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Biomes and Boss Strategies

Tactical Quick Answer

Unrailed 2 has six ordinary biomes plus a secret seventh and the UnRailD HQ credits run. They are not a fixed sequence: they sit on layers, and two layers give you a choice of two biomes, so your route varies from run to run. Each biome has its own hazards, an animal you can milk, and a boss you fight by paying 10 bolts at a Biome Junction Station. Reaching the credits takes five of the six biome bosses.

Unrailed 2: Back on Track sends your train through six ordinary biomes, a secret seventh, and a final credits run, each introducing new hazards, resource challenges, environmental mechanics, and a boss. The boss battles are the single biggest mechanical addition over the original Unrailed!, and several of them can be turned to your advantage once you know what they are doing. This guide breaks down every biome and boss, covering what kills you, what saves you, and how to plan your approach.

One thing worth setting straight first: boss levels run at a much lower train speed than ordinary levels. The pressure in a boss fight is on execution, not on outrunning the clock.

:::info The biomes are a layered map, not a line Endless mode does not run the biomes in a fixed order. They sit on layers, and on two of those layers you pick one of a pair:

  • Layer 1: Monorail Meadows
  • Layer 2: Boxcar Bayou or Cargo Canyon
  • Layer 3: Island Interchange or Loco Labyrinth
  • Layer 4: Boiler Badlands
  • Layer 5: Underground Unit (secret, and optional)
  • Layer 6: UnRailD HQ, the credits

You move down a layer at a Biome Junction Station, which costs 10 bolts and starts that biome's boss fight when you select it. The junction only becomes available after you complete 2 stations in a biome on a first visit, or 4 plus one per repeated biome if you have been there before. You can also start a run in any biome you have already unlocked.

If you want to see everything in one run, clear both biomes on a layer before dropping to the next. :::

Biome Overviewโ€‹

BiomeLayerPrimary HazardAnimalBoss
Monorail Meadows1Mole hillsDeerMole Chief
Boxcar Bayou2Spider webs, exploding mushroomsFrogSpider Queen
Cargo Canyon2Sandworms, unsafe groundCrocodileSandworm Supervisor
Island Interchange3Tides, item-shoving cloudsCrabOctoboss
Loco Labyrinth3Chunk swaps, MimictreesSlowdown SnailMothermimic
Boiler Badlands4Lava, and no water at allWaste SlimeTorpeboss
Underground Unit5Lasers, puzzle boxes, robotsG.R.A.B.I.E.Head of the United Railway Division
UnRailD HQ6The creditsNoneNone

The wiki's recommended route runs Meadows, Bayou, Canyon, Island, Labyrinth, Badlands, Underground, HQ, on the grounds that difficulty climbs steadily in that order. A common alternative swaps the pairs to spend longer in easier biomes with a stronger train.

:::note "Difficulty" means something specific in this game Every level carries one of four difficulty ratings, Easy, Medium, Hard or Extreme, shown by an icon under the station and paying 2, 3, 4 or 5 bolts. That is a per-level property influenced by your cartridges, not a per-biome rating. The first level of any biome is always Easy. :::


Monorail Meadowsโ€‹

The Meadows is your training ground. Gentle terrain, plentiful resources, moderate train speed, and minimal environmental hazards. This is where you learn the game, build your wagon foundation, and face your first boss.

What you will find:

  • Trees and iron rocks are evenly distributed and abundant.
  • Water sources (lakes, ponds) are common and conveniently placed.
  • Terrain is mostly flat with minimal obstructions.
  • Mole hills block paths. Water destroys one instantly, against 9 tool hits, 3 dynamite or 1 torpedo. Carrying a bucket here is worth it for that alone.
  • Deer wander the map. Milk grants 5 stacks of Brute Force for about 12 seconds. Note that deer and doe count as different animals for the Milk Wagon.

Strategy:

  • Use the Meadows to practice your team's communication and role assignments.
  • Gather bolts aggressively. Every bolt you earn here funds upgrades for harder biomes.
  • Keep tracks straight to conserve resources. You will not need to curve much here.
  • Push the Crafter up a couple of levels before leaving this biome if you can. It goes to 6.
  • Milk a Deer when you have a stretch of heavy chopping ahead. The five Brute Force stacks last about 12 seconds and only buff whoever drinks.
  • Use water on mole hills. It is instant, where tools take nine hits.
tip

Monorail Meadows is deceptively easy. It lulls you into thinking the game is manageable. Use it to build habits, not complacency. Whichever biome you pick on the next layer will punish every one the Meadows let you get away with.

