Slime Climb

Slime Climb is one of the rounds in Fall Guys: Ultimate Knockout. This round is a Race round and was first introduced in the beta version.

* Under special circumstances, such as Slime Climb Time, Slime Climb allows for less than the 21 player limit, with that limit being a minimum of 2

In-game descriptions

 * Objective
 * Race to the finish!


 * Description
 * Outrun the slime and reach the finish line!

Standard version
Slime Climb is a long and multi-faceted course with lots of obstacles. All players start from a large platform and climb up a large course, racing against the elimination slime. The first section is a pretty straightforward upward-sloping section, with some strategically placed bumpers that can enable skilled players to skip part of the next section, which is a series of 3 moving blocks that can push players back down to the first section. The third section is an upward-sloping section directly in the path of large ball shooters that can knock over the player. The fourth section is another series of 2 moving blocks that are larger and can push players back down to the third section, with gaps in the floor in between the blocks.

Following that, the fifth section is a conveyor belt moving in the direction of sending players back down to the fourth section, with towers moving back and forth. The sixth section features a series of two pipes, then a single pipe, to traverse. The seventh section is a slime-covered walking stretch making walking tricky, and features many spinning hammers. The eighth section is a series of 4 moving blocks that can push players back down to the seventh section. The final section can be considered split into two - it is another slime-covered walking stretch, with the first half consisting of more moving towers, and the second half featuring 3 swinging pendulums.

There is a 2:20 time limit, with a countdown timer appearing when there are 15 seconds left. After that point, everyone remaining on the course is eliminated. The timer is slightly misleading, however - at roughly 2 seconds left on the timer, the ground in front of the finish will be covered in slime. Only players that have jumped up to the walls on the sides can avoid this slime and stay alive past this mark.

Alternate versions
From the 2020-09-15 Season 1 mid-season update, these variants can occur instead of the standard one:


 * For all sections, the moving blocks may be moving at speeds different from the standard version.
 * In the third section, sometimes the shot balls may travel at a faster speed.
 * In the third section, the shooters may fire logs instead.
 * In the final section, the pendulums may be replaced with more moving towers instead.
 * Alternatively, in the final section, the pendulums may be replaced with hammers instead.

From 2020-10-24 this variant can appear:


 * A Big Yeetus is added in the last section and is up to the player to take the risk or not.

In the 2020-11-10 Season 2 update, the following variants may appear:


 * In the final section, the pendulums are replaced with Thicc Bonkus instead.

In the 2020-02-02 Season 3 update, the following variants may appear:


 * All sets of moving blocks will not move, but there will be Slingus Flinguses placed on each platform in front of the blocks.
 * Not all sets of moving blocks may have Flinguses placed in front of them.
 * Although block speeds were tweaked in Season 1's mid-season update, since this update some of the moving blocks may be randomly moving faster than usual.
 * Some hammers may randomly spin faster than usual - very fast.
 * If the final section is donut towers, these towers may be moving really fast.
 * The final section might have a Blizzard Fan blowing perpendicular to the path.

As of 2021-05-13, the following variants may occur:
 * A low gravity zone covers the entire area with the three yellow beams that must be crossed.
 * The final obstacle is a cannon that shoots balls down the path when players press the Chonky Button right before the finish line.
 * The final section might have absolutely no obstacles on the path leading to the finish.
 * This might actually be a bug - the Blizzard Fan in the variation added on 2020-02-02 appears to have disappeared.
 * The final section could have a shortcut where you jump off to a spinning plate in a low gravity zone.
 * The Moving Block sections can have their blocks replaced by Blizzard Fans

Course changes

 * In Season 2:
 * Various elements of the course have been given new colours.
 * The counter at the top right indicating the number of qualifiers has been removed.
 * In Season 3:
 * The counter at the top right indicating the number of qualifiers has been re-added along with a new countdown timer (at 15 seconds remaining) indicating how much time players still have left to cross the finish line.
 * This counter and timer may not necessarily be accurate - see the section entitled "Known Bugs" below.
 * In Season 4:
 * The counter at the top right indicating the number of qualifiers has been removed (again).

