Carnival of Terror Obby 24-Checkpoint Carnival Map
Intro, boiler, clown chase, Doom Drop, portal, volcano, Fun House, coaster.
Escape The Carnival of Terror Obby strings about 24 checkpoints across a single abandoned park. There is no world map on the HUD, no split-screen marker, and no save if you leave. This page is the routing sheet: where each cluster starts, what kills you, and which wiki guide to open when a room eats ten minutes.
Use it as an index, not a replacement for jump-by-jump text. The full walkthrough still owns the precise jumps. The tools hub links controls and timing. Screenshot this table before you join a 10-player server so a crash does not turn the carnival into a blur.
Cluster table
| Checkpoints | Cluster | Landmark | Typical fail |
|---|---|---|---|
| 1–2 | Intro | Clown-mouth gate, Jim, lava carts | Falling off rails into magma |
| 3–9 | Boiler | Fire jets, clown hands, pipes | Walking into a jet instead of waiting a cycle |
| 10–11 | Clown plaza | Chase into the Ferris wheel | Turning around or cutting tight |
| 12–13 | Doom Drop | Drop tower and follow-up gimmicks | Jumping late when the floor falls |
| Later bricks | Portal / volcano | Yellow portal, then heat parkour | Overshooting thin volcano blocks |
| Later bricks | Fun House | Lasers, mirrors, fake floors | Trusting a reflected corridor |
| Final bricks | Roller coaster | Launch out of the park | Standing up at the wrong time |
The place lists over 25 obstacles; some rooms pack several kill parts onto one checkpoint. If your personal count disagrees by a brick, trust the cluster name (boiler versus plaza) over a number you guessed in panic.
Checkpoints 1–2 — Clown gate and lava carts
You spawn outside a toothy clown-mouth gate. Jim stands to the side with a balloon and explains the premise: an evil clown locked the park, and you have to escape. Read the balloon, then go through the turnstile. Do not farm the gate. There are no live codes to redeem here, and standing around only risks an idle kick.
Inside, cart rails and “floor is lava” gaps teach the jump length you will need for the rest of the run. Miss a rail and you respawn on 1 or 2, not at Jim — unless you left the experience entirely. Camera slightly down so you can see the next sleeper. If mobile controls feel cramped already, fix them on the controls page before the boiler.
Checkpoints 3–9 — Boiler room
The longest early cluster. Walls spit fire and clown hands. Treat every jet as a cycle, not as decoration. Walk up to the edge, watch one full pulse, then cross. Hands punish people who hug the wall “to be safe.” Center of the walkway is often safer than the trim.
This is where first-time players burn 10 minutes. It is also where leaving to “look something up” hurts most, because 3–9 is a lot of bricks to redo from the gate. If you need a break, finish the current room, note “boiler, checkpoint N,” then close Roblox on purpose. The walkthrough calls the same rooms in order if a specific pipe is confusing.
Shift lock helps on thin boiler beams. Turn it off when you need peripheral vision for a hand that enters from off-screen. There is still no boss here — only cycles.
Checkpoints 10–11 — Plaza chase and Ferris wheel
The restart magnet. You enter a clown plaza, move toward the wheel, and the music shifts. The clown starts the chase. Do not turn around. Cut wide left or wide right and commit to the Ferris wheel. Tight center lines get clapped. The beat the clown guide is the dedicated drill page for this cluster; come back to the map only to remember that 10–11 is short and lethal, not a maze.
After the wheel, you are done with the chase AI. If a script user flies over the plaza in your server, ignore their line. Flying is not the cluster route.
Checkpoints 12–13 — Doom Drop
The drop tower. Timing matters more than speed. Watch the floor, move when it drops, and keep the camera sideways if depth is hard to read — the same trick as watching boiler jets from a profile view. A second gimmick usually follows the drop; do not celebrate on the first safe brick if the next pad still pulses.
If you crash here, write Doom Drop on your note. Rejoining puts you at the gate, but you will know you were past the clown.
Portal, volcano, Fun House, coaster
After the drop you hit a portal cluster (Jim can reappear near a yellow portal) and then volcano parkour: heat, thin blocks, jumps you should take from the edge rather than from a full stride. Do not skip the portal thinking it is optional flavor; it is the route.
The Fun House is the visibility tax: laser stripes, narrowing walls, mirror corridors, trap floors. Camera high, move slower than your boiler speed, and distrust pretty corridors. Full routing lives on the funhouse page. Path-revealer scripts exist in community menus; they are not required, and they are ToS-risky — see the scripts hub if that is what you were about to search.
The roller coaster is the exit. Ride it out of the carnival. Standing up or jumping at the wrong time can still kill you after you thought you were done. Stop your timer when you actually leave the park, matching the speedrun rules (Glitchless near 6:52 for top times, much slower for a careful first clear).
Practical routing notes
- Never leave to check this map. Screenshot it first.
- Call clusters out loud in co-op. “Boiler” and “drop” are faster than arguing about numbers in a 10-player server.
- VIP or injected gears can fly entire clusters. That is a different game than this map describes.
- The Hatch Badge is a Roblox badge, not a checkpoint. Clearing the coaster is the course win; the badge has its own event rules.
- After a new place update (last noted 18 August 2026 on the Roblox page), walk the clusters once before you trust old skip rumors.
Parent index: tools hub. Jump-by-jump: walkthrough. Plaza drill: beat the clown. Warped rooms: funhouse.
If you crash after checkpoint 13, write Doom Drop on a note before you rejoin. The gate will greet you again; the note is the only map that survives a disconnect.
Frequently Asked Questions
Quick answers to the most common carnival questions.
How many checkpoints are there?
About 24, covering intro, boiler, clown, Doom Drop, portal/volcano, Fun House, and the coaster. The walkthrough uses the same clusters.
Where is the clown chase on the map?
Checkpoints 10–11, plaza into the Ferris wheel. Drill it on how to beat the clown rather than rerunning the whole boiler.
I keep dying in the warped rooms. Which cluster is that?
Fun House, near the end. Use the funhouse guide and a high camera. The map only labels it; that page routes it.
Does the map save if I leave the experience?
The game does not. Screenshot this page from the tools hub before you play so a disconnect does not wipe your memory too.
Should I skip clusters with gears?
Flight skips the map entirely. Official items are on the gamepass tier list; injected tools are documented on get all gears with ban warnings.
What should I do after Doom Drop?
Portal and volcano, then Fun House, then the coaster. Keep the walkthrough open if the yellow portal looks optional — it is not.