Use a stage's recommended Level to choose a training target, then inspect the actual obstacle before attempting it. A tongue that reaches the far side can still leave your character hitting a wall or falling past a landing. These checks are for players who already know their device's basic launch and slide actions.
The Level targets below were reported in September and early October 2026. Compare them with your current stage sign. Use them to plan reach, then test the connection. They are recommendations, not demonstrated hard entry locks.
Historical Level targets
| Stage | Recommended Level | What to check locally |
|---|---|---|
| 1 | 0 / Start | The first straight gap and a broad landing. |
| 2 | 5 | The elevated destination and lava below. |
| 3 | 10 | Arrow-marked wall openings and purple incline. |
| 4 | 20 | Honeycomb surfaces on the vertical section. |
| 5 | 30 | Direction arrows, pillars and confined turns. |
| 6 | 40 | Space between lava obstacles. |
| 7 | 50 | Sticky surfaces, shafts and overhead clearance. |
| 8 | 60 | Reach and a safe stopping point on the longer connection. |
| 9 | 70 | Clearance for the descent and the following upward route. |
| 10 | 80 | Intermediate attachments before changing direction. |
| 11 | 90 | Alignment through narrow passages. |
| 12 | 100 | The visible tunnel route and a supported landing. |
This list identifies twelve reported stages; it does not establish the current game's total course count or a World 2 entrance. Read Stage and Level separately. For example, Level 17 beside Stage 3 means you are comparing account growth with that stage's recommendation of 10.
For a first comparison, keep your starting place and targeted landing unchanged. If the tongue remains short along a clear line, train and retest that connection. If the character strikes something after the tip reaches, use the obstacle checks below.
Stage 3: follow the opening indicated by arrows
Look for the arrow-marked opening between the tall platforms and the purple incline. Frame the opening from stable ground and aim through the usable gap. Avoid extending into the solid wall face beside it.
Check the route the character will take after the tip passes through. A tongue threading the opening does not clear the character's body automatically. If the same point catches you, inspect the sides and upper edge before increasing Level.
If the path already spans the gap, a Level 10 recommendation will not diagnose the collision. Keep the same starting position and change the line through the opening on the next test, so you can see whether the adjustment helped.
Stage 4: use the marked vertical anchor
Find the honeycomb surface on the vertical section. Use it as an intermediate target, then check that your character is attached before turning toward the next ledge. A plain gray wall does not provide the same sticky surface.
At the anchor, inspect the upper destination and the geometry above you. Plan the next connection before continuing with your known launch controls. Trying to bypass the anchor can leave a long tongue path that still runs into the wall or ends beyond usable ground.
Choose an endpoint with room to arrive at the upper ledge. Check the landing edge before continuing: a path extending beyond safe ground can carry the character off the platform. After the tip connects, watch where the character arrives.
Stage 5: break the confined turn into shorter connections
Use the directional arrows to identify the passage around the pillars. Look for the intermediate sticky surface before trying to cross the whole turn in one extension. Follow the arrows in your run; a recording's left or right depends on its camera direction.
Choose one visible target, inspect the opening around it and finish that connection before setting the next angle. Shorter stretches make it easier to keep the body away from a pillar and leave room at the next landing.
If the tongue reaches around the bend but your character collides, change the path around the obstruction. If it ends before the chosen surface, check for a straighter approach or return to training. Keep those two failures separate when deciding whether growth will help.
Stage 6: inspect the gap between lava hazards
Aim through the space between the lava obstacles. From stable ground, try first-person view if the passage is difficult to judge. Check the entire body path through the gap, including the part after the tongue tip has already passed the nearest hazard.
Downward sliding has been shown moving faster than upward travel. Leave room for the descent to finish on a usable surface instead of aiming beyond it. Avoid sudden camera corrections near the landing, where a small directional change can spoil an otherwise clear approach.
If you keep hitting the same obstacle, reset the camera and repeat the starting position before changing the line. Train when a clear line remains short; change the approach when the path hits lava.
Stage 7: leave clearance above the character
In the reported shaft layout, look for the lower honeycomb patch first, then the upper patch on the opposite wall. Compare that sequence with the honeycomb surfaces visible in your run. Check the space your character needs along the line to the sticky surface, including the part beneath the ceiling.
From the upper attachment, inspect the high exit and the overhead clearance before continuing. If an upper surface catches the character, examine the body path through that section instead of repeating the same angle with more length.
Keep the endpoint inside a safe landing when leaving the vertical section. Watch the character's arrival after the tip connects.
Later-stage examples: inspect the next obstacle
At Stage 8, the historical recommendation was Level 60, yet a recorded Level 63 attempt still fell. Read the sign, then check the stopping point and landing space. Meeting the recommendation does not settle the route.
For Stage 9's descending section, inspect the space outside the obstruction before aiming downward. A recorded straight descent failed; changing the outward approach and returning to sticky geometry allowed another attempt upward. Find the visible opening in your run before copying that change of direction. Those camera directions are not coordinates.
At Stage 10, identify the intermediate attachment before continuing around the next turn. Missing that surface ended a recorded run despite ample growth. A revive then failed to restore the position the player expected, so do not budget an attempt around guaranteed stage recovery.
At Stage 12, a blocked tube in a September recording does not tell you where today's course ends. Check the route visible in your session and keep your Stage label when describing the problem. Rejoining alone is not a demonstrated solution for every blocked path.
Decide whether to train, adjust or collect
| Result | Next useful action |
|---|---|
| Tip falls short along a clear line | Record the starting position and train before testing it again. |
| Tip reaches, body hits geometry | Inspect the ceiling, sides and path around the obstruction. |
| Character falls beyond a platform | Move the intended endpoint farther inside the landing. |
| The next section exceeds your reliable route | Consider the available ordinary reward before continuing. |
Read reward choices separately from stage targets. A September Stage 3 example showed the yellow +3 Wins pad changing the balance from 4 to 7 and returning the player to Stage 1. Its blue +6 option opened a paid 2X Wins offer. Those results do not establish later stages' payouts or reset destinations.
Before collecting, note your Wins; afterward, check the balance and where the game places you. Use the Wins guide for reward decisions, the controls checks for landing problems, or training when the same clear connection remains too short.
Keep a useful record for the next attempt
Write down the Stage label, current Level, Total Tongue and the specific target you missed. Keep the same Tongue, Trail, boosts and rebirth state when comparing attempts. A failure after changing those conditions cannot isolate the amount of reach needed for the old approach.
If a clear line falls short, record that reading, train, then try again from the same place. Record the first successful reading too. The two readings bound the reach needed for that particular approach. An alignment miss or body collision does not belong in that reach comparison, and the interval does not become a universal minimum for the stage.