Standard version
Slime Climb tends to be incredibly attritional, and for good reason - the relatively thin walkways and the myriads of obstacles will make progress difficult, and elimination is very likely if even one section is messed up. Players starting out on the spawn positions closer to the edge should make an attempt to force themselves into the middle of the course, as the sheer volume of players on the initial narrow walkway may force players on the edges off course and into the slime before the game even begins. For the first section, the player can attempt to use the bumper to skip a moving block and bounce to the next level, but this may be hard to execute due to the large number of players also trying the same thing. It is generally recommended to only attempt the skip once, as attempting it too many times will likely cause elimination by slime. This skip is much easier to execute for players starting out in the front row. A marginally slower, but slightly safer skip, is to go to the left of the first bumper, jump and dive onto the ledge; this is far more consistent.

The second section of moving blocks is straightforward, with decent safe spots in between the blocks; the only pitfalls here would be the large number of players potentially pushing you inadvertently into the path of a block. It might be safer stay back and allow a large number of players to cross first so you can more easily navigate the pushing blocks.

As soon as you reach the upward sloping ramp of the third section, carefully dodge the balls and hug the wall on the right; it is unlikely you will be hit by a ball there, unless the ball bounces off other players. Be aware that players who fall into the gaps of the fourth section will walk out from those gaps and might block your path.

The fourth section is one of the more notoriously difficult sections due to the gaps in between the moving blocks, and their differing speeds. Try timing your movement so one block is extended while the other is receded, but once again be careful of the large number of players disrupting your movement.

The fifth section is relatively easy, just keep walking against the direction of the conveyor belt while dodging the towers, but be wary of players falling from the next section as they can potentially bump into you.

There is no real strategy to the sixth section other than to practice keeping your balance and then keeping your balance while jumping to the next pipe. However, be warned as there may be players standing on the second pipe to block your way. Sometimes it's best to allow a player to jump into the pipe and then jump onto it as soon as they do it, as to avoid both of you jumping onto it at the same time and bumping into each other mid-air, resulting in both of you falling down at the conveyor belt below.

Take the seventh and eighth sections slow and easy and the hammers and blocks should be no problem. It is possible to skip part of the walkway by jumping up.

Again, keep it slow and steady with the final stretch, avoiding the towers and pendulums as best as you can. Watch out for people standing near the finish line; jump-dive past them to avoid letting them grab you and run the risk of pushing you backwards, into the slime and likely into the path of a swinging pendulum. If grabbed while standing on the slime, either grab the grabber back and push against them in hopes they give up. If they don't or if you're grabbed from the sides or the back, your best bet is to run away from the edge and attempt a jump dive to avoid being pushed off-course.

