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Dave the Diver Boss Guide — Every Boss in Order and How to Beat It

Dave the Diver Boss Guide — Every Boss in Order and How to Beat It

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Most bosses are decided by one rule, not by damage: shoot the Giant Squid's eye, the Wolf Eel's tail and the Mantis Shrimp's eyes, drop barrels on the Truck Hermit Crab, turn John Watson's missiles back on him, and simply survive the Giant Gadon chase. Klaus is the real gear check (about 650 damage), so bring the Flame Sniper Rifle I and the Octopus Weapon Charm. Optional bosses come through vortexes on stormy nights and drop parts for top-tier weapons, so they are worth doing.

Summary

Dave the Diver's base game has fourteen bosses across sixteen fights, from the Giant Squid in Chapter 1 to Yawie in the finale and the hidden Lusca. Several are optional and only appear through a vortex on a stormy night. This guide lists them in story order with where each starts, what helps, the mechanic that decides the fight and what it drops, plus the sharks and jellyfish that cost you the most dives.

Who This Is For: Dave the Diver players stuck on a boss, looking for the optional storm bosses, or tired of losing dives to sharks and jellyfish Intermediate

Key Points

Key Points

1

The base game has fourteen bosses and sixteen fights, because John Watson fights you three times. Ten fights are in the main story; the Clione Queen, Truck Hermit Crab, Klaus, Mantis Shrimp, Goblin Shark and Lusca are side content.

2

Klaus, the Mantis Shrimp, the Truck Hermit Crab and Lusca only appear through a vortex on a stormy night. A missed Mantis Shrimp night comes back on the next storm.

3

Several bosses ignore raw damage: the Truck Hermit Crab needs barrels, John Watson's second fight needs his own missiles, the Giant Gadon is a chase and Yawie is fought from Duff's drone.

4

Boss parts are upgrade components for top weapons, for example the Mantis Shrimp Tail for the Death Rifle and the Helicoprion Sawblade for the Death Sniper Rifle.

5

Regular sharks charge in a straight line: dodge and shoot as they pass. Box Jellyfish poison you for 7 seconds, and Blood-belly Comb Jellyfish explode if they reach you.

Bosses in Dave the Diver are rarely damage races. Most have one rule that decides the fight: shoot a specific weak spot, use something in the arena, or survive until something else happens. Learn the rule and the fight takes a minute; ignore it and you can empty every magazine without progress.

All bosses in story order

Main-story fights cannot be skipped. Side fights come from sub missions, and the storm bosses only appear through a vortex on a stormy night, so their place in the order depends on the weather.

# Boss When and where What helps Key mechanic
1 Giant Squid Ch.1 main, The Leahs-chan Rescue. Cavern under the delivery shipwreck Red Sniper Rifle or another long-range gun Shoot the eye. After two hits it covers it until you come close
2 John Watson (1st) Ch.2 main, Going Deeper. On the way into the Depths Crate guns or the harpoon 120 HP. Enrages at 60 and fires grenades in bursts
3 Clione Queen Ch.2 side, Catch Clione. The fifth clione starts it Tranquilizer Triple Axel. Not poison, not steel nets Clear the swallow prompt and the grab does no damage
4 Truck Hermit Crab Ch.2 side, Stormy Night. Vortex near the surface No weapon needed Drop five explosive barrels on its truck shell
5 Giant Wolf Eel Ch.2 main finale, Destroy the Entryway. Cave before the Sea People Village Any gun Only the tail is a weak spot. Hold an anchor against the suction
6 Great White Shark Klaus Revenge Time! from Clara, after Ch.2. Shallows vortex, stormy night Flame Sniper Rifle I, Octopus Weapon Charm, spare oxygen About 650 damage, enrages near 400. Dodge the whirlpools
7 Mantis Shrimp Stormy Night 2, after Klaus. Stormy-night vortex A gun you can aim precisely Only the eyes take damage. Block the charged punch with the bell
8 Goblin Shark Ch.3 side, Curious Child. Underwater Lake in the east Depths Tranquilizer harpoon tip or Tranquilizer Triple Axel Put it to sleep, then shoot
9 John Watson (2nd) Ch.4 main finale, Deliver Key to Tenzhin. Access Road Baseball Bat from a crate Only his own missiles hurt him
10 Giant Gadon Ch.5 main, Find the Glacial Passage Exit Nothing A chase. You cannot damage it
11 Phantom Jellyfish Ch.6 main, Check the Control Room Entrance (second device) Nothing. You ride the Beluga Ram the red eye. Three hit points, refilled by shrimp
12 Helicoprion Ch.6 main, Ancient Control Room Your strongest gun Fill the room with water first, then fight
13 John Watson (3rd) and Kronosaurus Ch.6 main, Check the Control Room Entrance (last device) Your strongest gun, full oxygen Survive Watson until the Kronosaurus arrives, then defeat it
14 Yawie Ch.7 final mission, Cause of the earthquake. Divine Tree control room Duff's drone, given in the fight Immune to normal weapons. Three phases, then a chase
15 Lusca (hidden) After the Marinca collection. Far-right vortex at about 90 m, stormy night Your strongest gun, a scooter Dodge prompts on tentacle swipes; watch for ranged barrages

