Uploaded December 2012 | Updated September 2026, 2 weeks ago
A small and simple trick with these flame jets that lets you avoid waiting for them to go through their elongated cycles, just from using the MAVI.
Essentially, shortly after saving the engineer and grabbing a few ciphers in act 2, you run into this room with fire blocking it for specific periods of time. Instead of lollygagging about while they go through their routine, you can pull out your MAVI to open the door on the far end and then log into the CCTV monitor past it. When you activate the other door that floods the room with water, Kate is teleported past the flame jets.
This saves probably in the realm of 10 seconds if you get bad timing on the jets, and it's much simpler than chancing it. A very obvious if small improvement to this area that avoids the major dangers.
A small and simple trick with these flame jets that lets you avoid waiting for them to go through their elongated cycles, just from using the MAVI.
Essentially, shortly after saving the engineer and grabbing a few ciphers in act 2, you run into this room with fire blocking it for specific periods of time. Instead of lollygagging about while they go through their routine, you can pull out your MAVI to open the door on the far end and then log into the CCTV monitor past it. When you activate the other door that floods the room with water, Kate is teleported past the flame jets.
This saves probably in the realm of 10 seconds if you get bad timing on the jets, and it's much simpler than chancing it. A very obvious if small improvement to this area that avoids the major dangers.
![Co-op 13m48s (any%) speedrun - Tobes Vertical Adventure
YouTube deleted all annotations so you can view this run with commentary here: https://www.youtube.com/watch?v=i5s3pfQblMQ
This speedrun has been verified by the members of Speed Demos Archive as a legitimate run with no cheating.
This is a segmented, any% speedrun through the sixteen levels of Tobes Vertical Adventures story mode in co-op. It contains lots of deaths and a variety of glitches to get in and out of the maps as fast as possible.
The run was recorded in a total of 17 segments (one for each level on both descent and ascent, and one for the title screen), and the players are Setz as Nana and Gumboman as Tobe. There was a recording error with 4-3 which was corrected by re-recording the segment via level select, but there was no advantage granted.
Gumbomans YouTube: [ http://www.youtube.com/user/NoMoGumbo?feature=watch ]
This is by no means a perfect run, but considering the difficulty in coordinating two people, Im quite happy with it!
Although there are some advantages to having two players in a map at the same time, you also have to deal with the fact that obstacles that slow down one player now slow down both players. For example, Nanas ability to double jump allows her to perform tricks and ascend much faster than Tobe can, meaning theres a lot of management of escape routes. Similarly, Nanas slow running speed forces Tobe to wait for her frequently.
Luckily, some of this is alleviated by dying. When one player dies, they respawn and teleport to the living player, so if someone is falling behind, they can kill themselves somehow to keep from causing problems. We used this extensively with the Over-And-Under trick [ http://www.youtube.com/watch?v=BlUg7SUaS4E ], which allows one player to drop down through the floor for as long as they want. Afterwards, the other player will typically kill themselves or wait for a teleport.
Nonetheless, one of the biggest obstacles to co-op play is fighting over the camera. If someone goes too far off-screen, theyll either take some damage or respawn next to the other player, and it favors the one whos moving the camera the least. Most of the run is managing the camera otherwise wed drop to the very bottom of the level almost every map, so its an interesting element of strategy.
Again, timing is a really important element to the run. There are set patterns in the level that can go out of sync if you take too long, and respawn times seem moderately random.
Of note, I have no idea what happened in 4-1. We thought we had ruined the run because the camera wasnt following Nana, but I pressed left after the game killed me and somehow grabbed the rope. Then the game scrolls up to the rope to show that no one is grabbing it. Kinda strange.
Playlist of Tobes Vertical Adventure tricks: [ http://www.youtube.com/watch?v=JOzYbDCWEe8&list=PL6250D516ECE298E5&feature=plpp_play_all ]
The major tricks used in this run (in order of appearance):
Over-And-Under [ http://www.youtube.com/watch?v=BlUg7SUaS4E ]
used in every act EXCEPT 2-4; 3-3
Loot & Scoot [ http://www.youtube.com/watch?v=vNxB5FYdriU ]
used in 1-1; 2-4; 3-3
The screenwrap glitch [ http://www.youtube.com/watch?v=JOzYbDCWEe8 ]
used in 1-1, 1-4;
Floor Door [ http://www.youtube.com/watch?v=p0Tadpo3S8M ]
used in 1-2; 2-4; 3-3; 4-4
Slick Pick [ http://www.youtube.com/watch?v 240w0mNyms ]
used in 1-2, 1-3; 4-4
Wallrun ledge lift [ http://www.youtube.com/watch?v=Ozw4Rfz0IWk ]
used in 2-4; 3-4
Crusher through floor [ http://www.youtube.com/watch?v=hQBj8OQLD6E ]
used in 4-2, 4-3
I time the run from the moment the first level becomes visible and Im given control until Nana grabs the last rope in 4-4. Compared to my Nana-only run, each world had the following amount of time saved: 19.333s, 15.400s, 16.200s, and 31.650s for a total of 1m22s.
