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SMRPG Peach Chart v1.08

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  1. 0 Death, Fight Pandorite, Dual Peach-Koopa Chart
  2. Version 1.08 by Claude, last updated March 17th, 2017
  3.  
  4. == 1.08 CHANGE LOG ==
  5.  
  6. READ THIS so you know what's actually changed:
  7.  
  8. http://pastebin.com/Ycg67cW5
  9.  
  10. ***** THERE IS A WIKI NOW - CLICK BELOW *****
  11.  
  12. https://sites.google.com/site/supermariorpgspeedruns/
  13.  
  14. ***** THERE IS A WIKI NOW - CLICK ABOVE *****
  15.  
  16. SAVESTATE PACK HERE:
  17.  
  18. https://drive.google.com/open?id=0B3yPRhL2ylswUVQzNjNUeGFNZm8
  19.  
  20. Table of Contents:
  21. I: Intro
  22. II: Main Route
  23. III: Miscellaneous Info
  24. IV: Trade Consistency for Speed
  25. V: Backup Strategies
  26. VI: To Do
  27.  
  28. ===== SECTION I: INTRO =====
  29.  
  30. *** CLICK THE BELOW IMAGE, IT IS VERY IMPORTANT ***
  31.  
  32. http://i.imgur.com/yhZWsey.jpg
  33.  
  34. *** CLICK THE ABOVE IMAGE, IT IS VERY IMPORTANT ***
  35.  
  36. This route has overtaken the old 1 Death + Mallow route, and will likely be the mainstay for SMRPG Any% in one form or another. It involves getting the Experience Booster as soon as possible, skipping the death abuse, and using ability swap to put Shocker & Geno Blast onto Peach (obsoleting Mallow entirely past Punchinello).
  37.  
  38. If followed correctly, this EXP route will get you Level 11 Peach by Yaridovich (allowing for a much stronger Shocker during that fight), and Level 15 Mario by Czar Dragon (making the fight much safer). New to 1.08, following the experience route will also get you Level 14 Koopa for Countdown, which will allow him to survive Dark Star with 1 HP.
  39.  
  40. Note 1: This route plans for consistency over speed. To complete the game with minimal time loss using this route, you only need 1 Fire Bomb freebie OR 1 Ice Bomb freebie. If you would like to plan around getting better luck, there are a list of options you can explore at the end of this document.
  41.  
  42. Note 2: This route now contains backup strategies for some of the difficult things you will encounter in your SMRPG Any% journey. If you're a beginner, please consult the appendix at the end of this document beforehand, so you'll prepared if something bad happens to you.
  43.  
  44. Note 3: This pastebin is extremely detailed. It is recommended you copy it to your own notes, and then delete things as you become more familiar with it.
  45.  
  46. Note 4: This route assumes you are playing on the Japanese version. However, almost everything will work on the English version as well.
  47.  
  48. Credits to 0xwas, Alanim, Albrecht, iateyourpie, lackattack, millnium, pidge, x_the_char, and everyone else in #mariorpg for helping me refine the route to its current point. Special shoutouts to cyghfer for distributing his Excel spreadsheets that I modified to construct the EXP / Coin charts for this route.
  49.  
  50. Old route (Skip Pandorite):
  51. http://pastebin.com/n4SkJFGW
  52.  
  53. Old route (Fight Pandorite):
  54. http://pastebin.com/TvpKgU6h
  55.  
  56. Excel Spreadhsheet showing a general timing comparison between this route and the old route:
  57.  
  58. https://drive.google.com/file/d/0B3yPRhL2ylswUU9nZW1ta1RRRTA/view?usp=sharing
  59.  
  60. Excel Spreadsheet showing the Coin Chart / EXP Chart for this route, as well as some notes from cyghfer (last 3 tabs are the most important):
  61.  
  62. https://drive.google.com/open?id=0B3yPRhL2ylswY2ZBOF8xb1JZZEE
  63.  
  64. Damage calculator created by pidge that was used to route many components of the most recent update:
  65.  
  66. http://pidgezero.one/damagecalc.html
  67.  
  68. Final Note: The Super Jump & Ultra Jump numbers in this document do NOT count the initial jump (as it has a different base damage than the others). Keep this in mind for whatever counting method you use.
  69.  
  70. *** HERE IS A LINK TO THE WIKI AGAIN ***
  71.  
  72. https://sites.google.com/site/supermariorpgspeedruns/
  73.  
  74. It covers everything in here (and much, much more)
  75.  
  76. *** SAVESTATE PACK HERE ***
  77.  
  78. https://drive.google.com/open?id=0B3yPRhL2ylswUVQzNjNUeGFNZm8
  79.  
  80. So you can practice movement, menus, timings, etc. (just not Super Jumps)
  81.  
  82. -----------------------------
  83.  
  84. ===== SECTION II: MAIN ROUTE =====
  85.  
  86. - File name = LCC (Shikuku)
  87.  
