pick up. Those reasons do not always point to the same Boss. That is why the route looks less tidy once you start collecting upgrades, and why that is completely fine.
Choose the weakness-first route when a new weapon will make the next fight less stressful. It is the better fit for a first clear if you would rather learn one Boss with an advantage than grind out several Buster-only fights in a row. You will still start by beating one Boss without its listed weakness. Arson Vulpine is a sensible place to do that because the stage also pays you back with useful upgrades.
Choose the movement-first route when you already know you want to clean up the stages as you go. Flare Burst opens the way to Rail Raccoon's Double Jump, and that one upgrade changes how much of the game feels worth revisiting. It makes long gaps less annoying and turns several later detours into short trips instead of a pile of notes for the post-game.
Neither route is a speedrun rule. If a stage is wearing you down, clear another one, fill a Tank, then come back with a different weapon or a little more room for error. Regenesis gives you enough Buster damage to make that choice practical.
| Boss | Stage | Useful weapon against this Boss | Weapon gained | Buster-first reminder |
|---|---|---|---|---|
| Skyblade Squirrel | Turbine Facility | Comet Splitter | Wind Torrent | Stay centered and leave space for a dash out of air pressure. |
| Subterra Scorpion | Desert Data Center | Wind Torrent | Sand Spreader | Learn where the floor is safe before committing to a special weapon. |
| Tundrion Bear | Frozen Ruins | Sand Spreader | Cryo Shard | Watch the wall pattern first; do not spend recovery too early. |
| Stellar Primate | Orbital Research Station | Cryo Shard | Comet Splitter | Use a calm opening instead of chasing every jump. |
| Arson Vulpine | Geothermal Power Plant | Hydro Breaker | Flare Burst | Keep moving through the wall pressure and punish the recovery. |
| Bog Snapper | Biomechanical Preserve | Flare Burst | Boulder Bouncer | Respect the large beam; learn its timing with the Buster before racing it. |
| Rail Raccoon | Forest Railway | Boulder Bouncer | Volt Seeker | Keep a stable firing lane; a charged Buster can be the safer answer. |
| Hydro Axolotl | Waterfall Caves | Volt Seeker | Hydro Breaker | Use the arena space and wait for the clean lightning opening. |
Rail Raccoon, Stellar Primate, and Arson Vulpine can now be stunned by the right weakness weapon during particular moves. Think of that stun as a bonus opening, not the whole fight. Throwing the weapon at every animation wastes energy and can leave you empty when the Boss finally gives you the clean moment.
Watch the Boss first. If the weakness lands while the move is active and buys you a pause, take the extra shot or use the space to reset your footing. If there is no reaction, go back to the normal plan: dodge, use the arena, and fire when the room is calm. The Buster route is still the reliable fallback when a stun window does not show up.
For a mostly weakness-first run, go Arson Vulpine → Bog Snapper → Rail Raccoon → Hydro Axolotl → Tundrion Bear → Stellar Primate → Skyblade Squirrel → Subterra Scorpion. It follows the weapon chain and leaves a few upgrade detours for later.
If Double Jump matters more than matching weaknesses, use Arson Vulpine → Rail Raccoon → Skyblade Squirrel → Hydro Axolotl → Tundrion Bear → Stellar Primate → Subterra Scorpion → Bog Snapper. Flare Burst opens Rail Raccoon's Double Jump. That saves a return trip to the railway. The Hydro stage is a rougher visit without Air Dash, so move it later if the spikes are getting on your nerves.
The 100% collection guide has the item detours that fit around either route.
Use the first route as a weapon map, not a checklist. When you defeat a Boss, look at the weapon gained and decide whether it gives you a more comfortable next fight. If it does, keep going. If it does not, take the stage with the upgrade or Tank you actually need. The important part is keeping a next step in mind instead of bouncing between stages with no payoff.
The second route is for players who hate coming back to a stage just because a ledge was one jump too high. It starts from the same safe opening, then detours to Rail Raccoon for Double Jump. Do not force Waterfall Caves into that route before you feel ready. Moving it one or two clears later costs nothing and makes the visit much less irritating.
Skyblade Squirrel is where Comet Splitter earns its place in the route. The Turbine Facility also has pickups that make more sense once you have some extra height, so there is no shame in taking the Boss clear now and treating the rest as a later return. In the room itself, stay near the middle when you can. That gives you space to dash away instead of being pinned by the air pressure at an edge.
