Fall Guys

Fall Guys

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Fall Guys: The Ultimate Guide
By Psychedelic Adventurer
A simple guide to help you navigate all the events in Fall guys, and tips to get that crown!

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Intro




Hi everyone.
Since we've all been playing what seems to be the most surprising hit of the summer, you might as well brush up on some tips and tricks to help you increase the chances of winning.






Here's the cold hard truth everyone. There are no guides or secrets that will propel you into winning 100% of the time. In fact, winning even 30% of your games is a supreme achievement. The truth is, and therein perhaps why the game is so fun, is that FallGuys is designed to be full of RNG. The trick is to find consistency in the madness, and limit the amount of variability in your approach. So, if you don't end up winning every time, don't get downhearted - these tips will help you climb through the ranks, and increase your chances of getting that Crown!





This guide will be split into two sections. Firstly, some general tips that apply to all maps and scenarios. Second, we'll go through some of the game modes, and discuss how to get you up to snuff on every single one.

Right, let's get started.
Tips
Momentum and you: timing your jumps
Remember what I said about minimising RNG? This is what i'm talking about. Your Fall guy is a stumpy little fellow with small stumpy legs and a rotund belly. The poor little guy can't get much of a break, and what's worth, the physX engine will use what momentum you already have, and apply it to your jump. There is however, a little cheat you can apply. If you jump (A), then do a dive (X) in a different direction, you can gain some elevation, and change the direction of your jump.

Utilising shortcuts: is it worth it?
Short answer: no but yes.

Short cuts in Fall Guys aren't always the fast way to #1 that you'd hope. Depending on your timing, or the sheer mass of bodies being crammed through the space, it may actually be more timely for you to just take the longer route. The rotating fan on Dizzy Heights is the most evident example of this. While you may think it provides you with time off your run, you're more likely to get catapulted off, and flung down to a watery end. Taking the two other options will invariably

Press X to Doubt (your little legs)
Similarly, to jumping, the dive is an important trait that is easily underutilized. The most obvious use is to go for that photo-finish moment as you outpace rivals across the finish line.

More practically, dives can be used to jump over hordes of crowds to get an advantage in levels like Door Dash, or even to quickly move away from keen competitors trying to ruining your day. Try jumping and diving as a combination to get ahead. In games such as Fall Ball and Rock 'N' Roll, the dive method is terrific for knocking the giant football around and scoring those crucial points.

Team up and tear down
Many hands make light work. For better or worse, there are more than half a dozen team games in Fall Guys, in which you will be separated into different groups by color and forced to work together to progress. As tempting as it can be to lone wolf the experience, it's much smarter to work in packs and coordinate together for this level, before inevitably betraying one another in the following round.

Let's get to it!!!
  • Stay on the ouside of the wheels, make sure to stay away from large blobs of people as they spin. This will lessen the chance of colliding with someone, knocking you over. Follow the arrows and don't try and move against the current.

  • Do your best not to get caught between large clumps of bodies and a ball, since the press of players will likely end in you getting crushed by both. Don't worry about taking your time in the safe areas if it means staying out of the way. Time is on your side!

  • Remember to jump off the ramp onto the third stage with the balls, otherwise you'll end up falling off the gap and lose precious seconds! As already instructed, go with the flow of directional floors and avoid the RNG of the balls; if you are knocked over, the floor will likely keep you rolling for a few more seconds.


  • The first hurdle of rotating cylinders depend entirely on the amount of players rushing along with you. One rogue player jumping at the wrong time will catapult you down. Do
    not fear however! you won't lose much time, and the fall will usually only lose you about
    3-4 seconds. To avoid this, either make sure you are the only one on your spinning platform, or let the other players go before you.

  • Contrary to what a lot of people tell you, do not break off when pushing against the spinning gates. In fact, lean into them,
    moving with the flow of a large group players. This will push you through much faster than otherwise, and lessen the chance of having you push up against a door that has players pushing from the other side. 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 pendulums isn't difficult and will usually only occur if someone has grabbed you and suicidally pulled you into the path of them. Just time your route depending on the shadow that the pendulum leaves.

  • In the final slope, you just have to stick to side, since none of the moving objects can hit you. Alternatively, and if you need a boost, you can attempt to go backwards slightly, bump yourself against the directional posts, pushing you a few meters forward.



  • Your experience on the seesaw will vastly depend on how many people you have in front of you. The further you fall behind, the harder it will be to control the balance of the bridge since most people will cram themselves onto one side, making it unusable. Stay ahead of everyone and you'll have an easy time of it.

