Cuphead is Studio MDHR's hand inked run and gun built around 19 base game boss fights, six run and gun stages and three mausoleum challenges across three Inkwell Isles and Inkwell Hell. Every frame was drawn and painted by hand in a 1930s cartoon style, with a soundtrack recorded by a live jazz band. You get three hit points, no checkpoints inside a fight, and a letter grade at the end of every level.
This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. New to the game? Start with our beginner's guide first.
Quick Progression Summary
| Phase | Area | Focus | Role | Duration |
|---|---|---|---|---|
| 1. Start | Inkwell Isle One | Three hit points and no checkpoints basics | Mugman | 1-2 hours |
| 2. Early | Inkwell Isle Two | Pink parry mastery | Mugman | 3-5 hours |
| 3. Mid | Inkwell Isle Three | Super meter cards + gear | Cuphead or Mugman | 5-10 hours |
| 4. Late | Inkwell Hell | Build optimization | Cuphead | 5-10 hours |
| 5. Endgame | Inkwell Isle Four | Min-max | Cuphead or Parry survival playstyle | Ongoing |
See our maps guide for detailed area breakdowns.
Phase 1: Getting Started (Inkwell Isle One)
Five bosses: The Root Pack, Goopy Le Grande, Hilda Berg, Cagney Carnation and Ribby and Croaks, plus the run and gun stages Forest Follies and Treetop Trouble. Mausoleum I here awards the Energy Beam Super Art.
Level/Difficulty: Opening isle, 3 hit points, no upgrades Key Rewards: Energy Beam super, first coins for Porkrind's Emporium
What to Do in Inkwell Isle One
- Learn Three hit points and no checkpoints. Cuphead and Mugman start each fight with three hit points, and a boss level has no mid fight save, so dying in phase four sends you back to the opening. Spend your first session getting comfortable with this.
- Pick Mugman as your starting role. See our builds guide for why.
- Parry the first pink object of every fight even when you do not need the card. Building the habit early means you reach five cards before the phase where a Super Art actually saves the run.
- Acquire your first weapons upgrade: Spread or whatever's available.
- Clear all main content before moving on.
Phase 1 Checklist
- Understand Three hit points and no checkpoints fundamentals
- Mugman selected and functional
- Inkwell Isle One main content cleared
- Ready for Inkwell Isle Two
Phase 2: Early Game (Inkwell Isle Two)
Baroness Von Bon Bon, Beppi The Clown, Djimmi The Great, Grim Matchstick and Wally Warbles, with the carnival themed Funfair Fever and Funhouse Frazzle run and gun stages. Mausoleum II holds the Invincibility Super Art.
Level/Difficulty: Mid game, expect two or three weapons owned Key Rewards: Invincibility super, ten more run and gun coins
What to Do in Inkwell Isle Two
- Work on Pink parry. Anything flashing pink can be slapped in mid air for a parry, which bounces you upward and awards a super meter card. This system becomes critical from here on.
- Farm for Spread if you haven't already. It's the key upgrade for this phase.
- Swap weapons between phases rather than committing to one. Spread for a phase you can stand next to, Charge for a phase that pushes you to the far wall, on the same attempt.
- Complete all objectives before pushing to Inkwell Isle Three.
- Consider whether Cuphead might suit your playstyle better than Mugman.
Phase 2 Checklist
- Pink parry integrated into gameplay
- Spread acquired
- Inkwell Isle Two fully cleared
- Ready for Inkwell Isle Three
Phase 3: Mid Game (Inkwell Isle Three)
The longest isle with seven bosses including Rumor Honeybottoms, Captain Brineybeard, Sally Stageplay, Werner Werman, Dr. Kahl's Robot, Cala Maria and Phantom Express. Rugged Ridge and Perilous Piers are the run and gun stages.
Level/Difficulty: Late game, full weapon and charm access Key Rewards: Giant Ghost super from Mausoleum III, entry to Inkwell Hell
What to Do in Inkwell Isle Three
- Master Super meter cards. Damage dealt and parries fill cards up to a maximum of five. This unlocks a new layer of gameplay.
- Start working toward Peashooter. It's the best weapon and becomes accessible around now.
