Hard, Very Hard, Advanced, and Insane are official completion badges in that order. Current community chapters associate them with stages 81–100, 101–120, 121–140, and 141–160. That creates a practical route through the middle-late course, but the exact twenty-stage boundaries still need live confirmation.
Official badge snapshot
Hard
ID: 871205149599199
Description: Beat the Hard difficulty.
Recorded awards: 546,344
Official · checked 2026-08-27Very Hard
ID: 92158053541160
Description: Beat the Very Hard difficulty.
Recorded awards: 346,075
Official · checked 2026-08-27Advanced
ID: 3482363675130799
Description: Beat the Advanced difficulty.
Recorded awards: 252,032
Official · checked 2026-08-27Insane
ID: 3755163017178075
Description: Beat the Insane difficulty.
Recorded awards: 151,617
Official · checked 2026-08-27These cumulative totals confirm recorded awards, not a percentage of players who attempted each band.
Hard: make stage 100 a clean transition
In the current chapter model, Hard begins at stage 81 and continues through 100. Use the end of the Stages 1–100 guide to align the route. Narrower contacts reward a centered landing and a pause before the next camera movement.
When approaching 100, compare the 1–121 video with the dedicated 100–140 clip. Their overlap helps identify whether one upload counts a starting pad differently. Keep your live stage as the primary reference.
Very Hard: isolate the first failing input
For the community 101–120 band, write the route in short actions before attempting: align, wait, jump, land, turn. If the sequence fails, identify the first action that differs from the plan. Fixing the final jump is wasted effort when the first landing already leaves the avatar off-center.
Use a fixed takeoff point for three attempts. If all fail short, adjust distance or forward hold. If the miss changes sides, restore avatar alignment and camera. Precision comes from consistent starts.
Advanced and Insane: shorten sessions
Stages 121–140 and 141–160 have dedicated current footage. Watch several seconds before the obstacle and note when the camera begins moving. A route that appears to use an airborne turn may actually be framed before takeoff.
Take breaks between solved stages when retries become automatic. Later bands punish fatigue: the avatar starts from a different marker, the camera angle becomes lower, or jump input arrives before alignment finishes. A short reset preserves more progress than another rushed attempt.
Use Stages 101–160 for both range videos and detailed counter-alignment steps.
A middle-course failure checklist
Confirm badge timing without guessing
Wait for the live stage update and badge notification at a suspected boundary. If the notification is absent, check your Roblox badge inventory. The official description proves the completion goal but not whether delivery happens on the last obstacle, a finish pad, or another server check.
If the badge fires outside the twenty-stage model, record the two surrounding stage numbers and date. That live evidence is more useful than adjusting the result to fit a video chapter.
Keep Pass effects separate from difficulty
Difficulty completion and paid assistance are different questions. Jump, Speed, and Fusion Coils change movement; Portable Checkpoint changes death recovery; Lava Shield changes an officially described damage case. The badge API does not state that using a Pass invalidates or guarantees a badge.
If your goal is standard-route skill, practice without a movement modifier first. If you use a Coil, rebuild takeoff markers on a safe stage. More height or speed can create a new failure even while reducing one obstacle’s demand.
Continue after Insane
The next official names are Extreme, Stressful, Enraging, and Tormenting. Open Extreme to Tormenting and Stages 161–240 after the live stage counter moves beyond 160. Preserve the same failure labels and reduce the number of consecutive attempts when accuracy falls.