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Stickman Hook

About Stickman Hook

Stickman Hook: Controls, Swing Tips, Levels, Skins and School Play Guide

Stickman Hook is a fast physics swinging game by Madbox, first released in 2018. You guide a stretchy stickman with a grappling hook from anchor to anchor, building momentum to reach the checkered finish. The official release is single-player only, with short levels that take seconds to retry, so it is easy to start but takes practice to clear cleanly.

This guide covers what players ask most: exact PC and mobile controls, how to stop losing speed, how many levels there are, how skins unlock, what Grapple Hook mode is, and how to play on a Chromebook at school.

How to play on PC and mobile: one-button controls

There is only one input: press and hold to attach, let go to fly. The game picks the nearest anchor on its own, so all skill is in timing.

PlatformTo hookTo release
Desktop / laptopKeep left mouse button or Spacebar pressedLet go of the button or key
Mobile / tabletPress and keep a finger on the screenLift the finger

Basic flow described in Poki's how-to-play and the controls guide:

  1. Hold to attach. Your rope fires at the highlighted anchor and you start swinging in an arc.
  2. Swing for momentum. A longer rope makes a wider, faster arc. A short rope makes a quick, tight swing for close anchors.
  3. Release to fly. Let go while moving forward and slightly upward toward the next anchor.
  4. Hook again quickly. When the next anchor is in range, grab it right away instead of floating and falling.

On desktop many players prefer Spacebar because it is easier to tap rhythmically than clicking. On mobile, play in landscape for a wider view. On a touch laptop or tablet in the browser, touch input applies. Key options and rope feel can vary slightly by portal version.

Why you lose speed and how to swing farther

Most stalls come from the same small errors: releasing at the wrong point, holding too long, grabbing a poor anchor, or fighting bounce pads. These fixes draw on swing-timing guides and the timing and bounce-pad tips:

  • Release just past the bottom, on the way up. The most reliable window is shortly after the lowest point of the swing, when you are moving forward and rising. Letting go at the very top sends you up and then straight down. Letting go too early on the downswing throws you into the floor.
  • Do not hold a good swing too long. Extra holding past the forward arc pulls you back or upward and removes forward speed for the next hook.
  • Chain without hesitation. Every moment without a hook costs height. Take the next useful anchor as soon as you are close enough.
  • Skip poor anchors. You do not need every anchor. If one sits behind you or would pull you into a wall, keep floating with your momentum until a better one appears.
  • Look one anchor ahead. If you keep falling at the same spot, the real mistake is usually 2-3 swings earlier. Fix the earlier release angle instead of retrying the same final jump.

Bounce pads: Orange or white pads launch you upward and are your safety net when you drop low. Aim for the middle for the most lift, try to land from above rather than skidding across, and wait for the top of the bounce before hooking again. Grabbing instantly after a bounce often sends you sideways. Some levels expect you to drop onto a pad on purpose, then hook a distant anchor from high up.

Tight corridors and low ceilings: Use short half-swings and let go earlier. Entering a narrow gap with maximum speed usually ends in a wall crash, so hook earlier on the previous swing to arrive slower and more controlled.

How many levels are there and which are hardest?

Totals differ by version, which is why you see conflicting numbers online:

  • Browser version: More than a hundred stages, often described as around 100-120 core levels in themed packs. Some browser builds add extra generated stages after the set ones, so there is no single fixed final level.
  • Mobile app: Beyond a thousand stages, with Madbox adding more over time. It effectively keeps going after the core set.

Difficulty builds in phases. Levels 1-20 teach straight swings and wide arcs. Levels 21-50 add narrower gaps, chained hooks and essential bounce pads. Past stage 50 the challenge steps up clearly, with tighter corridors, moving platforms and long hook chains with little room for error.

Stages players most often mention:

  • Level 25 - the first wall: Tight section plus required bounce pad and a long final gap. Enter slower with short swings, hit the pad near the middle, and let go slightly later - just past sideways on the forward arc - to carry across.
  • Level 50 - mid-game test: Complex routing where the obvious anchor path is not always best. Try a farther anchor for a wider, more useful arc if you keep crashing.
  • Levels 50+ and 76, 99 in some versions: Need momentum carried through several swings in a row. Practice the 2-3 tricky transitions section by section instead of full runs, and restart quickly when a try is clearly lost.

There are no lives and no clock, so a hard stage only costs patience. Repeating a failed section and changing only the release point each try is the fastest way to improve.

How to unlock skins: corgi, raincloud, ninja and more

Outfits only change how you look - as noted in the skins guide, they leave physics, speed and difficulty untouched. Most are free and appear automatically while you play.

There are two main paths:

  • Stage milestones: Clear Classic stages to earn progression outfits. Examples reported across versions include ninja-style looks in the early game and more designs every few stages.
  • Distance milestones: Total metres swung across all sessions, including failed attempts. Keep playing and rewards pop up at the stage-end screen or in character select.

