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Showing posts from August, 2020

Slime Climb

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Slime Climb Slime Climb is the hardest race in Fall Guys, regularly knocking out the majority of the field in one fell swoop. This is mainly because it differs from other races by featuring a timer of sorts, and immediate death if you fall into the slime. Because of this, outpacing the other players isn't as important as outpacing the slime. As long as you can stay ahead of it, you should be able to qualify. At the start of the race, you can jump up the yellow bumpers and use them as a shortcut to reach the next platform. This is common knowledge at this point, though, so it can be a risky move when a bunch of other players are doing the same thing. You don't want to get knocked off before the race has even really begun. Avoiding the balls is simple enough, as you can pass by them on either side, but other players are your biggest threat when jumping between the next set of platforms. You need to time your jump between the moving blocks, which means a lot of players ...

Tip Toe

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Tip Toe Tip Toe usually appears in the latter rounds of a Fall Guys episode, which makes it tricky because only a few people can qualify. Your aim is to try and find the true path between the start and finish lines without stepping on the fake tiles. You can hang back and wait for other players to reveal the path forward, but this can backfire if you're too far behind when the final few tiles are revealed. The best course of action is to charge ahead at the very start of the round and hope you step on a correct tile. You can afford to try and chart a path forward because there's a little leeway near the start where you don't have to worry about falling behind. Once you approach the end, however, everyone tends to bunch up and begin pushing and shoving each other to try and test the next set of tiles without falling themselves. You'll want to try and get in the middle of the crowd so you're not easily pushed off, then it's a matter of waiting until the ...

Fruit Chute

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Fruit Chute Fruit Chute features one long conveyor belt and a load of giant falling fruit that you'll obviously want to avoid. The key to this round is avoiding the middle altogether. The majority of the fruit tumbles down this way, and you also need to look out for a log that's frequently sent down. Stick to either side and try to predict which way the fruit is going to fall. Using the players ahead of you as human shields is also a viable strategy, but it can be risky if they fall into you and knock you over. Once you reach the top of the conveyor belt, you can run and dive to save time.

The Whirlygig

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The Whirlygig You'll want to time your jumps to get over the first set of spinning obstacles in The Whirlygig, but it can actually be highly beneficial to let yourself get hit by them. As long as the obstacle is hitting you in the back, you can stand still and take the hit, and it will often launch you forwards and into the lead. Next up you'll want to use the yellow conveyor belt to give yourself a running jump towards the next platform. Getting up here can be tricky if there are a lot of people in the way, but you can ignore the yellow platform completely and simply jump towards the highest ledge and use the grab button to pull yourself up. This is usually easier than trying to jump between both platforms amidst a sea of players. The first large fan you encounter can be avoided by timing your diving jump. The next fan is the easiest of the lot, since you can just run through the small gap between the middle fan and the ones on either side without getting hit. The n...

Hit Parade

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Hit Parade You'll have an easier time crossing the rotating logs at the beginning of Hit Parade if you start at the front, but if it's crowded and you fall off you can head straight up the slope without losing much time. Following the crowd during the next turnstile section is actually ideal since you'll have no chance trying to push against them. You'll want to break off once you reach the gate, though, as there are two openings on the left and right that no one else seems to use. Opting for one of these is much easier than struggling to get through the middle when there's a congested crowd of players all trying to do the same thing. Avoiding the swinging obstacles is easy enough as long as no other players knock you into their path. The final slope is also very simple; you just need to stick to the left or right side of the ramp and none of the obstacles are able to hit you.

Gate Crash

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Gate Crash Gate Crash is similar to Door Dash, albeit with a gauntlet of raising and falling gates instead of doors. You'll want to target gates that are already raised since they should lower by the time you reach them. Jumping and diving is particularly useful here because not only do you achieve more distance, but if a gate is rising and you dive towards it, it will usually hit you and send you spinning to safety. Once you reach the slime slope just before the finish line, you'll want to begin sliding down it as one of the gates at the bottom is at its maximum height. By the time you reach the bottom, it should be lowered, making it easy to do a jumping dive to the finish line. If you've timed it wrong, you can start walking backwards on the slope to slow your descent and give you time to pick the right gate.

Door Dash

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Door Dash Door Dash will be familiar to anyone who's ever watched  Takeshi's Castle , pitting you against a gauntlet of identical doors. Some of the doors are breakable, while others are solid as a rock. Starting on the back row during Door Dash is actually an advantage because the path forward will usually be apparent before you reach the first set of doors. Of course, you can always hang back for a couple of seconds if you start at the front, but being bold can pay off, too. If you jump and crash through one of the breakable doors on your first attempt, you can get a minor head start as a traffic jam begins to form behind you. This gives you a little leeway if you jump into one of the fake doors on the next set, as everyone else will still be catching up. If there is a blockage of people cramming into a door ahead of you, doing a jumping dive is a more reliable way of making it through without immediately being trampled. Once you reach the final three doors, aim f...

See Saw

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See Saw See Saw might be the most frustrating round in Fall Guys, mainly because the majority of other players have a very loose concept of how seesaws actually work. It can also be relatively stress-free if you're able to get ahead of the crowd and control the tilt of each seesaw yourself. Starting on the front row is ideal, but this is entirely dependent on fate so it's not something you can consistently rely on. You'll want to jump onto the centre of each seesaw--which is helpfully signposted by a white line--but eventually you'll be forced to pick a side that's usually governed by whichever direction the other players are causing the see saw to tip towards. If you're behind the pack, you'll often come across a see saw that's horribly skewed to one side. Jumping on one like this will probably result in a quick slide to your death, so it's best to wait for it to even out. Other players are less patient in these moments, opting instead ...

Dizzy Heights

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Dizzy Heights Every episode of Fall Guys begins with a race, so you'll want to try and push ahead of the crowd to reach the finish line before the elimination cut-off. Dizzy Heights starts with a set of spinning platforms. The majority of players tend to crowd the middle here, massively increasing the risk that you'll get knocked down and sent backwards by the yellow obstacles dotted around this part of the race. Immediately heading to either the left or right is the best course of action as you'll have more room to work with. Obviously, following the arrows on the spinning platforms is the quickest way to get through them, and jumping between each one makes things a lot easier than trying to simply walk from one to the next. Once you reach the rolling balls you'll want to try and run down an empty avenue for as long as you can. The rate at which the balls are spit out is seemingly random; sometimes one will come out immediately following another, while other ...

Race Rounds

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Race Rounds Races are simple: cross the finish line before the cut-off point and you'll qualify for the next round. There are also bonuses that go towards the season pass if you come in first or finish in the top 20 or 50%. Below are each of the race rounds that can appear in an episode of Fall Guys.