Boss: Mole Chiefโ€‹

The Mole Chief is your introduction to the idea that a boss can be useful. He throws dynamite at your team, and that dynamite is yours to keep.

Mechanics:

What HappensHow to Respond
The Mole Chief throws level 1 dynamite at each player. On a second visit to the biome it throws level 2.This is free explosive. Collect it and use it to clear your route.
He puts up dirt walls to block the path.Water destroys the walls, and the Mole Chief himself, instantly. Same trick as the mole hills.

Key Strategy: the Mole Chief teaches you that bosses can be resources. The recognized play is to send players forward to bait him, so the dynamite he throws at them lands where you want the terrain cleared. A team that does this clears the boss level faster than an ordinary one.

tip

Do not panic when dynamite lands near your track. Pick it up and put it where you need a hole. And keep a bucket handy: water one-shots his dirt walls and works on the boss too.


Cargo Canyonโ€‹

The Canyon introduces unstable terrain and predatory Sandworms. The ground shakes, resources are more spread out, and the Sandworm mechanic punishes careless movement.

Environmental hazards:

  • Unsafe ground. Every level has one safe path, fixed when the map generates. Standing on unsafe ground makes it rumble, and about ten seconds later the worm surfaces and wrecks everything nearby, along with every rumbling tile anyone stepped on.
  • Sandworms. They are drawn to players who dash, and to players who use the Power Stomp cartridge. They chase while you move and stop when you stop.
  • All the terrain is minable. Canyon walls take 30 hits by hand, but a Torpedo Wagon punches through them, and you can bait a Sandworm into a wall to open a shortcut.

Indigenous animal - Crocodile: Crocodile milk grants 6 stacks of Stacking, more than any other animal gives of anything. That is the documented route to the Pack Mule achievement, which wants you carrying ten items at once.

Strategy:

  • Stop dashing near the train. Dashing is what pulls Sandworms toward you. Walk deliberately, and remember Power Stomp aggravates them too.
  • Scout on foot and back off the instant the ground rumbles. That is the actual defense, and it is worth more than any rule about how far ahead to build.
  • Follow the water. The generator guarantees that every pond connects to the safe path, so bridging pond to pond is a reliable way to find it.
  • Beware wide clearings and ground you opened with dynamite. They look safe and often are not.
  • Crocodile milk gives 6 stacks of Stacking, which is the documented route to the Pack Mule achievement.
warning

The transition from Monorail Meadows to Cargo Canyon is the first real difficulty spike. If your team is barely surviving the Meadows, you are not ready for the Canyon. Practice until you can clear Meadows levels with bolts in the bank and upgrade your core wagons before moving on.

Boss: Sandworm Supervisorโ€‹

The Sandworm Supervisor is a massive worm that destroys track sections and creates obstacles.

Mechanics:

What HappensHow to Respond
One safe path exists and it is fixed at generation.Scout it on foot. Rumbling ground is the warning.
Standing on unsafe ground summons the worm after roughly ten seconds.Back off the moment it rumbles. Everything nearby goes, and so does every rumbling tile anyone touched.
Water ponds are always connected to the safe route.Bridge between ponds to find your way.

Key Strategy: this is a scouting fight, not a building-discipline fight. Walk the ground first, read the rumble, and commit track only to tiles you have tested.

The nest is a regular Cargo Canyon feature and not a boss phase. It takes 18 tool hits, 6 dynamite, 1 torpedo, or a single bucket of water, and destroying it stops Sandworms spawning. Be careful, though: it counts as killing an animal and will fail the "kill no animals" task. For the What Goes Around, Comes Around achievement, dash to lure the worm when you see the dirt circle, get next to the nest, then make sure nobody dashes until it strikes.

danger

The safe path is decided when the level generates, not by where you walk. Send a scout ahead on foot, and the moment the ground starts rumbling under them, retreat immediately. Ten seconds later that tile and everything near the worm's arrival is gone, players standing on it die outright, and players further out on unsafe ground get teleported to solid tiles.


Boxcar Bayouโ€‹

The Bayou is waterlogged Meadows with two things that will kill you. The terrain itself is very similar to Monorail Meadows, just with far more water tiles.