- Hold a full super meter into the final phase of a long boss. Invincibility carries you through a pattern you have not learned, and Energy Beam often removes the last health bar outright.
- This area is the main skill check. If you can clear it, you're ready for late game.
- Start investing in Two weapon loadout with one charm for the tactical depth you'll need going forward.
Phase 3 Checklist
- Super meter cards mastered
- Peashooter acquired or in progress
- Inkwell Isle Three fully cleared
- Ready for Inkwell Hell
Phase 4: Late Game (Inkwell Hell)
King Dice makes you clear a board of nine mini bosses before he fights you himself, then The Devil closes the base game in four phases. Contracts from all three isles are the entry fee.
Level/Difficulty: Endgame, requires all soul contracts Key Rewards: Base game ending, A and S rank targets
What to Do in Inkwell Hell
- Finalize your build. You should be running Cuphead or Mugman with optimized gear.
- Peashooter should be your primary. If you don't have it yet, prioritize getting it.
- In Cuphead the difficulty setting gates progress: Simple mode boss fights do not award soul contracts, so a Simple clear teaches the pattern but does not advance you toward Inkwell Hell.
- Letter grade scoring optimization starts here. Small improvements compound into massive advantages.
- Farm this area for the resources needed to push into Inkwell Isle Four.
Phase 4 Checklist
- Build fully optimized
- Peashooter upgraded to max
- Inkwell Hell fully cleared
- Ready for Inkwell Isle Four
Phase 5: Endgame (Inkwell Isle Four)
The Delicious Last Course island, home to Glumstone the Giant, Mortimer Freeze, The Howling Aces, Moonshine Mob and Esther Winchester before Chef Saltbaker's four phase finale. It also adds the King's Leap parry only chess fights.
Level/Difficulty: DLC content, playable at any point after the tutorial Key Rewards: Ms. Chalice, three new weapons, three new charms
What to Do in Inkwell Isle Four
- Inkwell Isle Four tests everything. Come prepared with your best build and gear.
- For S ranks, remember the grade is capped by difficulty. Only Expert can produce an S, and it needs a no damage clear with at least three parries and heavy super usage on top.
- The endgame loop: run Inkwell Isle Four, optimize gear, push harder content.
- Experiment with Parry survival playstyle for a fresh take once you've mastered the standard builds.
- This is where Letter grade scoring mastery separates good players from great ones. See our tips guide for advanced strategies.
Phase 5 Checklist
- Endgame content on farm
- Best-in-slot gear acquired
- Inkwell Isle Four fully cleared
- Ready for challenge content
Common Progression Mistakes
- Sticking with one weapon for an entire fight when phases demand different ranges
- Spending super meter cards on EX moves and never reaching a full five card Super Art
- Grinding a boss on Simple and wondering why the soul contract never appears
- Ignoring pink parry objects, which are both a health free super source and a second jump
- Buying the Heart charm early and then wondering why every fight takes twice as long
Key Tips for Smooth Progression
- Parry the first pink object of every fight even when you do not need the card. Building the habit early means you reach five cards before the phase where a Super Art actually saves the run.
- Swap weapons between phases rather than committing to one. Spread for a phase you can stand next to, Charge for a phase that pushes you to the far wall, on the same attempt.
- Hold a full super meter into the final phase of a long boss. Invincibility carries you through a pattern you have not learned, and Energy Beam often removes the last health bar outright.
- In Cuphead the difficulty setting gates progress: Simple mode boss fights do not award soul contracts, so a Simple clear teaches the pattern but does not advance you toward Inkwell Hell.
- For S ranks, remember the grade is capped by difficulty. Only Expert can produce an S, and it needs a no damage clear with at least three parries and heavy super usage on top.
For more advanced strategies, see our tips & tricks guide.
More Cuphead Guides
- Cuphead Cuphead Overview
- Cuphead Best Builds
- Cuphead Tier List
- Cuphead Beginner's Guide
- Cuphead Tips & Tricks
- Cuphead Weapons Guide
- Cuphead Combat Guide
- Cuphead Boss Guide
- Cuphead Maps & Locations
- Cuphead Crafting Guide
- Cuphead Classes & Characters
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