The Clione Queen, Truck Hermit Crab, Klaus, Mantis Shrimp, Goblin Shark and Lusca are optional, but each drops a part for a top weapon upgrade or a one-time dish, and Klaus gives one of the best charms in the game.

Before any boss fight

  • Oxygen is your health. Running out ends the dive and costs the haul. Upgrade the Air Tank, and collect the oxygen and supply boxes in each arena before engaging. Prices are in the Beginner Guide.
  • Bring a permanent gun. Crate weapons break when you surface; Duff's crafted guns stay. See the Diving and Weapons Guide.
  • Pick two charms. The Octopus Weapon Charm adds 15% of a gun's base damage, the Shark Teeth Necklace adds 15% to the harpoon, the Eco Health Bracelet cuts damage taken by 10%, and the Sea People Bracelet keeps you alive for about 10 seconds after the oxygen runs out.

Main story bosses

Giant Squid (Chapter 1)

Duff gives you the Gas Cutter to cut into the shipwreck where the squid took his Pink Delivery Box. It wakes and blows you away with a harmless burst of ink. As you swim back, tentacles burst out of the cavern walls in fixed directions, so learn the spots. The weak spot is the giant eye: after two hits the squid covers it with a tentacle and only exposes it when you come close, then tries to smack you. Get in, shoot, get out. A sniper rifle shortens the fight a lot.

You can leave and retry later, but most oxygen and ammo boxes will be gone. The reward is 500 gold, 5 Black Vinegar, 5 Salt, the Deep Sea Headlamp you need for the Depths, and the Giant Squid Tooth.

John Watson (Chapters 2, 4 and 6)

The leader of Sea Blue fights you three times, each time differently.

  1. 1

    First fight: Going Deeper (Chapter 2)

    He fires a grenade launcher whose arc is shown, charges after winding up his fist, and clubs you if you get close. He has 120 HP; at 60 he enrages, fires several grenades in the same direction and charges more often. Stay at mid range and shoot.

  2. 2

    Second fight: Deliver Key to Tenzhin (Chapter 4)

    His armor only takes damage from his own homing missiles. Loop around so a missile hits him, or hit a fizzling missile with a Baseball Bat so it arcs down onto him. While he steers a missile you can swim past him safely. He leaves Sea Blue Armor Debris, which Dr. Bacon later turns into the Cold-resistant Diving Suit.

  3. 3

    Third fight: Check the Control Room Entrance (Chapter 6)

    He fires missiles from his submersible. You do not need to beat him: survive until a Kronosaurus wrecks the submersible. Then the Kronosaurus is the next boss.

Giant Wolf Eel (Chapter 2 finale)

It waits in the cave just before the Sea People Village, and its pattern repeats in a fixed order:

  1. It appears on the right and tries to suck you in. Hold an anchor at the top, or stay far to the left.
  2. Its eyes glow in the background where it is about to lunge. Move away from that spot.
  3. It sweeps across the area, going up and down. Stay near the bottom, away from where its head hits.
  4. It turns and shows its tail, the only weak spot. Shoot now.