Environmental hazards:

  • Spiders and webs. A spider only attacks a player who is moving in front of it. It cocoons you and dies in the process, which will also fail a "kill no animals" task. Wiggle to escape.
  • Exploding mushrooms. One hit point, and they detonate with a 5 meter blast when struck by anything at all, chaining into their neighbors. This is the biome's main player-killer and it is easy to set one off by accident. Hit it with a tool and walk away, or dash beside one to push it somewhere useful.
  • Water everywhere. Bridging matters far more here than in the Meadows, and that is what makes the Bridge Wagon worth having by now.

Indigenous animal - Frog: Frog milk grants 5 stacks of Torch. Torch raises your light radius at night and, more usefully here, sets webs on fire in chains.

Strategy:

  • Stand still when a spider is in front of you. It only goes for players who are moving. This is the whole defense and it costs nothing.
  • Milk a Frog when you have webs to deal with. Torch burns them, and the fire chains to neighboring webs and to spiders.
  • If you get cocooned, wiggle instead of waiting. That cuts the escape from around 15 seconds to about 3.
  • Treat mushrooms as landmines. Never dynamite a cluster you are standing next to.
tip

Burning webs with Torch has a condition the tooltip does not spell out: you must not be holding a mining tool, and you have to stand still on the web for a couple of seconds. Do that and you also pick up the Watch the World Burn achievement.

Boss: Spider Queenโ€‹

The Spider Queen fills the arena with webs and spawns smaller spiders that chase players.

Mechanics:

What HappensHow to Respond
The Queen cocoons every player who is not standing still.Stand still. That is the counter.
She stops crawling and a red exclamation mark appears above her head.That is your cue. Freeze until the attack passes. Only players who moved after the mark appeared get caught.
Cocooned players are stuck.Wiggle free, roughly 3 seconds instead of 15.
Webs cover the ground.Torch burns them in chains. Holding a tool also stops you being cocooned in the first place.

Key Strategy: the instinct to run is exactly wrong here, and it is what makes this fight feel unfair to new teams. Standing still is safety. The advanced version is to send one player to run laps behind the train, deliberately baiting the attack so the rest of the team can work through the search phase.


Island Interchangeโ€‹

The Interchange introduces water as a primary terrain obstacle, tidal mechanics that shift the terrain, and clouds that push items off the map.

Environmental hazards:

  • Clouds. They hunt the tallest stack of items lying on the ground and shove it into the water, one item off the top at a time. They do not push players and they do not sweep things off the map edge. The defense is simply not to leave tall piles near water.
  • Tides, on a 30 second cycle. At low tide the exposed ground is minable. At high tide the iron is underwater, and underwater iron cannot be mined, blown up, walked on, or bridged over. The tide state is preserved when you reach a station.
  • Bridge-intensive terrain. Compressed wood works for bridges and auto-bridges neighboring tiles where it can. A Bridge Wagon is better still, and a Turret Tower or Bridge Wagon can shoot underwater iron that you otherwise cannot touch.

Indigenous animal - Crab: Crab milk grants 5 stacks of Multitool, which works on both trees and rocks. Carrying a Crab does something else entirely: it converts nearby water into sand and reveals iron sitting under the surface. That is the more valuable of the two uses in this biome.

tip

Carrying a Crab converts the water around it into sand and exposes iron that is otherwise unreachable. It is the single most useful thing you can be holding in this biome, and it is the only counter to the water the Octoboss leaves behind. Whether the sand survives a tide flip is not documented, so do not bet a route on it lasting.

Strategy:

  • Learn the 30 second tide cycle. Mine iron at low tide, because at high tide you cannot reach it by any means.
  • Keep your ground piles short and away from the shoreline. That is all the cloud defense you need.
  • Bring a Bridge Wagon if you have one. It solves this biome more thoroughly than any amount of banked wood.
  • Carry a Crab. It turns water tiles around it to sand and reveals iron beneath the surface, and it is the only way to undo the Octoboss's flooding.

Boss: Octobossโ€‹

The Octoboss controls water and terrain, creating shifting obstacles that require careful bridge management and resource allocation.

Mechanics:

What HappensHow to Respond
The boss arrives and forces low tide.This is your window. The map is at its most workable right now.
Tentacles rise out of the water.Kill all of them before it submerges.
If any tentacle survives, the whole map flips to high tide.This is a punishment, not a random event.
Tentacle water is permanent.Even when the tide drops, those tiles stay water. The only way to reverse it is carrying a Crab.

Key Strategy: this is a tentacle-clearing race with a deterministic outcome. Clear them all before the boss goes under and the map stays low. Miss one and you spend the rest of the fight bridging.

