How to play / Guides
Bosses
Every district of the Party Tour ends with a boss on its tenth level. Nobody gets beaten in DOPA DASH: a boss is just someone who has not joined the party yet, and you wake them up.

The two bosses
King Snooze is a big, round sleepy king. He guards Disco Plaza, Funk Rooftop and Jersey Club, on levels 10, 30 and 50. The Chestnut King is a crowned chestnut with soft felt spikes, and he guards Phonk Garage, Amapiano Alley and Hyperpop Galaxy, on levels 20, 40 and 60. Each boss level has its own heavier theme, and the later ones are faster.
How waking works
A boss slams the floor on the beat. The slam is easy to read: it lands on a beat you can hear coming, and the boss bar at the top shows how awake the boss is. Dash into the boss between slams to wake them a little more. A slam that catches you costs one vibe, like any bump, and knocks a few friends off your line. When the bar is full, the boss joins your party, the level ends with a big finale, and the district gets its color back on the city map.
A safe rhythm
Wait for the slam to land, then dash in on the next beat and out again. Keeping your party line moving around the boss also keeps friends booped, which keeps your score climbing. If a DROP is ready, PARTY TIME makes you safe from slams for a few seconds: use it to get several hits in a row.
Which boss is harder
King Snooze is broad and slow to turn, so his slams cover a wide area but leave long gaps. The Chestnut King is smaller with more slams in a row, so his windows are shorter. On both, the later visits bring faster themes and busier floors around them, which means the friends around the boss matter as much as the boss: keep booping them so your multiplier does not drop while you wait for a gap.
Rewards
The first time you wake each boss you get an egg, so bosses are one of the steady ways to grow your crew. Boss levels also have their own star scores, and the Daily sometimes runs Boss Rush, where bosses arrive from 22 seconds in.