Popular outfits players search for:

  • Corgi: Fan-favourite animal look, earned through accumulated distance and / or stage progress depending on version. Check character select after every 10 stages - many players miss it because they never open the menu.
  • Raincloud: Long-term distance reward for total swinging across many sessions, not a single run. Replaying short early stages still adds distance.
  • Ninja: Popular early unlock, often around the teens to 20s in Classic play in many versions. Look for any challenge note in character select if it does not appear by stage count alone.
  • Banana, Burger and other food looks: Usually later stage or distance rewards.

Poki lists 23 designs in its build - classic progression looks, video-unlock looks, plus rotating weekly designs. Other versions list dozens more, including challenge and seasonal rows. Exact totals and thresholds shift by platform and update, and browser and mobile saves are separate, so treat these as goals rather than exact guarantees.

Classic vs Grapple Hook mode

There are two modes, not a multiplayer race mode:

  • Classic mode: The default game where everyone starts, built around long sweeping swings and carrying speed from one hook to the next across many stages.
  • Grapple Hook mode: This second mode becomes available once you clear 30 Classic stages. Grabs pull you forward more instantly with less recovery time, so it needs tighter, faster control. Inputs stay the same: hold to attach, let go to fly.

The official Madbox release supports solo play only - there is no official 2-player or online race option. Fan copies on Scratch and similar sites may advertise 2-player variants, but those are unofficial.

Can you play on a school Chromebook?

Yes, in most cases - with school rules in mind. As a lightweight HTML5 title with no install, it often opens on school networks and Chromebook browsers, as explained on the unblocked page.

  • Why it often works: HTML5 loads like an ordinary web page, the file is very small, and single-game portals are less likely to sit on gaming blocklists than big arcades.
  • Chromebook steps: Open the page in Chrome, press Play, and use the fullscreen button below the game or the Chromebook fullscreen key. No plugins needed. If sound is blocked or disruptive, mute in the in-game gear menu - all cues are visual.
  • If it does not load: Refresh, try Chrome or Firefox, make sure JavaScript is turned on, and turn off ad-blockers that can block the game frame. On managed school Chromebooks you may need IT to allow the domain.
  • Play responsibly: Check your school's acceptable-use policy, stick to lunch or free periods, use headphones or mute, and note that browser progress lives in local storage on that device and does not transfer to home or another Chromebook.

Names like "Unblocked 76, 66, 67" just refer to third-party mirror sites. A dedicated fast-loading HTML5 page offers the same full browser game - core stages, outfits and both modes where supported.

Quick FAQ

Is Stickman Hook hard?
Easy to start, hard to master. One mistimed let-go affects the next 2-3 swings, so runs unravel quickly until release timing becomes muscle memory.

Why do I keep falling at the same point?
Usually a poor angle 2-3 swings earlier. Let go slightly earlier to keep forward motion, skip awkward hooks, and use pads to regain height.

Do skins help you win?
No. They only change looks. Pick what you like; progress comes from timing, not outfits.

Does progress save?
Browser progress typically stays in local storage on that browser and device. Mobile apps use store cloud saves. For more detail see the full FAQ and level strategy guides.

Start slow, chain every useful hook, let go on the rising forward arc, and let bounce pads handle recovery. Once that rhythm clicks, short failed bursts turn into smooth full clears.

How to play

The controls in Stickman Hook stay consistent across all platforms, so every swing feels equally smooth, whether you're using a mouse, keyboard, or touchscreen. On desktop, hold the left mouse button or press Space to swing, then release to launch forward. On mobile, tap and hold to hook, and lift your finger to fly ahead.

With these simple controls, you guide a super-agile stickman through wild levels using nothing but momentum and timing. Each stage adds new twists and obstacles to test your rhythm and reflexes. It's fast, funny, and ridiculously satisfying when you chain the perfect series of swings.

Comments(16)

L
lil broSep 15, 2026

its infinite

C
cheez plsAug 16, 2026

:( no end

B
BruhAug 11, 2026

Typo Bruh

B
BruhAug 11, 2026

My new name is Beuh

S
Swingy-man bouncy-offAug 11, 2026

sowwy like

S
Swingy-man bouncy-offAug 11, 2026

sorry. Typo its ike

S
Swingy-man bouncy-offAug 11, 2026

sometimes its easy and sometimes its hard and sometimes like I can not do dis!!!

S
Swingy-man bouncy-offAug 10, 2026

This is a good swingy'grapple and hook game

F
fahhhhJul 27, 2026

*crying emoji*

B
broskiJul 27, 2026

how long is this gonna take

M
mr.hackJul 24, 2026

i would rather "unique flavors" tycoon

V
viviMay 30, 2026

hi

B
blackkaloostinkyMay 12, 2026

good

Q
qauigebApr 3, 2026

love this gaem. very fahn.

T
toamto sauceJun 24, 2026

what does this mean brah

R
RoccoMar 21, 2026

Games are cool

S
savvvvvvyFeb 24, 2026

yoo

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