Giant Gadon (Chapter 5)

A chase, not a fight. Swim through the cave while dodging stalactites, falling ice and its grabs, with short cutscenes and quick-time events between sections. If it catches you, you restart that section, not the whole chase.

Phantom Jellyfish (Chapter 6)

The Beluga carries you through a current cave past smaller jellyfish, poison projectiles and freezing icicles. Oxygen does not matter: you have three hit points, and shrimp in the tunnel restore them. At the end, ram the mother jellyfish's red eye.

Helicoprion and Kronosaurus (Chapter 6)

The wiki has little detail on these two fights, so this guide does not invent patterns. The Helicoprion mission first asks you to fill the room with water, then to defeat it. The next mission has two bosses back to back, Watson and then the Kronosaurus, so if you just beat the Helicoprion, end the dive and restock first.

Yawie (Chapter 7, final boss)

First you kill eight ancient creature hatchlings on the Divine Tree's core, then Yawie rises from the magma. Dr. Bacon and Duff's drone switch to battle mode, and you fight from the drone through three phases. Yawie is immune to normal weapons, so your loadout does not matter. It fires exploding energy orbs from its tail, a plasma breath that takes a second to charge, energy balls that split into smaller ones, and waves of hatchlings and plasma fish. Then you chase it until a Divine Tree fruit device finishes it.

Yawie can only be looted after the credits. Back on the boat, return to the Divine Tree control room and the room where it died to collect Yawie's Inner Flesh.

Optional bosses

Clione Queen (Chapter 2)

Catching the fifth clione for Maki triggers it. It ignores steel nets and poison; a Tranquilizer Triple Axel makes it very easy.

  • Swallow: clear the button prompt and it deals no damage. You can hug a wall, let it keep trying, and hit it each time you break free.
  • Tentacle spears, poison bolts and body slams: the bolts burst into poison, and the slams hit hardest when you are on the cave floor.
  • Phase two: faster attacks and poison bolts in bursts.

Afterwards Maki joins Bancho Sushi as staff.

Truck Hermit Crab (stormy night)

After you get the Diving Gloves, Sato visits on a stormy evening and tells you about the vortex near the surface. No weapon is needed: pick up explosive barrels from the seafloor and drop them on the truck shell from above. Five hits defeat it. It flings debris upward, which also sets off a barrel you are carrying, or pounds the ground so debris falls from the jagged spots in the ceiling. Stay near the floor to make it pound and reveal more barrels. Shooting its eyestalks only makes it hide for a few seconds.

Great White Shark Klaus (Revenge Time!, stormy night)

Any time after Chapter 2, Clara arrives on a stormy day looking for the shark that killed her husband. On a stormy night, enter the vortex in the Shallows. Klaus snaps and rams up close like a faster Tiger Shark, charges from range, and sometimes swims to the edge of the cave to send whirlpools across it. At about 400 damage it enrages; the fight ends at about 650.

Bring the Flame Sniper Rifle I and the Octopus Weapon Charm, grab the oxygen first, and break the wreckage on the floor for extra ammo boxes. When Klaus tries to swallow Dave, Clara punches it and gives you the Shark Teeth Necklace.

Mantis Shrimp (Stormy Night 2)

Opens after Klaus. If you skip that stormy night the mission "fails", but it returns on the next one.

  • Jab: right, then left, then a pause. This pause is your window.
  • Slam: a current pushes you, then it charges a punch.
  • Charged punch: an ultrasonic punch. Pull the glowing chain at the top left of the start position to block it with the bell.
  • Back slam: swim directly above it and it slams you into the ceiling.

Only the eyes take damage, and it covers them with its gloves, so aim for them in the pause after the jab.

Goblin Shark (Chapter 3)

In Curious Child, a village child goes missing in the Underwater Lake. Follow the signs in the Depths, clear the rocks at the east entrance with a Pickaxe and take the photo the mission asks for. The shark is vulnerable to sleep: the Tranquilizer harpoon tip works, and a Tranquilizer Triple Axel makes it very simple.