  88. ***Koopa's Keep**
  89.  
  90. TERRAPINS
  91.  
  92. - Attempt Terrapin manipulation on the first round:
  93.  
  94. https://sites.google.com/site/supermariorpgspeedruns/techniques/terrapin-manip
  95.  
  96. - 1 untimed attack (hit D-pad right), 3 untimed jumps
  97.  
  98. KOOPA
  99.  
  100. (Advance in-battle dialogue with D-pad rotations)
  101.  
  102. - 2 untimed jumps to Kinklink
  103.  
  104. ***Mario's Pad***
  105.  
  106. - Talk to Toad
  107. - Attempt to leave
  108. - Mash through Save tutorial
  109. - Leave
  110.  
  111. - Cutscenes
  112. - 2nd option for both text prompts
  113.  
  114. ***Mushroom Way***
  115.  
  116. - In the second screen, get the flower in the chest by jumping slightly left of the Goomba on the rotating flower
  117.  
  118. HAMMER BROS
  119.  
  120. - Jump (43 damage)
  121. - Jump on other (45 damage)
  122. - Untimed attack (if 43 on 1st jump. Timed otherwise)
  123. - Untimed jump
  124.  
  125. ***Mushroom Kingdom***
  126.  
  127. Sell:
  128. 1 Mushroom
  129. 1 Flower Jar
  130. Buy:
  131. 5 Honey Syrups
  132. 4 Pick Me Ups
  133. 4 Able Juices
  134. 1 Shirt
  135. 1 Jump Shoes (Kaiten Shuzu)
  136. Equip (In Shop menu):
  137. Hammer, Shirt, Jump Shoes
  138. - Get frog coin in castle
  139. - [CAMERA: Down right, down after leaving castle]
  140. - [CAMERA: After getting Mallow, walk in center of walkway and jump constantly until reaching Toad]
  141.  
  142. [Cutscenes]
  143. - Pick top option
  144.  
  145. ***Bandit's Way***
  146.  
  147. - Jump straight down and land on left petal of the rotating flower
  148. - Skipping stepping on very first platform
  149. - Don't get platform coins, they lag
  150. - Get KeroKeroCola in 2nd screen
  151. - Use star, attempt enemy jump (doge jump) for the flower
  152. - Kill 12 K-9s (2 dogs after Mario levels up)
  153. * Note: You can opt to kill 10 K9s here instead, and perform the "Boo Jump" in Kero Sewers to get 2 more EXP. This method is
  154. roughly 1 second faster than killing 12 K9s.
  155.  
  156. Easy 12 Dog Method: http://puu.sh/uMe8J/f3ca135106.gif
  157.  
  158. [LEVEL]
  159. Mario [2] : SP
  160.  
  161. CROCO 1 (11 FP)
  162.  
  163. - Jump (46) / Defend
  164. - Jump (46) / Defend
  165. - Jump (48) / Honey Syrup
  166. - Jump (48) / Defend
  167. - Jump (49) / Defend
  168. - Jump (49) / Honey Syrup
  169. - Jump (51) / Defend
  170. - Jump (51)
  171.  
  172. CROCO 1 (12 FP)
  173.  
  174. - Jump (46) / Defend
  175. - Jump (46) / Defend
  176. - Jump (48) / Honey Syrup
  177. - Jump (48) / Honey Syrup
  178. [Let Mallow die if Mario has not taken damage yet]
  179. - Jump (49) / Defend
  180. - Jump (49) / Defend
  181. - Jump (51) / Defend
  182. - Jump (51)
  183.  
  184. *Use Pick-Me-Ups if need be.
  185.  
  186. [LEVEL]
  187. Mallow [3] : SP
  188.  
  189. - Save before going into Mushroom Kingdom 2 in case you miss Mack Skip
  190.  
  191. ***Mushroom's Kingdom 2***
  192.  
  193. - Enter from Mushroom Way, not Bandit's Way
  194. - Mack Skip (Video: www.youtube.com/watch?v=WhjNbMW7P10 )
  195. - Leave through the left path of Mushroom Kingdom (do not get Cricket Pie)
  196.  
  197. ***Kero Sewers***
  198.  
  199. PANDORITE
  200.  
  201. - Jump / Defend
  202. - Jump / Defend
  203. - Jump if alive and not feared (Pandorite dies)
  204.  
  205. * Use Able Juice / Mushroom / Pick-Me Up if Mario is feared or dies. If you got enemy jump and have 12 FP, Mario can Jump twice through fear to kill Pandorite without Mallow having to use an Able Juice.
  206.  
  207. ---
  208.  
  209. - Get Flower in same room as Pandorite if you did not get the enemy jump in Bandit's Way
  210. - Use star, kill 8 rats (and the boo if you only killed 10 dogs in Bandit's Way)
  211.  
  212. Boo Jump: http://puu.sh/uMevn/cfc851c833.gif
  213.  
  214. [LEVEL]
  215. Mario [3] : SP
  216.  