  • Only jump on a skewed platform if its not tilted to an extreme angle. Doing so will generally make you slowly roll off to your doom. Time your jumps effectively!

  • The most effective way to anticipate which way the seesaw will tilt is to assume the mob will follow a pattern of left/right/left/right, etc. That way, if you do get stuck behind, you will be able to time your jump against that of the other side. So long as you are not too far behind that you can't jump up to the seesaw to begin with.

  • This map, more than most, is almost impossible to get through without RNG forcing you into some tight corners, especially if you're not in the first 10% of players who dictate which way the seesaw's tilt. So, if you do fall down, don't worry. You'll have plenty of time to try again.




  • On the last two sets of doors you can tell which doors are not blocked by looking at the triangles on the at the very bottom of the decal on the door. The triangles that are the smallest indicate the doors that are able to be passed through [verified]. This is due to the physics objects spawn on the map, and have not sat flush to the doorframe when loading in.

  • Outside of having some fun and dictating the flow of the round, there is no point in charging forward into the door mosh pit, since it's more likely instead instead of finding a door you will simply crack your head on the fake door,and get pulled along in the mob - you don't want that. The most consistent approach is simply to hang back 2 seconds, wait for the test-subjects to find the door, and quickly dive through it before the mob can block the hole with bodies. If you do get caught up, make sure to dive as you might saw over the mass and not get crushed under foot.

  • On the final door before going over the edge, run forward at the middle door (out of 3). This gives you more than enough time to change course if someone finds the correct door, you can simply change course and go for that door. Whichever door it is, you will want jump-dive through the door you have chosen. Doing so will propel you over the heads of the mess of raining bodies around you, and prevent you from getting knocked over.

  • There isn't much to be said about this one; it's an easy shot through to the next rotation, so long as you follow our rule about minimising RNG. You simply want to orient yourself to gates that are at their height, or rising. That way, you will hopefully have timed it so you simply sail over the, now elevating, door. A jump-dive is also recommended as, if you do get hit by the elevating door, you will pop over the top and fly forwards.

  • The same logic applies to the slippery slope down to the 3 gates at the bottom. As you begin sliding down, aim for the door that is beginning to raise; by the time you jump it should be descending and you will have a clear path to the finish line!












  • Here is one map that actually needs some skill to qualify. Since the qualifying amount will usually be around 10 people, you'll have to get across the finish line very fast when everyone realises the correct path. A typical game of TipToe will usually follow the same pattern. At first everyone will rush forward, throwing themselves onto the first block that is in front of them. This will usually result in everyone quickly dying, and a few entry routes being discovered. People will begin to hug the route, trying not to get pushed off. Invariably, fighting will ensure to push the stragglers onto the uncertain tiles. And so the route will gradually be found through the blood of careless players.

  • The secret to getting through is to always be at the forefront of the blob of people, but not at the centre. Keep well away from the jostling, since after about 2/3's of the game, players will usually suddenly find a pathway and rush to the finish-line. You don't want to be caught pulling your pants up again in the starting zone, losing you the match. Instead, keep 1 tile behind the mob, so they'll ignore you, and keep 1 tile behind them as they gradually find the path for you. As soon as you see the opening, run forwards. The only thing you will have to contend with is the stampede of other players trying to get there as well. So long as you are quick on the mark, you will get through since there is generally not enough people in the tile mob rush to instantly disqualify you; you'll have a brief second to get there as well.

  • Another tail-tail sign of a fake tile is that it shakes slightly, or seems misaligned with the rest of the tile-set.

  • If you do happen to fall, you can often find short cuts. Don't be afraid, if you know there is a safe tile, to jump-dive over a drop to the nearest tile. You can save quite a bit of time with this, plus it gets you ready for the last dive, as you clear the last tile, and make it to the finishing line.

  • A personal favourite. Whirlygig is essentially a test of your ability to play the odds. Firstly, the spinner clock faces can be used to boost your little fattie across the level faster than if he were to run there on his feet. If you get lucky you'll be catapulted through to the 2nd, or even 3rd section of spinning traps and out the other side. Such great RNG would almost certainly have you come out in 1st place, which allows you some leeway in the next phase.

  • You can save yourself some time on the speed ramp, by following it up to the top, and at the peak of the ramp just off to one of the two steps, and use the momentum to vault up to the next area with the spinning blade. It is better to go for the left step, as it get you close to the extreme left side of the blades. When you at jump through the spinning fan, you'll have a higher chance of getting through without getting flung against the wall, even if you do get hit.

