Hooks and course pieces
Every hook in Daily Grapple behaves differently, not just looks different. Here is what each piece of a course does and how to use it.
Hooks
Swing hook (blue)
The basic hook. Hold to hang and swing; let go to fly. Your rope can reach a hook up to 250 pixels away. Most of every course is built from these.
Sling hook (amber)
Let go and it launches you at the hook, and on past it. Grab it while it is ahead of you: letting go then throws you forward. Grabbing one that is already behind you throws you backwards, which is the most common surprise for new players.
Reel hook (green)
A longer reach (330 pixels) and it winds you in while you hold on, lifting you up. Let go near the top to carry on from higher than you started. Green hooks usually sit at the bottom of a climb.
Rail hook (purple, on a track)
A hook that slides back and forth along its track on a steady rhythm. Its timing is part of the course, the same on every attempt, so you can learn exactly when to grab it.
Zipline (purple, with a cable)
Grab it at its dock and it races you along its cable. Let go to fly off, or ride it to the end, where it lets go of you by itself with all the speed of the ride.
Pads and ledges
Boost pad
Land on it and it throws you forward, fast.
Spring
Land on it and it fires you up to the hooks above.
Bounce pad
A springy ledge that sends you back up when you land on it.
Cracked ledge
It gives way a moment after you land. Do not wait on it.
Moving ledge
Slides back and forth along a fixed path.
Air and portals
Updraft
A column of rising air. Let go inside it and it carries you up, which beats climbing hook by hook.
Portals
Some courses have a pair of portals: go in one and come out of the other. A portal is always an optional shortcut, so the normal route still works if you miss it.
Hazards
Spikes and lava
The floor of every course, and sometimes walls and ceilings too. Touch them and the attempt restarts.
Saws
Fixed saws guard gaps at every height. They are placed so that there is always a way past them.
Piston saw
Rises out of a pit on a steady beat. Watch one cycle, then go.
Saw track
A flying saw that crosses a gap on a track. Cross while it rests at an end. You can always wait safely on the hook before it.
Everything moves on the run clock
Rail hooks, piston saws and flying saws all move on run time: they start in the same place on every attempt and reset when you restart. Nothing is random within a day, so a route that worked once will work again.
Practise them
The Training tab has a short map for each special hook and pad, and a training course that shows every piece of the game one at a time, with no clock. The first time a new hook comes into view during a run, a one-line tip says what it does.