NPC Guide: Races, Quests & Lobby
Track A Bizarre Run NPCs across race stages, lobby quests, and rewards. Learn how the Bum family, Gyro, spins, and stands fit together.
A Bizarre Run NPCs can decide whether your Steel Ball Run ends in a clean finish or a chaotic brawl. The difference between a wasted stage and a strong reward often comes down to knowing which characters to approach, which ones to ignore, and when a scripted encounter is about to force combat. This guide to A Bizarre Run NPCs focuses on practical decisions: where Gyro Zeppeli fits, why the Bum family matters in Stage 2, how the merchant supports your stand grind, and what to do when the race barrier traps everyone in a fight.
A Bizarre Run NPCs already sit at the center of that prep loop. The game currently has two Steel Ball Run stages, with more planned and existing stages expected to change. You do not need to memorize a giant roster; you need a clean route through the lobby, a plan for Stage 2 pressure, and enough currency for the right purchases. Keep the community hub handy for patch notes, because NPC behavior and stage rules can shift as the race expands.
A Bizarre Run NPCs at a Glance
Treat A Bizarre Run NPCs as route modifiers rather than background decoration. Some give quests, some sell progression items, and one group can pull you into a fight you did not plan to take. The table below keeps the practical roles separate.
| Character or group | Where you meet them | What they do | Best move |
|---|---|---|---|
| Gyro Zeppeli | Lobby | Offers the Spin mastery quest line | Start early; the first mission is slipstream practice, the second sends you into Stage 1 |
| Bum family | Stage 2 | Hostile race NPCs that can be defeated | Ignore unless the combat barrier forces a fight |
| Merchant | Lobby | Sells a Corpse Part for 7K or 49 Robux and sells spins | Buy the Corpse Part with in-game cash when you are ready for a stand roll |
The current NPC list is short, so do not overcomplicate your route. Your loop is lobby preparation, Stage 1 traps and shortcuts, Stage 2 combat pressure, then post-race rewards. If future stages add characters or change quest requirements, check the board and your quest log before racing. A Bizarre Run NPCs will likely grow alongside the stage list.
How A Bizarre Run NPCs Shape the Two Race Stages
The most important A Bizarre Run NPCs appear in Stage 2, but Stage 1 still sets up your reward quality. Use the quieter stage to learn the map and bank useful items. Then treat Stage 2 as the point where NPC pressure becomes real.
| Stage | Combat | NPC or hazard | Main goal | Reward note |
|---|---|---|---|---|
| Stage 1 | Disabled | Traps and shortcuts | Finish high and learn the route | Placement affects rewards; a train waiting room follows the finish |
| Stage 2 | Enabled | Bum family, bounty posters, natural phenomena, Devil's Palm | Survive the barrier and reach the Corpse Part | Bounty rewards scale with the target's level; a Saint's Corpse part is possible |
Stage 1: Learn the Route Before NPC Pressure
Stage 1 is for route practice, not brawling. Combat is disabled, so use the quiet lap to learn shortcut lines and trigger traps at points where other racers must commit. Placement still matters because your finish position changes reward quality. This is also a good time to farm Rokakaka, the item needed later to remove a stand.
Do not treat Stage 1 as a throwaway. After you cross the finish line, you are sent to a train waiting room where you can spend in-game money on items for the next stage. If you finish with a strong placement and a Rokakaka in your inventory, you leave the opening stage in much better shape.
Stage 2: Bum Family, Bounties, and the Barrier
Stage 2 turns the race into a contest with teeth. Combat unlocks, three bounty posters appear, and the Bum family can be fought. A simple rule is to ignore the Bum family unless the game drops a barrier that forces remaining players into combat until enough eliminations occur. That barrier is the real NPC pressure.
Keep your revolver and any purchased hindrance items ready, but do not burn resources chasing a family fight that does not move your placement. Bounty posters are a separate decision: the reward scales with the target's level, so a high-kill player may be worth more but is also harder to defeat. Pick fights you can finish quickly.
Devil's Palm is the other Stage 2 landmark. Watch for golden light, reach the beacon, and interact with the Saint's Corpse part. This is one of the two stand acquisition paths and does not require an arrow. If you are already holding a stand, remove it with Rokakaka before using the Corpse Part, because you cannot stack a second stand.
Gyro Zeppeli Quests: Turn Lobby NPCs Into Progress
Gyro Zeppeli is the main lobby quest giver. His Spin mastery line starts with two simple objectives, and both teach race mechanics you will use anyway. The first mission asks you to slipstream behind another player for a total of 15 seconds. The second sends you to Stage 1 to find Gyro's Steel Ball. Complete them between reward pushes rather than during a race where you are chasing first place.
| Mission | Objective | Practical approach | Why it matters |
|---|---|---|---|
| Basic Mastery 1 | Slipstream behind another player for 15 seconds total | Tuck behind a racer on a straight and hold a steady gap; bank time across attempts | Teaches drafting rhythm without requiring combat |
| Basic Mastery 2 | Find Gyro's Steel Ball in Stage 1 | Search Stage 1 while learning shortcuts, then finish the stage | Adds a collection task to the low-combat stage |
Gyro is one of the few A Bizarre Run NPCs who gives you a reason to practice specific race behavior. If you are struggling with the slipstream mission, follow a racer through a wide section instead of weaving through traffic. For the Steel Ball, sweep side routes during Stage 1 before you commit to a final sprint.