  • Continuing on through the level, running through the 3 fans, you'll have to jump through one last fan to get to a 3-way split. The middle bit, the one with a (much faster) spinning fan is a trap. It is more likely for you to get hit and lose time than it is you get through unscathed. If you are doing well on time, you should always go for the other 2 outer lanes and continue on through to the end of the level. Only if you are really struggling should you try and take the middle path. Doing so, and succeeding, will allow you a clean run to the final spinning clock face, and the final jump towards the end of the level. You can lessen the chances of getting blasted off by the large fan by staying the same thing as the last set of fans. Stay to the very left either run through or dive though (there are different merits on each). You'll likely be thrown against the far wall and still make it through, rather than being blasted off into the slime.


  • One of the least RNG based levels in the entire game and so, by extension, one of the easiest. Some will tell you this level is hard because of the blocks that push you off the sides, or the rising tide of slime. They people are wrong.

    All you have to do keep climbing, moving at the tight possible angle. Where possible, take shortcuts that don't require you to ragdoll yourself (Pic A & B for example). I do not recommend using the yellow triangles to bounce yourself to the next level unless you are really strapped for time.

  • As you move up, either hug the left or right sides to avoid the balls. Generally I prefer the right side, as it's closer to the step you need to jump up to. When jumping to each of the pushers, it is generally safer to take one at a time and not to try and push through all of them in one long sprint. the pushers directly after the balls can be skipped in one sprint if you jump directly after the first pusher extends to it's limit and retracts. The second set is not so easily skipped however. You can skip the first pusher, but each one after that should be taken one at a time. If you fall, you have to make your way all the way back to first pusher, losing you at least 4 seconds.
  • The final section is just standard assault courses you're used to by now. Make a note to jump dive the 90 degree angle platform at the closest point. This will shave at least 2 seconds off your time


  • In my opinion, the hardest event in the entire game by a large margin, and yet still much more fun than the team games! Fruit chute will have you running up a gigantic descending ramp, all the while fruit is being hurled at you. This one has quite a bit of RNG to it, but with a few little tricks, you can minimise the fruit RNG.

    For starters, do not run in the middle of the ramp. The easy jump that the log provides is only there to trick you into thinking you're safe before a lemon smashes you down the ramp. You are much safer keeping to the extreme left or right. avoiding the wood block entirely, and avoiding the fruit.

  • Additionally, you can use the assault course pyramids to shield yourself from the oncoming fruit; it's a lot harder to get hit by them when you're always near one as the bounce it makes will invariably carry it over your head. in regards to easy starts, unless you spawn in the front row it's very likely that when you jump down you're going to either get hit by a fruit or land on somebody else's head and go into rag-doll mode, meaning that you'll fall off of the conveyor. You can either find a spot which no one has jumped off yet, or simply wait 5 seconds before jumping you'll buy yourself enough time for the first wave of fruits to pass and for anyone who rag-dolled before or after jumping to fall off the conveyor, allowing yourself a clear opportunity to get on the conveyor without falling.

  • If you think you're going to get hit by the fruit, do not jump! Doing so will have a high likelyhood of blasting you all the way the ramp and off the edge, instantly limiting all chances of winning.

    Just keep running, don't stop, and don't jump!
  • One of the easier ones, all you have to do is not get too close to people. As is often the case in Fall Guys, it is not the actual deathtraps that will make you die, but your own incompetence, or the incompetence of the person next to you. Make sure to keep at least one section away from 2 or more players. The force of the rotating blades have enough force to make a rogdolling player collide with you with enough force to knock you over.

  • Getting hit by the lower log blade doesn't necessarily your doom. If you stay in the middle, you have a change of being able to get up before you get flung off the arena.

  • When you have to time your jumps, make sure you try and make sure you aren't going to jump straight into the slower top blade. Every now and then the top blade will intersect the bottom one, making an unstoppable wall spinning towards you. If you suspect this is about to happen, run backwards until you have enough space to make that jump.

  • As per usual, the only real danger in this event is your own incompetence and continued threat of other players (getting in your way). Always try and stay on a platform that has long stretches of nothing - the yellow one the best for this. You'll want to look out for gaps in each section that are easy to fall into. I only recommend jump-diving over these if the space is very small, since you mistime your jump or collide with another player while jumping, you won't instantly career down to a watery grave.

