Uploaded November 2011 | Updated September 2026, 2 weeks ago
The Jigabachi helicopter is a kind of tricky fight, because the pattern seems slightly randomized. After it finishes rising, it will go into (I think) one of three different flight patterns: one that dives down and immediately back up, one that dives down and hovers beneath the bridge, and one that dives down and hovers at about bridge level.
You can get in up to three full shots on the Jigabachi during its initial ascent, but unfortunately it's invulnerable during this phase, so you have to hit it as soon as it begins moving around. Due to the time it takes to reach this boss, I'm not sure of the exact moment when it becomes vulnerable, but as shown in the last clip, its hitbox gives you quite a bit of leeway.
If you're hoping for one of the two patterns where it hovers momentarily, use the building down in the camouflaged water as a reference like I do in the video. It will stop either directly in front of the lower half (if you run straight out from the entrance doorway), or slightly above it, and you can easily adjust for a second shot if you jump and fire early with the first.
The Jigabachi helicopter is a kind of tricky fight, because the pattern seems slightly randomized. After it finishes rising, it will go into (I think) one of three different flight patterns: one that dives down and immediately back up, one that dives down and hovers beneath the bridge, and one that dives down and hovers at about bridge level.
You can get in up to three full shots on the Jigabachi during its initial ascent, but unfortunately it's invulnerable during this phase, so you have to hit it as soon as it begins moving around. Due to the time it takes to reach this boss, I'm not sure of the exact moment when it becomes vulnerable, but as shown in the last clip, its hitbox gives you quite a bit of leeway.
If you're hoping for one of the two patterns where it hovers momentarily, use the building down in the camouflaged water as a reference like I do in the video. It will stop either directly in front of the lower half (if you run straight out from the entrance doorway), or slightly above it, and you can easily adjust for a second shot if you jump and fire early with the first.

![Alter Echo - Hunted: Reunion shortcut
A sizeable piece of this map isnt necessary thanks to the Dart Jump, which lets you break the typical sequence a few times.
Dart Jump: [ https://www.youtube.com/watch?v=5UuXH4 esQ ]
In level 11, approach the area where you meet back up with Arana, but instead of dropping down, use the Dart Jump to jump toward the cliff face on the right. This part explodes after meeting with Arana, but the very top of it is solid, allowing you to stand on it. From here, jump to the next discolored outcropping of the roof to find another foothold, because most of this geometry can be passed through. You can then jump down to the path to skip two fights and a cutscene.
Once you get onto the path, you can bypass another short cutscene mentioning the forcefield by using the Dart Jump to leap over to the Health Node.
Finally, once youve deactivated the last forcefield, you can again use the Dart Jump to leap over the wall preventing you from leaving the level. You normally have to go through another fight to reach a Sync Node, which allows you to move the wall, but if youre lucky with the jump, you dont need to deal with any of that.
These are fairly useful, but the first and the third tricks are difficult to pull off because they require good positioning and timing. These methods would likely save 1-2 minutes over the standard route, so theyre a must for a segmented run.
For some reason, the enemies dont attack you if you leap over to the path, likely because they have specialty scripting related to Arana which is interrupted by the change in sequence. Alter Echo - Hunted: Reunion shortcut](https://i.ytimg.com/vi/jxKxKn4AfP0/mqdefault.jpg)



![Alter Echo - Brain: Toxic 1 shortcut
This map features some puzzles with the level of toxic flow in the area, but you can skip the last with a Morph Pounce to save some time.
Morph Pounce: [ https://www.youtube.com/watch?v=4EqND43sh4M ]
In level 30, reach the final section before the vertical stealth track. You have to activate a switch to lower the toxic water down to access this stealth track, but instead, you can Morph Pounce down to one of the platforms leading to the Sync Node. Positioning is difficult and you can fall off easily, but it skips a cutscene when you approach the final switch. Activating the Sync Node opens the level exit, but because the water level is low, you have to use the Morph Pounce again to reach it.
Its a hard jump, but it can be attempted repeatedly and likely still save time over activating the switch. In terms of time saved, its probably 15-20 seconds.
Its also possible to leap from the stealth track, but this is largely pointless and is more difficult than the other jump. When you reach the last switch, theres also a brief cutscene that plays, and attempting the stealth track Morph Pounce can sometimes trigger it. Alter Echo - Brain: Toxic 1 shortcut](https://i.ytimg.com/vi/mY3C8CNyItE/mqdefault.jpg)



![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)