To finish the Ranch, bring seven UFO parts back to the crashed ship, finish its repair tasks, defeat the Hay Golem, then collect the car key and drive along the exit arrows. The repair starts the boss fight. The departure cutscene completes the chapter.
The two UFO objectives track different things: Find all the Parts of the UFO tracks the seven-part objective, while Repair the UFO checks the finished repair. You can have a part attached and still have its repair panel open. Keep working until the ship is repaired; finding seven parts alone does not finish the chapter.
Enter the Ranch and locate your return points
Select Ranch in the lobby and check its entry requirement. The September 27 launch requirement was two Wins. If Ranch is locked, meet the requirement on your current selection screen before starting.
After the crash sequence, find the hay pile and the UFO. Also locate the cow where you sell hay, the sleeping Hay Golem, and the parked truck. You will return to the UFO with each part, visit the cow when your bag fills, and use the truck after the fight. The truck needs a car key, so leave it until the boss is defeated.
Start with equipment you already own. The Vacuum attack routine below follows a setup with Permanent Vacuum, Infinite Bag, a Pig, and a Drone. That loadout explains the long collection stretches and cooling breaks; it is not an entry requirement. For September 2026 Ranch runs, Pitchfork and Dynamite is another pairing to try if you already have both. Watch the boss's health bar when you use it to check that your attacks are working. See upgrades and tools for tool acquisition.
If your character spawns trapped inside the UFO, try jumping immediately as you spawn. This helped a reported September run. If it does not free you, do not assume leaving and rejoining will preserve the run.
Find a part, pick it up, and carry it back
Work through the hay with your equipped collection tool. You are looking for exposed UFO parts, so you can return to the ship as soon as you find one. You do not need to finish clearing the entire pile before making the first delivery.
Use this collection loop:
- Clear hay in the area where you are working.
- When a part appears, stop and look around the newly exposed area. Locate the object itself rather than treating the notification as an automatic pickup.
- Approach the part and pick it up. Check that you are carrying it or that the game tells you to bring it to the UFO.
- Walk back to the crashed UFO with the part.
- On PC, click the UFO to open the repair interaction. Complete the task that appears before returning to the hay.
An exposed part still needs to be picked up. Returning to the UFO empty-handed leaves you without the item you meant to deliver. If the repair interaction does not open, first check whether you actually took the part.
With a normal bag, sell at the cow when capacity stops you collecting, then return to the hay. The Infinite Bag setup avoids those capacity trips. Selling hay and buying collection upgrades can happen between deliveries, but neither replaces carrying a part back to the ship.
Check the parts objective as you work. Use the attachment message to check a delivery, rather than following seven fixed coordinates. When the parts counter shows seven, look at the separate repair objective before deciding that the UFO is ready.
Finish the UFO repairs before starting the fight
After a delivery, work in the repair panel displayed by the UFO. The repair sequence includes line alignment, wiring, and clearing material from a panel. Do the task on screen; do not treat those as a fixed seven-puzzle order.
For Align The Line, use the grey arrow on the curved track at the right of the panel:
- Drag the arrow along the track while watching the green dashed line change angle.
- Adjust it until the green line overlaps the red horizontal dashed line.
- Wait for the panel to flash green and close, then return to collecting parts.
A Part attached! message records the delivery and can appear before you solve this panel. It is not the alignment success signal.
For the wiring panel, match the endpoints rather than their row positions:
- Choose a wire endpoint and find the endpoint on the other side with the same colour and letter.
- Drag the wire to that matching endpoint. A connected wire stays in place while you move to the next one, and its right-side indicator turns yellow.
- Connect all four pairs. Crossed wires are allowed; use the labels on your own panel. When every pair is connected, the panel closes automatically.
For Pull Out The Hay, clear the individual pieces sticking out of the black slot:
- Click a visible piece of hay at the slot and watch the LEFT counter decrease.
- Click the remaining pieces one by one. The removed hay flies away on its own.
- Continue until 0 LEFT and an empty slot, then wait for the panel to close.
Each closed panel finishes that task. Keep collecting and repairing until the separate Repair the UFO objective is complete; solving one panel does not finish the whole ship.
