VHOLUME Target Times and Routes Guide
Beat VHOLUME target times by mastering the speed system, learning Racetrack routes from easy to advanced, and building the movement habits that separate top times from solid clears.
Core goal: Beat or crush the target times on VHOLUME levels by finding and executing better routes while keeping momentum high. The game is free-form parkour where the "correct" path is the one that keeps your speed up and finds shortcuts through the brutalist concrete. Target times, ghosts, and leaderboards reward precise chaining of slides, jumps, wall-runs, and momentum tricks, not just reaching the end.
1Master the Speed System First
This is what separates good times from top times. Players repeatedly emphasize understanding and never dropping below the practical speed floor.
| Movement state | Approx. speed | Why it matters |
|---|---|---|
| Base walking | ~13 | Starting point. Never stay here in a timed run. |
| Slide | ~16 | First speed gain. Slide every ground touch when slow. |
| Jump from walk | ~14 | Small boost over walking. Use to chain into slide. |
| Jump from slide | ~17 | Core speed-building loop. Slide then jump. |
| Competitive target | 26-27 | Stay here on ground/forward movement for top times. |
| Falling (max) | 30-40+ | Lost on landing unless you manage the hop carefully. |
- When speed is low: slide every time you touch the ground, then immediately jump.
- When already at 26-27: do the minimum number of jumps needed to keep speed. Spamming jumps wastes height, control, and forward progress.
- Wall-to-wall transfers preserve speed. Practice looking mostly forward (not into the wall) so you gain speed without climbing or bouncing off unintentionally.
- Crouch (or right-click) while falling near a wall to avoid sticking if you don't want to cling.
- Fall-damage cancel: jump, crouch in the air, then uncrouch just before landing. Lets you take big drops safely and keep running.
2Racetrack Routes: Easy to Advanced
Racetrack is the level everyone practices first. Community shares easy, medium, and advanced routes. Practice these until the movement feels automatic; the same principles apply to later maps.
3Key Decision Points
- ALow speed vs high speed: slide every ground touch when slow; hop sparingly when already fast. The right answer flips based on your current speed.
- BEasy consistency vs riskier shortcut: start with easy/medium until the movement is muscle memory, then add pre-speed or tighter wall lines. Risk scales with your consistency.
- CClimb style: normal jump-as-speed-fades is fine. The faster version: when speed drops under ~350 (or feels slow), release W, jump, then re-hold W immediately.
- DGhosts and other players: watch them for new lines or timing, then practice the segment yourself. Share your own once you improve.
- EFull game vs demo habits: the same momentum rules apply. Later levels just have more verticality and denser concrete to exploit.
4Common Mistakes to Avoid
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Spamming jumps for "more speed." You gain excess height, lose forward progress, and often lose control. Count the jumps needed for each section.
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Running straight over the dirt pile or missing the chair slide-jump. Instant death or big time loss. Jump onto the dirt pile; hop onto the chair then slide-jump immediately.
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Looking too hard into walls on connects. You either climb, bounce, or bleed speed. Keep the look mostly forward.
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Ignoring fall cancel or wall unstick. Unnecessary deaths or stuck moments. Jump, crouch in air, uncrouch before landing.
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Trying pre-speed before you have a clean medium time. Frustration with little payoff. Earn the medium route first.
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Letting speed drop well below 26-27 on long sections. You will never hit competitive targets. Slide-jump the moment you feel slow.