MOTORSLICE Boss Guide: Weak-Point Routes for All 8 Machines

P facing giant excavation machinery in MOTORSLICE

Every major machine in MOTORSLICE is a moving level, not a target to attack from the ground. The progress bar is a checklist of yellow slice zones. First create a boarding window, then follow the machine’s traversal route until the next safe deck or ledge. Swinging at armor that is not marked for motorslicing does not replace that route.

Build boundary: these eight routes were checked on July 19, 2026. Version 1.05 adjusted lock-on, wall-run angles, jump momentum, ledge grabs, motorslice swaps, and several boss faults. Its notes specifically mention a Boss 5 parry-window fix and a Boss 6 fall-damage problem; a June 6 hotfix followed. The machine geometry below remains the same, but timings can differ from launch recordings.

Official MOTORSLICE screenshot of P facing giant excavation machinery
The boss is the route: read the machine from its ground-level entry to its final yellow surface.

Choose the boarding trigger before chasing yellow metal

Machine Boarding trigger Route-changing risk
Dump Truck Enter beneath the chassis and climb the internal supports Front grinder and the bed tilting near the final target
Helicopter Return its first saw, then intercept later passes from arena height The projectile phase ends after the first body slice
Walker Wait for a planted foot and slice up the leg Moving connectors and timed head hatches
Crane Truck Parry a crane arm from the opposite road Mines and repeated transfers between parallel roads
Excavator Parry a planted scoop and climb its arm Saw-lined body corridor and two targets back at tread level
Grader Tip it with a blade parry or a charge across the fans Wind-assisted boarding after the underside target
Bucket Wheel Excavator Climb the inner tread from beneath the body Wrong branch at the split yellow wall and a very long recovery
Flying Train Hack its low pass and jump onto the front ledge Missing the dive means waiting for another ground pass

Parrying is not mandatory in every phase. Use it when it changes the machine’s posture or flight path. Once aboard, prioritize a stable ledge over one extra second of slicing; most failed runs begin when P carries too much momentum off a yellow surface.

Dump Truck: climb from the belly to the tilting bed

Stay away from the front grinder and move between the wheels. The tire crush can be parried for space, but the reliable entry is under the chassis. Climb the supports inside until the route reaches an exterior swing bar, then jump to the first yellow strip.

  1. Finish the first slice and take the nearby ramp down instead of trying to remain on top.
  2. Use the yellow section at the bottom to regain height. Around the corner, clear the next two slice zones; the second carries P toward the rear.
  3. Use the rear yellow wall to reach the roof. The last target is the circular section toward the front.
  4. As soon as P reaches the roof, sprint to that circle. The bed begins tilting and will dump P back into the arena if the approach is slow. Slice horizontally around the circle until the remaining segment clears.
Official MOTORSLICE screenshot of P standing in front of the Dump Truck
The front is a hazard, not the entrance; the first safe route begins below the Dump Truck.

Helicopter: ground it once, then meet it in the air

During the opening laps, face the Helicopter and wait for a saw. Return the projectile to knock the machine down, board immediately, and motorslice horizontally around as much of its body as the landing allows. Do not spend the stun trying to reposition on the ground.

After the first damaged section, the Helicopter stops offering the same saw setup. Climb the arena structures and watch its patrol line. Jump only when its body is about to pass the landing point; an early leap loses height before the machine arrives. Attach to the yellow body, continue the horizontal slice, and repeat from another high platform if P drops before the remaining zone is cleared.

Walker: treat the planted leg as a moving staircase

Let one foot come down, board it, and motorslice upward along the leg. The goal is not to circle the ankle; keep climbing until P can stand on the upper connector. Slide or move with that connector to avoid being crushed, then use the step-like ledges to reach the central body and slice its core.

Above the core, jump from the hanging yellow pole to the swing bar, wall-jump into the next tier, and climb the broad head structure. A horizontal yellow wall carries P around the next corner. Wait for the moving hatches to form a runnable line, cross them, and enter either opening on top of the head. Slide down and jump to the yellow strip between the two slopes for the finish.

Crane Truck: each stun buys one transfer between roads

The machine and its crane arms occupy parallel roadways connected by hanging lines. Start on the arm side. Dodge mines, stand in an arm’s strike path, and parry at contact. The stun is short, so use the rear arm immediately: motorslice up it, run across, and land on the truck body.

Clear the yellow rings around the three crane bases while aboard. Then return to the arm road and create another stun. For the front target, swing across the lines, use the wheels as a wall-run surface, return to the middle line, and jump to the yellow wrap at the nose. Repeat the boarding cycle for the strip at the rear. Trying to run the length of the moving truck from one end to the other is less reliable than using the arena’s intended cross-road transfers.

Official MOTORSLICE screenshot of P approaching a crane and bucket-wheel arena
Large arenas provide their own boarding tools: wires, poles, wheels, fans, and moving platforms are part of the fight.

