Bessel Parkour

The entrance for Bessel Parkour, located under the hanging bridge over the river.Stage 2 of the parkour course.Stage 5, the final stage of the parkour course

## Location

### Region

Volcano

The bessel parkour is a parkour course made by the developer Bessel\_. It contains solo as well as coop parkour jumps that test players' parkour ability, timing, and teamwork. The course is broken down into 6 stages of increasing difficulty. Most of the stages contain levers that move colored blocks. By flipping the levers at the right time, players are able to complete the course. Once a player makes it to the end of the course, a sacrifice is needed to claim the reward. This is why the course is generally attempted in pairs of two.

## Tips

##### Entering the Parkour

In order to enter the parkour, you first have to open the entrance by talking to a secret NPC located near sluma at the coordinates (990,2110). If you go to the NPC directly from the volcano fugitive town you can /spawn to save time entering the parkour.

Once you open the parkour, you can head to the coordinates (1030,1890), where the entrance will be revealed.

##### General Tips

* When you see a brown block with a stalactite above you, it means that a stalactite will fall every 6 seconds, and instantly fall when a player is directly under it.
* Bring a good amount of golden apples and steak to regen.
* Make sure to get maximum speed before starting the parkour.

##### Stage 0

Stage 0 is the only stage that can be completed completely solo. However, the jumps can still prove difficult. The hardest jumps at the end are the jump to the lantern, and the final jump. For the jump to the lantern, there are head hitters in the way of a direct path. The best way to avoid them is to aim your jump slightly to the right of the actual lantern, then adjust to make it to the lantern midway through the jump. For the final jump, you want to crouch to the edge of the lantern, then hit w and space at the same time to make the jump.

##### Stage 1

Stage 1 introduces the lever aspect of the parkour. The lever timings need to be precise, so players need to find a way to time the jumps. There are two popular methods to achieve this: The first method is to set up a key bind to count down the jump to your teammate (ex. /emsg player 3, /emsg player 2, /emsg player 1). The other method is to manually type the countdown in a gang chat or other chat that can be toggled. The use of a countdown is almost mandatory due to the difficult timing of many jumps.

When you start the parkour, one player needs to jump from block to block, while the other player flicks the levers to open the path. Some of the more difficult timings are as follows:

For this jump, the blue lever needs to be flicked to bring out the block to land on, however, there is a blue block that will also block the path of the jump. The lever flicker needs to time their flick very late to avoid blocking the jump path.

For the final jump of stage 1, the player is standing on a blue block, with another blue block covering the exit. In order to make it to the exit, the lever flicker has to flick the lever very early during the jump to avoid their partner hitting the blue blocks.

##### Stage 2

The beginning of stage 2 has a treadmill for players to reset their speed timer, getting max speed is recommended for new players, however, if you are going for a good score this can be skipped to save time. Stage 2 once again requires two players, the job of each player is as follows:

Player 1: The first player has to complete the parkour to make it to the gold ore, where they can pick up a golden chunk. They then have to return to the start and put the chunk into the barrel once their teammate has reached the end of their course. Once their teammate reaches the end, they have to reach the left door, where their teammate can let them in.

Player 2: The second player takes the path to the left side of the room, once they make it to the door, the other player can put the chunk in the barrel, opening the door.

##### Stage 3

Stage 3 is comprised of two separate courses where each player completes a few jumps, then flicks a lever or stands on a pressure plate to let their partner advance. There is one skip that can be done on the left side by jumping from the floor to the blue glass near the end. If you do this once the player on the right makes it to the end it can help avoid resetting.

##### Stage 4

In stage 4, players have to time lever flicks with jumps once again. The jumps require extremely precise timing only achievable with a countdown. The best strategies to beat the hardest jumps are as follows:

For this jump, extremely precise timing is needed. There is also a falling stalactite above the block, so it is recommended to start the countdown as soon as possible to avoid being hit by the stalactite.

This jump would also require good timing, however, there is a way to avoid it by completing a neo. You have to crouch at the corner of the block next to the walls and wait to be hit by the stalactite. Once the stalactite hits you, you have to neo by crouching at the opposite corner, lining up your crosshair to the left of the block, pressing w and space at the same time, and moving your mouse to the ladder while crouching to catch it. If you aren't able to catch the ladder it means that you aimed too far left.

##### Stage 5

Stage 5 does not contain any timing-based jumps, however, the jumps are still difficult. It is recommended to take the fence route to the golden pressure plate, then one player jumps to the small room that is opened to claim the reward while their partner is sacrificed.

The best way to line up the first jump is as follows: