- Squirrel with a Gun how to beat tank starts by targeting the tank’s green wheels.
- Disable the defenses underneath by shooting the green diamond targets.
- Defeat the gunner to reduce the chance of being knocked from the turret.
- Open Father’s hatch before switching to grenades or close-range damage.
- Use the front of the tank to climb, then attack Father from behind the turret.
Squirrel with a Gun how to beat tank: Fight Overview
The first tank boss is Father, a heavily protected enemy who combines vehicle movement, explosive attacks, a mounted gunner, and nearby agents. The encounter becomes much easier once you treat it as a sequence of disabled systems instead of a single damage race.
The safest approach is to remove the tank’s mobility and defensive tools first. Once the green weak points have been destroyed and Father’s hatch is open, the fight changes into a repeated boarding and damage cycle. You do not need to keep treating the tank as fully armored after that point.
For additional community discussion about the encounter, see the Steam Community tank boss discussion.
| Fight phase | Main objective | Recommended response |
|---|---|---|
| Opening | Stop the tank from moving freely | Shoot the green wheels or tracks |
| Defense removal | Disable the plow and electric bubble | Shoot the green diamonds underneath |
| Turret control | Prevent the gunner from knocking you away | Defeat the mounted gunner |
| Hatch phase | Expose Father | Shoot the green hatch |
| Damage phase | Attack Father directly | Throw grenades into the hatch or use weapon jumps |
Video Highlights:
- The tank’s green targets are the key to progressing through the encounter.
- The gunner can be removed before boarding the turret.
- Grenades stored near the rear of the turret provide a direct way to damage Father.
Do not rush Father while every tank system is active. Disable the vehicle first, then board from the front and attack through the open hatch.
Green Wheels
Destroy these first to immobilize or slow the tank and create a safer opening.
Green Diamonds
These targets disable important defensive equipment beneath the vehicle.
Mounted Gunner
Removing the gunner reduces the turret knockback that can interrupt your climb.
Green Hatch
This is the final setup target before Father becomes vulnerable to direct damage.
Step-by-Step Tank Boss Walkthrough
Target the Green Wheels
Keep your distance while locating the tank’s green wheels or tracks. Focus fire on these targets until the tank is disabled. The goal is to create a short window where you can move underneath or around the vehicle without being forced to chase it constantly.
Shoot the Underside Targets
Move below the tank and look for the green diamond weak points. Shoot them to disable the front plow and the electric bubble. These defenses make close-range movement dangerous, so removing them before climbing is one of the most important parts of the fight.
Defeat the Gunner
Use the Uzi or another accurate weapon to eliminate the gunner on top of the tank. The gunner can perform a spinning weapon attack that knocks the squirrel away from the turret. You can skip this target, but defeating it makes every boarding attempt more consistent.
Open Father’s Hatch
Shoot the green hatch until it opens. After this happens, Father is exposed and the tank no longer needs to be fully disabled for every damage attempt. You can begin boarding the vehicle and attacking the boss directly.
Board and Throw Explosives
Climb onto the front of the tank, move toward the rear of the turret, and collect a grenade from the nearby supply area. Throw it into the open hatch, retreat from the electric bubble, and repeat the process until Father is defeated.
| Step | Target or action | Why it matters |
|---|---|---|
| 1 | Green wheels | Reduces tank mobility |
| 2 | Green diamonds | Removes plow and bubble defenses |
| 3 | Mounted gunner | Limits turret knockback |
| 4 | Green hatch | Makes Father vulnerable |
| 5 | Grenades or direct fire | Deals final boss damage |
Once Father’s hatch is open, prioritize damage rather than repeating the entire disable sequence. Board the moving tank when safe, attack through the hatch, and retreat before the electric defense catches you.
Weapons, Gear, and Damage Options
Several loadouts work against Father, but they serve different purposes. The Uzi or SMG is especially useful for destroying wheels, hitting the gunner, and performing bullet jumps onto the turret. A grenade launcher is valuable when you want to damage the boss from the ground or control the agents around the arena.
Grenades are the most straightforward option after the hatch is open. They are stored around the rear of the turret, so look beyond the barrel and upper platform instead of searching only on the ground. Shotguns can also shorten the direct damage phase when you can safely get close enough to Father.
| Weapon or gear | Best use | Strength | Limitation |
|---|---|---|---|
| Uzi or SMG | Wheels, gunner, bullet jumps | Fast fire and strong mobility utility | Requires accurate aiming and ammunition control |
| Grenade launcher | Crowd control and ground damage | Can pressure the tank without constant boarding | Explosive shots require careful positioning |
| Shotgun | Direct Father damage | High close-range damage | Riskier before defenses are disabled |
| Grenades | Open-hatch damage | Simple and effective against Father | Requires climbing onto the tank |
| Bomb suit | Explosion protection | Helps reduce danger from blasts and cannon fire | Does not replace weak-point mechanics |
The bomb suit is a useful defensive choice if explosions or cannon fire are causing repeated failures. It can also make grenade collection and turret movement less punishing. However, the suit does not remove the need to disable the green targets or avoid the electric bubble.
