Race stages are the bread and butter of Fall Guys, so it’s important you know the tips and tricks for each one.
The simplest type of round in Fall Guys is the Races. These stages usually pop up in the first round or two and often eliminate 30-40% of the field in one go. Each season adds a few that play with the concept in unique ways. As of the Free For All update, 24 different races can doom your run to an early end.
With so many different routes, strategies, and problems it can be difficult to keep track of what you’re supposed to do in each one. As such, we’ve put together this list of helpful tips that will see you to victory in each one. We’ll point out shortcuts, let you know the most common mistakes, and give you the edge when you’re racing around.
Big Fans – Don’t take risks
Starting with Big Fans, this is a fairly simple game that sees you jumping from fan to fan with increasingly annoying obstacles in the way. The simple way to do well in this one is just to use common sense. Take it slow and wait for the gap between fans to be as small as possible before jumping.
Dizzy Heights – Jumping is faster than running
Inevitably on Dizzy Heights, you will reach a point where you’ll have to either run against the direction of a spinner or go the long way around. Say no to both those options with the one trick: Jump. That’s really it. When you’re in the air, you’re not being pushed the wrong way and you’ll maintain your momentum. It’s even better if you jump from one pushing you the right way, then you might clear the bad ones completely.
Door Dash – Let someone else try first
Don’t take an early lead in Door Dash. Unless you get really lucky, you’ll hit a fake door and get stuck in the pack for ages. Instead, try and hang about 10% of the way back and let other people run into the doors first. Ideally, you want to take the lead just as you’re going through the last door to minimise the risk.
Freezy Peak – Dive by the snowballs
Freezy Peaks is one of the most varied races and there’s a little bit of luck involved. No matter which path you spawn on, you’ve just got to avoid the gloves and get onto the big climb as quickly as possible. Your best chance on the big climb section is to dive over the flippers while taking your time to avoid the boxing gloves. Alternatively, you can try to dive just before the snowball rolls over you, as you’ll get up a lot quicker than normal and won’t slide back to the start.
Fruit Chute – Stay to the sides, be brave
This round typically only spawns towards the end of a game, so there won’t be much room for error. As the fruit is being shot at you, staying along the sides will keep you the safest, but you’ll need to stay on your toes and be ready to dodge. The bumpers can help deflect incoming fruit, but at the end of the day, you might just get unlucky with the fruit.
Full Tilt – Remain calm
Full Tilt is appropriately named because it is by far one of the most frustrating levels in the game. It behaves like the very simple See Saw level, but with circular platforms and lots of obstacles along the way. Staying ahead of the pack makes this the easiest, but if you get caught up in the chaos then just be sensible, even out the platforms before jumping, and don’t make foolish leaps.
Gate Crash – Plan ahead
It’s always a good idea to be thinking about your next obstacle in Fall Guys but in Gate Crash it’s essential for success. As you pass through a gate, you need to already be looking at the next set and decide which one you’re going for. Generally, the best rule is to go for the gates that are already up as you approach since they’ll likely be coming down once you reach them.
Hit Parade – Don’t stop
Throughout this list, we’ve advised caution overall, but Hit Parade is one of the easiest races, so you need to be gunning it for the finish line at all times. It doesn’t matter if you fall on the early sections, just keep moving forward and merge left or right whenever you need to dodge something. The most dangerous bit is right at the end, but staying to the sides will make like a lot easier for you.
Knight Fever – Timing is everything
Every obstacle in Knight Fever can be avoided with a simple run if you time it right. The axes, the rollers, even the chaotic mess on the logs. Just take each obstacle as it comes and don’t worry too much about what other people are doing. As long as you stay out of their way, they’ll stay out of yours and you’ll have a clear path to the finish.
Lily Leapers – Use the big pads
When you’re first getting to grips with Lily Leapers, there’s no point in trying to go for the small pads up the side of the wall. They’re much faster, sure, but until you’re very familiar with the height, distance, and speed of the bouncing you’ll probably miss quite a few times. Staying in the middle won’t get you the gold medal, but it will reliably let you qualify every time.
Party Promenade – Embrace the chaos
Party Promenade is a very chaotic map, and the best way to deal with that is just to roll with it. Once you’re flung up into the air at the start, try to get into the small yellow pipes, but it’s not a big deal if you miss it. For the seesaws, some experience in Full Tilt will help. From there it’s best you just soldier on through whatever the game throws at you. That said, don’t run face-first into the water balloons.