  217. - Get recovery mushroom from chest before save point
  218.  
  219. BELOME
  220.  
  221. *Note - this assumes an ideal fight (i.e., no Sleep Sauce used on Belome's 2nd turn).
  222.  
  223. Turn 1:
  224. Jump / Thunderbolt
  225.  
  226. [Half-block Belome's 1st attack is optimal so you can choose when Mallow dies. Full block is safe]
  227.  
  228. Turn 2:
  229. Jump / Honey Syrup
  230. Turn 3:
  231. Jump / Thunderbolt
  232.  
  233. [Scarecrow]
  234.  
  235. Turn 4:
  236. Jump / Honey Syrup
  237.  
  238. [Swallow]
  239.  
  240. Turn 5:
  241. Jump
  242. Turn 6:
  243. Jump / Thunderbolt
  244. Turn 7:
  245. Jump
  246.  
  247. * If Mario is slept on turn 2, Thunderbolt with Mallow and let Belome wake up Mario.
  248. * If Mallow is slept on Turn 2, Mario uses an Able Juice on Mallow, and then Mallow uses Thunderbolt
  249. * No matter what, just remember to always alternate between using Thunderbolt & Honey Syrup with Mallow, until Mallow has used 3 Thunderbolts. Then either defend with him, or let him die. If Mallow is slept / unable to use his 3rd Thunderbolt, just Jump with Mario.
  250.  
  251. ---
  252.  
  253. [LEVEL]
  254. Mallow [4] : ATK
  255.  
  256. ***Midas River***
  257.  
  258. Waterfall Section
  259.  
  260. - 2nd Option
  261. - Go left at branching path
  262. - Go right of the hole
  263. - Bounce off rock to get Frog Coin
  264. - Go right at branching path
  265. [Collect 4 frog coins during waterfall segment]
  266.  
  267. Barrel Section
  268.  
  269. - 2nd Option
  270. - Bounce off 1st barrel
  271. - Jump on rest
  272.  
  273. - Get at least 60 coins in mini-game for Frog Coin (Exactly 60 is preferable to skip one text box)
  274. - Notes from old pastebin on how to get 60
  275. coins:
  276. "There is a specific pattern to easily ensure the obtainment of 60 regular coins every time, which skips a line of text during the coming cutscene. Collect 13 regular coins during waterfall segment. Proceed as normal in river section, but skip the 4th coin of every cluster of 4 coins during which a fish does NOT jump out underneath the 4th coin. There are 8 of these such clusters assuming you do not get hit by any fish."
  277. - Automatically receive NokNok Shell
  278.  
  279. ***Tadpole Pond***
  280.  
  281. [CAMERA: Approach stone from upper right]
  282. [Cutscenes]
  283. - Pick 2nd option
  284. - Go to Juice Bar (right Tadpole)
  285. - Buy:
  286. 2 Froggie Drinks
  287. - Go to Frog Coin Emporium (left Tadpole)
  288. - Buy:
  289. 2 Sleepy Bombs (#1)
  290. 1 Energizer (#3)
  291.  
  292. ***Rose Way***
  293.  
  294. - Get 10-coin on the way to upper right
  295. - Get 10-coin on the way to lower right
  296. - Hit 5 coin chests once each (optional)
  297.  
  298. [Cutscenes]
  299.  
  300. ***Rose Town***
  301.  
  302. - Enter shop through chimney and get the flower in the invisible chest.
  303. - Buy:
  304. - 2 Wake-Up Pins
  305. - Get Frog coin in upper left of the shop
  306. - Go to elevated house and get frog coin (above bed) and 2 flowers
  307. - 2nd option for text prompt preceding Geno cutscene (in Rose Town inn)
  308.  
  309. ***Forest Maze***
  310.  
  311. - Get KeroKeroCola in 1st room (leftside)
  312. - Jump on Wiggler 7x for 63 coins & 7 Frog Coins
  313.  
  314. WIGGLER JUMPIN'
  315.  
  316. - Align Mario by running right towards the nook in the bushes (This image: http://puu.sh/ngo39/7e16f91f49.png )
  317. - Slightly after the Wiggler turns his head (going either up or down), jump on his head. After this initial jump, hit slight left. Ride the Wiggler for about 5 more jumps, then adjust inputs accordingly based on the position of Mario's shadow.
  318.  
  319. *Note - it is slightly faster to jump on one of the Wigglers in the Wiggler hoard area, but it is not recommended due to the randomness of their patterns
  320.  
  321. - Get frog coin in room after 1st underground section (upper left)
  322. - Get KeroKeroCola behind sleeping Wiggler
  323. - Get Red Essence right after save box (upper right)
  324. - Bottom right
  325. - Upper right
  326. - Upper right
  327. - Bottom right
  328. - Upper right
  329. - Upper left
  330.  
  331. [CAMERA: Up-right, then up-left entering Bowyer cutscene]
  332.  
  333. BOWYER
  334.  