Balanced Loadout
Use an Uzi or SMG for wheels and the gunner, then switch to grenades for Father. This is the most flexible setup.
Explosive Loadout
Take the grenade launcher when nearby agents are overwhelming you or when you prefer attacking from the ground.
Close-Range Loadout
Use a shotgun after the hatch opens for stronger direct damage, but avoid forcing close combat while the tank’s defenses remain active.
Explosive weapons can solve the encounter quickly but can also create self-inflicted danger. Leave space before firing, retreat after throwing grenades, and consider the bomb suit if blast damage is a recurring problem.
Boarding, Movement, and Survival Tips
The tank’s front side is generally the most practical climbing route. The rear is higher and can be harder to reach, especially while the turret, gunner, and surrounding agents are active. Approach from the front when the tank is disabled, then move along the vehicle toward the back of the turret.
Do not remain on the tank longer than necessary. Your objective is to reach the hatch, deliver damage, and escape the electric bubble. If the tank starts moving again, reposition rather than trying to force a dangerous attack.
| Situation | Best movement choice | Common mistake |
|---|---|---|
| Tank is active | Circle outside its immediate path | Standing directly in front of the cannon |
| Wheels are disabled | Approach from the front | Attempting the taller rear climb |
| Gunner is alive | Use cover and prioritize the gunner | Boarding while exposed to knockback |
| Hatch is open | Move behind the turret and grab explosives | Searching the arena for ground grenades |
| Electric bubble returns | Retreat, then re-enter after the hazard passes | Staying on the turret during the shock effect |
Use slow motion when you need to line up a grenade, grab an explosive barrel, or cross the turret under pressure. Explosive barrels near the rear of the tank can provide another damage option, although grenades are easier to plan around because they can be carried directly to the hatch.
The surrounding agents are a distraction, but they should not be ignored if they prevent you from reaching the tank. The grenade launcher is particularly useful for crowd control. Otherwise, keep moving, avoid getting surrounded, and return your attention to the tank’s weak points.
Front of tank, disabled wheels, rear of turret, grenade supply, open hatch, quick retreat. Follow this route instead of trying to jump directly onto the barrel.
Before the Final Damage Phase:
- Destroy the green wheels or tracks
- Disable the green diamond targets underneath
- Defeat the mounted gunner when possible
- Open the green hatch
- Locate grenades near the rear of the turret
Troubleshooting Difficult Attempts
Some players may struggle because the encounter has a sharp difficulty increase and several hazards can overlap at once. The most common failure pattern is reaching Father without understanding the hatch phase, then repeatedly attacking the cannon or turret and taking explosive damage.
If touching the cannon appears to cause an unexpected instant death, avoid using the barrel as a climbing surface. Use the front of the tank and move behind the turret instead. The cannon area is not necessary for the recommended route.
Floor collision problems, weapons falling through the arena, or getting stuck can also interrupt an otherwise successful attempt. If the fight behaves inconsistently, restart the encounter and check that the game is updated. Repeating the same route after a clean restart can help determine whether the failure came from positioning or a temporary bug.
| Problem | Likely cause | Adjustment |
|---|---|---|
| You are knocked off the tank | Gunner remains active | Shoot the gunner before boarding |
| Cannon contact causes death | Unsafe climbing angle or explosive hazard | Avoid the barrel and use the front route |
| Father remains protected | Hatch or green targets are incomplete | Recheck wheels, diamonds, and hatch |
| You cannot find grenades | Supply is on the turret ledge | Search the rear of the turret |
| Agents overwhelm you | Too much time spent fighting outside | Use explosives for crowd control and return to the tank |
When the floor, weapons, or collision behave incorrectly, stop repeating the same attempt. Restart the fight, update the game if needed, and use the safer front-to-rear boarding route.
The encounter also rewards patience. You do not need to complete every objective in one uninterrupted rush. Disable the tank, clear enough space to move, and wait for a clean boarding opportunity. A slower attempt is usually more reliable than repeatedly jumping into the cannon or electric bubble.
Father Boss FAQ
Q: What is the fastest way to beat the tank in Squirrel with a Gun?
Shoot the green wheels, disable the green diamond targets underneath, open Father's hatch, then throw grenades into it from the rear of the turret. An Uzi or SMG helps with the wheels and gunner.
Q: Do I have to defeat the tank gunner?
No, the gunner can be skipped, but defeating him is recommended because his spinning attack can knock you off the tank during boarding attempts.
Q: Where are the grenades for the Father boss fight?
Look on the ledge near the rear of the tank's turret. The supply is easy to miss if you search only around the ground or the front cannon.
Q: Can I damage Father without throwing grenades?
Yes. After the hatch opens, you can use an Uzi or SMG with bullet jumps, a shotgun at close range, the grenade launcher from the ground, or explosive barrels near the tank.
The encounter is built around weak points and access, not constant damage. Disable the tank, open the hatch, board from the front, and choose the safest available damage option.