Kitty Kaboom Walkthrough: How to Beat the Hardest Levels

Kitty Kaboom Walkthrough: How to Beat the Hardest Levels

Most “impossible” Kitty Kaboom levels fall to the same three moves: knock the support out from under the robots, set off any battery you can see, and use the level’s newest cat for what it was designed to do. This walkthrough covers the levels players get stuck on most often, with each level’s lineup, what’s on screen, the in-game hint, and a plan of attack.

Physics games never play out exactly the same way twice, so treat each plan as a starting point and adjust your angle after every shot. The lineup is listed in the order the level loads it. Tap a cat in the queue to swap it onto the slingshot.

Five rules that crack most levels #

  1. Robots break when they land hard. Knocking one off a perch is as good as hitting it.
  2. Hit fast and square. A cat arriving at full speed breaks most blocks it hits head-on, even metal.
  3. Batteries are bombs. They break at a touch and explode, and one can set off the next.
  4. Daze bosses with Yowl. A dazed Tidy Prime drops to one hit point, so any follow-up finishes it.
  5. Restart early. There are no lives, and restarting before your last cat doesn’t count as a loss, so your Hot Paws coin streak survives.

For the reasoning behind these, see our Kitty Kaboom tips and tricks.

Backyard #

1-13 Bounce House #

Lineup: Pounce, Pounce, Pounce. Three stars: 2 cats.

Two robots sit on fixed wooden perches, a low one on the left and a taller one on the right, with a pink cushion on the ground between them. The hint says to bounce between the perches. Nothing here breaks, so the only way to win is to knock both robots off.

Plan: take the left robot with a flat, fast shot that shoves it off the back of its perch. For the tall right perch, either lob directly onto the robot or bounce off the cushion and let it throw you up. The cushion is very bouncy, so aim to hit it on the way down rather than head-on.

1-15 Backyard Boss #

Lineup: five Pounces. Three stars: 3 cats.

A wooden gateway holds the level’s first sweeper on its roof beam, with a cardboard box underneath and a dustbot on the box. Off to the right, a wooden post with a glass cap holds another dustbot. The hint: the big sweeper takes a solid hit.

Plan: hit the left leg of the gateway low and fast. When the beam drops, the sweeper falls and the box collapses. Use a second shot on the right-hand post, aiming at its base so the dustbot falls. You have a spare cat for the three-star budget.

Rooftops #

2-4 Tin Roof #

Lineup: Pounce, Boomer, Pounce, Pounce. Three stars: 2 cats.

A wide metal roof rests on two wooden legs. One dustbot hides underneath and a sweeper stands on top. The hint is blunt: metal is tough, so knock out the legs instead.

Plan: a flat shot into the left leg. Once one leg goes, the roof tips, the sweeper falls, and the metal lands on the dustbot. Keep Boomer for cleanup if the roof lands awkwardly.

2-12 Wrecking Ball #

Lineup: Pounce, Boomer, Mochi, Pounce. Three stars: 2 cats.

A metal ball hangs on a chain above the middle of the screen. To the right is a brick fort with a sweeper inside and a dustbot on the roof. The hint: smack the hanging ball into the fort.

Plan: hit the ball from the left side so it swings right, into the fort. A hit near the bottom of the ball swings it hardest. If the fort survives, Boomer on whatever is left usually finishes it.

2-15 Rooftop Boss #

Lineup: Boomer, Mochi, Pounce, Pounce, Pounce. Three stars: 3 cats.

Two brick pillars hold a metal roof. Underneath sit a battery pack and a sweeper, and on the roof stands the first Tidy Prime. A separate fixed metal pillar on the far right holds another sweeper. The hint warns that a Tidy Prime takes two solid hits.

Plan: send Boomer under the roof and tap near the battery. The battery’s explosion adds to his, the pillars go, and the Prime drops hard. Then deal with the far-right sweeper by knocking it off its pillar with a flat Pounce. If the Prime survives the fall, a fast direct hit usually finishes it.

Suds Works #

3-6 Foam Fort #

Lineup: Chonk, Pounce, Boomer, Mochi. Three stars: 2 cats.

Two pink cushion walls guard a soap block with a sweeper on it and a dustbot on the ground beside it. The hint: cushion walls bounce you right off, so go over the top.

Plan: lob Chonk high over the left wall and tap when he’s above the soap block. He drops straight down between the walls onto both robots. Any cat that hits a cushion wall head-on will bounce back toward you.

3-10 Duck & Cover #

Lineup: Chonk, Yowl, Mochi, Pounce. Three stars: 2 cats.

Two shelters stand side by side, each a soap pillar under a heavy metal roof. A dustbot hides under the left roof and a sweeper under the right. The hint: slippery legs, heavy roofs, you do the math.

Plan: swap Yowl to the front and yowl between the two shelters. The yowl shatters soap in range, so both roofs lose their legs and fall onto the robots. If one shelter survives, Chonk’s slam on its roof finishes the job.

3-14 Spin Dry #

Lineup: Yowl, Chonk, Boomer, Mochi. Three stars: 2 cats.

