INDIE GAME / PLAY GUIDE
SANABI Boss Guide: Writ, Justice, Firebird, and Major Song
All chapters, 8 combat/chase sections, and 17 achievements from the 2023 main game · Updated 2026-10-12
Distinguish fights where attacks work from chases requiring survival or luring. Do not assume one fixed hit count across difficulties and phases; confirm weak-point exposure and the next event.
Responses to 8 fights and chases
Weak points for Core Guardian and the Overseer chase are not inferred as though they were ordinary HP-depletion bosses.
| Opponent / section | Chapter | Threat | Attack opening / solution | Action to avoid |
|---|---|---|---|---|
| Kang Seon | Chapter 0 | Laser that persists along the aiming line | Leave the targeted line and land the chain from attacking range | Recheck aim after a smoke-marked move; follow on-screen inputs during tapping sequences |
| Writ of Destruction | Chapter 1 | Emerging from below, crossing, and spinning | Target the tongue exposed after the attack from below | Platforms lower and break; lure it into biting Mari's bombs and the final hook |
| Rocket squad | Middle of Chapter 2 | Several shielded launchers and reinforcements | Guide rockets into shields to destroy the launchers | Do not count simultaneous hits as separate required rounds; use Mari's dropped sword at the end |
| Justice | End of Chapter 2 | Circular slashes, charges, and counters | Destroy shield devices after attacks, then hit the boss while all 3 are gone | Do not attack during counter preparation marked by a red screen/warning; clear copies first |
| Core Guardian | Chapter 3 | Instant-kill lasers from above, below, left, and right | Quickly reach cover appearing opposite you or elsewhere | This is not a fight about attacking continuously; do not try to dash through an instant-kill beam after a hit |
| Overseer chase | Chapter 3 | A white flash that wipes the whole screen | Survive by reaching cover along the route | Use the same mechanical-platform movement as normal sections; do not stop to attack the boss |
| Firebird | Chapter 4 | Machine gun, splitting projectiles, falling missiles, and flybys | Throw bombs released from vehicles at Firebird while it is in the foreground | Vehicles are the only footholds; while it is in the background, prevent falls instead of forcing throws |
| Major Song | Chapter 4 continuation route | Counters, triple charges, fireballs, shotgun blasts, and grenades | Charged Dash during a blue-lock opening; throwing animations provide an attack window | Normal chains are countered; do not rush a yellow lock; attacks speed up in the second half |
Writ: Cycle through platforms, tongue attacks, and luring
When a warning appears below, leave that position and target the tongue after emergence. Escape crossings onto upper platforms or elsewhere, and do not immediately return to the same spot after a spinning attack.
When Mari places bombs, lure the worm to those positions. The hook lowered at the end uses the same luring mechanic. Watch platform sinking and destruction to preserve your next destination.
Justice: Remove shields before attacking the boss
Do not keep attacking the boss while its 3 shield devices remain. Watch changes after its attack, break the devices, and hit the boss during the brief interval when all are gone.
During counter preparation marked by a red screen and warning, avoid firing the chain. Clear extra copies first to reduce interference while targeting the boss's shields.
This guide does not assert whether shield-device color alone determines vulnerability. Use instant Charged Dash against unshielded Justice-type enemies in Chapter 5.
Firebird: Do not waste bombs while it is in the background
Hit the boss with bombs when it enters the foreground. During its background missile action, move to the next vehicle and secure surviving footholds.
Touch healing released by destroyed vehicles to recover, and grab bombs to throw at the boss. Chasing attacks alone and falling when platforms run out costs the attempt.
Major Song: Check the counter display and the end of charging
A yellow target lock means even Charged Dash will be countered. Attack an opening with a blue lock rather than grabbing with the normal chain.
Avoid shotgun blasts, fireballs, and flame pillars; choose openings such as grenade throws. Secure a place to start charging in preparation for the faster second half.
The postfight input sequence includes a scripted loss. Instead of repeatedly changing settings there, continue through the next instructions and the final hold.
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