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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.

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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 / sectionChapterThreatAttack opening / solutionAction to avoid
Kang SeonChapter 0Laser that persists along the aiming lineLeave the targeted line and land the chain from attacking rangeRecheck aim after a smoke-marked move; follow on-screen inputs during tapping sequences
Writ of DestructionChapter 1Emerging from below, crossing, and spinningTarget the tongue exposed after the attack from belowPlatforms lower and break; lure it into biting Mari's bombs and the final hook
Rocket squadMiddle of Chapter 2Several shielded launchers and reinforcementsGuide rockets into shields to destroy the launchersDo not count simultaneous hits as separate required rounds; use Mari's dropped sword at the end
JusticeEnd of Chapter 2Circular slashes, charges, and countersDestroy shield devices after attacks, then hit the boss while all 3 are goneDo not attack during counter preparation marked by a red screen/warning; clear copies first
Core GuardianChapter 3Instant-kill lasers from above, below, left, and rightQuickly reach cover appearing opposite you or elsewhereThis is not a fight about attacking continuously; do not try to dash through an instant-kill beam after a hit
Overseer chaseChapter 3A white flash that wipes the whole screenSurvive by reaching cover along the routeUse the same mechanical-platform movement as normal sections; do not stop to attack the boss
FirebirdChapter 4Machine gun, splitting projectiles, falling missiles, and flybysThrow bombs released from vehicles at Firebird while it is in the foregroundVehicles are the only footholds; while it is in the background, prevent falls instead of forcing throws
Major SongChapter 4 continuation routeCounters, triple charges, fireballs, shotgun blasts, and grenadesCharged Dash during a blue-lock opening; throwing animations provide an attack windowNormal 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.

FAQ

Frequently asked questions (FAQ)

Q1 Normal attacks on Writ do not finish the fight ▼
A

You must lure it into biting the bombs midfight and the final hook. Align its emergence point with that target.

Q2 The chain will not hit Firebird ▼
A

Use bombs released from vehicles to attack. Prioritize platform safety while it is in the background, then throw when it enters the foreground.

Q3 I always lose the tapping sequence after Song ▼
A

One input sequence cannot be won. Continue through the next tapping instruction and the final hold.

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