Lusca (hidden boss)

Complete the Marinca collection (Aberrations are not required) and Sato mentions a secret card. Lusca appears on the next stormy night through a vortex on the far right, about 90 m down. Since the Marinca list includes boss cards up to Yawie, this is effectively post-story content. The arena is deeper than the others and Lusca catches up quickly. Tentacle hits come with a dodge prompt when you are in range; the harder attacks are a barrage of elemental projectiles and a Klaus-style whirlwind aimed at you. A scooter helps you stay out of reach.

What each boss gives you

Most bosses drop one dish ingredient and one weapon part, and those parts gate some of the strongest guns.

Boss Dish ingredient Weapon part and what it makes Other rewards
Giant Squid Tentacle (party dish, not for customers) Giant Squid Tooth: Quattro Axel I 500 gold, Deep Sea Headlamp
Clione Queen Tentacle: Clione Queen Soup Poison Sack: Poison Launcher Maki joins as staff
Truck Hermit Crab Legs: Stir-Fried Hermit Crab and Seaweed Pincer Piece: Grenade Launcher II Boss card
Giant Wolf Eel Tail Meat: Steamed Wolf Eel Gill: Gravity Launcher Way into the Sea People Village
Klaus Fin: White Shark Omelet None Shark Teeth Necklace
Mantis Shrimp Meat: Boiled Mantis Shrimp with Soy Paste Tail: Death Rifle Boss card
Goblin Shark Fatty Meat: Goblin Shark Belly Roast Nasal Bone: Shock Sniper Rifle II 50 Bey, 25 Credit
Phantom Jellyfish Meat: Phantom Jellyfish Jelly Poison Sack: Hell Poison Rifle Story progress
Helicoprion Tail: Roasted Helicoprion Tail Sawblade: Death Sniper Rifle Story progress
Kronosaurus Tongue: Steamed Kronosaurus Tongue Thyroid Gland: Explosive Rifle Story progress
Yawie Inner Flesh: Yawie Steamed Meat None Loot after the credits
Lusca Tentacle and Neck Meat: two dishes None Sato's Hat, boat skin

Boss dishes can only be served once, so plan that night's menu around them; the Sushi Restaurant Guide explains how.

Dangerous regular creatures

Bosses happen once. These creatures are in the water every day.

Sharks

Most sharks attack on sight and share one pattern: they build up and charge in a straight line. Move off the line and shoot or harpoon them as they pass. Point-blank fighting is what gets you hurt.

S
Thresher Shark (Shallows) High damage, a fast tail slash, quick movement and a long aggro range. Use a strong sniper rifle at range and a scooter to escape
A
Tiger Shark (Medium Depth) Follows you to bite and crush at close range. Its dodge prompt has a hidden knife counter worth 25, 50 or 75 damage by Dive Knife level Longnose Sawshark (Medium Depth) Its charge can lock you into a dodge prompt, and the long saw pokes you even as it turns Megamouth Shark (Depths) Pulls you in with a vortex. Sprint or dash out of it; it turns slowly
B
Whitetip and Blacktip Reefshark (Shallows) Straight-line chargers, easy to dodge and counter. Blacktips only appear at night Greenland and Porbeagle Shark (Glacier) Aggressive. Two shots from a fully upgraded Hush Dart put a Greenland Shark to sleep Zebra Shark (Shallows) Passive unless you attack or corner it

Sleeping sharks cannot be picked up by hand; the Salvage Drone collects them. Steel nets do not work on the largest, including the Copper, Tiger and Thresher Shark.

Jellyfish

  • Barrel Jellyfish (Shallows): drift in groups and do not chase you, but contact hurts.
  • Box Jellyfish (Shallows, night): move toward you when you get close and deal medium damage plus 5 poison damage per second for 7 seconds. Poison weapons do nothing to them.
  • Blood-belly Comb Jellyfish (Depths): chase you, pulse and explode a few seconds later. Kill it from range and it explodes harmlessly; a Tennis Racket knocks it away. Catch it alive with a net gun or by putting it to sleep.
  • Comb Jelly (Depths): immune to lightning weapons.

Other creatures that hurt

  • Moray Eel (Shallows, mostly at night): lunges and, unlike sharks, can change direction. The Hush Dart or a net gun catches it easily.
  • Great Barracuda (Medium Depth): attacks when you approach, moderate damage.
  • Humboldt Squid (Medium Depth, night): grabs Dave, then retreats behind a poison cloud. A steel net can catch it.
  • Marbled Electric Ray (Shallows, from Chapter 3): hides in the sand and outswims you without a scooter, but backs off once you leave its area. The harpoon hooks it, and two Hush Dart shots put it to sleep.

