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From the official build
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Guide hub
How to beat Cobb Can Move
All Cobb rules explained
Route planning for the first major wall
Late-game recovery and state changes
Final sequence without losing the thread
Fast answers for players
Verified source library
Evidence Status
Death diagnosis
Likely cause: Cobb can see
Fix: Break line of sight before crossing and move cover-to-cover.
Likely cause: Cobb can smell or reach
Fix: Stop camping close. Use the outer loop and add more distance.
Likely cause: Cobb can duplicate
Fix: Your route had one exit. Pull one threat away before touching the objective.
Likely cause: Rule state changed
Fix: Pause after each interaction and rebuild the active-rule list.
Likely cause: Restored senses
Fix: Treat every final-room action as a new mini-level.
Featured snippet target
| Rule | What it means | How it kills you | Counter strategy | Failure diagnosis |
|---|---|---|---|---|
| Cobb Can Move | Cobb begins pathing and the room stops being a static puzzle. | Standing still, backtracking into dead ends, or treating Cobb as scenery. | Keep a loop route. Move with a destination, not just away from Cobb. | If Cobb catches you immediately, you are probably too close before the objective starts. |
| Cobb Can See | Open lines and lit crossings become dangerous. | Crossing a long lane while Cobb has a direct visual angle. | Break sight before touching the objective, then cross only when Cobb is offset. | If you die in open space, your route needs a corner or visual blocker before the pickup. |
| Cobb Can Hear | Noise or reckless movement can pull Cobb toward you. | Running the whole room or panicking after a pickup. | Move in short bursts and let Cobb drift away before committing. | If Cobb reacts too fast, stop treating speed as the solution. |
| Cobb Can Smell | Close hiding becomes unsafe even when a wall looks protective. | Camping near Cobb or trying to squeeze past a corner. | Make wide loops and assume proximity matters through tight spaces. | If hiding feels random, you are probably inside the smell radius. |
| Cobb Can Reach | The danger zone is larger than the visible body implies. | Passing next to Cobb or clipping a tight corridor. | Give extra clearance near corners, switches, and exits. | If you think you barely touched Cobb, route with one more tile of margin. |
| Cobb Can Duplicate | Multiple threats can close a once-safe route. | Relying on a single-exit loop or waiting in a narrow lane. | Hold a backup route before you touch the objective. | If duplicates trap you, your route had only one exit. |
| Cobb Can Regain Senses | Late rooms can bring older dangers back after objective steps. | Assuming a previous safe lane is still safe after a pickup. | After every state change, rebuild the active-rule list before moving. | If the ending feels random, you are forgetting restored abilities. |
Rule Stack Cheat Sheet
Do not stand still in open lanes. Break sight, then move.
Line-of-sight and panic movement both punish you. Use short bursts.
Noise pulls Cobb, close hiding finishes the job. Create distance first.
Close passes and one-exit loops both fail. Keep a second lane open.
Late-game routes must be rebuilt after every objective.
Objective path plus exit path. If you only know one, wait.
Evidence screenshots
Read the active rule as a route command. If the sentence changes, your old safe lane may be wrong.
Do not cross open space until Cobb is offset and you already know the return path.
Treat switches, pickups, furnace steps, and exit triggers as state changes, not simple errands.
When reach, smell, duplicate, or restored senses are active, nearby hiding becomes a failure point.
Community Difficulty Notes
Across public comments, players consistently describe the last rooms as tense because older rules return while the objective still demands movement.
Level 6 is a common search target because direct paths stop working. The answer is usually a wider loop, not faster input.
The duplicate rule is memorable because it attacks confidence: a route that worked with one Cobb can collapse with two threats.
Players often notice that hiding later feels unsafe. That is usually smell, reach, or restored senses punishing close-range camping.
Many reactions frame the game as brief, polished, and unusually tense for a browser jam entry, which is why guide intent clusters around completion.
The ending lands because it asks players to remember every previous rule instead of solving a completely new mechanic.
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Facts such as developer credits, platform, version status, jam rankings, and rating signals come from official itch.io pages, the official v1.7 devlog, and the official Major Jam listing. Route advice is written in original wording from current build observations, public video cross-checks, and aggregated community pain points, not copied comments.