hold w or click to grapple · space to jump or smash · s to dive
Point. Hold to hook. Let go to fly. Never the water.
hold w or click to grapple · space to jump or smash · s to dive
Hold W or the mouse button. The grapple fires where you point, or at the best hold ahead if you don't. The light on your back is green when it has something. Keep holding and it reels you in.
The rope shortens while you hang on, so every swing comes out faster. Let go on the way up. The burning rings reel hardest and throw you on when you let go.
The dots show where you're headed and the ring where you'd land. When it goes green, space: off a roof that's a jump, off a gantry's belly a dive, into a wall a smash straight through. Chain jumps, dives, smashes and ring boosts within four seconds of each other and every link is more speed. A clip breaks the chain. Only the water ends a run.
Today's line is the same for everyone, built from the date. Free run rolls a new one every time. The city is made of sections, each with its own rules, and no two read the same.