Ahead of the Pack

**Ahead of the Pack** is one of the achievements in the game Fall Guys: Ultimate Knockout.

## Strategy

Getting a first place in a racing round is a combination of luck, skill, and proper path mapping. Practice, practice, and practice.

In Squad mode, you need to finish first and your squad also needs to rank first to count towards the progress of this achievement.

Here are a few tips that may or may not help. These are currently accurate as of Season 1, but are mostly based on the initial variants of the courses. Devise your own strategies to clear sections faster!

* Big Fans - go for the risky plays, traverse along the inner rings of the fans, and jump-dive from fan blade to fan blade. Use the diagonal blizzard fans when available.
* Dizzy Heights - try to avoid getting bonked by the giant balls/fruit in any section as you lose precious time. Mind the gap before the final spinning stretch - you need to jump! Use the big yeetus if available.
* Door Dash - purely luck-based, you'll have to get really lucky with smashing through the correct doors before everyone else.
* Freezy Peak - the fans section and the punching gloves-slingus flinguses-snowballs section are the most problematic. Experiment with the latter to see which is faster - diving under the snowballs or just slowly waiting for the gloves to recede.
* Fruit Chute - it is safer to climb up the side of the conveyor belt unless it is the berries only variation. Use the triangular corners as cover from the fruit. Use the big yeetuses.
* Full Tilt - much like See Saw, you need to pray for a good spawn. Optimise your path as best as possible.
* Gate Crash - typically (and counter-intuitively), it's faster to walk in the direction of a gate that is almost raised, so by the time you reach it, it will (start to) lower. At the final stage before the slippery ramp and jump, pay attention to the speed of the gate; if it is normal speed, head in the direction of a gate that is starting to raise, so when you're about to jump at the end of the slope it will have lowered.
* Hit Parade - try not to be the front most through the turnstiles (for the rotating beams, go with the flow). At the final stretch, if it's the doughnut bumpers, go up the middle; if it's hammers, travel in a path where the hammers can hit you from behind and boost you forward. You can also use a vertical pendulum to fling you to the finish line directly.
* Knight Fever - the trickiest sections to pay attention to the second section and the Thicc Bonkus variation; if you can consistently pass these sections without messing up too much, you'll have a good chance. The spike logs in comparison are easier to avoid. Use yeetuses in sections 1 and 4, though when the fans are present this is not recommended.
* Lily Leapers - getting a first on this round can be tricky without much practice. The one trick to master is diving before the apex of the jump onto another lily pad - when mastered, this can allow you to quickly traverse the map with a large amount of momentum.
* Party Promenade - practice optimising your path and always take the Big Swinguses wherever possible. A good way to shave off time if you're in the lead is to get the sweet spot for the drop directly after the water balloon cannon.
* Pipe Dream - more about luck to get the easier sections which you can zip through. Practice each individual section. If the swingus at the end has only just swung away, take the tube from the slope; else just wait for it to swing back.
* Roll On - If you get a good spawn, you can actually easily progress through this course by just walking mostly straight, with minor left/right course corrections.
* See Saw - you'll need all the luck in the world to have a starting point in the first row. Use big yeetus if available.
* Short Circuit - A bunch of practice needed for this one.
	+ First section: Try climbing on top and jumping on top of the blocks. For the second lap, squeeze through the gaps that the other players made on the first lap.
	+ Second section: Requires practice and good timing to clear the light rods and circular discs.
	+ Third section: Pay attention to the order in which the gates open. After the first lap most players would have switched the low gravity zone to the second one in the middle.
	+ Fourth section: The flippers aren't totally randomised; learn which ones can help by flipping you forward.
* Ski Fall - practice a lot stringing together clean loops (1 point, 2 points, 5 points for a total of 2 loops, or 5 points at the end for 3 loops). This is susceptible to other players bumping into you and knocking you off course, however. For the end if you have the forward flipping slingus flinguses, it is faster to use the middle one than jumping inside yourself.
* Skyline Stumble - don't stumble at the start as that can lose precious time. Time your passage through the force field walls and spinning block section carefully. To get first, you need to get a perfect flip from the flipper in the middle path of the final section.
* Slime Climb - arguably one of the easiest levels to get a first place due to the high attrition; practice until you can consistently navigate these level's challenges. Though it is recommended you use the big yeetus when available.
* Speed Circuit - wherever possible, pass through all the rings that give you a burst of speed. Nailing a clean run is key to finishing first here. Watch out for all the various obstacles that can ruin your momentum.
* Tip Toe - play safe, make sure you don't fall off, grab other people to try staying on the safe tiles. Pay close attention to the tiles and avoid the shaky ones. If the big yeetus is open and at least farther than the second row, getting successfully hit by it guarantees a first place.
* The Slimescraper - like Slime Climb, the high attrition rate will make it easier to get first, as long as you play carefully and do not mess up; the higher difficulty is a double-edged sword however. Again, you'll get better at this level with practice, whether by clearing sections normally or by even finding shortcuts to skip sections.
* The Whirlygig - try using the spinners at the start to launch you forwards. At the final bit, you can try diving to get past the fast, spinning blade to save time, but this has a high chance to fail due to how fast it spins.
* Track Attack - stay on the middle path as much as possible, due to all the rings that give you a burst of speed.
* Treetop Tumble - the lower paths end up being the faster paths in general.
* Tundra Run - take the lower path in the second section, if thicc bonkus, take the upper part, jump dive to and from the middle row of boxing gloves, and jump onto a flipper in the final stretch instead of walking onto it.
* Wall Guys - be INCREDIBLY selfish and jump onto the blocks while taking advantage of the nice people pushing them. Master the jump-dive-grab technique to grab onto ledges that may otherwise be too far away. Use fan blocks when available, they are quicker to use.