Keyboard Escape stage guide

World 1 is fifteen keyboard rooms in five colour zones: Mint Breeze, Grape Soda, Retro Typewriter, Deep Ocean and RGB Core. Each stage is one room with one big idea. In Stages 1 to 9 the path winds over the room's liquid, with a big red arrow at every corner: the first three have no gaps at all, and Stage 4 opens with the first jump that needs its Level. Every room ends at a safe stop, where a gold pad banks that stage's trophies.

1. First Keys

Stage 1, First Keys: a runner on rows of mint keys that step up and down, heading for a red arrow at the corner, with the safe stop beyond

Run the key rows · Mint Breeze · any Level · +1 trophy

Hold forward to run. Rows of keys step up and down under you, and one key block takes a jump. Turn where the red arrows point.

2. Delete Dash

Stage 2, Delete Dash: the giant red DEL key with angry eyes at the far end of a bumpy key hall, under a red arrow pointing to the way out

Beat the boss to the door · Mint Breeze · Level 5 recommended · +3 trophies

Step into the hall and the giant DEL key at its far end counts down, then charges at you. Run for the way out on the right before it gets there, then cross the red DEL keys without stopping: each drops half a second after you touch it.

3. Rolling Keys

Stage 3, Rolling Keys: a giant key ball rolling down a ramp of mint keys toward the runner

Dodge the rolling ball · Mint Breeze · Level 10 recommended · +10 trophies

A giant key ball rolls down the ramp every few seconds. Climb between balls, or step into the side alcove while one rolls past.

4. Ink Lake

Stage 4, Ink Lake: rimmed raised key paths winding over violet ink, with red turn arrows and green vines beyond

Make the big jump · Grape Soda · Level 15 recommended · +20 trophies

Raised paths wind over the ink. The first jump is long: it takes about Level 15. Then jump onto the raised boxes, and swing across the wide channel on two green vines, letting go as you swing forward.

5. Caps Lock Rails

Stage 5, Caps Lock Rails: a narrow two-key rail over violet ink leading to a bridge of purple CAPS keys

Stay on the rails · Grape Soda · Level 20 recommended · +50 trophies

Narrow rails cross the floor. Purple CAPS keys go dark in a wave behind you: start as the first one lights up and keep moving. The rail jump takes about Level 20.

6. Tide Hall

Stage 6, Tide Hall: a runner waits on cream keys under a red WAVE! sign at the start of a long key hall

Wait for the wave · Grape Soda · Level 30 recommended · +100 trophies

A wave sweeps the long hall on a countdown. Wait on the cream keys until it passes and the sign says GO, then run the hall before the next one.

7. Insert Sprint

Stage 7, Insert Sprint: a sprint hall of typewriter keys over dark blue ink, with a door of yellow keys across it

Time the doors · Retro Typewriter · Level 35 recommended · +150 trophies

Orange INS doors lift on a beat along a sprint hall. Keep a steady run and you meet each one open.

8. Kick Shaft

Stage 8, Kick Shaft: the runner at the top of a yellow ladder on a typewriter key tower, with a red turn arrow ahead

Climb the shaft · Retro Typewriter · Level 45 recommended · +300 trophies

Climb the ladder, kick up the yellow chimney (jump into a wall, then press Jump at each wall), ride the piston up and jump across the top.

9. Keyboard Lake

Stage 9, Keyboard Lake: keyboards standing at different heights in a dark blue lake, with red turn arrows

Jump keyboard to keyboard · Retro Typewriter · Level 55 recommended · +500 trophies

Whole keyboards stand at different heights in the lake. Jump from each to the next; the longest jump takes about Level 55.

10. Spacebar Plain

Stage 10, Spacebar Plain: a runner crossing a very wide plain of blue and mint keys between key walls

Outrun the SPACE key · Deep Ocean · Level 70 recommended · +1,000 trophies

A giant SPACE key wakes behind you as you reach a very wide plain of keys. Keep running and jump the spinning spacebars: a knock back lets it catch you.

11. Escape Tower

Stage 11, Escape Tower: a runner on a flight of key stairs, with the next flight and a red turn arrow beyond

Climb the tower · Deep Ocean · Level 80 recommended · +2,500 trophies

Climb switchback flights of stairs and jump up from each corner to the next flight. Kick up the yellow chimney in the core, ride the spring keys and make the last jump.

12. Backspace Maze

Stage 12, Backspace Maze: a runner in a walled corridor of keys in the maze

Find the way out · Deep Ocean · Level 90 recommended · +10,000 trophies

Walled corridors turn, and some end in dead ends. A giant BACK key counts down, then chases you as fast as Level 90 runs, and BACK blocks sweep the corridors.

13. Sky Keys

Stage 13, Sky Keys: a runner on a shuttle island of yellow keys over an orange sea

Float between islands · RGB Core · Level 100 recommended · +25,000 trophies

Inside the violet rings you fall slowly, so jumps carry far: steer onto each island and don't overshoot. Ride the shuttle islands and let the ENTER key fling you over the widest gap.

14. Function Hall

Stage 14, Function Hall: a runner waits on cream keys under a red WAVE! sign at the start of a long dark key hall

Boost past the wave · RGB Core · Level 110 recommended · +50,000 trophies

Arrow belts carry you into a long hall that a wave sweeps on a countdown: go on GO!. After the jump, a green SHIFT key boosts you across a gap no run can clear.

15. The Grand Enter

Stage 15, The Grand Enter: a runner between the two yellow kick walls of a wall-kick gauntlet over an orange sea

The whole keyboard · RGB Core · Level 120 recommended · +150,000 trophies

A giant ENTER key chases you over key islands and lava. Then kick up a chimney, dodge a rolling ball, cross a wall-kick gauntlet, a cable bridge, CAPS keys, a short maze and the INS doors to the golden summit.

Looking for a Stage 12 map or a Stage 15 maze?

If you're looking for a keyboard escape Stage 12 map or Stage 15 maze, you may mean the Roblox game +1 Speed Keyboard Escape, a different game with its own course. In Speed Obby, Stage 12 is Backspace Maze: walled corridors with dead ends, where a giant BACK key chases you after a countdown. Stage 15, The Grand Enter, runs through a short maze before the INS doors and the golden summit. The pictures above come from this game.

When a room is too fast for you

All stages connect in one map, and every room is open. The sign floating in each doorway shows the Level its long jumps are built for; below it, you land short of the far side. Keep running for more levels, or step on the last cleared stage's pad to bank its trophies. A fall sends you to base with your Speed and a free revive to the stage. New runs start at base, where unlocked treadmills provide training. See the gain and unlock rules.

Play Speed Obby