Pipe Dream – Stay left
Pipe Dream is a really fun map with lots of variety in terms of the obstacles you’ll combat, but if you want the easiest path then take the pipe to the left and stay there until the end. The intro cutscene will give you a clear look at which pipe will take you there, and then navigating the obstacles is pretty easy. If you’re brave you can take the right path as it’s slightly quicker, but one mistake and you’ll fall to the back of the pack in no time.
Roll On – Walk straight
It’s easier said than done, but Roll On is extremely easy if you just stay centred and calmly run from one roller to the next. You may have to curve around the occasional obstacle, but as long as you don’t let yourself get dragged too far to either side, then there’s not much to get stuck on in this one.
See Saw – Be a counterweight
Much like the other balance levels, if you can get ahead of the pack then this level will be a breeze, but that almost certainly won’t happen. So you’ve got to counter everyone else’s greed by balancing out each of the seesaws as you come across them. Of course, if you do that for all of them then you won’t finish in time, so take a quick dash across when you can, but don’t try and jump onto a sinking ship.
Short Circuit – You are speed
It’s all about speed in Short Circuit. With two laps, you should be able to get a good idea of the obstacles on your first lap and then nail the second. You just need to be fearless with this one. Falling off isn’t too huge of a penalty as long as you don’t do it too many times, so just trust your gut and blast through each obstacle.
Ski Fall – Just keep sliding
Getting points in Ski Fall is about knowing when to jump and when not to jump. Pay attention to how high a ring is before you try to jump through it. You can slide off the end of one ramp and onto the next without a jump, but if you try to do that while the ring is low then you’re going to bounce off it and fall to your doom.
Skyline Stumble – Flip and pray
All you need to worry about in Skyline Stumble is the end. You could go up the sides, but that’s slow, boring, and you should never do it. Although you can sometimes get unlucky with the flipper, it’s always worth standing on it in an attempt to get up quickly. Plus it’s way more fun.
Slime Climb – Skip to your heart’s content
Slime Climb is a fan favourite because of how exploitable it is. If you do it right, then you barely need to play the level. There’s a whole table about all the different variations and skips on the wiki, but the short version is, if it looks like you can skip a section with a well-placed jump, then you probably can.
The Slimescraper – Ditto
Slimescraper is very similar to Slime Climb, only without quite as many skips. Still, there are plenty to be found, although the harsher concentration of players makes life a little harder. Just steer clear of the biggest crowds and you’ll be fine.
The Whirlygig – Take the risks
The Whirlygig is such a fun course because of the stupid risks you can take and how, after a little while of playing, you can pretty reliably get through all of them. Fans are intimidating, but you can slip past them with ease if you know what you’re doing. Pass the big vertical fans around the edges and you won’t get hit, after that you just need to worry about clean platforming, which is easy as long as you don’t let anyone get in your way.
Tip Toe – Proceed with caution
In Tip Toe, taking a risk is never worth it. If you step out into the unknown then you’ll either fall to your doom or open the path up for everyone else; or, worst case scenario, both. Just hang back in the pack and don’t push to the front until the very end. It’s common for every single player to be bunched up waiting for the end to be uncovered, so you can lose this by inches if you’re not careful.
Treetop Tumble – Stay high
The low road is usually the slower path in games like this, and it’s no different in Treetop Tumble, the difference is in just how punishing that low road can be. Normally the lower road is slower but easier, that’s not the case here; the high obstacles are the easier ones. Unless, of course, you fancy going head to head with two mechanical rhinos? I didn’t think so.
Tundra Run – Don’t get crowded out
Every obstacle in Tundra Run is pretty easy to deal with, but the sheer volume of people trying to push through them all at once makes life upsettingly difficult. Rather than blasting forward, hold back for a few seconds and let the pack thin out before you go through everything. As long as you don’t make any major mistakes, then enough people will fall behind to let you qualify.
Wall Guys – Troll central
Some people in this game are pure evil. You have to co-operate to get all of the blocks in the right place to get over the wall, but you’re all still trying to be the first one there. This makes for wonderful chaos as people push away the blocks or stand at the top of the wall to stop other people from getting up. It’s horrible, but it’s brilliant. Like a lot of other races, patience is key. If you rush too much you will be punished, so just wait to find your opening.
Written by Ryan Woodrow on behalf of GLHF.