Use these checks when you are unsure whether to keep searching or keep repairing:
| What you see | What to do next |
|---|---|
| A part has appeared, but you are not carrying it | Find and pick up the exposed object before returning to the UFO. |
| You are carrying a part | Take it to the crashed UFO and open its repair interaction. |
| The parts counter has increased, but a repair panel is still open | Finish that panel; the parts count does not confirm its solution. |
| The parts counter shows seven, but Repair is still incomplete | Return to the UFO and finish the remaining repair interaction. |
| Repair is complete and the red alert starts | Prepare to move as the Hay Golem wakes up. |
Before completing the final task, check that your combat tool is equipped and ready to use. If your Vacuum has overheated, wait until it is ready again before finishing the repair. Make any collection-stage upgrades you intend to buy before triggering the fight; you do not need to buy every upgrade or equip a particular pet to enter it.
The full repair completion state is Find all the Parts of the UFO (7/7) together with Repair the UFO (1/1) and The UFO is repaired!. The alarm then wakes the Golem, which destroys the hay pile and starts the battle.
Fight the Hay Golem in weak-point windows
When the Golem wakes, keep moving and look for the marked weak point. With a Vacuum, turn toward the marker, move into a position where you can aim at it, and use the tool against that target. The weak point can appear on different sides of the boss, including behind it, so turn and reposition when the marker changes.
On PC, select the Vacuum using the number shown on its hotbar slot. Aim at the marked point and try holding the left mouse button, which is the Vacuum's collection input. Watch the boss's health bar to check whether that attempt deals damage. On mobile, use the tool-use button to attack while steering with the movement control. The movement and attack inputs are separate. See controls for tool selection and menus.
Repeat this routine during the fight:
- Locate the current marker. Move around the Golem until you can aim at the marked point.
- Use your equipped tool against that target. Watch for the boss's health bar to decrease.
- Move away from the next attack. Stop focusing on damage long enough to avoid the incoming hazard.
- Check tool readiness. If the Vacuum overheats, keep moving while it cools.
- Find the next marked point and attack again. Reposition instead of continuing to aim at the previous location.
If you see zero damage, wait for the next target opportunity, aim again, and check the tool's heat. Continuing to use an overheated Vacuum or aiming at an old marker will not help you judge whether the new attempt is working.
The fight has two phases:
| Phase | What changes | How to handle it |
|---|---|---|
| Normal, before health falls below half | The Golem uses its normal attacks. | Learn the attack cues while moving between weak-point opportunities. |
| Enraged, below half health | Its attacks become faster and it adds further hazards. | Keep watching the ground and make room to dodge before trying for more damage. |
Use the visible attack rather than counting on a fixed sequence:
| Attack or hazard | Your response |
|---|---|
| Thrown hay | Move away from the incoming projectile while keeping track of the boss. |
| A ground wave moving toward you | Jump over the wave as it reaches you. |
| A charging Golem | Move out of its path instead of staying in front of it to keep attacking. |
| Ground spikes in the later fight | Watch the ground and move out of the threatened area. |
| A grab that opens Break Free | Deal with the escape prompt before returning to attacks. |
A missed jump or hit can knock you down. When you regain movement, first locate the boss and the next hazard, then resume attacking the current weak point. You do not need to keep attacking through every animation. Cooling and repositioning give you another chance to line up the target.
Escape a grab
If the Golem grabs you, watch Break Free and read the letter currently displayed. Wait until the moving ring is inside the green zone, then click or press that displayed letter once. The prompt explicitly offers both inputs in the recorded PC run.
Read each new letter and time its ring separately. A successful GOOD! or PERFECT! fills a progress dot in the recorded attempt. Continue until YOU’RE FREE! appears and the prompt disappears, then move away from danger and resume attacking the current weak point. The example takes three successful cues; follow your own on-screen progress.
Too early means the input came before the timing window; Too late! means it came after it. On the next cue, reread the letter and wait for the ring to reach the green zone. Do not spam a memorized F, X, Z sequence. See the recorded escape at 10:30.
Take the car key and drive to the ending
After the Golem is defeated, find and pick up the car key that appears. Then return to the parked truck and sit in the driver's seat. A passenger position, including the rear ride position, does not put you in control of the vehicle.
On mobile, use the joystick while seated in the driver's seat. If the truck does not move, check that you have taken the key and that you are driving rather than riding as a passenger.
Once moving, follow the route arrows through the Ranch. Stay on that route instead of trying to jump the truck over the UFO or drive through the map's barrier. Remain in the driver's seat until the departure sequence starts; getting out during the drive returned the truck to its parked position in a September run.
Taking the key completes Take the Key from the Boss (1/1), while Drive Away in the Truck can still be 0/1. Sitting in the truck alone does not complete the chapter. Continue along the route arrows until the departure cutscene starts; that scene marks the end of Chapter 3. See the recorded key-to-departure sequence at 33:05.