  335. Turn 1:
  336. - Attack (40)
  337. - Jump (39)
  338. - Energizer Geno (hit right on item menu)
  339. Turn 2:
  340. - Attack (60)
  341. - Jump (39) (or 40 if Mario jumped 8+ times during Belome)
  342. - Timed Attack (2) IF Mario only did 39 damage with his 2nd Jump; Untimed attack otherwise (1)
  343. Turn 3:
  344. - Geno Beam (90)
  345. - Froggie Drink (Geno & at least 1 other character are damaged) OR Mushroom Geno (Only Geno is damaged) OR Mario self-Mushroom (both non-Geno characters are damaged but Geno isn't) OR Defend (Only 1 non-Geno character is damaged)
  346. - Honey Syrup
  347. Turn 4 (Note: If both Mario & Mallow are alive and Geno needs healing, Mario should defend & Mallow should heal, as he has a faster item use animation):
  348. - Geno Beam
  349. - Mushroom Geno OR Defend
  350. - Mushroom Geno OR Defend
  351. Turn 5:
  352. - Geno Beam
  353. - Defend
  354. - Defend
  355. Turn 6:
  356. - Geno Beam
  357. - Defend
  358. - Defend
  359. Turn 7:
  360. - Geno Beam (Or Attack if Mario is alive)
  361. - Jump
  362. - Defend
  363. Turn 8:
  364. - Geno Beam (Or Attack if Mario is alive)
  365. - Jump (If everything was timed perfectly until this point, this Jump can be untimed to save ~19 frames)
  366. - [Defend]
  367. [Turn 9:
  368. - Attack with Geno (if messed up a timing)]
  369.  
  370. [LEVEL]
  371. Mario [4] : SP
  372.  
  373. ***Moleville***
  374.  
  375. - Go to shop and...
  376. - Buy:
  377. - 1 Punch Glove
  378. - 1 Finger Shot
  379. - 1 Cymbals
  380. - 4 Work Pants (last armor)
  381. - Equip:
  382. - Mario: Punch Glove, Work Pants
  383. - Mallow: Cymbals, Work Pants
  384. - Geno: Finger Shot, Work Pants, Wake-Up Pin
  385.  
  386. [Cutscenes]
  387.  
  388. - Top option for both promps
  389. - Chase Croco
  390.  
  391. CROCO 2 (Check guidelines listed below to ensure a cleaner fight)
  392.  
  393. Turn 1:
  394. - Attack (~64)
  395. - Jump
  396. - Energizer Geno if possible; Attack otherwise (~34)
  397. Rest of turns:
  398. - Attack
  399. - Jump
  400. - Attack
  401. - (Croco 2 randomly causes misses)
  402. - (25% chance of Flower Box)
  403.  
  404. **Croco 2 Guidelines (Assumes no Misses before Croco steals your items)**
  405.  
  406. - Pick-Me-Up Mallow with Mario if Mallow dies Turn 1
  407. - Pick-Me-Up Mario with Mallow if Mario dies Turn 1
  408. - Do NOT Pick-Me-Up Mallow or Mario if they die on Turn 2
  409. - EXCEPTION: Pick-Me-Up Mario with Mallow if Mallow died on Turn 1 and was revived
  410. - Do not revive anyone past Croco's 3rd turn (even if this means using solo Geno once your items are stolen)
  411. - If you use the Energizer on Geno, do not revive anyone
  412.  
  413. ---
  414.  
  415. - Go backwards and towards the railroad tracks
  416. - Use star, kill 7 enemies (6 bombs + Flame Orb)
  417.  
  418. * Note - there is a chance the Flame Orb will not spawn in time for you to kill him with the star. If you're afraid of this, kill 1 bomb in the next room if you don't see the orb spawn, and then backtrack for the coin chest.
  419.  
  420. [LEVEL]
  421. Mario [5] : SP
  422. Mallow [5] : ATK
  423. Geno [7] : HP
  424.  
  425. - Get 150 Coin chest
  426. - Get Flower before Punchinello
  427. - Jump at Punchinello after you pass the bomb on the right to avoid being pushed back
  428.  
  429. PUNCHINELLO
  430.  
  431. - Geno Attack (~90)
  432. - Mario Attack (~58)
  433. - Mallow Energizer Geno if possible; Attack otherwise (~56)
  434.  
  435. **Punchinello Guidelines (Assumes no Energizer)**
  436.  
  437. - If Punchinello uses Sandstorm, all 3 characters use an Able Juice on themselves
  438. - EXCEPTION: If Punchinello Sandstorms on his last turn, only Geno & Mallow use Able Juices on themselves (Mario attacks with Punch Glove through Fear on his final 2 turns)
  439. - NOTE: To be safe, you want at least 1 Able Juice for Bundt. If you are low on Able Juices, skip either Mario or Mallow's self-Able Juice
  440.  
  441. * Note: These guidelines assume no one dies, which is possible by perfect blocking every attack
  442.  
  443. ---
  444.  
