Uploaded September 2012 | Updated September 2026, 2 weeks ago
In 3-A, you have to drive a Jamison-type robot through a broken vent and have it activate a console on the other side of the door to let Motoko through. Once Motoko gets to this side, though, you can return to the exit of the vent and force yourself into it. Normally, the game bars you from squeezing your way in by crouching on both sides of the grate, but if you do a melee combo while holding back on the analogue stick, the final kick will force the Major into the vent where you can continue meleeing or crawl to the other side.
Unfortunately, this same trick doesn't work on the "entrance" side of the vent, meaning this can only be used for backtracking at the moment. If it could be performed by kicking into the entrance vent, you could completely bypass the Jamison-type controlling segment, which could save upwards of 10-15 seconds.
At the end of the video, I also show off that doing a normal combo will push you through the floor. This doesn't seem to work on my physical copy, so that could just be a problem with the emulation.
In 3-A, you have to drive a Jamison-type robot through a broken vent and have it activate a console on the other side of the door to let Motoko through. Once Motoko gets to this side, though, you can return to the exit of the vent and force yourself into it. Normally, the game bars you from squeezing your way in by crouching on both sides of the grate, but if you do a melee combo while holding back on the analogue stick, the final kick will force the Major into the vent where you can continue meleeing or crawl to the other side.
Unfortunately, this same trick doesn't work on the "entrance" side of the vent, meaning this can only be used for backtracking at the moment. If it could be performed by kicking into the entrance vent, you could completely bypass the Jamison-type controlling segment, which could save upwards of 10-15 seconds.
At the end of the video, I also show off that doing a normal combo will push you through the floor. This doesn't seem to work on my physical copy, so that could just be a problem with the emulation.

![Tobes Vertical Adventure - 1-3 new route (descent)
This is currently the best route Ive come up with for getting to the goal treasure chest of the third map of the Mystic Caverns in as little time as possible. A route like this is only really useful in a full game speedrun.
I show off two ways to approach this map, both ignoring the switch that raises the gate. The first trick exploits a problem with the games damage animation where Tobe often moves into blocks at least a little when hit. If you do this in a situation where theres just a wall, Tobe will be teleported to the top, but because of the unusual level geometry, Tobe appears on the unopened gate. From here, you have to hold right, jump, and activate a balloon with just the right timing to pass through.
Its difficult to get this trick consistently, and it has been obsoleted by the Floor Door trick. Sliding down the wall and doing this glitch is much faster, but its difficult to pass through the 2x2 block. It easily saves 5-8 seconds doing this the normal way.
Floor Door: [ http://www.youtube.com/watch?v=p0Tadpo3S8M ]
Of note, its faster to pop the entry balloon immediately and grab onto the ledge of the platform below, but you have to scrub the ledge to prevent the game from glitching out and killing Tobe on his next jump.
Ledge Scrub: [ http://www.youtube.com/watch?v=DOUiCypwZCM ]
The route laid out is a no-damage route, but you can save time by running through several of the plants if necessary. Health isnt too much of a concern on this level, and Tobe has enough to spare at this point. Tobes Vertical Adventure - 1-3 new route (descent)](https://i.ytimg.com/vi/oGNY6sHY8iA/mqdefault.jpg)
![Tobes Vertical Adventure - Floor Door (speedrun trick)
This glitch is actually relatively infamous in that many people encounter it, but replicating it is difficult. People often get stuck inside the crumbling blocks inside the second map (shown in the second clip) while sliding down this long wall in the Mystic Caverns.
To execute this, you need to hold the direction of the wall until youre extremely close to the floor. (The higher up the wall you are when you begin the slide, the easier it is to perform due to an increase of speed.) Once youre close to the floor, let go of the direction and Tobe or Nana will continue to slide for a block or two after release. The timing is very tight and very tricky.
You must have at least four blocks to perform this trick.
If youve gotten stuck or fallen through blocks and cant get out, there are a few things you can do. If you are near a treasure box, you can use the Slick Pick to get out: [ http://www.youtube.com/watch?v 240w0mNyms ]
If the Slick Pick is not an option, try jumping repeatedly and activating a balloon. This increases your hitbox and can potentially get you out of the situation. Failing that, pause the game and select Retry. Tobes Vertical Adventure - Floor Door (speedrun trick)](https://i.ytimg.com/vi/p0Tadpo3S8M/mqdefault.jpg)
![Slip CQC [glitch] - Dark Storm VR Missions
You can do a whole bunch of different things in the middle of a CQC takedown, including repositioning, firing, and reloading. This is also a good way to trigger the Floor Assassin glitch:
Floor Assassin: [ https://www.youtube.com/watch?v=SUTlA6qJOuA ]
After activating the takedown animation, you can perform a combat roll to slip past the guard and finish up the kill from a distance. This lets you move behind an obstacle or push Amber further forward. Additionally, if youre holding a semi-automatic weapon like the assault rifle or the SMG, its possible to fire before the takedown and continue holding it through the rest of attack, letting you shoot other guards at the same time. And lastly, you can reload just before CQC to trigger a funny looking death.
Obviously, the problem is that the player states werent locked off and disabled between actions. Rolling is a pretty clear case of accidentally leaving it in the players moveset during specific moves. While firing your gun is normally impossible during CQC, theres nothing telling the game to stop firing if the player was already doing it. Similarly, reloading is queued before the melee attack but not interrupted.
I imagine this could have some use in some very scripted situations, though reloading and rolling are the only quiet actions. Firing your assault rifle isnt going to be useful unless you have a very clear path and predictable circumstance. Given that the guards spawn at the entrance and/or exit of every map, that might be tough to determine.
Also note that diving and then performing the takedown allows you to very easily slip into the Floor Assassin state, meaning that you have a faster way of getting there than crouching and going prone repeatedly.
Despite the video, I actually enjoy this game a lot even in this pretty glitchy state, and Id love to see it finished. If it looks interesting to you, be sure to check out the Kickstarter or download the demo on Steam and try it yourself.
Kickstarter: [ https://www.kickstarter.com/projects/1201252455/dark-storm-ascension ]
Steam: [ http://store.steampowered.com/app/395150/ ] Slip CQC [glitch] - Dark Storm VR Missions](https://i.ytimg.com/vi/pABdvWFSf2M/mqdefault.jpg)

