Uploaded July 2012 | Updated September 2026, 2 weeks ago
When playing co-op, both players need to stand near the goal treasure chest to open it, preventing either player from moving thanks to the minigame and the following cutscene. This glitch actually works around the game freezing the players in place, allowing a faster ascent out of the level--but only for one character.
Either character can perform this trick, but the other must be positioned near enough to the chest that they can assist in opening it. The player who wants to continue movement after the minigame is initiated must run into the area near the treasure. While you are running, you quickly hit jump and press down. If done correctly, the character will leap up and continue running at a slower speed once they hit the ground.
This by itself would make no difference at all--since it only lets you move a few blocks forward while time wastes away on the minigame--but it's useful because with correct timing, you can jump off a cliff, die, and respawn (before the cutscene begins) with your full movement restored. This means that when the cave begins crumbling, the player will be able to climb immediately, ignoring the cutscene and not having to wait for the timer to be set.
In specific instances, you don't have to actually die to enable this glitch: simply getting hit by an enemy or projectile will give you full control of the character, but it's best to complete the minigame before taking damage. Otherwise, you'll just get stuck in place once you try to jump or run.
A slight problem with this is that any button presses (besides up, left, right, and down) will end the cutscene showing the level reforming. You can actually hold the run button down before your character respawns to ensure that only jumping will skip the cutscene.
It's recommended on most levels that Nana is the character who performs the trick, as her ability to double jump allows her to escape faster than Tobe, while Tobe's extra speed often allows him to reach spikes or pits and avoid slowing down the ascent with camera issues.
When playing co-op, both players need to stand near the goal treasure chest to open it, preventing either player from moving thanks to the minigame and the following cutscene. This glitch actually works around the game freezing the players in place, allowing a faster ascent out of the level--but only for one character.
Either character can perform this trick, but the other must be positioned near enough to the chest that they can assist in opening it. The player who wants to continue movement after the minigame is initiated must run into the area near the treasure. While you are running, you quickly hit jump and press down. If done correctly, the character will leap up and continue running at a slower speed once they hit the ground.
This by itself would make no difference at all--since it only lets you move a few blocks forward while time wastes away on the minigame--but it's useful because with correct timing, you can jump off a cliff, die, and respawn (before the cutscene begins) with your full movement restored. This means that when the cave begins crumbling, the player will be able to climb immediately, ignoring the cutscene and not having to wait for the timer to be set.
In specific instances, you don't have to actually die to enable this glitch: simply getting hit by an enemy or projectile will give you full control of the character, but it's best to complete the minigame before taking damage. Otherwise, you'll just get stuck in place once you try to jump or run.
A slight problem with this is that any button presses (besides up, left, right, and down) will end the cutscene showing the level reforming. You can actually hold the run button down before your character respawns to ensure that only jumping will skip the cutscene.
It's recommended on most levels that Nana is the character who performs the trick, as her ability to double jump allows her to escape faster than Tobe, while Tobe's extra speed often allows him to reach spikes or pits and avoid slowing down the ascent with camera issues.
![Tobes Vertical Adventure - 2-4 new route (descent)
This is currently the best route Ive come up with for getting to the goal treasure chest of the fourth map of the Frozen Caves in as little time as possible. A route like this is only really useful in a full game speedrun.
The main change to the standard route of 2-4 involves the simple addition of the Floor Door to avoid a little bit of running. Once youve navigated through the disappearing blocks, you can slide down a wall to drop down almost directly on top of the switch.
Its recommended that you grab the balloon box after activating the switch near the Floor Door trick, but only if youre playing as Tobe. Tobe needs to make a long jump from the goal treasure to the left over a large gap, and while Tobe could normally quite easily jump it and wallrun, the shaking of the screen affects where Tobe begins wallrunning. This means he will most likely die. Using a balloon allows you to grab the ledge and it costs very little time to grab the box.
Floor Door: [ http://www.youtube.com/watch?v=p0Tadpo3S8M ] Tobes Vertical Adventure - 2-4 new route (descent)](https://i.ytimg.com/vi/vkb9j0EeYvw/mqdefault.jpg)
![Advent Rising Xbox speedrun (warps) - 22m16s
YouTube deleted all annotations so you can view this run with commentary here: [ https://www.youtube.com/watch?v=9ssLVUh-AOM ]
This run has been verified by the folks at Speed Demos Archive as being a legitimate run without cheating. The run is available on the site now. http://speeddemosarchive.com/AdventRising.html
This is a deathless, single-segment, easy mode, warps run of Advent Rising for the Xbox. The run abuses bugs and oversights to improve the time, and uses the two sets of Mario-style warp pipes to skip four chapters of the games eight. The time is calculated from the first moment I gain player control to the moment I lose it, totalling twenty-two minutes and sixteen seconds.
This run was played on the Xbox version because the second set of Mario-styled warp pipes in 4-B are inaccessible in the PC edition. Unfortunately, the Xbox version includes the awful load times and more bugs. I estimate that about 10m40s are spent on mandatory segments, and 2m37s spent on loading times.
Also, the game difficulty was set to Easy because higher difficulties only decrease the damage the player does to enemies and increase the damage the enemies do to the player, slowing down forced enemy encounters.