Common mistakes in boss fights

  • Shooting the body. The Giant Squid, Wolf Eel and Mantis Shrimp only take damage on a weak spot.
  • Shooting the Truck Hermit Crab. It only hides. Use the barrels.
  • Pouring bullets into Watson's armor. In the second fight only his own missiles hurt him.
  • Going straight from the Helicoprion into the next mission. It has two bosses in a row.
  • Ignoring stormy nights. Four bosses need one. When a storm comes, check for a vortex.
  • Forgetting Yawie's loot after the credits.

DLC bosses

  • Ebirah (Godzilla content pack): in Godzilla In Crisis! you pilot Miki's submarine with a machine gun and torpedoes. Ebirah guards its eyes, but its claws still take damage. Then you control Godzilla in a slower fighting-game duel.
  • Torben (Ichiban's Holiday content pack): an arcade beat-'em-up in three phases (shotgun, claw shields, laser charge), each stage on a 300-second timer.
  • Dave the Diver: In the Jungle is a separate expansion with its own bosses, not covered here.

For early upgrades and the daily loop, start with the Beginner Guide. The guns mentioned above are covered in the Diving and Weapons Guide, boss ingredients turn into money in the Sushi Restaurant Guide, and the Honest Review helps if you are still deciding.

★Honest Take: great variety, uneven challenge

Dave the Diver's bosses are memorable because almost every one asks for something different: barrels, a bell, a baseball bat, a chase, a ride on a beluga, a fighting drone. That variety is the strength. The weakness is that difficulty swings a lot. Klaus is a real gear check on a stormy night you cannot schedule, while several story bosses are set pieces you cannot fail for long, and the storm bosses are easy to miss if you never notice the vortex. My advice: treat the optional bosses as a reason to build one strong permanent gun and the Octopus Weapon Charm, because their parts unlock the best weapons in the game.

FAQ

FAQ

The base game has fourteen bosses and sixteen fights: the Giant Squid, John Watson (three times), the Clione Queen, the Truck Hermit Crab, the Giant Wolf Eel, Great White Shark Klaus, the Mantis Shrimp, the Goblin Shark, the Giant Gadon, the Phantom Jellyfish, the Helicoprion, the Kronosaurus, Yawie and the hidden Lusca. DLC adds more, such as Ebirah in the Godzilla pack and Torben in Ichiban's Holiday.
Swim back through the cavern while tentacles burst out of the walls in fixed directions, then shoot the giant eye. After two hits the squid covers the eye with a tentacle and only reveals it when you come close, so get in, shoot and back off. A long-range gun such as the Red Sniper Rifle makes it much easier.
After Chapter 2, Clara arrives on a stormy day and starts Revenge Time!. On a stormy night, find the vortex in the Shallows. Klaus needs about 650 damage and enrages around 400. Keep your distance, dodge the whirlpools he throws across the cave, and use the Flame Sniper Rifle I with the Octopus Weapon Charm. Clara finishes him and gives you the Shark Teeth Necklace.
It is the sub mission Stormy Night 2, which opens after you beat Klaus. Enter the vortex on a stormy night. Only its eyes are vulnerable, so shoot them in the pause after its double jab. Block its charged ultrasonic punch by pulling the glowing chain at the top left of the arena to use the bell.
Complete the Marinca collection (Aberrations do not count). Sato then tells you about a hidden card, and on the next stormy night a vortex appears on the far right of the Blue Hole at about 90 m. Lusca drops the Lusca Tentacle and Lusca Neck Meat, and Sato gives you his hat and a new boat skin.
Most sharks charge in a straight line, so dodge to the side and shoot them as they pass. The Thresher Shark is the most dangerous, so use a sniper rifle at range. Box Jellyfish move toward you and poison you for 7 seconds; Blood-belly Comb Jellyfish chase you and explode, so kill them from a distance. The Hush Dart or a net gun catches smaller ones alive.

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