Parkour
Climb higher, wallrun, flip and roll out of falls - a VIP perk that levels up the more you use it.
Parkour changes how high you can climb and adds tricks like wallruns, flips and landing rolls. Everybody can climb a little, but the real moves are a VIP perk. The more you use it, the higher your parkour level gets (1 to 10), which unlocks more moves, higher climbs and safer falls.
Your parkour level and XP belong to your character - each character levels up on its own. Your VIP tier decides which moves you can use at all.
How high you can climb:
| Who | Max climb height | Tricks |
|---|---|---|
| No VIP | About waist height (1.2 m): curbs, low walls, planters, car bonnets | No |
| On-duty police and EMS | About 2 m: chain-link fences, garden walls | No |
| VIP, parkour level 1 | 2 m | Yes |
| VIP, each level after that | +25 cm per level | Yes |
| VIP, parkour level 10 | About 4.25 m | Yes |
If a wall is too high you see a red note like "Too high to climb (2.0m, you can do 1.2m)". Normal jumping next to tall walls is never blocked.
Before you begin
- A VIP membership (Gold or higher) for any tricks - see VIP Memberships.
- Each move needs both the right VIP tier and the right parkour level:
| Move | Lowest VIP tier | Parkour level |
|---|---|---|
| High climb | Gold | 1 |
| Power jump | Gold | 1 |
| Landing roll | Gold | 1 |
| Slide | Gold | 2 |
| Wallrun | Platinum | 3 |
| Tic-tac | Platinum | 4 |
| Backflip | Diamond | 5 |
| Front flip / Side flip | Diamond | 6 |
| Wall flip | Diamond | 7 |
| Double flip | Prestige | 8 |
| Speed boost | Prestige | 1 |
| Slow motion | Prestige | 1 |
Higher tiers include everything below them. If you try a move you haven't unlocked, a note tells you what you need.
Everything uses the parkour key, Caps Lock by default. You hold it and press a second key. You can change it in ESC → Settings → Key Bindings → FiveM → "Parkour: hold for tricks".
Moves that happen on their own
- High climb - stand about one step from a wall with a flat top (a garage roof, a container) and press Space. You kick up the wall and end up on top.
- Power jump - sprint and press Space on open ground. You jump further and a little higher.
Hold Caps Lock and press...
| Keys | What happens |
|---|---|
| Caps Lock + Space standing still (or holding S) | Backflip |
| Caps Lock + Space while running | Front flip |
| Caps Lock + Space while holding A or D | Side flip to that side |
| Caps Lock + Space again straight after a flip | Double flip |
| Caps Lock + Space running along a wall, about half a metre from it | Wallrun (press Space again to kick off the wall) |
| Caps Lock + Space running at a wall at an angle | Tic-tac |
| Caps Lock + Space running straight at a wall | Wall flip |
| Caps Lock + C while sprinting | Slide |
| Caps Lock + Z while sprinting | Speed boost (when the charge is full) |
| Caps Lock + Q | Slow motion (only on your own screen) |
| Keep holding Caps Lock as you land | Landing roll - no fall damage up to your safe height |
Stamina
- Hold Caps Lock and a small bar appears at the bottom middle of your screen: PARKOUR · LVL · TIER.
- Every trick costs some stamina. When it's nearly empty the bar turns red, then you get "Too tired - catch your breath".
- Stop for a moment and it fills back up. Each parkour level makes moves a little cheaper, and so does a high gym Stamina stat (see Gym & Fitness).
Speed boost has its own thin yellow bar. It recharges from the parkour XP you earn. Slow motion lasts a few seconds on your screen only and has a short cooldown.
Landing rolls
Hold Caps Lock while you fall and you land in a roll without losing health. You can safely fall about 8 m at level 1, growing every level to around 30 m at level 10. Higher than that and you take normal fall damage.
Training courses
Timed courses are marked with running-man blips called Parkour: ... - Legion Square Run, Del Perro Pier Dash, Vespucci Beach Sprint and Arena Car Park (more may be added).
- Go to the course blip. A coach (a runner jogging on the spot) is waiting.
- Use the third eye (Left Alt) on the coach and pick Start: (course name).
- After the countdown, a timer shows at the top of your screen.
- Follow the pink ring and the map route. Each checkpoint beeps and the next one appears.
- Reach the last checkpoint to stop the timer. You see your time and whether it's a NEW BEST.
Pick Best times on any coach to see the top 5 runs. Anyone can look, but only VIPs can start a run. Type /pkquit to cancel.
Costs & rewards
- Every clean move gives parkour XP - harder moves give more.
- Doing the same move again within a few seconds gives only half XP, and there's a cap on XP per minute.
- A course gives a big chunk of XP the first time you finish it, then smaller XP once every 15 minutes per course.
- Max level is 10. On level up you get a note with your new climb height and unlocked moves.
Common problems
- "Too high to climb" - the wall is above your climb height. Level up, or find a lower route.
- The bar says PARKOUR OFF · INSIDE - parkour is off inside buildings with an interior.
- PARKOUR OFF · SAFE ZONE - it's off at Pillbox hospital, Mission Row PD and City Hall.
- PARKOUR OFF · CUFFED - no tricks while cuffed.
- My course run didn't count - getting into a vehicle cancels it, and moving impossibly fast (noclip, teleport) voids the run.
- VIP just arrived but no tricks - your tier is re-checked every few minutes. Give it a moment.
Parkour is for fun and roleplay chases. Using it to reach places clearly not meant to be reached, or to dodge police in a way that breaks RP, is still covered by the server rules.
Thanks! Staff will look at it.