Wall Jumps Everyone Should Know
Introduction
Happy jumping!
To wall jump, simply jump from the ground towards a wall. When your character makes contact with the wall jump again. You can only do two consecutive wall jumps, unless you have the springy augment that allows you to wall jump three times. The intital jump towards the wall does not count towards this number. Now that you know the basics, lets continue.
Ciden, a member of the community, points out that "As a general tip, [...] doing wall jumps after a long jump can make even slow Mercs travel exceedingly quickly. Fast mercs can barrel down a hallway at light speed this way."
Below you can see the difference between a long jump and a normal jump. As you can see both jumps land at the same time. So not only does a long jump make you go further, but you also move faster.
Trainyard
Underground
Chapel
Now there is a way to get through on the other side. This jump is very difficult and will require practice. There is also another way that involves an issue with the fence that is near by.
Terminal
Bridge
You have to longjump at th corner of the wall on the left, and jump again when you hit the pillar. You'll get caugth behind the sign on the awning and you'll want to jump up there.
Conclusion
It makes it a lot easier when another player and I can jump on an empty server and look for these things undisturbed. So if you think you could help, or just want to talk about strategy with me, feel free to add me on Steam.
I also have a Team Speak 3 server: 209.35.119.9:10607
I apologize for cluttering up this guide with a request like this, but I want to be able to provide more content in the future. Thanks again for all your support everyone.
Spectral_Force Chapel, "Bus Jump"
Cidem Information on long jumps.
Angular Momentum Chapel, "Vertical Jump" - Trainyard, "Window Jump"
Ferix "Sweaty Hands" Phoenixon Chapel, "Shortcut 2(From attacking side)"
flowing english speaker Chapel, "Shortcut 2(Glitch)"
Gasman Bridge, "Awning"
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