The individual tricks I use during this (and many others) are all detailed in my other Advent Rising videos, viewable here: http://www.youtube.com/playlist?list=PL008BAA7D44F6D377&feature=plcp
The run was recorded with a Hauppauge HD PVR on 8-18-11. Advent Rising Xbox speedrun (warps) - 22m16s](https://i.ytimg.com/vi/wjsYh_dwIlo/mqdefault.jpg)
![Advent Rising - The Pullevator (jumping trick)
When Gideon throws an object or enemy hes Lifted, he plays an animation that stops him from doing anything else briefly. If you perform a Lift throw in mid-air, Gideon ignores gravity and floats while he plays the animation. This gives you a brief window to perform a different action. In this case, you jump while targeting, Lifting, and throwing at the same time, stopping Gideon at the apex of the second jump with another Lift animation. This lets Gideon continually rise into the air, punctuated by the Lift throw animation.
Like the Skyward Shield trick [ http://www.youtube.com/watch?v=3Y0D-kmWg6I ], the Pullevator recovers quite a bit of psychic energy between jumps, meaning you can do the trick a number of times before falling.
Unfortunately, I dont believe this has any practical use in a speedrun, but its a really cool oversight. Advent Rising - The Pullevator (jumping trick)](https://i.ytimg.com/vi/wnRqT-uKBWk/mqdefault.jpg)




![Alter Echo - Transit: Obstacles shortcut
Stome doesnt need to follow you all the way to the end on this level either, since you can use a Morph Pounce to get there earlier than normal. You do have to activate one trigger before moving toward the exit, though otherwise the level will break.
Morph Pounce: [ https://www.youtube.com/watch?v=4EqND43sh4M ]
Dart Jump: [ https://www.youtube.com/watch?v=5UuXH4 esQ ]
On level 21, the exit is opened by a triggered cutscene. Get past the initial fight to the precarious stealth tracks next to the Sync Node. Activate it, then climb the stealth tracks until you can shoot the enemy spawner. The spawner is the central trigger here, and once its destroyed, the cutscene where the cutscene door explodes will play.
Go back down to the lowest part of the stealth track and angle yourself on the downward-angled part of one of the track, Morph Pouncing toward the opposite side of the environment. Be careful to avoid Pouncing when the Pounce Nub is nearby. From here, it should be a straight run for the end of the level.
If you Morph Pounce over to this area before destroying the enemy spawner, the level is rendered unbeatable. Crossing over the treshold for the trigger makes it so that it never reactivates, so since the previous elements of the sequence werent properly activated, the link in the chain which only activates once doesnt work. The door is impassable without the cutscene.
You can tell the developers were very careful with this area since its completely covered in invisible walls. That being said, I have no idea why they would make the enemy spawner the trigger instead of the Sync Node, or why they would bother to make it work in this sequence. Maybe they figured it was impossible to leap over to the opposite path and never really considered it.
Still, this is a pretty nice and simple trick which anyone can pull off with enough Morph Pounce experience. It doesnt save a huge amount of time in comparison to some other levels, but the level is so structured otherwise that its nice to know its possible to get around it. Depending on how fast Stome moves through the tunnel normally, this should save about a sixth of the total level time.
As one last note, the Dart Jump can be used to leap over to the Sync Node before the Pounce Nub appears, but the enemies draw your targeting away and make it basically impossible to avoid the fight. Alter Echo - Transit: Obstacles shortcut](https://i.ytimg.com/vi/ySy9VbgV7S4/mqdefault.jpg)
![Alter Echo - Master Node OOB
There are seven Master Node levels in the game, five of which can be broken out of with the Morph Pounce.
Morph Pounce: [ https://www.youtube.com/watch?v=4EqND43sh4M ]
After you get the Stealth form back, you can use the stealth track to Morph Pounce over an outcropping on the left side, or the wall on the right. Since every Master Node map features the same layout, each one has this same problem. Once you break outside of the map, you encounter a hall of mirrors effect that will render each frame to the background, causing the visuals to look like theyre smearing.
This is utterly worthless as some out-of-bounds tricks are, but the fact that it can be done across several maps makes it more worthwhile to document. Also, since the Master Nodes are extremely strict and cannot be broken otherwise, this is probably the only error Ill ever find for them.
This applies to levels 14, 17, 23, 33, and 44. Alter Echo - Master Node OOB](https://i.ytimg.com/vi/z4o4wojwZ18/mqdefault.jpg)

![Alter Echo - Alt Pounce (speedrun trick)
It turns out that its possible to do something similar to the Morph Pounce using a cliff edge instead of a stealth track. By abusing certain environments, the Alt Pounce expands the number of potential areas that can be broken throughout most of the game.
Morph Pounce: [ https://www.youtube.com/watch?v=4EqND43sh4M ]
Find an edge that the Stealth form can walk out onto and try to use some unusual geometry. Your goal is to get close enough to the cliff that youre about to fall off. Now in quick succession, move forward off the cliff and press pounce. If you did it correctly, there will be no animation for the pounce, but youll be moving fast and have access to your double jumps.
Im still fairly uncertain of the specifics of this trick, but I assume theres some confusion where the game is making Nevin move forward (off the cliff) while also making him pounce. There may be a split-second delay for the activation of the pounce in which Nevin continues moving in whatever direction you hold, meaning that the game acknowledges youre trying to pounce after you fall off. Since the pounce didnt have a chance to activate, the initial velocity is still applied, but the rest of it is cancelled, giving you the standard double jump back like with normal falls.
Because this is a really hard and temperamental trick to test, Ive only found a few uses for it so far but the added boost over cliffs could easily allow for some great sequence breaks. Since most areas of the game separate you from objectives by cliffs or by locked doorways, the Alt Pounce and the Morph Pounce let you cover quite a number of areas. Alter Echo - Alt Pounce (speedrun trick)](https://i.ytimg.com/vi/zR0GzmTJJH4/mqdefault.jpg)