:::danger How to actually kill a tentacle Any tool works. So does simply placing a bridge on top of one. A leveled Turret Wagon shreds them almost instantly and is the strongest answer to this boss.

What does not work is explosives. Dynamite and torpedoes do no damage to tentacles at all. Reaching for the dynamite here is the single most common way this fight goes wrong. :::


Boiler Badlandsโ€‹

The Badlands introduces lava terrain, extreme engine overheating, and environmental fire that threatens your entire train. This is where most serious runs end.

Environmental hazards:

  • There is no water in this biome. That is the real problem, not a heat multiplier. The only way to fill a bucket is at a Water Shrine.
  • Water Shrines. Push them by dashing beside them, one tile per dash. Shoving one into lava converts the entire pool to walkable ground and destroys the shrine. Keep at least one alive for refills.
  • Lava lakes. Block paths and hurt on contact.
  • Waste Slimes are not scenery. If your track passes close to a Slime's lava pit, it will come after the train and set the nearest wagon on fire. Hitting one splits it in two.
  • Junk Golems. 30 hit points, and they fire torpedoes at players. The wind-up is generous: the Golem holds the torpedo for a full second and cannot turn while doing so, so a sidestep beats it even at close range. Torpedoes pierce, so one shot can catch several players lined up.

Indigenous animal - Waste Slime: Waste Slime milk grants 5 stacks of Bucket. Worth remembering that the Slime is also the thing setting your train on fire, and that hitting one splits it in two.

Strategy:

  • Bring a Tank wagon, and fill it before you arrive. With no natural water, your reserve is whatever you carry in.
  • Push shrines into lava to open routes, but never spend your last one. Stranding yourself with no refill point is how this biome ends runs.
  • Route the track away from Slime lava pits instead of fighting the Slimes. Hitting them makes two of them.
  • Milk a Waste Slime when you need the Bucket buff, remembering it lasts seconds and not the level.
danger

The Badlands punishes teams that treat it like the previous biomes. There is no water to run back to, the local wildlife sets your train on fire, and the ground is trying to kill you. Arrive with a full Tank, a plan for which shrine is your refill point, and a route that gives Slime pits a wide berth.

Boss: Torpebossโ€‹

The Torpeboss guards the Boiler Badlands and tests your ability to manage fire and lava under sustained pressure.

Mechanics:

What HappensHow to Respond
Throws lava onto the floor to wall off your route.Route around it, or spend a shrine to reopen the ground.
Fires straight torpedoes, and purple homing ones later in the level.Keep changing direction. Homing shots turn, but not sharply.
Its attack pattern turns more lava-heavy if you build far ahead.This is the one fight where building conservatively is genuinely the mechanic. Stay compact.

Key Strategy: an endurance fight with two specific pieces of knowledge attached. Iron only spawns at the top of the map and wood only at the bottom, and both are limited, so plan the route instead of looping. And water shrines make good cover: park one between you and the boss to eat torpedoes.


Loco Labyrinthโ€‹

The Labyrinth introduces terrain that actively rearranges itself, disguised enemies, and the most chaotic environment in the game.

Environmental hazards:

  • Chunk swaps. Sections of the map periodically swap places, taking terrain, resources and track with them. A section rumbles for about 5 seconds first. You can stop a swap by standing on the chunk or by having connected track on it, and the station's own section never swaps. Items hidden by a flip come back if you let it flip again, except tools, which respawn.
  • Mimictrees. Enemies disguised as trees, and they trigger when you walk in front of them, not when you chop. The tells are a circular top, darker leaves, and a dark arrow on top showing the direction they will strike. 8 hit points and they cannot move.
  • Snails. They eat unconnected tracks lying on the ground, not your laid line. Six normal tracks become one brake track, which is half the rate the Brake Track Wagon manages, so it is not a trade worth encouraging.

Indigenous animal - Slowdown Snail: Snail milk grants 2 stacks of Extra Life, which makes it arguably the most valuable milk in the game and well worth the detour in the biome where lives matter most.

Strategy:

  • Stand on critical chunks. Your presence, or connected track, stops that section swapping. Watch for the 5 second rumble.
  • Learn the Mimictree tells and then hit them on purpose. What happens depends on what you are holding: empty-handed costs you a life, a tool gets taken and respawned, resources get eaten and drop when you kill it, an animal gets eaten and dies, and dynamite is swallowed and detonates inside, killing it instantly. Dropping dynamite beside one does nothing.
  • Milk a Snail. Two Extra Life stacks is the best reason to be here.
  • Any animal can be ridden if you have the Saddle action cartridge, but you cannot pick animals up while mounted, so you cannot rope them to the Milk Wagon that way.
warning

Chunk swaps can teleport your resources, tools, and even track segments to random locations. If you set down a critical item and walk away, a chunk swap might move it to the other side of the map. Keep important items on your person or on the train.

