Idle Cheeky Cat levels & boss guide
An orchard, a bathhouse, and a moon made for mayhem. Plan your route through every campaign level and know what must be cleared before moving on.
Developer-maintained game guide · Reviewed

Idle Cheeky Cat currently has 24 campaign levels in 7 chapters, covering 12 settings. Enemies begin at level 3, ranged attacks at level 6, and bosses appear at levels 10, 15, 20, 24. Every new run requires all objects and enemies to be cleared.
A route through Biscuit’s 24 levels
Clear a level to unlock the next one. World lets you select levels you have already unlocked. A campaign level is a defined layout with a fixed set of breakables and enemy spawns; it is not an endless wave counter. The first three chapters revisit a setting with different layouts, then later chapters introduce additional places to wreck.
The object counter includes the small breakable scenery around the main targets. Clearing the big central object, or defeating a boss, is not enough on its own. Enemy spawns are scheduled during the run, so make sure the enemy requirement is complete as well as the object count.
Bonus times below are challenge targets, not deadlines that fail the level. A “Chain of 8+” means your best single chain reaction must reach at least eight as well as meeting the time limit. You can finish normally after the bonus time has passed. Learn the route first, then replay for the extra reward.
The tables use the current balance for fresh runs. An older in-progress save may retain its earlier balance or an already-settled result. The challenge shown in your own run remains the relevant one for that attempt.
On phones, swipe each table sideways to see bonus coins. Counts include every breakable and every enemy, including the boss.
1. Minty Woods
The woods begin with two enemy-free lessons, then add pursuers. The flower fan in level 3 rewards a useful firing angle. Level 5 has a giant tree and explosive supports, but no boss enemy.
| Level | Field layout | Clear requirement | Optional bonus | First clear / bonus coins |
|---|---|---|---|---|
| 1. First Shot, No Thoughts | Scattered groups | 34 objects 0 enemies | 65s or less | 120 / 50 |
| 2. Oops, Chain Reaction | Explosive chains | 34 objects 0 enemies | 90s or less Chain of 6+ | 150 / 60 |
| 3. Petal to the Metal | Target lanes | 30 objects 3 enemies | 70s or less | 180 / 70 |
| 4. Pocket Change, Big Bang | Treasure circuit | 28 objects 3 enemies | 70s or less | 220 / 80 |
| 5. Big Tree Energy | Giant object + supports | 27 objects 3 enemies | 95s or less | 350 / 150 |
2. Peachpit Quarry
The quarry introduces ranged attacks. Its target rows and minecart routes give you different firing angles; the fifth stop combines a giant minecart with your first boss.
| Level | Field layout | Clear requirement | Optional bonus | First clear / bonus coins |
|---|---|---|---|---|
| 6. Clock Out, Rock Out | Scattered groups | 42 objects 4 enemies | 75s or less | 200 / 80 |
| 7. Barrel Buddies | Explosive chains | 44 objects 4 enemies | 95s or less Chain of 8+ | 240 / 100 |
| 8. Rock & Bowl | Target lanes | 38 objects 4 enemies | 80s or less | 280 / 110 |
| 9. Mine, All Mine! | Treasure circuit | 34 objects 4 enemies | 80s or less | 320 / 130 |
| 10. Wide Load, Tiny Cat Boss encounter | Giant object + supports | 31 objects 5 enemies | 105s or less | 500 / 200 |
3. Blueberry Valley
The valley switches to snow, crystals, forked fans, and a frozen-lake treasure circuit. Watch for a mix of ranged and chasing enemies while you work around the shore.
| Level | Field layout | Clear requirement | Optional bonus | First clear / bonus coins |
|---|---|---|---|---|
| 11. Snow Time to Behave | Scattered groups | 50 objects 5 enemies | 85s or less | 300 / 120 |
| 12. Cold Snap, Big Pop | Explosive chains | 54 objects 5 enemies | 105s or less Chain of 8+ | 350 / 140 |
| 13. Crystal Clear Chaos | Target lanes | 44 objects 5 enemies | 95s or less | 400 / 160 |
| 14. Cold, Hard Cash | Treasure circuit | 40 objects 5 enemies | 95s or less | 450 / 180 |
| 15. Ice to Meet You Boss encounter | Giant object + supports | 35 objects 5 enemies | 120s or less | 800 / 300 |
4. Cardboard & Honey
Cardboard Town groups its props into districts. Honeyglass Garden uses greenhouse galleries with soft props, tougher objects, and explosive supports. Both maps require a complete sweep.
