Guides

How to Beat Obby Builder Courses

Survive killbricks, one-way movers, and unfair community traps.

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Beat Community Obbies

Community courses are how you earn cash and the Beat an Obby badge. Trending and Highlighted are the queue. Some plots are fair. Some are killbrick floors with a like sign at spawn. Your job is to finish the honest ones, leave the broken ones, and spend cash on your own plot later.

If you have not placed a spawn yet, do that first in Getting Started. This page is for running other people’s slots, not for decorating yours.

Badges tied to this loop live on badges: Welcome, Completed the Tutorial, Got a Like, and Beat an Obby. Beat an Obby is the one that comes from a finish, not from a purchase.

The Beat an Obby badge and cash

Load a course from Trending, Highlighted, or a pasted slot code. Play from spawn. Finish the end pad. Cash drops for play and finishes; Double Cash (299 Robux) only multiplies what you already earn. You do not need it to complete a first badge run.

Pick courses with visible checkpoints from the thumbnail or the first platform. A listed course with a custom thumbnail and a sign at spawn is more likely to be complete than a gray floor named after a username.

Stay in the 10-player server. Other runners show you where the real path is. If everyone falls at the same corner, that is a trap or a bug. Watch one success before you copy a bad line.

R6 movement is consistent: no surprise shift in hip height. What changes is part choice. Read the parts tier list so you recognize killbricks, truss-style climbs, and movers before you land on them.

Do not farm the badge on your own empty plot. Play someone else’s slot.

Checkpoints, killbricks, and one-way movers

Treat every checkpoint as a save. Stop on it. Look forward. Plan the next four jumps. Sprinting off a checkpoint into a killbrick border is how you donate a clean run.

Killbricks are usually bright and deadly on touch. Assume red neon is death until the course teaches you otherwise. Some builders recolor hazards. If a pad looks wrong, tap it with a tiny step, not a full commit. After a death, remember the color.

One-way movers commit you. Once the platform or conveyor leaves, you may not walk back to the last checkpoint. If you are unsure, let another player take it first. If the mover dumps into a pit, leave the course. Retrying a one-way void is a time sink, not practice.

Buttons and teleporters are path tools. A button that opens a door should have a visible result. A teleporter that sends you behind a killbrick wall is a joke. After one joke, leave.

Truss-style climbs need a straight jump into the truss. Approach from a wide pad. Do not jump from a killbrick edge onto a truss unless you have seen it work.

Advanced lighting can hide edges. If the course is too dark to see a landing on mobile, that is a leave, not a skill issue.

When to retry versus leave

Retry when you died to a readable jump you almost made. The landing was visible. The checkpoint is close. You know the timing. Two or three retries is practice.

Leave when the course hides the path, uses a one-way mover into killbricks, lacks checkpoints for a long maze, or requires a coil you do not own. Leaving is how you protect cash-per-minute. Another Trending plot is one load away.

Leave when the slot is clearly unfinished: floating hammers, Unlisted confusion that still got you in, or a sign that says “WIP” at spawn. You will not get a clean finish, and the like would be a lie.

Retry a Highlighted course longer than a random Trending one. Highlighted is curator-picked, so the route is more likely to exist. Still leave if a mover is broken.

If you are practicing for your own builds, note why you left. Missing checkpoints and unfair one-way movers are the same mistakes you should not ship.

Coils on your plot versus coils on theirs

Gravity Coil (79 Robux) and Speed Coil (79 Robux) change jump height and run speed. Fusion Coil (149 Robux) combines the feel. On someone else’s course, coils are optional assists. Use them if the builder left coil skips or if you are stuck on a gap that is clearly tuned for default jump plus a little extra. Do not assume every Highlighted plot allows coils as the intended path.

On your own plot, coils are a playtest hazard. Do not use Fusion Coil to fake a like-worthy run and then list the course as fair. Strangers will not own your passes. Unequip, run default jump, then list.

If a community course requires a coil and never says so, treat it as a leave unless you already own the pass and want the cash. Your Robux is not a ticket the builder is owed.

Cash from finishes funds your plot without Taller, Longer, or Wider. Beat two fair courses before you buy any pass. Then go home and add a checkpoint to your own spine.

When a run finally lands, take the cash, tap like if the course was honest, and copy any slot code you want to study.

FAQ

Frequently Asked Questions

Quick answers to the most common Obby Builder questions.

How do I get the Beat an Obby badge?

Finish a community course from spawn to the end pad. The badge list is on badges. Cash also drops from play and finishes.

Should I keep retrying a one-way mover into killbricks?

No. Leave and load another Trending or Highlighted slot. One-way voids do not become fair with more attempts.

Are coils required to beat community courses?

No. Gravity, Speed, and Fusion coils are assists. Use them on other plots if you own them, but do not use them to fake a fair run on your own course.

How do I recognize unfair parts?

Killbricks as the only floor, hidden teleporters, and dark landings are common tells. The parts tier list ranks pieces that wreck a run.

I still have not built my own plot. Where do I start?

Open Getting Started for tutorial, spawn, checkpoint, and your first slot code. Beat one fair course for cash after that.