  445. - Mine Cart minigame (pick 2nd option to skip instructions)
  446. - In the 2nd screen of the minigame, you can take the bottom path instead of the top path (extra coins aren't needed, and bottom path is slightly faster)
  447. - Good minecart tape: http://www.twitch.tv/thelcc/v/47768376
  448.  
  449. ***Booster Pass***
  450.  
  451. - Get Frog Coin from first plant on the right
  452. - Get Rock Candy in upper left corner near top exit in 1st area
  453.  
  454. ***Booster Tower***
  455.  
  456. [Cutscenes]
  457.  
  458. - 2nd option for switch allies text prompt
  459. - Get Frog Coin in upper right corner of 2nd room
  460. - Get Flower Tab in back corner of 3rd room
  461. - Press green exclamation switch if you are going to Booster Pass
  462. - Get Frog Coin in lower left corner of room after Thwomp see-saw room
  463. - Get Frog Coin in the crevice in same area
  464. - Get all Frog Coins in checkerboard room
  465. - Skip Zoom Shoes [If you want Zoom Shoes for more coins, pick up key and use it to unlock door in checkerboard room]
  466. - Get Goody Bag and Frog Coin in last room before curtain room (hidden chest above visible one)
  467. - Do not fail curtain minigame and automatically receive Amulet
  468.  
  469. Switch:
  470. - Mallow -> Koopa
  471. Equip:
  472. - Mario: Amulet
  473. - Koopa: Work Pants, Wake-Up Pin
  474.  
  475. KNIFE GUY & GRATE GUY [700 HP / 900 HP]
  476.  
  477. Turn 1
  478. - Attack KG
  479. - Terrorize
  480. - Fire Orb KG
  481. Turn 2:
  482. - Attack GG
  483. - Attack GG OR use Able Juice on Mario
  484. - Fire Orb KG
  485. Rest of turns:
  486. - Attack with Koopa / Geno until GG dies
  487. - Defend with Mario unless you miss a timing or had to Able Juice Mario with Koopa
  488.  
  489. * If Terrorize misses Grate Guy, you can still follow the notes (you'll only lose a bit of time from Grate Guy living longer)
  490. ** If Terrorize misses Knife Guy, all characters physically attack Grate Guy until he dies (they will team up, but they will not perform a Double Tech). Then Mario uses Fire Orb + other 2 characters attack until KG dies.
  491. - Alternate strat: Honey Syrup with Mario, Geno & Koopa physically attack Grate Guy while Mario Fire Orbs Knife Guy. Will be slightly faster assuming Terrorize doesn't miss again (assumes you freebie 1 Honey Syrup)
  492. ** If Terrorize misses both Guys, use a Honey Syrup with Geno and Terrorize again (assumes you freebie 1 Honey Syrup)
  493.  
  494. ***Booster Hill***
  495.  
  496. - 2nd option
  497. - 10 Flowers is ideal to be set for the rest of the run (You need 24 by Yaridovich; 27 is useful if you want to Jump on him if you mistime a Shocker. 26 is required by Countdown, but more FP may be useful in case of bad luck (36 is ideal for a worst case scenario on Countdown))
  498.  
  499. ***Marrymore***
  500.  
  501. [CAMERA: Walk along the rightmost side of center staircase, jump over flower bushes]
  502. - Talk to rightmost Toad in front of chapel
  503. - Take back entrance
  504. [CAMERA: Enter the cutscene with the Snifit by walking on the 2nd black circle on the front of the carpet]
  505.  
  506. [Cutscenes]
  507.  
  508. - After the door to the main room closes in the save box room, exit and reenter, making sure not to talk to Koopa again after his little speech (this is faster than talking to the door)
  509.  
  510. - Get items quickly to be kissed by Peach
  511. - If you don't get the kiss, reset
  512.  
  513. BUNDT
  514.  
  515. Turn 1:
  516. - Attack
  517. - Attack
  518. - Attack
  519. Turn 2:
  520. - Attack
  521. - Attack (Dialogue)
  522. - Red Essence (Red Yoshi) on Mario
  523. Turn 3:
  524. - Attack (Candle phase starts)
  525. - Untimed attack
  526. - Untimed attack
  527. Turn 4+:
  528. - Untimed attack with all characters until Raspberry phase starts (if Geno dies, revive him with Koopa)
  529. Rest of turns (during Raspberry phase):
  530. - Attack
  531. - Attack
  532. - Jump
  533.  
  534. * If Koopa is feared during Raspberry phase, Geno cures it with an Able Juice (if alive)
  535. * If Geno dies during Raspberry phase...
  536. - Safe: Use a Pick-Me-Up with Koopa to revive him
  537. - Optimal: Continue the fight and hope no one else dies / gets feared
  538. * If you freebie the Red Essence, you can sell it at Seaside to have more bombs to work with
  539.  
  540. [LEVEL]
  541. Mallow [6] : HP
  542.  