| Level | Field layout | Clear requirement | Optional bonus | First clear / bonus coins |
|---|---|---|---|---|
| 16. Cardboard Town | Cardboard districts | 117 objects 5 enemies | 70s or less Chain of 8+ | 650 / 240 |
| 17. Honeyglass Garden | Greenhouse galleries | 126 objects 5 enemies | 70s or less Chain of 10+ | 750 / 280 |
5. Soda & Sugar
Soda Wharf arranges its cargo around piers. Candy Carnival divides its props into sectors around the scene. Work through a region at a time so you can find the last objects.
| Level | Field layout | Clear requirement | Optional bonus | First clear / bonus coins |
|---|---|---|---|---|
| 18. Soda Wharf | Harbor piers | 135 objects 5 enemies | 70s or less Chain of 10+ | 850 / 320 |
| 19. Candy Carnival | Carnival sectors | 153 objects 5 enemies | 70s or less Chain of 10+ | 950 / 360 |
6. Bubbles & Bedlam
Blossom Bathhouse uses courtyards and steam-tank chain reactions. Starlight Toyworks spreads its targets along conveyors. The bathhouse also includes a boss fight.
| Level | Field layout | Clear requirement | Optional bonus | First clear / bonus coins |
|---|---|---|---|---|
| 20. Blossom Bathhouse Boss encounter | Bathhouse courtyards | 150 objects 5 enemies | 70s or less Chain of 10+ | 1,050 / 400 |
| 21. Starlight Toyworks | Toy conveyors | 168 objects 5 enemies | 70s or less Chain of 10+ | 1,150 / 440 |
7. Special Delivery, Extra Chaos
The final chapter adds three distinct settings and enemy looks: a cloud post office, a coral aquarium, and a snack-filled moon outpost. The Big Cheese waits in the last level.
| Level | Field layout | Clear requirement | Optional bonus | First clear / bonus coins |
|---|---|---|---|---|
| 22. Cloud Post | Mail routes | 126 objects 6 enemies | 70s or less Chain of 10+ | 1,250 / 480 |
| 23. Coral Aquarium | Aquarium crescents | 138 objects 6 enemies | 75s or less Chain of 10+ | 1,350 / 520 |
| 24. Mooncheese Outpost Boss encounter | Moon constellation | 144 objects 7 enemies | 85s or less Chain of 10+ | 1,500 / 600 |
When the scenery starts fighting back
Levels 1 and 2 have no enemies, so use them to get comfortable with moving and holding fire. From level 3, Mushroom Menace chasers close the distance. Keep a route open and fire while moving rather than waiting for a pursuer to reach you.
Level 6 introduces Bubble Brat ranged enemies. Their warning comes before the attack. Reposition when you see it and continue tracking the target with your aim. Auto can handle aiming and movement, but it is still useful to take control when shots or pursuers crowd your position.
In the last chapter, Rush Delivery and Stamp Slinger occupy Cloud Post; Crabby Customer and Bubble Snob patrol Coral Aquarium; Snack Bandit and Moonbeam Menace join the final moon encounter. The names and art change with those scenes, while the chaser and ranged roles give you a familiar way to read the fight.
| Level | Boss | Boss HP | Also required |
|---|---|---|---|
| 10. Wide Load, Tiny Cat | King Crankypudding | 6,500 | 4 other enemies |
| 15. Ice to Meet You | King Crankypudding | 10,000 | 4 other enemies |
| 20. Blossom Bathhouse | King Crankypudding | 16,000 | 4 other enemies |
| 24. Mooncheese Outpost | The Big Cheese | 18,000 | 6 other enemies |
Boss health is fixed by the level; equipping a stronger gun does not raise it. A boss also has attack warnings, and the other enemies still need attention. Keep moving while damaging the boss, then check the remaining counts before expecting a result screen.
Use the map, then improve the run
On chain layouts, the small fuse props give you a starting point for explosions. On target lanes, line up a piercing weapon with more than one object. Treasure circuits favor a deliberate lap, while giant-object layouts surround a durable target with explosive supports. A different weapon shape can help more than firing from the same spot for longer.
The large later scenes mix softer objects, tougher objects, and explosive supports. Work through one district, pier, or sector at a time. After an explosion, inspect what survived instead of assuming the whole cluster is gone. Finishing one region makes the last few targets much easier to locate.
A first clear pays the first-clear coin reward once. Completing the optional challenge pays its separate reward once. Ordinary destruction still earns coins, and a replay can set a new personal best. The table lists only those two fixed rewards; the coins from smashed objects are additional.
If Biscuit gets knocked out, continuing restores health while keeping destruction, enemy damage, coins, and gear. It also preserves elapsed challenge time. Choosing a level again starts a fresh attempt, which is the useful option when you want to reset the route for a speed challenge.
Finishing all 24 levels completes the current campaign. Endless is also available as a separate mode, with its own area progression. You can keep your campaign records while trying it. For Rebirth, offline coins, and local save backups, use the progression guide before making a fresh start.