Alternate versions

 * You'll have to jump over the logs. Near the end of the section, the logs will just sail over your character.
 * Again, take things slow and easy with the final section hammers/towers. For the hammers, it is possible to walk in a diagonal, 'zig-zag' manner to dodge all the hammers. For these groups of obstacles especially, beware of other players, as they may be hit by the obstacles and flung into you, knocking you off the map.
 * You likely have to dive to avoid the Thicc Bonkus at the final section; building up some momentum then walking along the outermost edge when it starts swinging away towards the middle might be your safest bet. If you need to dive, do not mess up the timing or the Bonkus might launch you off the side. Interestingly, standing exactly on the blue sides of the path makes you almost completely safe from the Bonkus.
 * Big Yeetus is a huge do-or-die gamble, with an elimination all but guaranteed on a failed attempt. If you're not confident, progress through the course as normal, but if you can get your timing down right, you can skip the entirety of the final section.
 * The Slingus Flinguses are a prime example of obstacles that are almost trivial to dodge, yet can be incredibly disastrous if activated. Just carefully walk around them to dodge them. If you do happen to hit one, however, hold the control stick back towards the level to try and avoid falling into the rising slime. Like Freezy Peak, you can attempt to cross them by jumping as late as possible without triggering them, then diving over them.
 * The overclocked hammers can actually be particularly detrimental; a high-velocity hit can leave you ragdolling into other hammers, and worse, back down to the conveyor belt. Try to dodge them as you usually do.
 * The same applies for the increased moving block speeds. This can be annoying to cross, especially on the final set of moving blocks, if any of them are moving really quickly. You may want to back up as far as possible, to build up a running start, then try diving at the end if you're about to be hit by the block.
 * Again, the same applies for the high-speed donut towers on the final slime stretch. Instead of quickly walking through, you may want to take it incredibly slowly and just cross one tower at a time.
 * Wait until the fan starts moving towards the finish line, then proceed along the leftmost of the path to the finish, staying behind and out of the path of the fan, until it starts moving away from the finish and towards you. Crossing the fan when it's moving towards you is the best time to do so; trying to cross the fan while it's moving towards the finish will result in a quick trip into the slime.
 * The low gravity zone over the three yellow beams makes this section easier to cross, as players can walk from the conveyor belt below and use the low gravity to clear the entire section without the need to cross the beams.
 * The final section without any obstacles is obviously a lot easier to cross.
 * For the cannon and button variant, try to reach the finish line before other players to have an easier time. Once there, feel free to cross the finish line or push the button to hit incoming players if you are so inclined. If dealing with players pressing the buttons try your best to walk around the cannonballs, but don't overcommit as to not slide off to the sides. They shouldn't pose too much of a threat.
 * The low gravity zone and spinning plate shortcut variant is fairly reliable if you know how to time your jump off of a spinning plate properly. Jumping slightly earlier than when you think you need to is the key.
 * The Moving Blizzard Fans can be treated as normal blocks or you can try to jump on them to skip a section.

Final Variant
A Final type variant (named Slime Final) was introduced in the Slime Climb Time playlist on 2021-04-05. In this variant, the player who finishes first will win the entire show.

Also Slime Final appeared in X-treme Fall Guys for the first few hours but then got replaced by regular finals

Many of the same strategies apply to the final variant, but keep in mind that you'll need to move quickly. Using the various skips is not just beneficial here; it's almost mandatory to win. By this point, there will probably be a very small number of players left, so don't worry too much about bumping into other players.

Known Bugs

 * Surprise Elimination*
 * As of ?/?/??: Despite the timer not having run out and the qualification quota not being filled, when not everyone has crossed the finish line, the last players alive may sometimes be eliminated. This appears to happen when a player that has qualified disconnected/left from the game. (Try not to linger too long at the finish line to avoid this!)
 * This appears to have been all but fixed as of Season 3's mid-season update.

*This name is a conjectural name and has not been somewhat uniformly agreed upon.

Medal thresholds

 * Gold - First place
 * Silver - Top 20% of players in the lobby
 * Bronze - Top 50% of players in the lobby
 * Pink - Qualified, but outside of the top 50%
 * No medal - Eliminated

Because Slime Climb tends to be incredibly attritional, cases where players get a pink medal in this round are rare.

Oddly, in Slime Climb Time, sometimes the medals other than the first place medal may be wrong.

Trivia

 * Slime Climb is one of only 2 race maps where players are eliminated for falling off the map. This gives the map some properties similar to survival levels.
 * The other race map is its spiritual sequel, The Slimescraper.
 * Due to the difficulty of the race, most players are often eliminated before reaching the finish.
 * Mass eliminations will now tend to happen less as players get more skilled - unless players attempt to sabotage others. The Bonkus variation is widely agreed to be the hardest variation, and can also rapidly deplete the field.
 * In very rare cases, it is possible to win a Show on Slime Climb, if all but one person is eliminated. The winner would still need to cross the finish line.
 * There is a very rare chance that Slime Climb can appear as the starting race, making for a (presumably) short Episode.
 * This can only happen with the least amount of players needed to start the game (40), as the maximum amount of players allowed to start Slime Climb is 40. Even then, it can simply choose another map.