Guides

How to Beat Carry the Glass Together

A checkpoint-to-checkpoint climb for duos who want the top crane, not a highlight reel of shatters.

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How to Beat

Beating Carry the Glass Together means both players still hold the pane when you reach the top of the construction tower. There is no published boss HP bar. The “boss” is the course: water, planks, striped beams, swinging hammers, and height. This walkthrough assumes you already know controls and have cleared a first checkpoint. If you have not, start with Getting Started.

The map you see from the lobby statue is the real route. Grass islands, a river, a concrete overpass with hanging pipes, a hammer gantry, cranes, and the unfinished skyscraper. The obstacle tier list is the companion page for “is this a wait or a walk”.

Route philosophy

Walk more than you jump. Jump more than you sprint. Sprint almost never. The pane has width; your avatars do not get to pretend they are solo obby mains. Assign a leader who can see the next hammer. The follower matches feet, not vibes. Use the callout sheet words: Wait, Walk, Jump, Tilt, Hold.

If you shatter, do not skip the debrief. Most repeats fail on the same corner. Name the corner. Then go.

Segment 1 — Lobby to first water

Leave the statue together. Do not emote. Cross the flower grass in a short stance so arms do not stretch. The first plank over water is a tutorial jump even if the game never says “tutorial”. Count it. Land, pause, check that both feet are on wood. If the follower is still in the air, the leader waits. This is also where you confirm the first checkpoint. If it did not stick, read checkpoints before you blame the next gap.

Segment 2 — Striped beams and hard hats

Yellow-black cylinders sit in the walking line on purpose. They are S-tier scrapes on the obstacles page. Rotate as a pair so the pane’s long edge is parallel to the beam, then walk. Do not jump over a cylinder unless you have a full run-up both players can see. Red hard hats on posts are progress jewelry; do not shoulder-check them with the glass.

If a beam forces a squeeze, the leader calls Tilt, both players ease toward the open side, then Hold. Recover on flat ground, not on the beam.

Segment 3 — The hammer gantry

This is where duos rage. Swinging mallets occupy the air above a narrow path. You do not out-run a hammer. You watch one full cycle from a safe slab, pick the gap, and walk. If the pane is vertical, a hammer kisses the top corner and you reset. Keep the pane lower and aligned with your chests unless a later gap requires a tilt.

Call the cycle out loud: “swing, swing, now”. If either player is still talking about an earlier fail, you are not ready. The how to protect the glass page has the hammer-specific stance. Use it.

After the gantry, bank the checkpoint even if you feel brave. Early beta plus height plus a lag spike is a long walk back.

Segment 4 — Height, cranes, and the tower

The unfinished building is the goal, not a background. Approaches get narrower. Camera clip against crane arms is common; if your view is inside a girder, stop walking and reset the camera before the next jump. Do not jump because you cannot see. Jump because both of you can see the landing.

Fall-offs here are worse than shatters: one player drops, the other is yanked, the pane snaps. If your partner is hanging, the leader calls Hold and steps toward them instead of sprinting to “save time”. Time is not the resource. The pane is.

Segment 5 — Delivery

The listing’s fantasy is “reach the top together”. Walk the last platform like it is the first plank. A lot of 2-player obbies put a joke hitbox on the goal. Do not dive. Place the pane, wait for the success state, then emote. If the early-beta build has no fanfare yet, take the screenshot anyway. You still beat it.

If you are stuck for more than ten minutes

Switch leader. Switch who stands on the outside of a beam. Switch from sprint-off to walk-only. Read the duo roles page. Take a water break. Coming back cold often clears a hammer you “could not” beat angry.

Do not download a win script. Instant-complete tools skip the only thing the game is selling. If you only wanted the badge, this experience currently lists no badges anyway.

After you beat it

Check updates for new sections. The developer called this an early beta with more content coming. A second map would make this walkthrough a part-one. Until then, help a new duo using how to find a partner instead of flexing in the lobby.

FAQ

Frequently Asked Questions

Quick answers for duos who keep shattering the pane.

How long does a clear take?

A calm duo can spend a short session on the opening and a longer one on hammers. There is no official timer. Checkpoints matter more than clock time.

Should we speedrun the hammers?

No. Wait a full cycle. See the obstacle tier list.

We beat the opening and quit. Did we beat the game?

No. The goal is the top of the tower. Use the segments above and checkpoints to continue.

Is there an ending cutscene?

Early beta may not have a cinematic. Delivering the pane at the top is the win condition described in the listing.