  • Do not get over confident and wait for the last second to switch sections. You can fast become trapped one section and find yourself doomed. Stay in the middle at all times. I have seen people/myself fail at this event purely because they aren't paying attention more than any other.
    If you find yourself coming dangerously close to falling off, try to dive-jump onto one that's rolling upwards, and if you've really left it late, hope that it has a 90° obstacle to pin you.
  • You'll want to stand somewhat close to the front, so you can get a view of what's coming, do not get caught at the extreme edges, as if an opening pops up at the other end, you'll be hard pressed to make it in time.

  • As the timer approaches it's end, the course will switch to a solid block with small holds coming through. As is usual at this point, other players will be the most dangerous thing to your survival. Make sure you don't get caught up in the mosh when the tunnel becomes availible. Just jump straight over the horde if possible. When you see the different block formations coming, run forwards or back accordingly to make sure you have enough space to do it without anyone else getting in your way and rag-dolling you. And watch for the cage blocks!

  • The first set will have two fruits, the second will have four, and the third will have five. Just remember the current set an don't get confused. This is a relatively easy one, as you can always rely on
  • Don't get knocked off by people on the same square.. duh.

  • Remember, at the end of the round, it doesn't matter how long you hold a tail for, only that you have one when the timer hits zero. This means, if you really want to you can just chill and mess about for 2/3's of the match. But you do get more xp for catches tails.
  • you have acquired your tail, your only object will be to keep it. The only way you can safely do this is to just stay from everyone without a tail. You have the choices of either staying in the middle and hoping the spinning hammers keeps everyone away, or hang around on the furthest reaches of the map. While the former is certainly easier, you are completely open to someone navigating into the zone and stealing your precious cargo.

  • Alternatively, you can stay at the outsides of the map
Egg Scramble is similar to Hoarders, except you're dealing with a plethora of small eggs. Like Hoarders, you just need to avoid coming last to qualify, so ensuring that the team that is next to you in ranking is kept busy (aka, you're stealing their eggs) is always the best tactic.
  • The gold eggs (worth five points each) are
    the key to victory. Make sure that you are holding
    at at least a few of them, and if you do, make sure you are defending them from
    rival players if your team aren't. Remember, you cannot count on your team to act sensibly.

  • Contrary to what a lot of players think, launching the egg out of the pen instead of holding it will almost never work, especially if the opposing team has a strong defensive force. Keep hold of it until you have an
    opening, usually caused by an influx of new players trying to steal eggs, and make a break for it.


















Roll the ball to the end of the course, don't let the other team(s) beat you. Pretty self-explanatory yes?
  • It's always better to have the entire team pushing the ball until half way down the course, since it's highly unlikely anyone will have completed the first half of the course before one player, not weighed down by the ball, gets to the ramp. So make sure your timing is on point before rushing off to slow down the other teams.

  • Focus on pushing your ball down onto the slope, since after that happens, the other teams are only prolonging the inevitable. If you have enough people behind the ball, you can usually force it past them, but it's also beneficial to have some team members go and grab them to shove them out of the way.

  • Remember, you only need to beat ONE team, so if you're in the lead against more than one player, just go hell for leather and help push the ball down the slope. That way, even if one team beats you to it, you'll still qualify.
SO, this basically plays like a worse, less skilled version of Rocket League Football. Get the ball in the other team's net. Done. Teams vary in size between oon when Fall Ball turns up on the rotation. You might find yourself in a 10v10 while the next time you encounter the round it might be 4v4.

  • Most people consider this one of the worst events in the entire game, and there's a reason for that. The entire game is up to the RNG gods if you have a team willing to cooperate or not.
    Standard rules apply however. You ALWAYS need at least 2 defenders. If you don't, be the extra defender. It's better to have a strong defence, since invariably the ball will be deflected out of your court side and into theirs, allowing for an easier score.

  • Jumping or diving at the ball can give it a substantial boost, but this doesn't really help if an opposition player is directly behind the ball, and it will most likely just bounce in the air, which gives the other team a chance at getting the upper hand. You'll want to make sure you're only propelling in forward when there's space for the ball to travel.

Tail Tag's larger, more fun, cousin. This mode actually forces you to interact with the other teams, and doesn't let you just sit around until the last 30 seconds. You just need to make sure your team has as many tails as possible, preferably more than the lowest scoring team (if you want to win that is).
  • Run on the conveyor belts the opposite direction. More often than not, an opponent with a tail will be heading straight towards you, and you can grab them before they can properly react.

