Checkpoints are small areas in Fall Guys where players respawn after falling off a level or entering a Respawn Zone. When a Checkpoint is reached, a circular effect appears along with a sound effect.
Checkpoint
Checkpoints are visible platforms in Fall Guys. They were first introduced in Season 1 (Legacy).
Obstacle description
Checkpoints are small areas where players respawn. Checkpoints can be wide, but can also be long allowing players to respawn further ahead. Most Checkpoints have Padded Walls at the side of the checkpoint, but some seasons have extra pillars next to those Padded Walls. They are usually marked with chevrons pointing towards the Finish Line.
In Fall Guys Creative, Checkpoints cost 15 budget.
Season 1 (Legacy)
Season 1 (Legacy) Checkpoints are the same as the ones found in Creative, that being with a blue flooring, purple base and white chevrons. Two yellow Padded Walls can also be found on opposite sides of the Checkpoint.
The following Season 1 (Legacy) levels have traditional Checkpoints:
Dizzy Heights has 3 Checkpoints in total, two before the Rolling Ball-section and one before the pyramid of Spinning Plates. The Checkpoints in Dizzy Heights look different to normal checkpoints, as they are just purple rectangles, instead of the detailed ones.
Gate Crash has only one Checkpoint, that one being before the Slime ramp.
See Saw has 6 Checkpoints, a set of two after the first section, a set of three after the second set of see-saws and a final T-shaped Checkpoint before the last section.
The Whirlygig has one Checkpoint, that one being right after the first Conveyor Belt ramp. Another checkpoint is present, but this one is a Checkpoint Zone instead of a regular checkpoint.
Season 2 (Legacy)
Checkpoints in Season 2 (Legacy) levels have green flooring and purple Padded Walls. Fortified walls with intangible torches are found on the sides. The following Season 2 (Legacy) levels have traditional Checkpoints:
Big Fans has a similar checkpoint layout as that of See Saw, that being a set of two, a set of three and a T-shaped Checkpoint.
Knight Fever contains 4 Checkpoints, one after the Swinging Axes, one after the Logs, one after the Slime ramp and the last one before the Drawbridges.
Legacy Season 2 checkpoint in Knight Fever.
Season 3 (Legacy)
Checkpoints in Season 3 (Legacy) levels have a pinkish white flooring and snowed-over Padded Walls. Instead of chevrons, the winter checkpoints contain snowflakes.
The following Season 3 (Legacy) level has traditional Checkpoints:
Tundra Run has 4 Checkpoints, one before and one after the Trench-section, one before the Slingus Flinguses and one before the ending.
Legacy Season 3 checkpoint in Tundra Run.
Season 4 (Legacy)
Checkpoints in Season 4 (Legacy)-styled levels are a dark purple/black colour and have neon yellow arrows on top of the flooring. Padded Walls with signage saying "4041" are present on the outside of the checkpoint.
The following Season 4 (Legacy) levels have traditional Checkpoints:
Roll On has 3 Season 1 (Legacy)-styled checkpoints after every roll-zone.
Skyline Stumble contains 6 checkpoints, one after the first and one after the second Gravity Zone, one after the Button and Cannon section, one after the Forcefield section, one after the maze section, and a last one before the Flippity Bippity section.
The Legacy Season 4 checkpoint before the Button maze in Skyline Stumble.
Season 5 (Legacy)
Season 5 (Legacy) Checkpoints have lime green floorings, a dark blue base with the signature light blue triangle pattern. 3 yellow chevrons are also on the flooring. Plants are found on the sides.
The following Season 5 (Legacy) levels have traditional Checkpoints:
Lily Leapers has only one Checkpoint, it being located at the top level, before the final section.
Treetop Tumble contains 8 Checkpoints. Two located after the Spinning Plates, two after the Drum/Expanding Frog -section, one combining the two previous paths with Slime Slides, then two before the Log Swing/Rhino section, and one before the final slide section.
The Legacy Season 5 checkpoint in Treetop Tumble.