Two metal wrecking balls hang from chains, one on each side. In the middle, brick pillars hold a metal roof with a sweeper underneath and another on top.

Plan: open with Yowl next to the fort to daze both sweepers, so any bump pops them. Then either slam Chonk onto the roof or hit the left ball so it swings into the fort.

3-15 Factory Boss #

Lineup: Chonk, Yowl, Boomer, Mochi, Pounce. Three stars: 3 cats.

A metal fort holds a soap block with a sweeper on it, and a Tidy Prime stands on the roof. On the right, a battery pack sits under a brick post with another sweeper on top.

Plan: Yowl first, over the fort: the soap shatters, the sweeper drops, and the Prime is dazed. A slam from Chonk or any direct hit then takes the Prime. Finally, hit the battery on the right, which blows out the post under the last sweeper.

TidyBot HQ #

4-3 Security Gate and 4-12 The Compactor #

Security Gate lineup: Zippy, Chonk, Yowl, Pounce. The Compactor lineup: Chonk, Gizmo, Zippy, Yowl. Three stars on both: 2 cats.

These two are about timing. In Security Gate, a tall metal gate slides up and down in front of a brick fort, and the hint says to shoot through when the gate drops. In The Compactor, two metal walls slide in and out around a soap block with a sweeper on it and a dustbot beside it, and the hint says to get in and out before the walls close.

Plan: watch one full cycle of the moving piece before your first shot, then launch slightly before the gap opens, since your cat needs time to get there. In The Compactor, Chonk lobbed high and slammed between the walls lands on both robots. Yowl’s yowl also shatters the soap block under the sweeper.

4-7 The Vault #

Lineup: Chonk, Zippy, Boomer, Yowl, Mochi. Three stars: 3 cats.

A metal box of two pillars and a double metal roof, with a battery pack and a Tidy Prime inside. The hint: crack the vault, the battery is the weak spot.

Plan: get something to the battery. Boomer tapped against the side of the vault can set it off, and so can Chonk slammed onto the roof. When the battery goes, the vault comes apart around the Prime. Keep Yowl ready to daze the Prime if it survives.

4-14 Final Approach #

Lineup: Gizmo, Zippy, Chonk, Yowl, Boomer. Three stars: 3 cats.

Two Tidy Primes: one rides a platform moving up and down in the middle, and the other hides under a metal-roofed brick fort on the right. On the left, a sweeper stands on a battery pack on top of a metal pillar.

Plan: use Gizmo on the moving platform. Her magnet pulls robots harder than blocks, so it can drag the Prime off and let the fall do the work. Hit the left pillar’s battery with Boomer to take out the sweeper. Save Yowl for the fort, and follow up with Chonk.

4-15 TIDY PRIME #

Lineup: Gizmo, Zippy, Chonk, Yowl, Boomer. Three stars: 3 cats.

The finale. A long metal roof on two metal pillars holds the boss Tidy Prime, which has three hit points. Battery packs sit on the ground near both pillars, and a metal block in the middle holds a sweeper on a brick beam. A lone dustbot waits on the ground to the left. The hint: three hits, make them count.

Plan:

  1. Yowl first, right up by the boss. A dazed Prime drops to one hit point no matter how many it started with.
  2. Boomer at a battery by one of the pillars. The chain can bring the roof down, and a hard fall may finish the dazed boss on its own.
  3. Finish with Chonk or Zippy on whatever is left, including the sweeper in the middle.
  4. The dustbot on the left goes down to any stray cat. Don’t spend a dedicated shot on it unless it’s the last one standing.

Beat it and you get the finale comic. If you want to go back for perfect results, the three-star guide and the Gold Paw guide cover what’s left to earn.

Still stuck? #

After two failures on the same level, the game offers an optional ad that lets you skip it. If you run out of cats, another optional ad gives you two extra Pounces to finish the attempt, though the win then counts as one star. Both are in Kitty Kaboom for when you’d rather keep moving and come back later. Cat-by-cat advice is in the cats and powers guide.

Frequently asked questions #

What is the hardest level in Kitty Kaboom? #

TidyBot HQ has the toughest stretch. Final Approach (4-14) has two Tidy Primes, one on a moving platform, and the finale, TIDY PRIME (4-15), has a three-hit boss on a metal roof. Both give you five cats.

How do you beat Tidy Prime? #

Daze it with Yowl so it drops to one hit point, then hit it with anything. Knocking it off its perch onto the ground also works, and a fast, square hit can finish a Prime even without Yowl.

Can you skip a level in Kitty Kaboom? #

Yes. After you fail the same level twice, the fail screen offers an optional ad that skips it. You can come back to it any time from the level select screen.

How many worlds are in Kitty Kaboom? #

Four: Backyard, Rooftops, Suds Works and TidyBot HQ, with 15 levels each. Each world opens when you finish level 15 of the one before it.

Does the game give hints? #

Yes. Many levels show a one-line hint the first time you play them, especially levels that introduce a new cat or a new kind of block.