  • If you already have a tail, try and grab another player who also has a tail, allowing another team member to grab the tail. This is quite risky given the player count however.
  • If you already have a tail, it's a good idea to 'tail' (huehue) another player with one also. This gives you an easier time of finding someone to steal off of if someone grabs you. Useful for those close games', where one tail decides the match.
The first event to be added, post launch, and my personal favourite team game. The first team to get completely Jinxed are eliminated! When you get caught, grab the opposing team to Jinx them!

  • For those avoiding capture, you can stay on the raised, spinning platforms, as these are hard to access and harder to run around on, and when things finally heat up, you can simply hop off and find another spot. Another good way to fly under the radar is to find another friendly player who has already been jinxed, and stick with them. It's easier to hide from enemy players in the cloud, and if they do come after you, and the friendly player has half a brain, they can grab the player giving you time to escape.




  • This works inversely as well. As soon as you are jinxed, make a bee-line to the spinning platforms, or the outer edges of the map. You're bound to find a few stragglers there to infect.

  • Stick to the outer sides of the arena and make sure the ramps are covered. By doing this, you'll have effectively locked off at least 1/6 of the rings, just by yourself.

  • The Golden hoop is worth 5 points USUALLY spawns on the rotating platforms. If you are properly situated on the ramps, there is a decent chance that you can nap it before the opposing team gets to it. If not, hope it's another friendly.

  • Try and stick to your little area and don't get too far from it. There are too many players who will be scouting for rings, so chances are you will not be able to dash too far before being outrun, and you could possibly lose rings that you could have otherwise collected.
  • Your primary objective should be to attack the team in first and last place. That way you will always maneuver yourself out of close situations. If you do happen to be put into last place, desperately attack the next ranked team to replace them. Scores in this event tend to over-proportionately slant towards the top team, so either steal from them, or stay out of their way and just stop them stealing your balls.

  • If your team has a few balls inside its zone, the best thing you can do is push them to the very back into the shallow pit in the floor. This makes it much harder for players to get a lucky/unlucky dive and blast a ball out of your play area. If they're placed right, the opposing team will have to come in and brute force the ball out of the play area, leaving their vulnerable balls in the open. ( ͡° ͜ʖ ͡°)

  • Don't get complacent. Most games will tend to only be split by a few points and the winners and lowers can change in an instant. Minimise this by, once you're in a good position, moving back and defending your balls.
You've made it to the final map! Well done. Now, subject yourself to the RNG gods and be judged.

This map is actually very difficult and mistakes are punished heavily, or will disqualify you outright, depending on the skill/luck of the other players.

  • Start by jumping down the ramp at the beginning to minimise the chance of you stumbling/being knocked over by players. Your next decision will be to go left or right - honestly it doesn't really matter, you'll still have to face the RNG of the ball cascade.

    The best way to get through without being severely hit is to have another player directly in front of you to take the brunt of the impacts. This will hopefully being enough to get you through with only minor slowdowns. It's generally not worth considering a perfect run to be viable unless you are extremely lucky, so focus on making sure you capitalise fully on other players' misfortunes.


  • The hammers will be your next challenge. Naturally, you will not be able to slow down to guage the perfect route so you will have to make sure you pick the right oppotunity to dash through. If you think you're not going to be able to get through without getting hit, make sure the hammer hits you in the back, and not the front. If it does hit you in the front, you're out basically. From the back however, you’ll at least be knocked towards the crown.

  • The common sense rule applies: when you get to the final dash, don't lose your mind and jump to early. Don't be like this guy:



    Make sure to time your jump, as the crown descends. There is more than likely going to be someone closing the distance with you as well, so don't dilly-dally.


Hex-A-Gone is all about outlasting your opponents. Your chances of winner will usually depend on how many players make it to the final round. You might end up competing with 5 layers or 15..
  • There are two viable routes to winning this, both of which will largely depend on what routes the other players take.

  • The first option is slowly jump from one hexagon to the other, making the most out of each jump. The best route is usually to stick to the sides, since this gives you time to react to any players who are looking to cut across you and knock you to the next floor. While this strategy is easily the most cost-efficient, you will be left serious open to other players looking to ruin your fun and make you fall. You will also be open to worse punishes, if you make a mistake and fall off before you are ready, since the next few floors have possibly already been mined. Take your time, and path your route clearly.

  • The alternative, and much more popular way, is to simply run around the outsides, and cut people off to make them fall. Once the majority have fallen off, you can slow down and enjoy the extra time this has afforded you. Again, don't cut yourself off or put yourself in unnecessary danger by going close to the edge. A mistimed jump could see your fat little friend trip and hurtle down to the slime below.

