Skip to content

Chained Together Combat Guide: Master Every Mechanic

Chained Together combat guide covering every mechanic, advanced techniques, and the strategies that separate good players from great ones.

Researched and editorially reviewed. Updated .
Advertisement

Chained Together is a physics driven climbing game from Anegar Games, published by Secret Mode on 19 June 2024 and priced around five euros. One to four players are literally chained to each other and have to climb roughly 3,600 metres from The Hell Cliffs to The Garden, with a fully simulated chain that catches on geometry and drags teammates off ledges. Falling is shared, so one bad jump can undo everyone's last twenty minutes. The map runs through 10 named sections, gated by height rather than by loading screens, and there are three modes: Normal with no checkpoints, Beginner with three checkpoints, and Lava with rising flames chasing you. Leaderboard runs only count in Normal and Lava.

Combat in Chained Together rewards knowledge over reflexes. Understanding how each mechanic works (and how they interact) is what turns a struggling player into a dominant one. New here? Start with our beginner's guide for the basics.

Core Combat Mechanics

1. Simulated chain physics

The chain is a real physics object, not a leash with a fixed radius. It catches on ledges, wraps over platform edges and can be used deliberately as an anchor, which means an experienced pair uses it as a tool while a new pair treats it as the enemy.

Why it matters: This is the foundation of all combat. Everything else builds on this.

2. Shared fall punishment

Because everyone is attached, a fall drags the whole group down with you. Losing 200 metres of climb because one player mistimed a jump is the standard experience, and it is why the game rewards one player waiting still while another moves.

Why it matters: The most underrated mechanic. Players who master this early have a massive advantage.

3. Height gated zones

The 10 sections appear based on your altitude rather than through doors, spaced roughly every 400 to 500 metres. The Hell Cliffs cover 0 to 300 metres, The Subway Station runs 600 to 1,100, The Harbor 1,600 to 2,100, and The Garden closes the climb at 3,200 to 3,600.

Why it matters: Unlocks a new layer of gameplay depth once understood.

4. Three difficulty modes

Normal has no checkpoints and full difficulty. Beginner adds three checkpoints, at heights around 576 in The Whispering Vault, 1,675 in The Harbor and 2,757 in The Deities, and softens some obstacles. Lava mode adds rising flames that force pace. Leaderboards only accept Normal and Lava runs.

Why it matters: The tactical edge that separates average players from advanced ones.

5. Launchers and swing points

Later zones add catapult launchers and grab points that fling the group upward. They save enormous time when used correctly and cost enormous time when the player behind you is not ready, so calling them out before triggering is mandatory.

Why it matters: The endgame optimization mechanic. Small improvements here compound into massive gains.

Advertisement

How These Mechanics Combine

Understanding how mechanics interact is where real optimization happens:

Simulated chain physics + Shared fall punishment

The chain is a real physics object, not a leash with a fixed radius. When combined with Shared fall punishment, because everyone is attached, a fall drags the whole group down with you. This combination is the core of every effective build.

Height gated zones + Three difficulty modes

The 10 sections appear based on your altitude rather than through doors, spaced roughly every 400 to 500 metres. Paired with Three difficulty modes, normal has no checkpoints and full difficulty. This is why the tier list favors builds that leverage both.

Launchers and swing points as a Multiplier

Later zones add catapult launchers and grab points that fling the group upward. They save enormous time when used correctly and cost enormous time when the player behind you is not ready, so calling them out before triggering is mandatory. This system amplifies everything else. The better your Launchers and swing points optimization, the more your other mechanics pay off.

Combat by Build

Each build approaches combat differently:

The Anchor (A-Tier)

Combat approach: Balanced combat style. Key equipment: Standard jump Primary mechanic: Simulated chain physics

The Anchor offers a solid combat experience. Full setup in our builds guide.

The Jumper (A-Tier)

Combat approach: Balanced combat style. Key equipment: Long jump Primary mechanic: Shared fall punishment

The Jumper offers a solid combat experience. Full setup in our builds guide.

The Caller (A-Tier)

Combat approach: Balanced combat style. Key equipment: Chain swing Primary mechanic: Height gated zones

The Caller offers a solid combat experience. Full setup in our builds guide.

Solo Climber (A-Tier)

Combat approach: Balanced combat style. Key equipment: Launcher catapult Primary mechanic: Three difficulty modes

Solo Climber offers a solid combat experience. Full setup in our builds guide.

The Fourth Weight (A-Tier)

Combat approach: Balanced combat style. Key equipment: Partner drag Primary mechanic: Launchers and swing points

The Fourth Weight offers a solid combat experience. Full setup in our builds guide.

Advertisement

Advanced Combat Techniques

Damage Optimization

  1. Match your equipment to your build's stat priorities
  2. Exploit Simulated chain physics for maximum damage windows
  3. Chain Shared fall punishment and Height gated zones for combo damage
  4. Use Three difficulty modes to create openings

Survivability

  1. Learn enemy patterns before committing to attacks
  2. The map is 10 sections and roughly 3,600 metres, from The Hell Cliffs at 0 to 300 metres up to The Garden at 3,200 to 3,600. Knowing which zone you are in tells you roughly how far you have left.
  3. Position using Simulated chain physics to control spacing
  4. Save defensive options for guaranteed survival, not comfort

Boss Combat

Bosses test your understanding of every mechanic. See our boss guide for fight-specific strategies.

  • Phase awareness: Most bosses change behavior at health thresholds
  • Patience over aggression: One extra hit per opening beats dying to greed
  • Build preparation: Swap gear and equipment for specific fights when needed

Common Combat Mistakes

  1. Button mashing: Committed attacks have recovery frames. Mashing locks you into animations.
  2. Ignoring Shared fall punishment: This mechanic exists for a reason. Players who use it take significantly less damage.
  3. Wrong equipment for the situation: Check our weapons guide for situational picks.
  4. Not learning from deaths: Every death teaches something. If you don't know why you died, you'll die the same way again.
  5. Overcommitting: Trading hits works in The Hell Cliffs but will get you killed in The Garden.

More Chained Together Guides

Similar Games

If you enjoy Chained Together, check out these related guides:

Advertisement