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General Information[]

Rankup IX is the ninth Rankup Course to be added to Jumpcraft and is the third hardest rankup course, preceding X and XI. It is notable for its "door" system, which forces players into a guessing game as to what "door" is correct. Use of speed potions is required to beat it, making it the first rankup course to require speed, however it only features one jump that requires it.

As of an unknown date, rankup IX has received an update eliminating the 'luck' portion on the roof but adding yet another triple neo on your way up there.

Structure[]

Rankup IX is comprised of 13 rooms, each with varying difficulty and featuring a wide variety of jumps. Room 1 is very simple and is not very difficult. Room 2 consists of pane towers with small jumps between them. Room 3 is very short and not hard.

Room 4 is the first minor milestone in the rankup, serving as a failsafe for Rooms 5 & 6. It is made up of a difficult starting headhitter jump and some other jumps. The predominant jumps in Room 5 are head hitter 4 blocks, some with ladders above. It also contains a 3bc quad. Room 6 is made up of jumps between brewing stands, and is not very difficult but can be slightly nervewracking for those who find it difficult to beat Rooms 4 & 5. After this the player reaches Room 7, which is a very simple, short and easy climb up a pillar.

Upon completion of Room 7, the player reaches Room 8, the first major milestone in IX. It servers as a failsafe for Rooms 9 and 10, and it is also where the major difficulty bump occurs in the rankup. It starts straight off with two invisible double neos, with one in each direction. In Room 8 there are also the test tubes, and while they are only 3 blocks wide they are three of the only seven jumps that are l/d in the entire rankup, and most people who attempt to beat IX fall in them at least once. At the end of Room 8 is the most well-known and possibly the hardest jump in the rankup, the stair triple: a 3bm X facing triple neo on stairs. After that is a simple jump to Room 9, which consists of three different paths, of which only one lets the player continue to Room 10; they are each Z facing and are made up of numerous 2.875bc single neos and two 4bm backwalled triple neos. When the player reaches the correct path, they continue to Room 10. This room is technically only the large amount of headhitters that comes first but is also generally used to refer to the transition over Room 9 to the roof. This transition is mainly made up of numerous iron bar neos and a tricky jump to the "escape ladder" that has a very low ceiling which the player must avoid. Afterwards is some simple iron bar jumps and then the player reaches the supposed roof of the rankup.

Once the player has come to the roof, they have to go to the other side of the building and has to drop down through a hole. This brings them to Rooms 11-13, which are a direct copy of Rooms 8-10 but with the addition of an extra X facing triple neo after the headhitters in Room 13(Copy of Room 10) and the momentum for the triple neos in Room 9 being changed from backwalled 4bm to backwalled 5bm. After beating the whole thing again, the player reaches the real roof. All that has to be done is to go to the triple neo with the green carpets and complete it and the player has reached sky.

Sky is extremely simple: it is just a simple 5 block jump with downwards momentum. This is still a difficult jump, and many people fail it.

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