    The last few tiers are always close and usually come down to who has the larger patch of land. If you have the option, cut out a smaller section for them to get trapped in, and keep the rest of the island to yourself.

One tail, one winner. Grab the tail, beat the clock: win.
  • Just like the earlier ffa variant, you simply just have to have the tale at the end of the match, no frustration necessary. Just make sue, when you make a break for the tail, to have an escape path ready. You don't want to get instantly mobbed with no route ready. Once you have the tail, do.not.stop.running. You'll want to keep elevated, away from routes which can be cut off from one entrance.

  • This may sound obvious, but it is imperative that you do not run in a predictable fashion. There are generally too many players to just blind run in one direct; one will probably have the bright idea to cut you off. Thus, they should always run through obstacles and be unpredictable in their movements.

  • Don't bother trying to hide in the spaces between spinning obstacles, you'll lose your crown in an instant. When you're not the sole objective, other players might see you as more trouble than you're worth. Not so here.
Ahhh, the classic 'Ninja Warrior' course. The classic! This is perhaps a fan favourite already. Why? because it's just too damn fun, and doesn't have any hidden nonsense to cheat you.

  • When your section of the stage is shaking, it’s time to move onto an adjacent section that looks safe. Of course, less room to manoeuvre means that you’ll be limited as to where you can jump, so make sure you move towards the side with more sections left. It is also generally a good idea to check to see how players are on one side of the course, and hedge your bets against them. Basically, if you get lucky and choose a platform that they can't get to and doesn't fall, you'll instantly win. Provided that you down get pelted off by the rotating floaty that is.



  • Diving will allow you to pass through the middle of the two spinning poles most of the time. It's also a good idea to stay close to the inside of the course, since if you do get hit, you have a chance of recovering. This just isn't likely in the later sections, where pieces are missing from the stage, and the poles are spinning with too much momentum to allow for mistakes.
- Change Log
Date/month/year notation are written in the UK standard.

--9/08/20 - Guide Started.
--29/08/20 - Guide Published.
--30/08/20 - Resized all index png's. Fixed a formatting bug stopping sections appearing.

Next update: Added clarity, more tips in each section, and general readability needs to be upgraded.
Conclusion
Wow, when you have to lay it all out, you realise just how many damn mini-games there are in Fallguys!! and yet it still still feels like there isn't enough sometimes.

I started this guide basically on the day Fallguys came out, and it's taken me a month to muster the motivation to finish it. I'll be adding to this guide however, keeping it updated with any and all tips and tricks you guys leave down in the comments. Feedback is always welcome after.





I would also like to stress that I am intending this guide to be a work in progress. Things can, and will, be changed. So I really would appreciate any thoughts you may all have. I will also be adding any new maps added by the devs in the coming months, so stay tuned!
[Optional] Donate!
If this guide helped you out, and you would like to say thanks,throw something my way.
Of course this is not necessary however; It just gives me a little more incentive to write and edit more in the future!

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53 Comments
speedotorpedo 31 Aug, 2022 @ 10:29pm 
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▌▓▄▌▀░▀░▐▀█▄▓▓██████████▓▓▓▌█▌EVERYWERE
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Aziz 29 Jul, 2022 @ 5:23am 
Thanks for the guide. :heart_eyes_yeti:
JayJayYoung(ADEPT) 21 Jul, 2022 @ 4:36pm 
░░░░█▐▓▓░████▄▄▄█▀▄▓▓▓▌█ Help
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Psychedelic Adventurer  [author] 27 Aug, 2021 @ 2:10am 
I really need to update this guide.
[insert Vergil 'Now i'm motivated' meme here]
1 из 4 здесь фурриёб 26 Aug, 2021 @ 5:41pm 
i swear i will read everything in this guide. so irrisistibly it's made
aadm_aquino 13 Jul, 2021 @ 6:54am 
Where are the other maps from Season 2, 3 and 4?
meowfia#savetf2 21 May, 2021 @ 1:22am 
░░░░█▐▓▓░████▄▄▄█▀▄▓▓▓▌█ Help
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Tapper 10 May, 2021 @ 5:18am 
░░░░█▐▓▓░████▄▄▄█▀▄▓▓▓▌█ Help
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▌▓▄▌▀░▀░▐▀█▄▓▓██████████▓▓▓▌█▌EVERYWERE
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pjperl 5 Apr, 2021 @ 5:12pm 
This Guide Was AMAZING When u Update it will it include Season 4 games?
Solar93 25 Jan, 2021 @ 11:21am 
will u update this?