Boss: Mothermimicโ€‹

The Mothermimic spawns explicitly during a chunk swap in the Loco Labyrinth.

Mechanics:

What HappensHow to Respond
The Mothermimic appears on a chunk swap.Not every section can spawn it, and if a section flips without producing it, it never will. That narrows your search fast.
It summons moving mimics.These have 1 hit point and do not chase. If you walk carefully you can ignore them entirely.
It throws grabbable bombs with a 5 second fuse.These are the win condition.
Chunk swaps keep happening.Keep someone on the sections you care about.

Key Strategy: pick up a thrown bomb and place it on the boss's own forest. That removes and flips the chunk it is sitting on, and that is how you actually beat it. The bombs do no damage to rocks and trees, so spending them on mimic clusters wastes the only tool that works.


Underground Unitโ€‹

A secret biome, and an optional one. Only 5.9 percent of players have ever set foot in it, and you can reach the credits without it. The terrain actually looks a lot like Monorail Meadows. What makes it hard is that it is a puzzle biome.

Getting in, and getting outโ€‹

You enter through a tunnel under a mountain. At most one can spawn per level and the chance is low on a first playthrough, but a tunnel spawns on every level once you are visiting a biome for the second time.

Leaving has two routes:

  • Through the boss. This needs 5 Key extensions, one of which rides on the special wagon at every biome's ??? Station. Beating the boss drops you at the Secret Lab Facility Station, which sells nothing but the Brakes extension and whose only exit is UnRailD HQ.
  • Through a portal. Portals appear on every level after the first. This dumps you back at a mini junction offering only the biome you came from, and because you skipped a boss the game gives you no cartridges and no engine upgrade.

:::danger Come here last Leaving Underground Unit does not level your engine. Your maximum wagon count does not increase and engine-specific powers do not improve. Combined with it being the hardest biome, that makes it a place to visit at the end of a strong run, not something to stumble into early. Avoid the tunnels until you are ready. :::

Environmental hazards:

  • Blue lasers are continuous. They do not pulse and there is no rhythm to time. They stream from Laser Turrets with 15 hit points that you destroy with an axe or pickaxe. They are blocked by mountains, trees, rocks, other turrets, and the puzzle box, so a tree standing in a beam is doing you a favor and should not be chopped. Clearing every resource blindly can genuinely soft-lock a level.
  • G.R.A.B.I.E., the tool thief. 20 hit points. It does not mine for you, and it can carry a tool off the edge of the screen where you will never get it back. Dash into it to make it drop what it has taken. It is also milkable, for Auto Stacker.
  • B.U.T.T.O.N., which looks exactly like a red button when it is standing still. Four black legs give it away up close. It only wakes when freed from the blocks around it, then chases you and detonates after about 5 seconds. Mine the corner block first and hit it at an angle while it is still boxed in.
  • Locked stations. The station sits behind a force shield, and you open it by carrying a puzzle box onto a red button. There is exactly one real red button per level, so if you can see two, one of them is a B.U.T.T.O.N.

Strategy:

  • Destroy turrets instead of dodging them, and think before clearing a resource that happens to be blocking a beam.
  • Dash into G.R.A.B.I.E. the moment it takes something.
  • Find the puzzle box early. Everything in the level routes through getting it onto the button.
info

Reaching the credits earns Sit Back and Relax at 6.7 percent. Beating this biome's boss is far rarer at 0.6 percent. To unlock GG you must complete every other achievement in the game.

Boss: Head of the United Railway Division (Dijkstra)โ€‹

The game calls it Dijkstra. It has two phases, not four, and in both of them every resource is piled at the bottom of the map with a line of water across the top.

Mechanics:

PhaseWhat HappensHow to Respond
BothIt patrols the top of the map firing a red laser from one eye, plus occasional homing torpedoes.Red lasers, unlike blue ones, do not block movement. They kill. Crucially they are blocked by your own train, which makes the train the safest place on the map. Never dash into one.
OneBlue lasers wall off the route, and button mimics are mixed in among the controls.Carry the puzzle box onto the red buttons to clear the way, and check which "button" is actually a B.U.T.T.O.N.
TwoTools respawn near the train and rotating red laser turrets run down the middle.Puzzle boxes on buttons deactivate them again. Hitting them with tools does not truly destroy them, and it is possible to deactivate nothing at all and simply dodge.