Total times across the acts:
Mystic Caves: 3:08.150
Frozen Cavern: 2:58.600
Phoenix Caves: 3:15.917
Great Pyramid: 4:10.633
This run was recorded between 9-01-12 and 9-20-12. Co-op 13m48s (any%) speedrun - Tobes Vertical Adventure](https://i.ytimg.com/vi/Z97NgTFt3Uc/mqdefault.jpg)
![Alter Echo - Paavo tricks
This is a general strategy for killing Paavo quickly and minimizing damage, using some little tricks that are pretty easy to replicate. It may be possible to skip two of his phases if I can iron out the damage calculations, but at the moment thats theoretical.
This focuses on the first battle in Spaceport: Shuttle (level 26), and one of the best tricks involves avoiding the laser turret that he summons in his fourth phase. You can actually just walk toward the bridge where you entered the arena, switch to Stealth form, and sit beneath the lowest laser to completely avoid damage. It trivializes this section and makes sure your health is high so that you can potentially tank damage from the Burrowers in the sixth phase.
Even easier, the laser turret is broken in that if you dont look at it, it never fires its lasers. As long as you never turn toward it after it rises completely out of the ground, you can stand around as long as you want unhurt, even though the sound effects start.
For the general fight against his sword phases, its important to know that Paavo has very strict thresholds for the amount of damage he can take before he gets knocked back and triggers his explosion ability. This means that combos are cut off once they hit this mark, with the last hit dealing normal damage and draining his health bar as much as it should, but leaving him invulnerable to all others. Once you bring his health below another threshold, it activates his next phase.
The easiest way to approach Paavo is to run toward him and jump shortly before hes close enough to attack. The vast majority of the time, getting this close to Paavo will make him perform a basic two-hit combo which is a horizontal attack. He always swings at the same rate, so jumping slightly before he begins his swing means you have just enough time to double jump to avoid both attacks.
From here, since youre already in the air, using a Jump Attack is effective and deals a fair bit of damage while simultaneously leaving him open to another combo. Fatal Flurry is the fastest and one of the most damaging combos in the game, so you see me use that immediately after landing, but other moves like the Flashing Sword (Square combo) are serviceable while dealing slightly less damage.
Once youve hit Paavo with a combo, hell start charging his explosion attack, which you can exploit if you manipulate his pattern a little bit. Your distance from Paavo generally will determine the attack he uses, particularly after the shockwave, so standing far away after his explosion will typically make him use either Throat Slash or Time Thrust.
Throat Slash oddly leaves Paavo vulnerable to the Gun forms grenade, meaning you can instantly deal damage to him after he leaves the explosion. Additionally, the grenade stuns him, which you dont usually see. The grenade is pretty strong and lets you avoid getting stunlocked. Since Throat Slash is one of a few options Paavo has here, youll occasionally see the grenade do no damage, either because he returned to his normal attack AI or he used Time Thrust.
Another option is to use the Hammer Smash, which will drain much more of Paavos health than your combos can. Because the Hammer Smash is one attack, Paavo takes all of that damage and then turns on his invincibility, whereas your other options generally involve combos that lose hits and damage because of it.
What I do in the video is perform a Jump Attack to open him up, Stun Thrust to deal a little bit more damage, and then perform a Juggle Slash followed by a Hammer Smash.
(Be careful with switching between the Stun Thrust and the Juggle Slash: if you are holding buttons after the Stun Thrust while you try to perform the Juggle Slash, Nevin will go straight to the Hammer Smash. This will leave him vulnerable because of the time it takes to wind up, and Paavo will undoubtedly hit you. )
To show how effective this is, I manage to take off almost half of his health bar before his first phase is over.
As a note, after finishing one of the interstitial enemy phases, its possible to hit Paavo with a Hammer Smash a little bit after he jumps back down to the arena. That lets you instantly deal a lot of damage and trigger his recoil quickly.
As one final kinda funny thing, you can use the Alt Pounce to leap back across to the bridge Paavo destroyed while entering the arena. It breaks the fight completely and he just stands still once he transitions to sword form because he cant follow you.
Alt Pounce: [ https://www.youtube.com/watch?v=zR0GzmTJJH4 ]
There may be some more efficient ways to play this battle, but these few strategies are a good starting point. Alter Echo - Paavo tricks](https://i.ytimg.com/vi/ZqDW-TGRcy8/mqdefault.jpg)
![Advent Revising v2.0 - Advent Rising fan patch
[ http://www.miketyndall.com/setz/Advent%20Revising/ ]
Advent Revising is an unofficial fan patch designed to improve the cinematics of Advent Rising.
This English patch does not fix gameplay issues, but corrects common problems with movie playback such as audio desync, low framerate, and inaccurate lip-syncing, as well as replacing the content that was cut in the PC version of the game. Additionally, in-game subtitles have been completely redone, rewritten, and retimed.
Version 2.0 adds significant visual and audio updates to 83 cutscenes (over two hours of content), as well as improved lip-syncing.
