What you’ll do in this section
- Set up a two-player “collect + aim” loop using the vacuum tube.
- Turn the boss’s spray-can attack into ammo against it.
- Finish the fight by triggering the on-screen interaction when its health is critical.
Boss overview: what the Vacuum Tower does
The Vacuum Tower relies on a single offensive pattern: it fires incendiary spray cans at the characters. After the attack, a platform on the far side of the arena begins to rise, enabling your counterplay.
Key takeaway: This fight is about coordination, not damage racing—one player feeds the vacuum, the other lines up the shot.
Step-by-step walkthrough

Split roles and start collecting cans
One player stays on the ground with the tube and begins vacuuming up the incendiary spray cans scattered around the arena. Prioritize anything within quick reach so you can keep the cycle going.
Get the aiming player onto the rising platform
While the cans are being gathered, the second player moves onto the platform at the other end of the location. Use the elevation to gain a clear line toward the boss.
Fire back at the boss with the tube
The platform player aims the tube toward the Vacuum Tower. Keep the aim steady so the collected spray cans can be directed into the boss.
Repeat the loop until the boss is nearly down
Continue alternating: collect more cans → aim the tube at the boss. Stay in rhythm and you can end the fight in only a few coordinated cycles.
Common mistake: Don’t hesitate between cycles. If one player pauses, the whole loop breaks and the fight drags on.
Trigger the finisher at critical health
Once the Vacuum Tower’s health reaches a critical state, move up close to its pipes. When the prompt appears, press the on-screen key to complete the takedown.
Safety note: Don’t guess the finisher input—wait for the interaction prompt and follow what appears on screen.
Tips / Common mistakes
- Stay role-locked: One player collects; one player aims. Swapping mid-cycle usually wastes time.
- Speed beats perfection: Clean execution is more important than over-planning—tight teamwork can end this in 2–3 cycles.
- Prompt discipline: The finisher only happens when the game shows the key prompt—move in and interact immediately.
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