Excavator: use the scoop, survive the body, return to the treads

Fight from the front where the scoop slam is readable. Parry a planted scoop to stun the machine and turn its arm into a ramp. At the top, run toward the control housing and slice the yellow band around it, climb to its roof, and cross the fence.

The next yellow route wraps around saws. Near the first corner, stop the slice, drop to the lower line, reverse direction, and reattach past the blade. Continue to the opening in the body. Crouch inside the circular corridor, move behind the patrolling saw, and drop through the floor opening to slice the internal core.

The final two zones are not above the core. Return to ground level and find one yellow strip on the outside of each tread. Parry another scoop if a safe window is needed. Version 1.05 explicitly fixed a Boss 5 parry-window problem, so update the client if a correctly timed scoop parry never registers.

Grader: tip it first, then let the fans do the lifting

The Grader can be toppled in two verified ways: parry one of the grading blades as it reaches P, or bait a charge across the roof fans. After it tips over, treat the rear grading blade as a ramp to the long underside strip. Motorslice that line and drop at its end rather than trying to remain on the rotating body.

For the remaining zones, lure the upright Grader beside an updraft. Use the gust to land on a tire, the front axle, or directly on the yellow front surface. Slice upward to the top and follow the narrow center route toward the cabin. A yellow wall runs down each rear side; clear one, wall-run across the back, and finish on the opposite side. If fall damage behaves inconsistently here, install version 1.05 or later before changing the route.

Bucket Wheel Excavator: preserve every safe deck in the long climb

This fight punishes improvisation because a fall can erase several minutes of height. Ignore the bucket wheel at ground level. Move beneath the body, climb the inner tread, use the swing bar to reach the wall above, then ride the small rotating platform until its outside route appears.

  1. Take the exterior yellow wall up and left, transfer to the second, jump to the pole, then reach the third.
  2. At the split, choose the lower branch. The upper line feeds into a grinder. The lower line reaches a safe walkway.
  3. Climb two shorter yellow walls, pass the conveyor, and drop to the hacked block below. Activate it during the wall run so it rises into the next transfer.
  4. After the large wheel, use its overhead bars, complete the long yellow wrap, and take the lower-right ledge back toward the top of the main body.
  5. Crouch along the conveyor beneath the grinders. Use the side walkway and small moving platform to regain the upper deck.
  6. Cross the final bars to the bucket-wheel arm. Slide down either stepped side, move along the pipes, and ride one bucket upward.
  7. Jump from the bucket to the adjacent pillar, descend to the narrow ledge, and follow it back toward the machine body. The last yellow wall is on that return line.
Official MOTORSLICE screenshot of P using a chainsaw on a yellow machine surface
When a yellow route changes direction, release, settle P’s facing, and reattach instead of forcing the old line through a hazard.

Flying Train: force the dive and board the nose

Chase the Train at ground level until the hack prompt appears. Hack it, then watch the full loop: the machine dives and crosses the dunes before returning to the sky. Stand in its ground line and jump onto the small front ledge as it arrives. Missing that ledge is not a damage failure; reset position and wait for the next low pass.

Once aboard, climb to the roof and work toward the rear, using the trap gaps rather than trying to sprint through the saws. At the back, drop to the valve and open the carriage. The internal route is:

  1. Wall-run past the first mine.
  2. Slice either of the paired yellow walls in the next carriage; they register as one route segment.
  3. Use the hanging pillars, then follow the outside pipe to the next yellow wall and the bars to the third.
  4. Climb the interior cracks, exit through the window, and use fans and wall runs to reach the hacked carriage.
  5. Trigger that carriage, cross it before the grinder closes the route, run against the final conveyor, and finish on the yellow wall outside the last car.

Recovery rules for failed boarding attempts

  • If a parry only creates space, use it to reposition. Do not assume every successful parry exposes a new target.
  • If P falls from the Helicopter, Crane Truck, Grader, or Train, return to the arena’s boarding tool rather than chasing the moving machine at ground level.
  • If a slice ends beside a blade, release before the hazard, move vertically or drop to the lower line, and reattach after it.
  • If lock-on fights the camera while climbing a huge machine, disengage until the next attack read. Version 1.05 addressed boss lock-on failures, but a free camera is still clearer during traversal.
  • If the progress bar stops moving, scan behind and below. The Excavator returns to both treads, the Grader uses both rear sides, and the Bucket Wheel Excavator finishes on a return ledge toward its body.

Official metadata, patch notes, and image provenance

The official Steam product record supplied AppID 2830030, Regular Studio and Top Hat Studios credits, the May 5, 2026 date, and the four untouched 1920×1080 JPGs on this page. The official Steam news feed set the 1.05 and June 6 hotfix boundary. Each weak-point route was compared across eight dedicated boss references, two readable all-boss guides, and the matching chapter endings. Naming conflicts such as Crane Train versus Crane Truck were resolved in favor of the dedicated chapter guide labels; no third-party image or unverified video is embedded.