INDIE GAME / PLAY GUIDE
Haiku Boss Guide | 18 Main-Story, TV, Elegy, and Atom Battles
Added main story, full collection tables, additional areas/modes, and lore locations · Updated 2026-10-13
The table's 18 are battle-guide entries, not the number of bosses contributing to normal completion percentage or the number in trial gauntlets.
Recognizing the 18 battles
Check abilities, items, and routes unlocked after victory. Individual Creators and the final 3-at-once fight, and normal Virus and Corrupt Atom, are separate entries.
| Opponent | Area/mode | Main hazard | Key response | Reward/progression |
|---|---|---|---|---|
| Trash Magnet | Abandoned | Horizontal floor movement and objects falling from the walls | Jump over horizontal movement; escape ceiling suction between the pillars. | Electro-Magnetism |
| Tyre Girl | Abandoned | The number of tires increases from 1 to 2 to 3 | Destroy tires before they accumulate behind you, then jump to hit the main body. | Capsule Fragment |
| Boss Battery | Central Core | Electrified floor, homing ceiling orbs and lasers | Move to a wall when it flips and falls. Move sideways to avoid ceiling lasers. | Electric Orbs |
| Mischievous | Pinion | Wall wrenches, gears from above and drops onto your position | Dodge wrenches sideways and move away from the landing spot. Speak to it to start the fight. | Power Cell in normal mode; socket in Corrupt mode |
| Power Saw | Factory | Charges, thrown blades and floor blades | Limit its charge distance and destroy lingering blades to keep room to move. | Body Modifier |
| Bulbhive | Central Core | Spawns small bulbs | Destroy the upper device while dealing with its spawns. | Bulblet |
| Electron | Central Core | Falling objects, swinging/vertical lasers and later shock waves | Move away from falling objects and dodge only when needed. Jump the landing waves in the later phase. | Unlocks the third Creator |
| Diving Helmet Crawlers | Water Ducts | Landing waves and multiple bouncing bodies | Jump the waves and hit whichever body is currently near. Watch the added bodies and landings together. | Jump Booster |
| Trash Worm | Sunken | Charges from shaking floors/walls and thrown stones | Move away from shaking surfaces and destroy each of the 5 body segments. | Route to a Power Cell, egg and Capsule Fragment |
| Surveillance Bot | Factory | Patrols the four corners and spawns enemies from the ceiling | Jump when it crosses the floor; clear smaller enemies before attacking the main body. | Power Cell in normal mode |
| Proton | Blazing Furnace | Falling lava, lava waves and later floor flames | Avoid the lava at the edges. Watch rebounding lava and move into gaps on the floor. | Second Creator and coolant |
| TV Boss | Last Bunker | Electric shots, eight-directional lasers or floor spikes indicated by on-screen symbols | Stay between the lasers and outside spike locations. Also avoid the objects in the later phase. | Old Arcadia requirement; Capsule Fragment beyond |
| Neutron | Last Bunker | Drops from above, floor charges and aimed cannon shots | Jump floor charges; climb high on a wall when the later central targeting begins. | Unlocks the first Creator |
| Virus | Mainframe Vault | Drops, spreading red faces and later teleporting | Read its high/middle/low position and red faces. Prioritize survival during teleporting. | Normal ending |
| Rusty Key Door | Forgotten | Homing blades, moving walls and slow orbs | Break the blades and teleport through walls. Watch the sideways shots after an orb lands. | First Tree |
| Three Creators | Forgotten / Archives | Coordinated yellow, red and blue attacks | Attacks depend on spawn height. Choose which opponent to leave alive instead of spreading damage. | The main game's finale |
| Elegy, the First | Old Arcadia | Pulls the room with threads, orbs, charges and later lasers | Move away from threads and orbs; cross above the wall lasers in the later phase. | Additional area |
| Atom | Corrupt / All Bosses | Virus-like drops, larger spreading attacks and teleporting | Avoid the enlarged projectile area; attack only when it pauses and it is safe. | Corrupt finale / trials |
Yellow, red, blue, and appearance height
Initially, even with 3 remaining, mainly 1–2 attack at a time. Use height and color to identify ground versus aerial hazards.
| Color | Upper center | Middle height | Low position |
|---|---|---|---|
| Yellow / Neutron | Central vertical laser and horizontal waves | Sideways cannon fire | Targeted descending bombardment |
| Red / Proton | Bouncing lava | Downward lava | Fire across half the floor |
| Blue / Electron | Rotating laser | Vertical laser | Electricity running along floors and walls |
Consider whom to leave until last
With 1 remaining, landing shock waves are added; attack openings may differ from earlier phases. Prepare to eliminate troublesome colors early and leave the opponent you handle best.
No fixed strongest loadout or assumed level is provided. Adjust socket colors, heat efficiency, and attack reach at repair points; for no-wrench conditions, plan around no healing.
Do not import gauntlet modifications into normal battles
Trial of Steel changes some enemies' HP, speed, or room conditions. Normal HP and safe platforms are not guaranteed throughout every gauntlet.
Boss Test Room offers individual practice of modified fights. Atom belongs to the All Bosses series, but is not guaranteed as a selectable practice-room opponent here.
Frequently asked questions (FAQ)
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