![Tobes Vertical Adventure - Sign death reset
Heres a simple oversight involving dying and the signs located in the first two maps of the Mystic Caverns. Despite falling to your death, you can press down to activate a sign as long as its done within the second where the death animation plays out. Reading the sign retriggers the death animation.
While youre activating the sign over and over, you can also make yourself jump while dead if youre quick enough.
This is easiest to do on a new game with Nana, since you can perform a double jump and immediately fall onto a sign to try this out.
A similar glitch is the Sign Slide: [ http://www.youtube.com/watch?v=0GG87_tebQs ]
I should have some more crazy sign trick to show soon thanks to PewableShift! Tobes Vertical Adventure - Sign death reset](https://i.ytimg.com/vi/pjd0alwm-1A/mqdefault.jpg)



![Stair Fling [speedrun trick] - Lucidity
Combining a Slingshot and a Staircase can greatly increase the distance Sofi travels in a speedrun.
Once youve reached level five, you get access to the Slingshot, an imperative item for speedrunning because its the only one that pushes Sofi through stages faster. Providing youre on flat ground, placing a Staircase immediately in front of a Slingshot shoots her over it and gives her significant height over a normal shot. Additionally, if you place it immediately in front but one block above the Slingshot, the Staircase will further increase the distance traveled.
Its important to note that misclicking becomes a huge issue now. If you place a Staircase two blocks out from the Slingshot, you either almost or completely stop Sofi. Also, remember that this is only applicable when Sofi walks into a Slingshot falling or jumping up into a Slingshot will have different results. (I may do a video on this as well.)
Luckily this makes a speedrun an intense test of not only swapping to the Slingshot and getting it placed for maximum speed, but also dexterously adding staircases when possible. Despite the game being very simple and straightforward, a speedrun is actually quite difficult since the blocks youre given are determined randomly. This means you need to be quick to mentally process the block youre given as well as fast enough to place the appropriate one down. Stair Fling [speedrun trick] - Lucidity](https://i.ytimg.com/vi/rLGFsbewV0U/mqdefault.jpg)
