Last updated: July 2026
TROLL OBBY Stages 1–25
Full walkthrough for TROLL OBBY stages 1 through 25. Learn early-game troll patterns, fake platforms, and checkpoint basics in Dev_dev Games' 100-stage obby.
Early Game Overview
Stages 1 through 25 in TROLL OBBY by Dev_dev Games introduce the core troll vocabulary you will need for all 100 stages. Inspired by TrollerDev's original design philosophy, these levels teach you that the obvious path is usually wrong. With over 81 million visits and a 91% rating, this opening act is polished but forgiving — most stages have visible checkpoints and short respawn distances so you can experiment without losing much progress.
Expect fake platforms that vanish or kill you, arrows pointing toward traps, and walls that look solid but are pass-through. The difficulty label for this range is Learning troll logic — if you internalize these patterns here, stages 26 through 50 will feel like natural progression rather than a difficulty cliff.
Stages 1–10: Tutorial Tricks
The first ten stages walk you through basic deception. When you see a bright safe-colored platform next to a dull one, test the dull platform first — Dev_dev Games often inverts color meaning. Stages with giant arrows usually want you to walk behind the arrow source or jump onto a hidden ledge directly above the kill floor. Move slowly; sprinting triggers trap plates you might otherwise avoid.
- Stage clusters 1–5: Simple fake floors — jump to side platforms when the center drops
- Stages 6–8: Misleading signs — read text literally, including typos that hint at real paths
- Stages 9–10: First invisible hints — look for particle effects or slight texture differences
Stages 11–20: Checkpoints and Backtracking
Mid-early stages introduce checkpoint pads hidden behind wrong doors. Touch every neutral-looking wall when progress stalls — several stages require walking through pixel-wide gaps. If a button teleports you backward, note the landing zone; the reverse path often hides the real continuation. Our Checkpoint System guide explains how saves work across sessions on Place ID 126690911414483.
Do not use free skips from the Dev_dev Games group here unless you are completely stuck for over an hour. These stages build reflexes you need later. Instead, watch our Stages 1–25 video guide for visual path confirmation.
Stages 21–25: Preparing for Mid Game
The final five stages of this block mix invisible walkways with timed jumps. Enable Shift Lock on PC or pre-set your mobile camera before each beam. Stage 25 typically previews mid-game mechanics — a multi-step invisible path with a decoy finish line. When you see two finish portals, the real one is often smaller or offset from center stage.
Recommended Passes for This Range
No game pass is required for stages 1–25. Instant Respawn helps if you die frequently while learning, but save Robux until you reach trap-dense stages above 40. Ten passes exist total — none are mandatory for this section.
Stage-by-Stage Mindset
Treat every death as information. TROLL OBBY by Dev_dev Games encodes hints in kill placement — if three different jumps fail left, the fourth direction (often backward or straight up) is the designer's answer. Stages 12–18 specifically train backward movement: when a door closes behind you, the exit may be the wall you entered through. Note sign font colors; brighter text sometimes marks lies while faded text tells truth.
Checkpoint Habits for Early Game
Touch every checkpoint even if you think you can speedrun ahead. Mid-game stages assume your highest saved stage is accurate; skipping checkpoints in 1–25 does not hurt until you need to resume long sessions. See Checkpoint System for how saves persist across logouts on this 81 million-visit experience.
When to Leave the 1–25 Block
You are ready for Stages 26–50 when you can predict fake floors without dying more than twice per stage on average. If stage 22 still takes twenty minutes, repeat earlier stages for pattern recognition rather than rushing. The 91% rating means most players can learn here — frustration is normal, not a signal to quit.