Subterra Scorpion wants Wind Torrent, but the Desert Data Center has enough height and gap requirements that it is usually a better middle-game stop. The Weapon Charge capsule also asks for Comet Splitter and a way across a long gap. If you have Wind Torrent but not the movement to make the stage feel clean, take the Boss if you want the weapon and leave the sweep for later. That is a faster fix than repeatedly missing the same jump.
Tundrion Bear is weak to Sand Spreader. Frozen Ruins is valuable even before you fight the Boss because its left-side Sub Tank is an easy early pickup. The capsule and Life Up are more demanding and ask for Double Jump or Uppercut, so do not turn a quick recovery stop into a frustrating full clear. In the fight, watch the wall pattern before you spend your recovery. A Tank used after you know where the danger comes from lasts much longer than one spent during the first surprise.
Stellar Primate takes extra damage from Cryo Shard and gives Comet Splitter, the weapon that helps open the Desert route. That makes Orbital Research Station a useful bridge between the Ice and Desert side of the game. Its Dive Kick is also relevant for a later return: it opens the Sub Tank under the cracked floor in the blackout section. Take the calm openings when they appear. Chasing every jump is usually how this fight gets messy.
Arson Vulpine is weak to Hydro Breaker, but it is still one of the better opening fights with the Buster. Geothermal Power Plant puts a Heart Tank and Buster upgrade on a route that does not require another weapon, and the false-wall Laser Charge can wait if you do not want to search on your first pass. Keep moving when the walls start to pressure you, then shoot during the recovery instead of trying to force a hit through the danger.
Bog Snapper takes Flare Burst and gives Boulder Bouncer, which points you toward Rail Raccoon. That is the cleanest reason to put Biomechanical Preserve early in a weakness-first run. The big beam is the move to respect. Let yourself see it once with the Buster before you try to outrun the fight with special weapons. Once you understand its timing, the room feels far less chaotic and you can decide whether the weakness weapon is saving enough trouble to spend it.
Rail Raccoon is weak to Boulder Bouncer and rewards you with Volt Seeker. The main draw, especially on the movement-first route, is Double Jump behind the Flare Burst gate. Visit early if that upgrade will let you collect while you progress; otherwise, it is still a reliable stop once the weakness chain reaches it. Keep a stable firing lane when you can. A charged Buster is often safer than trying to throw a special weapon into a bad position.
Hydro Axolotl is weak to Volt Seeker and gives Hydro Breaker, which closes the loop back toward Arson Vulpine. Waterfall Caves is the stage most likely to make a route feel worse than it needs to. The underwater spike section is much friendlier once you have Air Dash, so do not judge the entire route by a rough early visit. In the Boss room, use the arena space and wait for a clean lightning opening. Taking an extra moment is better than trading a Tank for one rushed shot.
The chain does not break just because you skipped a Boss. It only becomes less convenient for a while. If you are missing the weakness weapon for the next fight, decide whether you want to earn it now or simply beat that Boss with the Buster. Both choices move the game forward.
Use the Buster when you already understand the Boss well enough to survive the room and the missing weapon would send you through a stage you do not want to play yet. This is especially reasonable when your real goal is Double Jump, a Tank, or a route back to a missed pickup. Do not spend twenty failed attempts protecting a neat route on paper.
Go back for the weapon when the Boss is draining your Tanks before you have learned anything useful, or when that weapon also opens the next stage you want to visit. A short detour is worthwhile when it turns two difficult fights into manageable ones. Before leaving a stage, ask one simple question: did I gain a weapon, movement option, or pickup that changes my next choice? If not, move on without guilt.
Before Fortress, fill the Tanks you actually use and finish any movement part that is blocking a cleanup route. Do not burn through the weapon that makes your worst remaining Boss manageable just to save a few Buster shots. If you have a half-finished return route, clean it up now while the stage order is still fresh in your head.
For a last check, make sure you know which Boss you would least like to face with the Buster, keep that counter weapon available, and top up the Sub Tank you have been relying on. If you are also going for the secret move, settle the Hadouken guide before you commit to the final climb.
This page is compiled from player community discussions, tested videos, and public guide material. It will be expanded and revised as the route library grows.