- Squirrel with a Gun how to beat father: Disable the tank before climbing onto it.
- Target order: Shoot the green wheels, underside diamonds, gunner, and hatch.
- Damage method: Throw grenades through Father’s open hatch, then retreat from the electric bubble.
- Best preparation: Bring an SMG or Uzi, and consider the bomb suit for safer explosive attacks.
- Main mistake: Do not touch the tank cannon or remain on the turret while the gunner is active.
Squirrel with a Gun how to beat father: Fight Overview
The key to Squirrel with a Gun how to beat father is recognizing that the tank is not defeated through ordinary damage alone. Father is protected inside a moving tank, and the encounter becomes manageable only after you disable its defensive systems. Focus on the glowing green targets first, then use the opening around the turret hatch to damage Father directly.
The fight can feel unusually difficult because several threats overlap: the tank moves through the arena, agents can distract you, the cannon can punish careless jumps, and the gunner can knock you away from the turret. Treat the encounter as a mechanical puzzle rather than a standard shootout.
The most reliable sequence is:
- Disable the tank’s green wheels.
- Move underneath the vehicle and destroy the green diamond targets.
- Eliminate or disable the machine gunner.
- Shoot the green hatch until it opens.
- Climb from the front, collect grenades from the turret area, and throw them into the hatch.
Do not rush Father at the beginning. Removing the tank’s mobility and defensive targets creates the safe opening needed for the final damage phase.
| Encounter Element | What It Does | Your Response |
|---|---|---|
| Green wheels | Keeps the tank mobile | Shoot both sides until the tank is disabled |
| Green diamonds | Protects the plow and electric bubble | Attack them from underneath |
| Machine gunner | Can knock you off the turret | Defeat him with focused SMG or Uzi fire |
| Green hatch | Blocks direct access to Father | Shoot it until it opens |
| Electric bubble | Punishes careless turret movement | Retreat after each grenade or attack pass |
Mobility Control
Shoot the green wheels first so the tank stops moving and exposes its vulnerable underside.
Defensive Targets
Move underneath the tank and destroy the green diamonds to disable the plow and bubble defenses.
Turret Safety
Take out the gunner when possible. His knockback attack can interrupt otherwise successful climbs.
Father Damage
Open the hatch, grab grenades from the turret area, and throw them into the opening.
Step-by-Step Tank Weak-Point Route
Follow this route whenever the tank begins repairing or returns to an active state. The objective is not to waste ammunition on the armor. Instead, use the green indicators to cycle the tank into a vulnerable position.
Shoot the Green Wheels
Begin by targeting the glowing green wheels on the tank’s sides. Use an SMG or Uzi for consistent shots, and keep moving so agents do not surround you. Once the wheels are disabled, the tank becomes easier to approach and climb.
Reach the Underside
Move beneath the tank and look for the green diamond targets. These targets control important defensive parts, including the plow and the electric bubble. Fire at each visible diamond until the related systems are disabled.
Deal with the Gunner
Climb only after checking the turret. If the machine gunner is still active, use several accurate headshots to remove him. You can skip this step, but defeating him makes the turret far less dangerous.
Open the Hatch
Find the green hatch on top of the tank and shoot it until it opens. This is the transition into Father’s vulnerable state. Once the hatch is open, you no longer need to repeat every defensive-disable step before each attack.
Attack and Retreat
Approach from the front because the rear of the tank is higher and more difficult to reach. Climb toward the back of the turret, collect a grenade, throw it into the open hatch, and move away from the electric bubble. Repeat until Father is defeated.
The front approach is important because it gives the squirrel a more manageable route onto the tank. Avoid jumping directly onto the cannon barrel. Players have reported that touching the barrel can cause explosive damage even when the cannon is not visibly firing, so use the front structure and turret surfaces instead.
| Step | Target or Position | Success Condition |
|---|---|---|
| 1 | Green wheels | Tank mobility is disabled |
| 2 | Green diamonds underneath | Plow and bubble defenses are disabled |
| 3 | Turret gunner | Knockback threat is removed |
| 4 | Green hatch | Hatch opens and Father becomes exposed |
| 5 | Turret grenade stockpile | Explosive damage reaches Father |
The cannon can be dangerous as a climbing surface. Use the front of the tank and the turret route instead of jumping onto the barrel.
Weapons, Explosives, and Loadout Choices
Several weapons can work against Father, but each one supports a different part of the encounter. The SMG and Uzi are strong general-purpose choices because they quickly damage wheels, green targets, and the gunner. Their weapon-jump movement can also help you reach the hatch when you prefer a direct attack.
Grenades are the simplest finishing tool once the hatch opens. The tank contains a stockpile of grenades on a ledge near the back of the turret, so search that area instead of assuming you must bring every explosive from outside the arena.
