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Parkour Craft Noob Steve 2

The central activity in Parkour Craft Noob Steve 2 is block parkour above a deadly ocean. Reach the portal at the end of all ten parkour levels without falling.

Adventureblock parkour above a deadly oceanlandscape
Parkour Craft Noob Steve 2 icon
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ABOUT THE GAME

Parkour Craft Noob Steve 2 game overview

View angle and takeoff position determine whether each jump reaches the next block. The action takes place while Noob Steve crosses floating blocks above cold water on ten increasingly difficult courses. Reach the portal at the end of all ten parkour levels without falling. Falling from the blocks into the ocean ends the current level attempt. Every portal completes one course and moves Steve into a harder block arrangement. Each portal opens the next of ten courses when turning the view to line up the next floating block is followed by moving to a stable takeoff point, jumping, and reaching the portal.

WHAT TO EXPECT

Before you start

What begins as turning the view to line up the next floating block becomes moving to a stable takeoff point, jumping, and reaching the portal. Each portal opens the next of ten courses; throughout, view angle and takeoff position determine whether each jump reaches the next block.

GETTING STARTED

How to play Parkour Craft Noob Steve 2

Start with the information gained from turning the view to line up the next floating block. View angle and takeoff position determine whether each jump reaches the next block. Aim to reach the portal at the end of all ten parkour levels without falling.

Moving to a stable takeoff point, jumping, and reaching the portal turns preparation into the next result. Every portal completes one course and moves Steve into a harder block arrangement.

CONTROLS

Controls and device setup

W, A, S, and D supply movement, while the mouse turns Steve's view; Space jumps, right-click focuses, and mobile uses joystick and jump buttons.

PLAY SMARTER

Tips for Parkour Craft Noob Steve 2

  1. Square the camera with a narrow block before adding forward movement.
  2. Land near the middle so momentum does not carry Steve into the ocean.
  3. Pause after a difficult jump and locate the portal before choosing another branch.