Rank is the parkour score. Level is the exploration score. They do not climb from the same actions.
Rank stars
You rank up after more than 10 rank stars. Stars currently come from:
- Time-trial medals, listed as 240 stars available.
- Challenges, listed as 49. The current set all pay rank stars.
- Entering districts, 25 total: 10 for Downtown and 5 for each other released district.
- A few missions, listed as 5.
- Races, with no separate total published next to the others.
The highest attainable rank stated alongside that breakdown is 31, with 9 extra stars. Advancement Gamma is also described as the gate that lets prestige continue past rank 30, and each advancement adds 10 to the rank cap. Those two statements were both published; this guide does not merge them into a new cap.
Every 10 rank-ups you must clear an Advancement Challenge.
| Challenge | Difficulty | Requirement | Limit | Checkpoints | Reward |
|---|---|---|---|---|---|
| Dash Training | Basic | None listed | 19.000 s | 3 | 2 |
| The Art of Powerslide | Basic | None listed | 15.000 s | 3 | 2 |
| Dropper | Moderate | None listed | 18.000 s | 5 | 2 |
| A Longer Jump | Moderate | Rank 2 | 30.000 s | 5 | 3 |
| Advancement Alpha | Tough | Northeast of Apollo | 65.000 s | 4 | 10, rank cap +10 |
| Wall Climb Boost | Tough | Rank 3, wall climb disabled | 53.000 s | 6 | 5 |
| Leg Day | Advanced | Rank 3, on Nimbus | 15.000 s | 2 | 5 |
| Advancement Beta | Insane | Rank 10, west of GL Tower | 104.000 s | 9 | 10, rank cap +10 |
| Advancement Gamma | Insane | Rank 20, Drop Off behind Zephyr | 134.000 s | 11 | 10, rank cap +10 |
Wall Climb Boost disables wall climb on purpose. Learn air dash and the double-tap before you spend attempts there. Completed challenges can be warped to from the map.
Level and the momentum cap
Level has no published maximum. You fill a 100 percent XP bar from new checkpoints, first-time medals, some missions, and combos. Combo itself unlocks at level 10.
Momentum's level cap rises until level 20 and is hard-capped at 32 walkspeed. It rises faster near level 20 than it does at the start. Dash alone can touch the hard cap after level 17. Dash plus afterboost can touch it after level 12. Standing still has a short buffer before the bar decays.
Combo, in practice
Moving lays an invisible circle. Touch the ground after you leave every previous circle and the combo gains coverage. Stopping, taking serious damage, or dying ends it, though a death still pays the XP you had earned. Hanging on a climbable does not end it. The big red number is the multiplier, capped at x10000. The small gray number is raw score from how fast you leave circles. The white number is raw times multiplier, and that is what becomes XP.
XP Routers are permanent dishes-and-laptop objects. Easy ones add 5 percent. Routers on tall towers add 50 percent. Activating all of them reaches x12.40. They multiply XP gain and combo XP. They do not multiply race, mission, or other reward payouts.
A sensible order
- Clear the Tutorial and enter Downtown for the 10 district stars. Later districts pay 5.
- Take Crystal's medals, then the basic challenges that teach dash, powerslide, dropdown, and afterboost.
- Climb Vertigo for the transceiver mission and for Chain, which is taught at the top.
- Hit rank 2 before A Longer Jump, rank 3 before Petra will trade and before Wall Climb Boost and Leg Day, rank 10 before Advancement Beta, and rank 20 before Advancement Gamma.
