Squid Game

How to Beat Every Round of Squid Game, From the Doll to the Final Duel

Published · 3 min read

The browser version of Squid Game is short: a winning run is six rounds and about five minutes. Most people never see the fifth. This guide goes round by round with the figures the game actually uses, so you know what you are up against instead of guessing.

Round 1 — Red Light, Green Light

Fifty players, a 30-second clock and a track of 85 segments. You hold the mouse button to run and release to stop. The doll's back is turned for a green phase, then it peeks for a red one. Both phases start at three seconds and each repeat is 0.2 seconds shorter, with a floor of one second, so the round starts slow and ends as a series of short sprints. The trap is momentum: your runner keeps sliding after you let go, and anyone still moving above a low speed during red is out. Release before the light changes. Count the phases and treat the last third of the track as one-second bursts. The other runners die in batches of five to fifteen per phase; ignore them, they are scenery.

Round 2 — Dalgona Candy

You get one of four shapes: triangle, star, circle or umbrella. Press on the candy, drag the needle along the grey outline and come back to the point where you started. Under the surface the shape has checkpoints at its corners — three for the triangle and the circle, four for the umbrella, five for the star — and the candy only pops out once you have passed every one and closed the loop. If the needle leaves the line you hear a crack and your cut is wiped, so go slower than feels necessary. Thirty seconds is plenty for a careful trace; it is not enough for two rushed ones.

Round 3 — Tug of War

Ten against ten, 30 seconds, and a rope position that runs from -100 to +100. Every click you make pulls 20 to 35 toward your side; the other team pulls 10 to 20 every tenth of a second without stopping. Once you are at the cap the extra clicks are wasted, so what matters is a steady rate — roughly eight clicks a second holds the rope and keeps the opponents from recovering. Use a mouse button rather than a trackpad tap if you can.

Round 4 — Marbles

You and one opponent start with three marbles each and take turns. On your turn you call ODD or EVEN on the marbles hidden in their hand; on theirs, they call yours. A correct call takes one marble across, a wrong one gives one away, and the round ends when someone holds all six. There is no tell to read and the clock is 60 seconds, so click your call without agonising and keep the game moving.

Round 5 — Glass Bridge

Ten players, fifteen pairs of panels, one minute. Click the left or right half of the screen to send the front player to that panel. If it holds, everyone shuffles forward; if it breaks, that player falls and the next in line becomes the leader. The layout is random every run. Your advantage is position: if you are not the leader, count the pairs as they are tested so you know exactly which ones are proven when your turn comes. Once everyone ahead of you is gone, each untested pair is a coin flip — do not stall, the timer kills you too.

Final — the duel

One opponent, two health bars of 100, and turns of 15 seconds that alternate ATTACK and SURVIVE (the label sits beside your bar). A hit takes 15, so seven hits win. On ATTACK, hold the round pad at the bottom of the screen and steer straight at the opponent; a hit lands when you are close and roughly in line, and there is a short cooldown between hits. On SURVIVE, hold the pad and keep running the length of the lane — the opponent moves faster on their own attack turn than on yours, so standing still is how you lose. Win and the piggy bank pays out 45.6 billion.

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