Features new to v2.0 include:
- Higher quality Xbox-exclusive cutscenes
- All cutscenes re-edited, with visual corrections
- 15 cutscenes new to patch v2.00
- 7 newly edited movie files
Cutscene comparisons: [ https://www.youtube.com/watch?v=FNZWuaSbMm0 ]
How to install: [ https://www.youtube.com/watch?v=PxZpre5tm4M ]
Be sure to check out the FAQ available on the website: [ http://www.miketyndall.com/setz/Advent%20Revising/FAQ.html ]
Dont just relive it. Revise it. Advent Revising v2.0 - Advent Rising fan patch](https://i.ytimg.com/vi/ZttLtmXFv2M/mqdefault.jpg)
![Zack Zero - Z-Shifting (speedrun trick)
You can briefly move toward the foreground after getting hit by certain attacks, letting you bypass ceilings and some obstructions that you normally would not be able to. For this trick to have much effect, Infinite Jumping is required since pressing a direction after Z-shifting will move Zack back to his normal position.
Infinite Jump: [ https://www.youtube.com/watch?v=no94fys5y5I ]
First, you need to be in Fire form, and you need to find an enemy with an attack that knocks Zack over. These attacks temporarily paralyze Zack as he falls to the ground and runs through an animation to get back up. Im not certain of the exact method, but falling onto the enemys attack, pressing jump twice, and holding to trigger Surf will sometimes let Zack float out toward the camera.
This may also involve movements such as holding the opposite direction of the attack, or taking damage from both the fall onto the enemy and the attack. I believe this is related to the glitch where you regain your double jumps after taking damage.
Bump Jump: [ https://www.youtube.com/watch?v=8SZUkdkD3JM ]
During the Surf, you should be unable to control Zack since hes still supposed to be cycling through the damage animation, but toward the end of the Surf, you should be able to switch forms and do an Infinite Jump to leap past ceilings and such.
This is likely a case of Zack getting stuck in between the left and right directions due to the attack, and hes designed to move in the direction hes facing. The Surf being a constant form of velocity that simply moves Zack forward without further player input, it lets you move in a way you werent intended.
The only major area of note Ive found with this trick is in the final level, On Time?, where the ceilings prevent Zack from just Infinite Jumping out of the level. When encountering a Captain, you can take damage from him to skip the fight, one floor, and another fight with a General.
Overall, its a decently useful trick that probably saves about 20 seconds in the final stage, but its sadly rather specific as well as difficult to perform. Most areas of the game will feature ceilings that you can just Infinite Jump through, so the use of Z-shifting is somewhat limited. That said, in such an easy game to speedrun, this is a nice little trick to cap off the last level. Zack Zero - Z-Shifting (speedrun trick)](https://i.ytimg.com/vi/_02Dj1TDakI/mqdefault.jpg)




![Alter Echo - Shortcut, Spaceport: Plans 2 and Rescue: Forcefield
There are two levels in the game that use this exact same map, and both can be completely skipped in exactly the same way using the Morph Pounce. This avoids a lot of needless fighting and Sync Node mess for each map, but its a little tricky to pull off.
Morph Pounce: [ https://www.youtube.com/watch?v=4EqND43sh4M ]
In level 25 or 35, climb up the big stealth track and get as high as you can. Aim downward toward the exit door which will be blocked currently and perform the Morph Pounce. Get as much height out of the jumps as possible and manuever yourself to try to get over the first outcropping and a little to the right of the door. The exit area is a small tube, and falling through it at almost any point will end the level.
Since this trick is useful twice and it avoids so many unnecessary objectives, its a really great tool for a speedrun. It is difficult to do, but its worth any time lost on attempts. Alter Echo - Shortcut, Spaceport: Plans 2 and Rescue: Forcefield](https://i.ytimg.com/vi/a4unRn2zZD0/mqdefault.jpg)

![Darkened Skye - Level 1 shortcut (speedrun tricks)
Showing off a potential route for the first visit to Lynlora that I think is about as fast as you can make it. Largely this map will be dependent on what future maps need, such as Rune Mines and life potions, meaning that the routell be changed slightly for whatever is necessary.
I grab the first two Rune Mines and then the Rumble Stone. I turn around immediately instead of grabbing the Rune Mine near the log, but more likely than not, this will be necessary for Ogmire City. If so, grabbing it and then immediately jumping onto the slope to the out-of-bounds area would be preferable for saving some time. Next, I dodge the rangers with the key since its unnecessary, but then (try to) take the Rune Mine here.
The cave to the tuning fork and message typically requires the light fish to access, but if you approach the left side of the cave and hold left for a bit, you pass through the invisible barrier. Again, this is a trick found by Sully JHF.
Sully JHFs channel: [ https://www.youtube.com/user/TheSullyJHF ]
After getting the message, you can skip the rock and head straight to Gannishs house since its not necessary that the ranger in the tree die. Equip the two Skittles, activate True Sight, and head through the portal.
Depending on the needs of future levels, this is about the fastest way you can go through this, since the message is required to talk to Gannish. The only extraneous factor left is the Rune Mines, which will save comparatively huge amounts of time for time lost collecting them here. Darkened Skye - Level 1 shortcut (speedrun tricks)](https://i.ytimg.com/vi/aNmiAdra5fg/mqdefault.jpg)