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Tomb Run

Auto-run down the tomb. A/D lanes, W jumps, S slides, Q fires your item. First through the gold gate wins.

Tomb Run in Panic Pit

Made for fans of Fall Guys.

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How to win

First through the gold gate wins.

How to play

Keys shown are the defaults; you can rebind them in Settings.

Tomb Run is a minute of running flat out down a straight stone corridor, 600 m to the gold gate at a base pace of 10 m/s. Nobody can stop or slow down on purpose, so places change hands two ways: mistakes (a wall clipped, a pit missed, a stone ball to the shins) and speed (pads, Boost and the slipstream chained into a gap).

The corridor

The track is 30 sections of 20 m, laid out fresh every round: the first three always gentle, the last five always hard. Hurdles and 3 m pits block some lanes and can be jumped; walls block some lanes and cannot; low bars cross every lane and must be slid under. Wrecking balls swing across the lanes on a 2-second cycle, staggered along each beam so the gap moves. Green pads give 30% more speed for 1.5 s to feet that touch them. Six times a race, between 70 m and 470 m, a row of crates crosses every lane.

Running into anything solid knocks you back a metre and stuns you for 0.8 s. A pit or a wrecking ball sends you back to the start of your 20 m stretch, frozen for 1.5 s. Nobody is ever knocked out.

Keys worth knowing

A jump carries you about 6 m. S pressed in the air drops you straight down and slides you as you land: the quickest way from a hurdle into a bar, and the quickest way into a pit.

Hold E to burn Boost for 35% more speed. The bar starts half full, a full bar lasts 2.5 s, and only crates refill it, half a bar each. Q fires your item once the slot stops rolling; fired while sliding, a stone ball or homing orb goes backward.

The items

What a crate gives depends on your place when you take it. The leader mostly gets stone balls and spike traps; last place gets Boosts, Sandstorms, homing orbs and the Golden scarab.

Running in a pack

Tuck in within 5 m behind a runner in your lane and you run 12% faster. Reach their back and you slingshot past at 50% extra for a second, then wait 4 s for the next one. Change lanes into a runner level with you and you shoulder them a lane further over with a short stumble, longer if they are pinned against the wall.

How good runners win

A bigger field

The corridor is three lanes wide for up to 4 runners, five for up to 8 and seven for up to 16, with one wrecking ball per three lanes on each beam. Three lanes usually leave one lane open at each obstacle row, wider corridors two side by side, so a big pack still has to squeeze.

Play it with friends

Open panicpit.com, create a room and send the code. Tomb Run is one of the minigames in the rotation, and the host can pick which games are on.

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