Save a checkpoint first
On the landing, stand on the golden pressure plate and check the dot counter on the right. Jumping over a slab or landing next to it does not save the checkpoint. Before the first slab, the fall returns you to the start; the twelfth slab completes the route.
Control pads 3×3 provide a place to stop and look at the next area. Look not only for the nearest support, but also for the continuation behind it: some of the routes go sideways, around the wall or up.
Single-ladder catches and wraparound jumps
A single hold has one ladder on the side of the suspended block, there is no platform below. Jump to its plane, keep moving towards the support block and climb up. You need to aim at the stairs, and not try to immediately land on the top of the block.
In front of the tall column, find the side of the walkway. Move towards the edge of the original support, start jumping past the corner and turn towards the area behind the pillar. A flight straight into the middle of the wall will stop on it.
For the window, center the entry. Do not jump ahead of time in front of a low beam: hitting your head shortens the jump, and you may not reach the next support.
Slime jumps: release sneak
Mangrove Trails and Sky Garden have slime drops with mandatory bounce. From the top platform, find the slime and the next support in advance. Release crouch before touching: Shift suppresses bounce.
After touching, direct the flight to the desired area. On ice there is another trap - inertia: releasing the movement does not stop the character instantly. Start braking to the edge of the small support.
Choose a route for your skill
| Locations | What to pay attention to |
|---|---|
| Flowering Valley, Birch Forest | The first rounds, crowns and chains of ladder hooks. |
| Desert Ruins, Copper Mine | Columns, openings and low beams. |
| Glacial Spiers, Crimson Forge | Inertia, narrow landings, bypassing forges and pipes. |
| Mangrove trails, Amethyst Cave | Slime bounces and precise grabs. |
| Islands End, Sky Garden | Aerial detours and combination of different obstacles. |
Pausing, records and one-time rewards
For a break, use /spawn or /lobby. When returning through the portal, the unfinished attempt will continue with its checkpoint, time and falls. For a new record attempt there is /parkourrestart: it resets the current points, times and falls.
The first finish of the route brings gold and opens the next level. For the third and sixth levels you will receive an additional cosmetic key, and for the tenth - two. A repeat pass does not repeat this reward: it is needed to improve the result.
In a dropper, early correction of the trajectory is also important, but the rules for exit and rounds are different. Dropper: control while falling.
Check the active goal: the task requires a confirmed finish of the route. Challenges for passing.



