The Slimescraper

The Slimescraper is one of the Rounds in Fall Guys: Ultimate Knockout. This round is a Race round and was introduced in Season 4.5.

Standard version
Like its sister course Slime Climb, players must run away from rising slime, ascending through a multi-section race course with a futuristic theme and reach the goal. Falling in the slime will result in elimination.

The sections are described in the table below. An upward-sloping path leads to the first section.

In-between some sections, there are also downward slopes covered in slimes and adorned with donut bumpers, making it costly to fall off a section. These are situated in-between ramps 2 and 3, ramps 4 and 5, ramps 5 and 6, and ramps 6 and 7.

This round times out at 3:10.

Course strategy
Much like Slime Climb, a lot of the difficulty comes from the sheer volume of players trying to traverse the same obstacles at the same time, leading to players often bumping into each other and unintentionally knocking each other over. Staying even slightly back or finding a way to rush ahead may make the course safer overall.

Ramp 1
For the first section, it is important to pay attention to the position of the flippity bippities and walk around them in a way that won't get you knocked back.

A good portion of this section can be skipped by jumping and diving onto the first flippity bippity on the right. From there, you can jump onto Ramp 2.

Ramp 2
The first gap can be cleared without the need for a force-field bridge by getting a running start followed by a jump and a properly timed dive. For the next two gaps, the safest way to cross is by jumping from bridge to bridge as they activate. Watch out for the light swinger as you enter the next section.

A riskier strategy is to try walking on the sides of the force-field bridges. While you don't need to wait for the force-field to activate with this strategy, it is also really easy to slip off and fall back to the first ramp.

Corner 2
Like stated in the previous section, avoid the light swinger and jump up to the next area.

An incredibly advanced shortcut here would be to instead use the light swinger to knock you up to Corner 4, significantly bypassing multiple sections.

Ramp 3
Paying attention to the direction of the conveyor belts, go around the forcefield walls (or through them, if they are deactivated), but watch out for all the bumpers along the way, as they can knock you down. It is possible to jump up to the sloped conveyor belt in the next section without having to deal with the last forcefield.

Ramp 4
Don't underestimate the reach of the punching gloves as they go further than it may initially seem. All conveyor belts in this section run the wrong way, so keep running on them, adjusting your speed to get as close as you can to the punching glove without actually getting in front of it; then as soon as it punches and starts retreating, run at full speed and then jump and dive to clear the gap. Repeat this strategy for all the following gloves in the section.

Corner 4
In the low-gravity zone, jump up as soon as a force-field platform activates in order to land on it and immediately jump up from it to reach the next section.

If you can't get the timing right, you can also land on the platform where the force-field activates from.

Ramp 5
Much like Short Circuit, this section contains spinning plates and light beams, but the plates are smaller and spin considerably slower, so it shouldn't be as difficult. It is best to cross a light rods as soon as it moves, either by jumping over it when it is low, or by running under it when it is high. Repeat the strategy for the next rods.

Corner 5
This next section has you walking on top of a narrow curved beam surrounded by a low gravity zone and featuring some small fans. Either time your movement correctly to walk through the gaps in the fan blades or use the gravity zone to jump over the fans (making sure you stay clear from the blades) and landing on the other side of it. The former strategy is faster, but riskier; the latter is the opposite.

Ramp 6
Either hug the left wall (without actually trying to go up the slime slope) and dive just before a light swinger flies towards you, or walk closer to the middle of the path and jump over the light swingers as they come towards you. You better make sure you don't miss the jump however, as falling off this section can be very costly.

Corner 6
Watch the lines on the ground to know how far each donut bumper can go. The light rods in this section tend to stay down for a long time so it is usually better to immediately jump over them. Be very patient when dealing with the donut bumpers to cross them at the right time. Hitting a flingus at this stage can be very costly.

Ramp 7
Run on the conveyor belts and jump off of them to the next one. You may need to dive if you accidentally jump too early. Watch out for the light swinger before trying to clear the third gap; if it's about to block your way, run backwards on the conveyor belt, then as soon as it starts moving away from you, run towards the gap and jump over it to clear it.

Ending
This section requires running up a slime-covered slope not unlike Hit Parade, but this one has static donut bumpers and flippity bippities. Since this section is walled off by railings on both sides, it is safe to use the flippity bippities for an extra boost. Alternatively, take your time and just run up the slope normally. As with Slime Climb, be wary of grabbers towards the end. Best to jump and dive over them before they can get close enough to grab you (but don't jump repeatedly as you're going up a slope, as it'll cause you to slide back down)

Final Variant
A Final type variant was introduced in the X-treme Fall Guys playlist on 2021-05-20. In this variant, the player who finishes first will win the entire show.

Many of the same strategies apply to the final variant, but keep in mind that you'll need to move quickly. If you feel confident, try to take advantage of some shortcuts to get the edge on your opponents.

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 The Slimescraper tends to be incredibly attritional, cases where players get a pink medal in this round are rare.

Trivia
• Just like Slime Climb, this round can also end the Episode, if all but one person falls into the slime.