The Summit · Maps
The Meridian Heist
RankedAn art-deco bank at midnight, with a story: 74 hard jumps down a 146-block banking hall of quartz, black marble and gold, over teller counters and a red carpet, through a laser hall where one cell of every platform is a beam, past a code terrace and a ten-block iron vault door to the emerald, then up through the skylight to the getaway airship on the roof. The schematic carries its own Skyline map definition. Use the cutaway to see inside.
Course record
No completions yet. The first clean run takes the record.
Fly through the course
The Meridian Heist
156,696 blocks · 72×176 footprint · 72 tall
Leaderboard
top 0 of 0| # | Player | Time | ||||
|---|---|---|---|---|---|---|
| Nobody by that name on this map yet. | ||||||
Course sheet
How The Meridian Heist plays
4 checkpoints in order · Speed Boost on tap · 3 objectives to clear · 1 hazard.
- Checkpoints in order
- Fall damage on
- Fall line y = 49.5
- features: avoid gate (lasers), simon (vault code), touch (emerald), speed boost + time limit (getaway)
- description: Midnight at the Meridian Bank. Cross the banking hall over the counters, thread the laser hall without touching a beam, repeat the vault code from memory, stand on the Meridian Emerald, then race the alarm up through the skylight to the getaway airship on the roof.
- jumps: 74
- generator: skyforge
- theme: art-deco bank heist
- schematic: meridian-heist
- allow-elytra: false
- story: the Fox Crew and the Meridian Emerald
- Checkpoints
- 4
- 5 stretches
- Finish rate
- —
- no run documents yet
- Rules
- 14
- 1 ability · 3 objectives · 1 hazard
- Footprint
- 73×177
- 73 blocks tall · world
The route
icons mark the rules on each stretch
Start
Point 1
- Cross the laser hall without touching a beam
- Full heal
- Title: "The Laser Hall. The red cells on the platforms are beams: touch one and the guards walk you back here. Land on the other cell."
Point 2
- Repeat the four-colour vault code from memory
- Title: "The Vault Code: four colours will flash once on the next terrace. Step on them in that order. The Fox never writes anything down."
Point 3
- Stand on the Meridian Emerald
- Full heal
- Title: "The vault is open. The Meridian Emerald is on the dais by the door. Stand on it and it is yours."
Point 4
- Speed Boost (4s cooldown, power 1.5)
- 90s time limit
- Clears potion effects
- Title: "ALARM. Ninety seconds. Up through the skylight to the roof; the airship will not wait. Speed boost: sneak and jump."
Finish
- Start
- Point 1
- Cross the laser hall without touching a beam
- Full heal
- Title: "The Laser Hall. The red cells on the platforms are beams: touch one and the guards walk you back here. Land on the other cell."
- Point 2
- Repeat the four-colour vault code from memory
- Title: "The Vault Code: four colours will flash once on the next terrace. Step on them in that order. The Fox never writes anything down."
- Point 3
- Stand on the Meridian Emerald
- Full heal
- Title: "The vault is open. The Meridian Emerald is on the dais by the door. Stand on it and it is yours."
- Point 4
- Speed Boost (4s cooldown, power 1.5)
- 90s time limit
- Clears potion effects
- Title: "ALARM. Ninety seconds. Up through the skylight to the roof; the airship will not wait. Speed boost: sneak and jump."
- Finish
Stretch by stretch
- ALL
Whole course
applies from start to finish
Effects- Clears potion effects
Messages- Title: "The Meridian Heist: in through the front hall, out through the roof. Ninety seconds once the alarm trips."
- 01
Start → Checkpoint 1
the opening stretch
Plain parkour. Nothing but the jumps.
- 02
Checkpoint 1 → Checkpoint 2
after checkpoint 1
Objectives- Cross the laser hall without touching a beam
Effects- Full heal
Messages- Title: "The Laser Hall. The red cells on the platforms are beams: touch one and the guards walk you back here. Land on the other cell."
- 03
Checkpoint 2 → Checkpoint 3
after checkpoint 2
Objectives- Repeat the four-colour vault code from memory
Messages- Title: "The Vault Code: four colours will flash once on the next terrace. Step on them in that order. The Fox never writes anything down."
- 04
Checkpoint 3 → Checkpoint 4
after checkpoint 3
Objectives- Stand on the Meridian Emerald
Effects- Full heal
Messages- Title: "The vault is open. The Meridian Emerald is on the dais by the door. Stand on it and it is yours."
- 05
Checkpoint 4 → Finish
after checkpoint 4
Abilities- Speed Boost (4s cooldown, power 1.5)
Hazards- 90s time limit
Effects- Clears potion effects
Messages- Title: "ALARM. Ninety seconds. Up through the skylight to the roof; the airship will not wait. Speed boost: sneak and jump."
Kits for The Meridian Heist
5 available · 0 count for boardsTrace Kit
assistedevery mapSignature kit of the Trace rank: a dash and a touch of speed.
- 0 items
- Dash
- Speed I
- Price
- 150 coins
No requirement0 owners · 0 runsGlide Kit
assistedevery mapSignature kit of the Glide rank: glide over the gaps.
- 0 items
- Dash
- Glide
- Speed I
- Price
- 250 coins
No requirement0 owners · 0 runsSURGE Kit
assistedevery mapSignature kit of the SURGE rank: launch and grapple.
- 0 items
- Launch
- Grapple
- Speed II
- Price
- 400 coins
No requirement0 owners · 0 runsSWIFT Kit
assistedevery mapSignature kit of the SWIFT rank: blink, rewind, dash.
- 0 items
- Blink
- Rewind
- Dash
- Speed II
- Price
- 600 coins
No requirement0 owners · 0 runsELITE Kit
assistedevery mapSignature kit of the ELITE rank: everything, plus a shield.
- 0 items
- Shield
- Invisibility
- Blink
- Dash
- Speed II
- Jump Boost I
- Price
- 950 coins
No requirement0 owners · 0 runsThe Store
Short on coins?
Kits are bought with coins earned on the course. Token packs from the store swap for coins at the exchange, and ranks add cosmetic slots for the trails and effects you unlock.