Key Strategy: use the train as cover, and remember that boss levels run at a much lower train speed than ordinary ones. This is a puzzle under pressure, not a race.

tip

The Safe Work Environment achievement asks you to reach the credits without explosives. The rules are more generous than they look: dynamite dropped by the moles is explicitly allowed, and so are exploding mushrooms. What is banned is dynamite you crafted and torpedoes, which is the one most likely to catch you out, because buying a Torpedo Wagon mid-run will quietly end the attempt.


UnRailD HQโ€‹

The end of the line, and the destination nobody mentions. After defeating five of the six biome bosses in a single run, you can select UnRailD HQ at a Biome Junction instead of another biome.

You ride through the HQ while the credits play. Then the train crashes into the building, which is the joke the whole game has been building toward.

Unless, that is, you are carrying the Brakes extension on your engine, in which case the train stops neatly in front of it. Brakes is sold at exactly one place, the Secret Lab Facility Station on the far side of the Underground Unit boss, and fitting it earns Unlimited Brake Power. At 0.6 percent that is one of the rarest achievements in the game, and this is why: it is not a wagon you buy, it is the reward for clearing the secret biome and then choosing to land gracefully.


Biome Progression Tipsโ€‹

  1. Upgrade before you advance. Never enter a new biome with a bare-bones train. If the station offers a new engine, make sure your wagons can handle the next biome's challenges first.
  2. Milk animals for the moment, not the run. Milk grants temporary cartridges that last about 12 seconds from the animal or up to 25 from the wagon. Time them for when you need them.
  3. Adapt your build. The train that worked in Monorail Meadows will not work in Boiler Badlands. Be willing to swap wagons at stations to match the next biome's demands.
  4. Learn the boss before the fight. Each boss has learnable patterns. Study the mechanics table above and enter the fight with a plan, not a prayer.
  5. Plan your route across the layers. Two layers offer a choice of biome, so decide early whether you are going for coverage or for a strong train through the easier half.
  6. Practice individual biomes in Sandbox. If one biome consistently ends your runs, load it in Sandbox mode and practice until you understand its patterns.
  7. Get a Bridge Wagon before Island Interchange. It solves the biome far more thoroughly than any amount of banked wood, and it mines rock underwater on the way across.
  8. Save Underground Unit for last. It does not upgrade your engine on the way out, and you need 5 Key extensions to leave through the boss.

Frequently Asked Questionsโ€‹

What order do the biomes go in Unrailed 2?

There is no fixed order. The biomes sit on layers and two of those layers give you a choice: Monorail Meadows first, then Boxcar Bayou or Cargo Canyon, then Island Interchange or Loco Labyrinth, then Boiler Badlands, then the secret Underground Unit, then UnRailD HQ for the credits. You move down a layer at a Biome Junction Station for 10 bolts, and selecting it starts that biome's boss fight.

Which Unrailed 2 biome is the hardest?

Underground Unit, and the wiki says so outright. It is a secret puzzle biome behind continuous lasers, tool-stealing robots and shielded stations, only 5.9 percent of players have ever entered it, and leaving it does not upgrade your engine. Save it for last. Boiler Badlands is the hardest of the ordinary biomes, mostly because it contains no water at all.

How do you beat the Mole Chief?

Treat him as a supplier. He throws level 1 dynamite at each player, or level 2 if you have been to the biome before, so send players forward to bait him and let the dynamite land where you want terrain cleared. Keep a bucket too: water instantly destroys his dirt walls, and the boss himself.

Why does the Sandworm keep destroying my track?

Each level has one safe path decided when the map generates, and standing on unsafe ground makes it rumble and summons the worm about ten seconds later. Scout on foot and back off the instant the ground shakes. A useful shortcut is that the generator always connects the water ponds to the safe route, so bridging pond to pond will find it. Watch out for wide clearings and ground you cleared with dynamite, which look safe and often are not.

What does the Crab do in Island Interchange?

Milking one gives 5 stacks of Multitool for a few seconds, which works on both trees and rocks. Carrying a Crab does something more useful: it turns the water around it into sand and reveals iron hidden under the surface. It is also the only way to reverse the permanent water the Octoboss leaves behind when a tentacle survives.