Gaming Guide

Slayers 2 Parkour Dungeon: How to Complete It and Pull Every Lever

Clear the six hidden levers and the exit gate inside the six-minute timer to advance Water Breathing Training.

Clear the six hidden levers and the exit gate inside the six-minute timer to advance Water Breathing Training.

The Parkour Dungeon is the first task in the Water Breathing Training chain in Slayers 2, and it asks you to find and pull six wall levers before the timer runs out. The layout is a single foggy arena built from stone pillars, narrow wall ledges, ropes, and wooden beams, with poison grass and spike strips that kill you the moment you touch them.

Quick answer: Enter with [T], tag the blue flag, then pull all six levers and run through the opened iron gate before the 6:00 timer expires. The tracker flips to “Parkour Dungeon 1/1” when it counts.


Parkour Dungeon rules and constraints

The run starts the instant you spawn inside. A timer and a life counter appear at the top, and every hazard costs you one heart. Read these limits before you drop in.

  • Time limit: 6:00 minutes from the moment you enter.
  • Lives: 4 hearts. Losing all of them ends the attempt.
  • Touching grass, hitting a spike trap, or falling into a pit is instant death and removes one heart.
  • Blue flags are checkpoints. Step into one to set your respawn point.
  • Controls: Spacebar for single and double jumps, Q + WASD to dash, and [E] to pull each lever.

Re-tag the central blue flag every time you finish a lever branch. Dying without a fresh checkpoint sends you further back and wastes time you cannot spare.


All six lever locations

Every lever sits on a wall and shows a green “[E] Lever Pull” prompt when you are close enough. Use this as a checklist while you clear the arena.

LeverLocation
Lever 1Left wall beside the first checkpoint flag
Lever 2End of the first stone-ledge obstacle course
Lever 3Upper grassy plateau, on the left cliff wall
Lever 4Ledge across the chasm from Lever 3
Lever 5High wall platform past the narrow perimeter ledge
Lever 6On the stacked wooden crates by the exit gate

Full walkthrough

Press [T] at the dungeon prompt to enter. Once you spawn in the foggy arena, walk into the first blue checkpoint flag to lock your respawn point.
Head to the lever on the left wall and press [E] to pull it. This raises the iron spike gate blocking the first path.
Starting Dungeon and First Lever00:25Starting Dungeon and First Lever
The first wall lever, with the run timer and remaining lives shown at the top of the screen. Shown at 00:25 in Slimemently’s video. Image: Ouw Productions
Move beside the mountain face on your right, jumping between stone columns and blocks to clear each spike strip. Take the sequence carefully: a poorly judged landing on grass or spikes will cost you a life.
First Obstacle Course01:27First Obstacle Course
The first obstacle course of raised stone platforms and ledges. Shown at 01:27 in Abooga1’s video. Image: Ouw Productions
At the end of the stone ledge path, pull the second lever, then drop back down to ground level and re-tag the central blue flag.
Lever 201:39Lever 2
The second lever at the end of the first ledge path, with its pull prompt active. Shown at 01:39 in Abooga1’s video. Image: Ouw Productions
Scale the separated, towering stone columns with repeated double-jumps until you reach the upper grassy cliff. This ascent commonly takes a few attempts; set up each leap first, and never use a double-jump to land on poison grass.
Rock Pillar Climb to Poison Grass Area01:40Rock Pillar Climb to Poison Grass Area
A narrow stone pillar above the poison grass on the climb to the upper cliff. Shown at 01:40 in Slimemently’s video. Image: Ouw Productions
Once on the plateau, pull lever number three along the cliff’s left wall. Watch your footing on the stone lanterns and fence edges to stay off the green grass.
Use a dash followed by a double-jump to cross the chasm, reach the opposite ledge, and pull lever four. Then descend and tag the checkpoint flag again before moving on.
Second Lever and Gate Skip01:14Second Lever and Gate Skip
A wall lever with its pull prompt, reached after a dash-and-jump across the gap. Shown at 01:14 in Slimemently’s video. Image: Ouw Productions
Scale the pillars once more, then stay on the narrow ledge tracing the perimeter wall; round the corners and maneuver past the spikes that jut out. Pull lever five on the high wall platform.
Drop back to the hub and cross the thin balance rope, then hop across the hexagonal columns while avoiding the spikes. Tag the secondary blue checkpoint flag in the upper zone.
Jump across the staggered wooden planks mounted along the cliff face, then climb onto the stacked wooden crates and pull the sixth and final lever. This opens the exit gate.
Run through the opened iron gate before the timer hits zero to finish the challenge.

How to confirm the dungeon is complete

Once you pass through the exit gate, you spawn back outside the dungeon and a line of dialogue reads “You are starting to move like a Slayer.” The quest tracker then shows Parkour Dungeon 1/1, and the Water Breathing Training counter ticks up to 1/6. From there you can move on to the remaining objectives in the chain, which are Push ups, Boulder Push, Aim Training, Underwater Rocks, and Defeat the Water Trainee.

Quest Overview00:04Quest Overview
The Parkour Dungeon entrance with the Water Breathing Training objective list on the HUD. Shown at 00:04 in Abooga1’s video. Image: Ouw Productions