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.
Chained Together features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.
Area Progression Order
| Order | Location | Difficulty | Key Rewards | Recommended Build |
|---|---|---|---|---|
| 1 | The Hell Cliffs | 0 to 300 metres | Chain physics familiarity, basic jump and long jump practice | The Jumper |
| 2 | The Subway Station | 600 to 1,100 metres | First real test of the anchor and jumper method, entry to The City | The Jumper |
| 3 | The City | 1,100 to 1,600 metres | Access to The Harbor, the halfway psychological marker of the climb | The Anchor |
| 4 | The Harbor | 1,600 to 2,100 metres | Second Beginner checkpoint at height 1,675, entry to The Temple | The Anchor |
| 5 | The Garden | 3,200 to 3,600 metres | Run completion, leaderboard time in Normal or Lava mode | The Anchor |
The Hell Cliffs: Starting Area
The opening zone and the burning bottom of the map. Short gaps and simple geometry, which makes it the place to learn chain behaviour before it starts costing you real height.
| Attribute | Detail |
|---|---|
| Difficulty | 0 to 300 metres |
| Key Rewards | Chain physics familiarity, basic jump and long jump practice |
| Recommended Build | The Jumper |
| Key Equipment | Long jump |
What to Do Here
- Learn the basics of Simulated chain physics. This is where you practice without heavy punishment.
- Collect starting resources and your first equipment upgrade.
- Clear all main content before moving to The Subway Station.
- If you're struggling, read our beginner's guide.
The Subway Station: Early Game
The longest of the lower zones at 500 metres of climb. Enclosed geometry means the chain catches constantly, which is where most first attempts stall out.
| Attribute | Detail |
|---|---|
| Difficulty | 600 to 1,100 metres |
| Key Rewards | First real test of the anchor and jumper method, entry to The City |
| Recommended Build | The Jumper |
| Key Equipment | Long jump |
What to Do Here
- Focus on mastering Shared fall punishment. It's critical from this point on.
- Farm for Long jump if you don't have it yet.
- Complete all objectives for maximum rewards.
- Prepare for the difficulty spike in The City.
The City: Mid Game
A 500 metre urban stretch above the subway. More open than the station below it, with longer falls as the trade off for easier chain management.
| Attribute | Detail |
|---|---|
| Difficulty | 1,100 to 1,600 metres |
| Key Rewards | Access to The Harbor, the halfway psychological marker of the climb |
| Recommended Build | The Anchor |
| Key Equipment | Long jump |
What to Do Here
- This is the main skill check. Bring an optimized build.
- Standard jump becomes accessible here. Prioritize getting it.
- Master Height gated zones for the boss encounters.
- Check our boss guide if you get stuck.
The Harbor: Late Game
Crane hooks and swinging sections dominate here, and the Beginner mode checkpoint sits at roughly height 1,675 on the far side of the crane crossing.
| Attribute | Detail |
|---|---|
| Difficulty | 1,600 to 2,100 metres |
| Key Rewards | Second Beginner checkpoint at height 1,675, entry to The Temple |
| Recommended Build | The Anchor |
| Key Equipment | Standard jump |
What to Do Here
- Full build optimization is expected by this point.
- Standard jump should be your primary, fully upgraded.
- Launchers and swing points mastery starts mattering here.
- Farm resources for the push into The Garden.
The Garden: Endgame
The final zone and the top of the climb, the calm counterpoint to the bone and fire imagery at the bottom. Reaching it ends the run.
| Attribute | Detail |
|---|---|
| Difficulty | 3,200 to 3,600 metres |
| Key Rewards | Run completion, leaderboard time in Normal or Lava mode |
| Recommended Build | The Anchor |
| Key Equipment | Standard jump |
What to Do Here
- This is endgame. Best-in-slot gear and a perfected build are mandatory.
- See our boss guide for endgame fight strategies.
- The reward loop: clear content → upgrade → push harder content.
- Experiment with The Fourth Weight for variety once you've mastered the meta.
Exploration Tips
- Clear areas in order: The Hell Cliffs → The Subway Station → The City → The Harbor → The Garden. Skipping areas means missing resources you'll need later.
- Check every corner: Hidden caches and secrets are often in non-obvious locations.
- Match your equipment: Some areas favor different equipment types.
- Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
- Don't rush: Clearing an area fully gives more resources than speedrunning two areas.
More Chained Together Guides
- Chained Together Chained Together Overview
- Chained Together Best Builds
- Chained Together Tier List
- Chained Together Walkthrough
- Chained Together Beginner's Guide
- Chained Together Tips & Tricks
- Chained Together Weapons Guide
- Chained Together Combat Guide
- Chained Together Boss Guide
- Chained Together Crafting Guide
- Chained Together Classes & Characters
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