Eternity Roblox movement centers on parkour mechanics—specifically ledge grabbing, wall hopping, sprinting, and managing fall damage—to survive 1 vs 11 asymmetrical chase rounds. In [Blue Broadcasts] ETERNITY [BETA], developed by Rampage_Works on Roblox, survivors face an anomaly killer across large maps surrounded by lethal void drops and hazardous water. Mastering basic jump physics and character-specific mobility tools is mandatory because simple running is rarely enough to escape a killer's dash or crowd-control abilities.
Core Parkour Mechanics in Eternity
The game officially lists jumping, wall hopping, and ledge grabbing as its core mobility foundation. Because maps such as the Teapot map feature significant verticality, gaps, and instant-death void borders, players must rely on precise key inputs rather than standard Roblox walking.
Ledge Grabbing
Ledge grabbing is the primary technique for recovering from missed jumps and avoiding drops into the void. The lobby features an informational sign explaining this mechanic.
- Approach an elevated ledge or platform edge while in mid-air.
- Direct your character camera to look straight toward the surface you want to catch.
- Jump near the edge. Your character will latch onto the lip, allowing you to pull yourself up rather than falling to lower levels or dying in the surrounding void.
Note that player-created barriers, such as JJ Fox97's constructed walls, cannot be ledge grabbed or climbed once erected.
Wall Hopping
Wall hopping in Eternity does not mean climbing straight up a vertical surface. Instead, it is a horizontal momentum technique used to cross wide gaps and gain bursts of speed during a chase.
- Sprint toward a flat wall surface to build baseline forward momentum.
- Jump adjacent to the wall while holding your sprint key.
- Adjust your directional keys: holding A or D relative to the wall face either increases or decreases your launch speed and leap distance.
- Chain the hop into a ledge grab at your target platform to clear long-distance gaps without touching the ground.
Wall hopping drains stamina. Executing repeated wall hops with zero stamina will cause your jumps to fall short, often dropping you directly into map hazards.
Fall Damage and Void Hazards
Vertical navigation carries distinct risks:
- Fall Damage: Falling from elevated structures inflicts direct health damage upon landing. An in-game lobby badge, First Steps, confirms that fall damage is active. Survivors who misjudge drops lose significant HP without ever being struck by the killer.
- Void and Water: The map is surrounded by bottomless voids and water hazards. A counter in the lobby tracks total player deaths caused by the void. Falling into the void awards the Fallen one badge and eliminates survivors from the round. Unlike survivors, killer entities that fall into certain outer bounds are teleported back to their spawn point rather than permanently removed.
Survivor Mobility and Evasion Abilities
Beyond universal parkour mechanics, individual survivor kits provide unique movement boosts, dashes, and traversal tools to extend loops.
| Survivor | Primary Mobility Moves | Cooldowns & Limits | Key Movement Properties |
|---|---|---|---|
| Axiom | Glide (E), Boost Swing (R) | Glide: 37s cooldown; Boost Swing: 27s cooldown | Glide boosts run speed and slows descent for ~9 seconds; interrupted by any damage or long fall damage. Boost Swing lunges forward and grants a speed boost in LMS. |
| Sleepless | Dash, Bloxy Cola | Dash: 12s cooldown; Bloxy Cola: 24s cooldown | Dash launches the survivor forward/downward with zero stamina cost. Bloxy Cola has a brief windup and provides a temporary movement speed boost. |
| Recteg | Lantern Flash, Charge | Limited torch placements; cooldowns active | Lantern Flash gives an area-of-effect speed boost to Recteg and nearby allies. Charge propels the user forward with temporary hit invincibility, though fall damage still applies. |
| JJ Fox97 | Wall, Upgrade Wall | Wall: 10s cooldown; Upgrade: 60s cooldown | Roots the player during placement. Builds unscalable walls that block both survivors and killers, preventing wall hopping and ledge grabbing. |
| Doombringer | Rocket Stun, Banhammer | Two rocket charges maximum (reloaded in place) | Roots the character while aiming rockets or reloading, trading personal agility for long-range killer stuns. |
Environmental Looping Interactions
Certain map props and abilities interact directly with movement:
- Teapot Kicking: Sleepless can use Roundhouse Kick on map teapots instead of manually holding the interaction key (E), allowing fast trigger activations while sprinting through rooms.
- Rocket Deflection: Sleepless's kick can redirect a nearby Doombringer rocket toward the killer, requiring coordinated positioning during team chases.
- Corner Peeking: Looping around tight corridors requires third-person camera panning around obstacles. This lets survivors monitor the killer's pathing before committing stamina to a sprint or wall hop.
Killer Mobility and Chasing Mechanics
Killers possess specialized movement tools designed to close distance across open terrain or cut off survivor parkour routes.
User 2006
User 2006 functions as a high-speed rushdown killer. His kit relies on direct momentum:
- Overdrive: A targeted forward dash. As the dash continues, forward velocity increases while turning sensitivity decreases, turning User into a high-speed projectile. Landing the hit deals between 10 and 30 damage depending on travel speed. Missing the dash triggers a multi-second ragdoll penalty, which can accidentally launch the killer off platforms.
- Health Sacrifice (E): User can rip out his torso, losing 90 HP in exchange for an aura read on survivors and a temporary speed boost to bridge chasing gaps.
- Firewall: Plants a wall of fire to cut off narrow looping pathways and force survivors away from safe parkour jumps.
Xenomorph
Xenomorph combines zone control with sudden repositioning:
- Grab and Toss: A running lunge that grabs a survivor and throws them forward as a projectile. Hitting a surface creates area damage, and tossing a survivor off platform edges can knock them straight into the void.
- Delusion: A two-part teleportation move. Xenomorph sets a destination marker and can reactivate the skill to warp back instantly, cutting off survivors looping between familiar rooms.
- Holofern Traps and Spikes: Floor hazards that expand over time. Survivors forced into traps take heavy damage, punishing those who drop blindly from high ledges without surveying landing spots.
Frequently Asked Questions
How do you perform a wall hop in Eternity?
Sprint toward a flat wall, jump while airborne next to the wall, and press the corresponding directional key (A or D). This pushes your survivor off the surface for extra horizontal distance. Ensure you have sufficient stamina before attempting the jump.
Does fall damage cancel Axiom's Glide ability?
Yes. If you fall long enough to trigger game fall damage before or during Glide, the ability cancels immediately, leaving your survivor vulnerable to drop penalties and landing stuns. Taking any attack damage from an anomaly also breaks Glide.
Can you ledge grab or wall hop on JJ Fox97's walls?
No. Walls built by JJ Fox97 are designated dead zones. Neither survivors nor killers can ledge grab onto them or wall hop off their surfaces, and players must walk around or break them.
What happens if you fall off the map into the water or void?
Falling off the map eliminates a survivor from the round and awards the Fallen one badge. Killers that drop into certain void boundaries are typically teleported back to their spawn point rather than eliminated.













