Stages

Spiral Difficulty Chart Obby Stages 1–100

Clear Spiral Difficulty Chart Obby stages 1–100 with a five-band practice plan, a current 1–121 video, and fixes for camera, timing, and landing failures.

Stages 1–100 take you from the opening course into the first part of the Hard band in the current community chapter model. The official facts are that the full course has 240 stages and that difficulty completion badges exist in the order Effortless, Very Easy, Easy, Medium, Hard, and beyond. The twenty-stage boundaries below come from a current walkthrough, so match the live stage and obstacle before relying on the label.

Range map for stages 1–100

Stages
Community chapter
Practice focus
1–20
Effortless
Stable camera, centered landing, consistent takeoff
21–40
Very Easy
Read the next platform before chaining movement
41–60
Easy
Use fixed markers and watch a full moving cycle
61–80
Medium
Separate alignment, timing, and camera correction
81–100
Hard begins in the model
Shorten inputs and review every repeated miss

Do not use the label as a substitute for the stage counter. If your live game changes color or badge timing at another point, follow the live course and record the difference.

Stages 1–20: establish repeatable inputs

Use the first twenty stages to learn how your avatar, camera, and device respond. Before jumping, stop at a visible marker and center the target. Hold one direction through the attempt and wait until the landing is stable before framing the next obstacle.

Test respawn behavior here, where recovering is cheap. Observe the displayed stage before a deliberate fall and after returning. Public documentation does not prove the exact save or reset rule, so an early live check is more useful than assuming every obby behaves the same way.

Stages 21–60: read sequences, not single jumps

When an obstacle has two or more safe contacts, plan all of them before leaving the first platform. Identify where you can pause and where continuous motion may be required. If the camera loses the second landing, adjust it before takeoff instead of making a large blind turn in the air.

For moving parts, watch a complete cycle and pick one cue. Start from the same edge for several attempts. If you miss short, adjust the takeoff or forward hold; if you miss sideways, correct alignment. Changing timing and direction together makes the result hard to read.

Stages 61–100: slow the retry loop

Later in this range, narrow contacts and quicker transitions can punish rushed setup. Use smaller camera changes and release extra input after each landing. If one obstacle repeatedly defeats you, make three controlled attempts, step back, and compare the route with the video.

At stages near 100, use the obstacle shape to align the player recording. A dedicated clip titled 100–140 begins close to this transition, while the embedded 1–121 run shows the lead-in. Watching both sides of the boundary can reveal whether a stage number is offset.

Current walkthrough for the first range

The Unemployed recording is titled “Stage 1–121 (with fails).” The included failures are useful because they show correction and setup, not only a perfect final route. It is community footage and may not reflect every August server change.

Checked August 27, 2026. Pause before the matching stage and copy the setup, not only the successful jump.

Scrub to your approximate stage, then confirm two consecutive obstacles. Note the takeoff edge, avatar direction, camera view, landing side, and whether the player pauses after contact. If a failure appears, compare what changes on the next attempt.

Fix the most common first-100 problems

Landing hidden

Raise or rotate the camera before takeoff until the full top surface is visible.

Consistently short

Move the start closer to the edge and keep forward input through the jump.

Sideways drift

Realign the avatar after camera movement and use a straight reference through the target.

Moving hazard hit

Watch one full cycle and begin from a fixed cue rather than reacting halfway through.

Successful touch, failed stage

Aim for a safer part of the surface and look for an immediate hazard or follow-up.

Video mismatch

Compare the next two obstacles and check for a one-stage offset or a changed server build.

Standard movement versus Coils

Jump Coil officially grants double jump height, Speed Coil adds 10 speed, and Fusion Coil combines those effects. A video route using one of them can clear spacing differently from a standard run. Before copying a jump, look for the held item or visibly unusual movement.

Practice the normal route if learning the course is your goal. If you own a Coil, retest takeoff markers on a safe stage; more speed or height can cause overshoots as easily as it solves a gap. See the Coil Comparison before deciding that a purchase is necessary.

When you reach stage 100

Stabilize on the next safe platform and confirm the counter before switching guides. Continue with Stages 101–160, which includes the dedicated 100–140 and 140–160 recordings. Keep the same failure labels and one-variable practice loop; the later range requires more precision, not a completely different learning method.

Sources checked

Continue with another focused [DAILY] Spiral Difficulty Chart Obby guide.

Stages

Spiral Difficulty Chart Obby Stages 101–160

Use current 100–140 and 140–160 videos to clear Spiral Difficulty Chart Obby stages 101–160 with precise setup, counter alignment, and failure recovery.

Stages

Spiral Difficulty Chart Obby Stages 161–240

Finish Spiral Difficulty Chart Obby stages 161–240 with a final-range plan, current 160–200 and all-stages videos, and careful route verification for 201–240.

Guides

Spiral Difficulty Chart Obby Beginner Guide

Learn how to start Spiral Difficulty Chart Obby, set up the camera, practice jumps, read failures, and build a steady route through the 240-stage course.