Rewards, Spins, and the Merchant
The merchant is one of the most useful A Bizarre Run NPCs because he connects race time to stand progress. A Corpse Part costs 7K in-game cash or 49 Robux. Spins are earned at the end of a race or when you are defeated, then used at the merchant. The spin pool has five rewards, and the rarest is the shiny stand arrow, which grants a stand and a unique skin.
| Purchase or action | Cost or source | What you get | Recommendation |
|---|---|---|---|
| Corpse Part | 7K cash or 49 Robux | A stand through the Saint's Corpse route | Buy with cash; save Robux unless you are skipping the grind |
| Spin | Earned after a race or defeat | One roll from five rewards | Spin after a session; the first two stand slots are free, so protect a good stand in slot two |
| Stand arrow crafting | Five arrow fragments | A craftable stand arrow | Craft when you have enough fragments; do not waste a free slot |
| Daily rewards | Quest board or daily rewards menu | Can include a shiny arrow or zebra horse skin | Claim before racing so you do not forget |
The store does not replace the NPC loop. Most items can be obtained without Robux, including the shiny arrow, while limited skins and Game Passes are the main Robux-only purchases and do not change race results. Redeem the launch code release in the store early because codes can expire.
A Bizarre Run NPCs and the Stand Loop
The stand loop connects the merchant, Devil's Palm, and Rokakaka. You can get a stand from a crafted arrow, a daily reward arrow, a code arrow, or the Saint's Corpse in Devil's Palm. Arrows present three cards; you pick one, and that card becomes your stand. The shiny arrow guarantees a stand plus a unique skin. The Corpse Part skips the card choice and grants the stand automatically.
| Method | Where to get it | How it resolves | Key limitation |
|---|---|---|---|
| Stand arrow | Craft with five fragments; daily rewards; codes | Choose one of three cards | Needs a free stand slot |
| Shiny stand arrow | Merchant spin pool; daily rewards; store | Grants a stand with a unique skin | Rare spin reward; still needs a free slot |
| Saint's Corpse | Devil's Palm in Stage 2; merchant sells a Corpse Part for 7K | Grants a stand automatically | Remove your current stand first |
| Rokakaka | Found during either race stage | Removes your current stand | Mandatory before obtaining another stand |
A common mistake is rolling a new arrow while a stand is equipped. The game requires removal first. Find Rokakaka during a race by approaching the plant; its name appears when you are close. Interact, use it from inventory, then pursue the new stand. If you are using the merchant, remember the Corpse Part is a direct purchase; you still need the removal step.
If you want to test a new stand without entering a race, Battlegrounds is the free-roam PvP mode. It is useful for learning a kit, but it does not replace race practice. Keep your race build focused on movement, stage survival, and the NPC interactions that actually award progress.
FAQ
Which A Bizarre Run NPCs should I talk to first?
Start with Gyro Zeppeli in the lobby and begin his Spin mastery missions. Then visit the merchant to check Corpse Part and spin options. The Bum family can wait until Stage 2 forces the issue.
Can I ignore the Bum family in Stage 2?
Usually yes. Defeating them is optional until a combat barrier appears and forces remaining racers to fight until enough players are eliminated. Save your weapons and items for that forced window instead of chasing the family early.
Do A Bizarre Run NPCs give stands directly?
Gyro does not. The merchant sells a Corpse Part for 7K, and the Saint's Corpse in Devil's Palm grants a stand directly. Stand arrows, including the shiny arrow, resolve through cards or a guaranteed skin roll. Remove your old stand with Rokakaka first.
What should I buy from the merchant first?
If you have no stand and 7K in cash, buy the Corpse Part first. If you already have a stand you want to keep, use spins for arrow fragments and rewards, but equip your good stand in the second free slot before rolling.
Related Guides
Access & First Race: Beginner Guide
Use this A Bizarre Run beginner guide to check tester access rules, PC requirements, and first-race tactics for the starting area and canyon.
Combat Guide: Controls, Stands & PvP
Master A Bizarre Run combat with Stand and Spec controls, block timing, PvP fight flow, and practical drills for open-world battles and SBR.
Controls and Keybinds Guide
Master A Bizarre Run controls: Stand keys, Spec moves, combat priorities, and practice drills for cleaner PvP inputs.
Progression Guide: Races & Bounties
Learn the A Bizarre Run progression loop, from the tutorial and race stage to bounty selection, stand basics, and smarter stage-two fights.