  543. ***Mushroom Kingdom 3***
  544.  
  545. - Get Cricket Pie in the shop on the way to the cutscenes
  546. - [Return Wallet during this segment if you are doing that strat]
  547.  
  548. [Cutscenes]
  549.  
  550. - After the "Mario!" textbox, where Peach begins her descent after escaping the castle, go back inside the castle, then leave, then go talk to her.
  551.  
  552. ***Tadpole Pond 2***
  553.  
  554. [CAMERA: Jump onto the stone that triggers the tadpoles, instead of walking onto it]
  555. - Give Cricket Pie to Frogfucius
  556. - Talk to Frogfucius again to learn about the star on Star Hill
  557.  
  558. ***Booster Pass Secret***
  559.  
  560. - Get KeroKeroCola, frog coin, & Flower (if you have less than 28 FP)
  561.  
  562. ***Star Hill***
  563.  
  564. - Section 1
  565. - Bottom middle
  566. - Rightmost
  567. - Bottom left
  568. - Upper left
  569. - Upper right
  570. - Section 2
  571. - Upper right
  572. - Bottom right
  573. - Bottom middle
  574. - Lower left
  575. - Middle
  576. - Upper left
  577. - Section 3
  578. - Bottom middle
  579. - Lower left
  580. - Middle
  581. - Upper left
  582. - Upper middle (Interact with top left of star and walk up right for good camera)
  583. - STAR (Upper right of screen)
  584. - Middle right
  585.  
  586. ***Seaside Town***
  587.  
  588. - Talk to Fake Elder (topmost house)
  589. - Buy Experience Booster from Frog Disciple on top floor
  590.  
  591. 1. Equip:
  592. - Mario:
  593. - Unequip Mario's weapon
  594. - Amulet down to Koopa's Wake-Up Pin, then equip Experience Booster
  595. - Koopa:
  596. - Unequip accessory
  597. - Geno:
  598. - Unequip weapon, equip Amulet over Wake-Up Pin
  599. - Peach: Unequip weapon
  600. - Peach & Mallow swap armor (Polka Dress on Mallow to get Work Pants on Peach)
  601. - Mallow: Unequip weapon
  602.  
  603. Optimal Selling & Buying for no RE / FB (remember, the game caps you to only having 999 coins at once, so don't oversell!)
  604.  
  605. - *SELL*
  606. SMALL ITEMS + 3 COLAS (Leave 1 Froggie Drink for Yaridovich)
  607. - *BUY*
  608. 1 BAD | 3 ICE | 1 FRIGHT
  609. - *SELL*
  610. 1 COLA, GOODIE BAG, WALLET
  611. - *BUY*
  612. 2 ICE | 2 FIRE
  613. - *SELL*
  614. 1 BOX, 1 JAR, 1 TAB
  615. - *BUY*
  616. 1 ICE | 3 FIRE
  617. - *SELL*
  618. 1 TAB, 1 JAR, ALL EQ
  619. - *BUY*
  620. 2 ICE | 2 FIRE
  621.  
  622. - This will give you 3530 coins worth of bombs, consisting of 1 Bad Mushroom, 1 Fright Bomb (Bibiri Bomb), 7 Fire Bombs (Kaendama), and 8 Ice Bombs (Koridama).
  623.  
  624. *** If Croco 2 Flower Box, buy 2 more Ice Bombs (or consult Section IV for an alt strat)
  625. *** If Red Essence freebie, buy 1 more Fire Bomb
  626.  
  627. ***Sea***
  628.  
  629. - Get underneath Star, jump, then IMMEDIATELY PRESS X:
  630. - Switch:
  631. - Mallow & Peach
  632. - Kill every Starslap
  633.  
  634. [LEVEL]
  635. Mario [6] : ATK
  636. Mario [7] : SP
  637. Mario [8] : SP
  638. Koopa [9] : ATK
  639. Geno [8] : HP
  640. Mallow (NOT PEACH) [7] : HP
  641. Peach (NOT MALLOW) [10] : SP
  642.  
  643. ***IMPORTANT NOTE*** - In the level-up screen, the character that looks like Peach is actually Mallow, and the character that looks like Mallow is actually Peach. Make sure to choose level-ups correctly.
  644.  
  645. - Equip:
  646. - Mario & Geno swap accessories (Experience Booster on Geno)
  647. - Peach & Geno swap accessories (Nothing on Geno to get Experience Booster on Peach)
  648.  
  649. ***Sunken Ship***
  650.  
  651. - Left door
  652. - Straight through 2 rooms
  653. - Get Flower in crates in corner of next room if you have 25 or less
  654.  
  655. ---Password hit pattern---
  656. 0 3 2
  657. 4 2 0
  658.  
  659. KING CALAMARI
  660.  
  661. - Phase 1:
  662. - Untimed Boost Koopa
  663. - Fire Bomb
  664. - Phase 2:
  665. - Fire Bomb
  666. - Defend
  667. - Timed Attack (or Jump)
  668. - Phase 3:
  669. - Fire Bomb with Koopa
  670. - Defend
  671. - Timed Jump
  672. - Fire Bomb
  673.  
