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INDIE GAME / PLAY GUIDE

Islets: 16 bosses | Locations, rewards and avoiding attacks

Covers the main story, 16 bosses, directions to 60 upgrades, six ship parts and 44 achievements; remaining gaps stated · Updated 2026-10-13

Bosses unlock the next ability or route. Use rewards to choose your next destination; during a fight, prioritize tells and safe areas over your own attack count.

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All 16 bosses: locations and key points

No unconfirmed HP, elemental weaknesses or recommended levels are used. English achievement boss names serve as identifiers; ground and aerial differences have separate columns.

BossLocationUnlocked route/rewardResponse
Grave CrawlerFirst islandDouble JumpJump over the rock immediately after the legs appear in the second half. Hit with the sword during the short opening after an attack, then retreat at the next tell
Sky PiratesAir route from Sky City to the next islandRoute to Inverness IslandThe ship is unarmed in the first encounter. Instead of trading shots, move leftward, evade projectiles and wait to pass
Tomb of 1000 SpiritsTomb RuinsSlamMove around in time with beams rotating from the walls. While spirits fire, watch their paths from an edge and attack during transitions when movement stops
Buried BeastSpirits LandingIsland coreDodge when weapon lines form their pattern. Weapons sent straight out return along the same path; do not approach after checking only the outward pass
ClockMakerClockWorksIsland coreCheck where the boss stands when turrets appear. Move to the opposite side for one roller, or the central gap for rollers on both sides
GrappleBotSouthwest of Sky CityRoute to Eastwright IslandBullets linger along the charge path. Do not chase the boss in the same direction; move opposite it to break away from the lingering-bullet route
MechaRatNorthwest of Sky CityRoute to Wolfpine IslandAim damage at the head. Rather than continually chasing the body, watch where the head returns and fire while keeping distance
Forgotten GraveRainy PlainsIsland coreWatch ground waves and spikes together. Escape into the air as small spikes increase and attack the floating orb
Runaway PlantHanging GardensShift ArrowsDodge sideways at the falling cue. With two clouds, use the gap; with three, also use the central platform. Shift gradually away from pursuing vines
Swamp FrogRainy PlainsCloud ArrowsAvoid bubbles separately from falling rocks. Wait for ceiling rocks to explode before double-jumping, and switch between forward attacks and retreating shots
Stone WitchForgotten RotsPropeller for the shipFor one finger, dodge outward and return inward. For several, move to empty ground. Alternate dodging and double-jumping against rolling rocks
Defender UnitSoutheast of Sky CityRoute to Cinder IslandUse dash from the second ship upgrade. Do not simply press into the ring projectiles; choose a direction and dash through
Rogue BotThe PitsCharge Attack / route toward the coreDo not stay in the center where a turret appears. Dodge sideways when two boxes converge centrally, and read the same cues in the faster second half
BoneGolemBoneGolem’s DomainRemoves one sealDodge away from an orb's landing point, then return after it lands. Use arrows through narrow spike gaps and jump over later missiles
FilthPestFilthPest’s DomainRemoves one sealUse Cloud Arrows platforms against three beams on both sides. For two-beam attacks, also check the opposite side they do not reach when choosing your position
GutGhoulBeyond the final sealMain-story endingEarlier boss attacks alternate; identify clock, spike and beam cues. Reuse familiar evasions during the later ship battle too

Alternate safe areas on the ground and in the air for ground bosses

Tomb of 1000 Spirits' rotating beams, Forgotten Grave's waves and Runaway Plant's falls are difficult to evade while staying grounded. Use Double Jump or clouds and switch sword/arrows from the air.

Do not use the same dodge for Stone Witch's single finger and multiple fingers; watch open ground. When rolling-rock speed changes, avoid repeatedly pressing dodge at one fixed interval.

Check ship functions for aerial battles

GrappleBot's lingering bullets, MechaRat's head and Defender Unit's rings require different answers. Staying near an enemy is not universally correct; first determine the vulnerable part and the function needed to evade.

Dash through Defender Unit's rings with the second upgrade. Trying to cross by normal movement leaves you taking damage without using the ship's function.

Two seal bosses and the final attack transitions

For BoneGolem, return to the fallen orb's position at the right time. For FilthPest, time Cloud Arrows to create platforms above beams.

GutGhoul switches between earlier bosses' attacks. Do not assume one corner is safe against everything; change safe areas according to clock or beam cues. The second half becomes a ship battle.

Aim for victory at full health

Can't Touch This requires winning at full health. Choose the first boss or a familiar boss in Boss Rush after unlocking it.

Grave Crawler lets you practice avoiding rocks when the legs appear in the second half and hitting only after attacks. Do not confuse lowering difficulty with the Hard Boss Rush achievement.

FAQ

Frequently asked questions (FAQ)

Q1 Shooting MechaRat's body does not help. ▼
A

Aim for the head. Do not chase the body; watch where the head returns and attack while keeping distance.

Q2 I cannot evade FilthPest's beams on the ground. ▼
A

Create Cloud Arrows platforms to cross the three beams on both sides. For two-beam attacks, also check the opposite side they do not reach and reposition.

Q3 Do controls change in the final battle's second half? ▼
A

It becomes a ship battle. Use the movement and dash learned in aerial combat, not only ground dodging, to answer familiar attacks.

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