Fart With Your Friends checkpoints are route progress markers, not rewards or optional collectibles. When the shared character falls, gets pushed away, or loses control, the latest checkpoint you actually triggered is the position that matters. The safest checkpoint strategy is simple: reach the marker, confirm the whole team has passed it, then treat the next obstacle section as a separate attempt.
How checkpoints work
The checkpoint system reduces the cost of failed jumps, spikes, narrow platforms, bounce sections, and other hazards. It does not make every visible marker an automatic save: the team should move through the checkpoint and pause briefly before continuing.
Recover from a failed checkpoint attempt
This moment supports the checkpoint recovery advice by showing that dying sends the player back to the checkpoint rather than ending the route.
| Situation | Best action | What to expect |
|---|---|---|
| You see the next checkpoint | Call it out and move toward it together | It becomes the next route goal, but seeing it is not the same as triggering it |
| The team crosses the marker | Stop briefly and confirm everyone is through | The newest confirmed point should become the useful recovery position |
| A player falls or is pushed away | Restart the section from the latest triggered checkpoint | You can retry the nearby segment instead of assuming the run is over |
| The route has no checkpoint | Slow down and protect the current attempt | A mistake may send the team back farther than expected |
| The finish line is ahead | Keep control until the route is complete | Reaching the finish does not prove that every earlier marker was triggered |
A reliable checkpoint route
Use this loop whenever the course enters a new hazard section:
- Locate the recovery point. Before moving, identify the current checkpoint and the direction of the next one. This gives the team a fallback plan if the shared movement becomes unrecoverable.
- Choose one caller. Have one player announce the next checkpoint or warn about the route. Fewer competing directions make it easier to keep movement deliberate.
- Cross the marker completely. Do not turn away as soon as the checkpoint is visible. Move through it, then briefly check that the team is together before taking the next jump or narrow passage.
- Reset bad attempts. If the character is stuck or heading toward an unavoidable hazard, stop forcing the movement. Restarting from the latest checkpoint is usually more useful than trying to rescue a doomed position.
- Reassign roles after recovery. If the first attempt failed because of speed, timing, or conflicting inputs, change one thing on the retry rather than improvising several new movements at once.
Level progress and missing markers
Checkpoints support progress through Level 1, Level 2, and Level 3 routes, but the available evidence does not establish a fixed map for each level. Use the level names as progress context, not as a promise of identical checkpoint layouts.
| Route context | How to use checkpoints | What is not established |
|---|---|---|
| Level 1 | Secure each route marker before committing to the next obstacle segment | A complete checkpoint count or fixed order |
| Level 2 | Treat the next visible marker as the immediate team objective and watch for longer gaps | A full, stable position list |
| Level 3 | Keep the same recovery-and-confirm routine through later obstacle sections | Whether every run has the same layout or marker spacing |
| Final approach | Confirm the last safe point, then maintain control to the finish line | An additional checkpoint before every finish |
The phrase “Check 1-4” appears as a route-segment clue in gameplay coverage, but it is not enough to conclude that every level has four checkpoints. Marker positions, spacing, and visibility can also make a checkpoint harder to identify than the obstacle itself.
Co-op recovery tips
Checkpoint progress is most useful when the team treats it as a synchronization point. If one player has crossed while another is still on the previous platform, rushing ahead can create different recovery expectations and make the next section harder to coordinate. Call a short pause, bring the group together, and only then enter the next hazard.
Near spikes, gaps, bounce surfaces, or monsters, prefer a slower input and a single clear direction. Do not rush simply because the checkpoint is close: a failed final approach can leave the team facing a long gap before the next recovery point. If a route runs directly to the finish without another checkpoint, the last confirmed marker is especially important.
Protect the final approach without a checkpoint
This moment supports the final-approach warning by noting a route with no checkpoint before a direct finishing line.
FAQ
Do checkpoints give rewards?
No checkpoint reward, equipment drop, or separate collectible function is documented here. Their supported purpose is route progress and failure recovery.
Does dying always return the team to the closest marker?
The gameplay evidence describes a return to a checkpoint after dying. Use the most recently confirmed checkpoint as the practical expectation; do not rely on a marker that the team only saw from a distance.
Is there always a checkpoint before the finish line?
No. Gameplay coverage includes a route with no checkpoint before a direct finishing line. Keep control after the last confirmed marker until the finish is crossed.
Where is the complete checkpoint map?
A complete and stable map of checkpoint coordinates, totals, and level-by-level order is not documented by the available public material. Watch the route, use teammate callouts, and record your own landmarks if a section is difficult to find again.
SourcesReviewed October 31, 2026
https://www.fartwithyourfriendswiki.wiki/gameplay/Fart-With-Your-Friends-game-modes
https://www.fartwithyourfriendswiki.wiki/guide/Fart-With-Your-Friends-beginner-guide
https://www.youtube.com/watch?v=fW0phRj8IvA
https://www.youtube.com/watch?v=0dvp7as5V98
The checkpoint recovery behavior and route advice are supported by the cited game-mode and beginner-guide pages plus gameplay subtitles. The cited videos show checkpoint callouts, a death returning to a checkpoint, a far-away checkpoint, and a route that goes directly to the finish without one. They do not establish a complete or permanent checkpoint count, coordinate list, or identical layout for Levels 1–3; “Check 1-4” is therefore treated only as a segment clue. The review date reflects the supplied evidence snapshot, and in-game behavior or layouts may change.