  674. - Top path
  675. - Get KeroKeroCola in Clone room
  676. - Get Safety Ring in room attached to Blooper room
  677.  
  678. - Switch:
  679. - Koopa -> Peach
  680. -Equip:
  681. - Mario & Peach swap accessories (Amulet on Peach)
  682. - Peach's Amulet down to Geno, then hit right to equip Safety Ring
  683. - Amulet on Geno
  684.  
  685. BANDANDA REDS 1
  686.  
  687. - Use Fire Bomb
  688.  
  689. BANDANA REDS 2
  690.  
  691. - Use Fire Bomb
  692.  
  693. [LEVEL]
  694. Mario [9] : ATK
  695. Geno [9] : ATK
  696. Koopa [10] : HP
  697. Mallow [8] : HP
  698.  
  699. - Equip:
  700. - Mario & Geno swap accessories (Experience Booster on Geno)
  701.  
  702. JOHNNY
  703.  
  704. Turn 1:
  705. - Untimed Boost Mario
  706. - Sleepy Bomb
  707. - 100 SJs (866)
  708.  
  709. [LEVEL]
  710. Peach [11] : SP
  711.  
  712. Equip:
  713. - Mario & Geno swap accessories (EXP Booster on Mario)
  714. - Geno & Peach swap accessories (Amulet on Peach)
  715.  
  716. ***Seaside Town 2***
  717.  
  718. - Pick top option
  719.  
  720. YARIDOVICH [1500 HP]
  721.  
  722. Shocker should do 243 damage - if it does 202, it was mistimed. Shocker is a 6 frame timing window around when the sound effect ends (~3 seconds after selecting the target)
  723.  
  724. Optimal bomb order is Fire -> Ice -> Ice (2 of these bombs must be boosted). If you are forced to use a Froggie Drink, the optimal order is Ice -> Ice -> Fire (Again, 2 of those bombs must be boosted)
  725.  
  726. Turn 1:
  727. - Timed Boost Peach
  728. - Defend
  729. - Shocker (243)
  730. - Turn 2:
  731. - Timed Boost Mario
  732. - Use Kero-Kero Cola (if freebied, skip the one in Koopa's Keep 2)
  733. - Shocker
  734. - Turn 3:
  735. - Froggie Drink if he used Water Blast, Mushroom if Mario or Peach were Willy Wisp'd or if Mario was Flame Stoned (if no Mushrooms available, use Froggie Drink); Fire Bomb otherwise
  736. - Ice Bomb if Geno just used a Fire Bomb; Fire Bomb otherwise
  737. - Shocker
  738. - Turn 4:
  739. - Ice Bomb (Defend if Geno Fire Bombed previous turn)
  740. - Ice Bomb
  741. - Shocker
  742.  
  743. * Note #1: Geno may die before being able to use a Fire Bomb. If this happens, you will have to use one with either character (boosted or unboosted) during the Mirage Form phase
  744. * Note #2: If you mistime a Shocker, use another Ice Bomb to kill him (risk not having one for Megasmilax / Axems). If you only mistime one Shocker, you can use a Jump to kill him (requires 27 FP), or a Bad Mushroom (risk not having one for Birdo). If you mistime the 1st or 2nd Shocker, it may be more beneficial to have Mario throw all 3 (boosted) bombs to make up damage while Geno defends or heals.
  745.  
  746. [LEVEL]
  747. Geno [10] : ATK
  748.  
  749. - Get Shed Key, go to shed, and automatically receive Flower Box
  750. - Go to Elder's house and talk to Elder
  751. - Go to shop (middle door)
  752. - Buy
  753. - 1 Troopa Shell
  754. - 1 Hurly Glove (Bunnage Gloves)
  755. - 1 Super Double Punch
  756. - Sell
  757. - All Mushrooms
  758. - Flower Box
  759. - Froggie Drink if unused / freebied
  760. - Equip:
  761. - Mario: Troopa Shell
  762. - Geno: Super Double Punch
  763. - Peach & Geno swap accessories (Amulet on Geno)
  764.  
  765.  
  766. ***Land's End***
  767.  
  768. - Skip Red Essence in first screen (fire all the way forward with the cannon)
  769. [*Note: You can grab this for safety if you want, and use it during Czar, Countdown, or Smithy 2]
  770. - For 2nd screen, you can either reveal the platform and then fire onto it (standard & safe method) or fire straight from the cannon into dog pit and dodge dogs (risky)
  771. - For Gecko area, can either wait for geckos to walk off or do fast geckos (jump between them as they stay up top)
  772. - Jump at rotating flowers from the bottom, and wait for one "tick" before jumping
  773. - Can skip first 2 platforms after flower section with an angled jump
  774.  
  775. ARMORED ANTS
  776.  