The grenade launcher offers another effective approach. It can help with crowd control and may damage Father from the ground, reducing the amount of time spent on the turret. A shotgun can also shorten the damage phase when you are close enough to land reliable hits.
| Weapon or Tool | Best Use | Strength | Main Risk |
|---|---|---|---|
| SMG | Wheels, gunner, Father | Fast fire and useful weapon jumps | Requires sustained aim |
| Uzi | Weak points and turret attacks | Strong mobility and rapid damage | Can leave you exposed during jumps |
| Grenades | Open-hatch damage | Direct and easy to repeat | Requires safe turret positioning |
| Grenade launcher | Crowd control and Father damage | Can attack from the ground | Ammunition and aiming can be less forgiving |
| Shotgun | Close-range Father damage | High damage per shot | Requires close positioning |
| Bomb suit | Explosion protection | Reduces risk from blasts and cannon fire | Does not replace weak-point mechanics |
A practical loadout is an SMG or Uzi for the opening, followed by grenades for Father. If agents create too much pressure, the grenade launcher can help clear space. The bomb suit is especially useful for players who are still learning the timing of explosive attacks or who frequently take self-inflicted blast damage.
Reliable Setup
Use an SMG or Uzi to disable wheels, break green targets, and defeat the gunner. Finish with turret grenades.
Explosive Setup
Use the grenade launcher for crowd control, then continue attacking Father when the hatch opens.
Safety Setup
Wear the bomb suit when available to reduce the impact of explosion damage and make grenade attempts more forgiving.
Grenades are usually the clearest finishing option because the tank stores them near the turret. Shotgun blasts, grenade-launcher shots, and SMG weapon jumps can also work.
Turret Positioning and Common Mistakes
Most failed attempts happen during movement rather than damage. Once the hatch is open, players often stay too long on the turret, stand near the electric bubble, or jump from an unsafe angle. Your goal is to make short attack passes: climb, grab an explosive, throw it, and retreat.
The tank gunner is the most disruptive additional enemy. His rotating gun attack can knock the squirrel off the tank and force another climb. Eliminating him early is usually worth the ammunition, although experienced players can ignore him if they can move quickly and maintain a safe position.
After the hatch opens, the tank may continue moving or repairing. You do not necessarily need to repeat the entire opening sequence each time. If Father is still exposed, focus on reaching the hatch and dealing damage rather than automatically returning to the wheels and underside.
| Mistake | Why It Fails | Better Adjustment |
|---|---|---|
| Touching the cannon barrel | The barrel can trigger explosive damage | Climb from the front and use the turret |
| Ignoring the gunner | Knockback interrupts your attack | Defeat him with focused headshots |
| Staying near the bubble | Electric damage punishes prolonged positioning | Throw one explosive, then retreat |
| Searching the arena for grenades | Wastes time while the tank remains active | Check the ledge at the back of the turret |
| Repeating every disable step | Slows the fight after the hatch opens | Return directly to Father when exposed |
| Fighting every agent | Creates unnecessary exposure | Clear only the enemies blocking your route |
Use slow motion when lining up a grenade, grabbing an explosive, or making a difficult jump. Slow motion is most valuable during the short window between reaching the turret and escaping the electric bubble. It can also help when dropping explosive barrels into the tank from the rear, another viable tactic after the gunner is removed.
Father does not require a long turret stay. One grenade, one retreat, and a repeatable route are safer than trying to unload every explosive while surrounded.
Pre-Fight Checklist and Troubleshooting
Use the checklist below before starting another attempt. Preparation will not remove the tank’s mechanics, but it can prevent avoidable deaths and make each learning attempt more useful.
Before Engaging Father:
- Equip an SMG or Uzi for wheels, green targets, and the gunner
- Wear the bomb suit if explosion damage is causing repeated deaths
- Locate the grenade stockpile on the rear turret ledge
- Plan a front-side climb instead of using the cannon barrel
- Keep enough space to retreat from the electric bubble
If the squirrel falls through the floor, weapons disappear, or the arena behaves unexpectedly, restart the encounter after checking the game installation and available updates. These problems were reported by players during the early release period, but they are separate from the intended weak-point sequence. Do not change your strategy simply because a collision issue causes an unusual death.
The Steam community discussion about the Father tank boss includes additional player-tested options, including SMG weapon jumps, grenade-launcher attacks, explosive barrels, and bomb-suit protection.
| Problem | Likely Cause | Response |
|---|---|---|
| Father does not take damage | Hatch is still closed | Return to the green hatch and keep shooting |
| You are thrown from the turret | Gunner remains active | Shoot the gunner before attempting repeated climbs |
| Explosions kill you | Standing too close to the blast | Throw from the hatch area and retreat immediately |
| Tank keeps moving | Wheels or defensive targets remain active | Repeat the green-target sequence |
| You cannot find grenades | Supplies are on the turret ledge | Search the rear of the turret after climbing |
| Floor or weapon glitches occur | Possible collision or game issue | Restart and check for available updates |
Separate intended mechanics from technical problems. If green targets, the hatch, and grenades behave normally, follow the boss route; if collision fails, restart before changing tactics.
Q: What is the safest way to beat Father in Squirrel with a Gun?
Disable the green wheels and underside diamonds, defeat the gunner, open the hatch, then use short grenade attacks from the turret followed by immediate retreats.
Q: Do I have to kill the tank gunner?
No. You can skip him if you move efficiently, but defeating him is recommended because his rotating machine gun can knock you off the tank.
Q: Where are the grenades for the Father boss fight?
A stockpile of grenades is located on a ledge near the back of the tank’s turret. Check this area after reaching the top.
Q: Can I damage Father without throwing grenades?
Yes. SMG or Uzi weapon jumps, shotgun attacks, grenade-launcher shots, and explosive barrels can provide alternative damage options after the hatch opens.