Season 6 (Legacy)
The Checkpoint in Season 6 (Legacy) has two colourful pillars on both side of the Checkpoint, the Checkpoint has a purple underside and a light blue and blue flooring. A confetti-like pattern is visible on the light blue parts of the flooring. Lights are also hung between the two colourful pillars.
The following Season 6 (Legacy) levels have traditional Checkpoints:
Full Tilt has 5 checkpoint throughout the level, two sets of two long checkpoints and one T-shaped checkpoint resembling
See Saw and
Big Fans.
Party Promenade has 5 checkpoints in the level, on after the funnel section, one before the wall drop section, one after getting shot out of the blue Vacuum Tubes, one before and one after the split section.
Pipe Dream has one traditional checkpoint after the last set of Vacuum Tubes, the rest are Zones.
The Legacy Season 6 checkpoint in the Splash Image of Party Promenade.
Season 1
Checkpoints in Season 1 have 3 white chevrons on a medium blue flooring, large flagpost are sometimes present on the side Padded Walls.
The following Season 1 level has traditional Checkpoints:
Track Attack, there are 4 Checkpoints in this level, one is present immediatly after the Bouncy Floors, one is present before the Slime Slide section, one before the Conveyor Belt section, and one last one before the final slides.
Season 1 Checkpoint on Track Attack.
Season 2
Season 2 Checkpoints have white and very light grey floorings with a yellow chevron on the white part, there's also a small red portion which the Padded Walls lie on. Side posts are present on every Checkpoint in
Cosmic Highway and only on the final 2 in
Space Race.
The following Season 2 levels have traditional Checkpoints:
Cosmic Highway has 4 checkpoints, one after the yellow platform section, one after the orange platform section (this one looks different, but still acts the same), one after the boxing glove section and one after the red platform section.
Space Race has 5 or 7 checkpoints, depending on how you look at it. Theres one before the Gravity Zone, a set of 2 before and a set of 2 after the Respawning Hex-tile section, one before the Conveyor Belt section, and one before the Log section. This last one also acts as a Checkpoint Zone, as the zoning is stretched to also contain the Hover Platforms above the actual Checkpoint.
The Season 2 checkpoint in Space Race.
Season 3
The following Season 3 level has traditional Checkpoints:
Speed Slider technically doesn't have any traditional Checkpoints, but it does have a small area before the final Slime Slides where players respawn.
Checkpoint Zone
Checkpoint Zones are Zones in Fall Guys. They were first introduced in Season 1 (Legacy).
Obstacle description
Checkpoint Zones are small areas not noted by a traditional Checkpoint where players can respawn.
Checkpoint Zones are technically invisible parts of normal Checkpoints, these parts are different, due to not looking like traditional Checkpoints in other levels.
In Fall Guys Creative, Checkpoint Zones cost 3 budget. They are resizable, and when visible, are semi-transparent with white edges and check marks on their faces.
Season 1 (Legacy)
The following Season 1 (Legacy) level has Checkpoint Zones:
The Whirlygig has a Checkpoint Zone spanning the section after the middle Spinning Blade and the two second to last Rotating Beams.
Season 3 (Legacy)
The following Season 3 (Legacy) level has Checkpoint Zones:
Freezy Peak has two Checkpoint Zones in the level, one before the Blizzard Fan-section and one after it.
Season 6 (Legacy)
The following Season 6 (Legacy) level has Checkpoint Zones:
Pipe Dream, one Zone is present after every Vacuum Tube choice, and one final one is present just before the Finish Line.
Season 2
The following Season 2 level has Checkpoint Zones:
Starchart has various Checkpoint Zones at various Button stations throughout the level, the first zone is always at the orange stations and a second one is at the blue stations.
Season 3
The following Season 3 levels have Checkpoint Zones:
Puzzle Path has a Checkpoint Zone in every Slime Slide after every correct Wormhole, except the one before the Finish Line.
Speed Slider has one Checkpoint Zone before the final set of Slime Slides. The effects upon entering it are not present.