  777. - Use 1 Ice Bomb per Armored Ant battle
  778.  
  779. [LEVEL]
  780. Mario [10] : SP
  781. Mallow [9] : HP
  782. Koopa [11] : ATK
  783.  
  784. - Obtain 1st Land's End star, and kill all the enemies on the top floor + 2 geckos on bottom floor (19 enemies total)
  785.  
  786. [NOTE: To accomplish this, you will need to use this tech: https://www.youtube.com/watch?v=dtjlWBCKsJE ]
  787.  
  788. [LEVEL]
  789. Mario [11] : SP
  790. Mario [12] : ATK
  791. Peach [12] : SP
  792. Geno [11] : ATK
  793. Koopa [12] : ATK
  794. Mallow [10] : HP
  795.  
  796. - 2nd star: Kill the rest of the geckos
  797.  
  798. [LEVEL]
  799. Mario [13] : SP
  800. Mallow [11] : HP
  801.  
  802. * (Note: If you fail to kill the 2nd gecko with the 1st star, kill him with the 2nd star instead. Then kill 7 blue birds + Dodo with the Nimbus Palace star, instead of 6 + Dodo. OR, if you are very lucky, use the invincibility star to kill the Formless (white cloud) that may randomly appear in the Trampoline room)
  803.  
  804. - Pay 100 coins to trampoline Shaman
  805. - Hit 1st 10-coin chest once
  806. - Talk to fortune teller man
  807. - The correct statue order when receiving your fortune is Left -> Middle -> Right
  808. - Hit 2nd 10-coin chest once (or more if you don't want to worry about vine coins)
  809. - Reset 2nd fortune until it displays: http://puu.sh/jFoA0/65a7267991.png
  810.  
  811. BELOME 2 (1200 HP)
  812.  
  813. - Fright Bomb (Same page or 1 right in the menu)
  814. - Attack (170 - 200 damage range)
  815. - Super Jumps (See below) (114 base, 14 damage a Super Jump)
  816.  
  817. Geno's Attack = 170 - 173 : 59 SJs (940)
  818. Geno's Attack = 174 - 187 : 58 SJs (926)
  819. Geno's Attack = 188 - 200 : 57 SJs (912)
  820.  
  821. [LEVEL]
  822. Geno [12] : ATK
  823.  
  824. (Clones alter total experience gained, but should not matter in this route)
  825.  
  826. ***Monstro Town***
  827.  
  828. - Talk to Melody Star and then talk to Monstermama
  829. - Get Super Suit and Jumper's Scarf (Attack Scarf) from dog next door
  830. - Scale the cliff and automatically obtain Patapata Medal (Troopa Pin) if your time is better than 12.00 seconds
  831.  
  832. - Switch:
  833. - Peach -> Koopa
  834. - Equip:
  835. - Koopa: Hurly Glove
  836. - Geno: Super Suit, Patapata Medal
  837. - Peach & Koopa swap accessories (Safety Ring on Koopa)
  838.  
  839. ***Bean Valley***
  840.  
  841. - Screen 1
  842. - Hold up right until underneath bee's shadow, then slight left and into pipe
  843. - Screen 2
  844. - Hug northern wall
  845.  
  846. MEGASMILAX
  847.  
  848. Phase 1:
  849. - Attack
  850. Phase 2:
  851. - Attack (98 to 118)
  852. - Attack (96 to 116) (1st Smilax defeated)
  853. - Attack (2nd Smilax defeated)
  854. Phase 3:
  855. - Ice Bomb
  856. Phase 4:
  857. - Ice Bomb
  858. - Attack until dead (2 Geno attacks + 1 Koopa attack with good rolls; 2 Geno attacks + 2 Koopa attacks otherwise)
  859.  
  860. [LEVEL]
  861. Peach [13] : SP
  862.  
  863. - Climb the vines quickly. You will need about 2 or 3 vine coins to consistently afford the War Fan (these are easiest to get on the final vine).
  864.  
  865. ***Nimbus Land***
  866.  
  867. - Sell:
  868. - Work Pants
  869. - Amulet
  870. - Buy:
  871. - 2 Mid Mushrooms (Super Mushrooms)
  872. - 1 Maple Syrup
  873. - [1 Pick-Me-Up if none dropped from the Armored Ants]
  874. - 1 Able Juice
  875. - 1 Mega Glove (Deka Panchi Gurobu)
  876. - 1 War Fan (Sensu)
  877.  
  878. - Equip:
  879. - Mario: Mega Glove, Jumper's Scarf
  880. - Mario & Geno swap armor (Work Pants on Geno)
  881. - Select Peach's empty accessory slot, bring it up to Geno's accessory and equip EXP Booster
  882. - Peach: War Fan
  883. - Geno & Koopa swap accessories (Troopa Pin on Koopa)
  884.  
  885. - Go to Garro's house (upper right)
  886. - Talk to Mallow statue from the upper left
  887. - Talk to Garro from the front
  888.  
  889. - Massive cutscene sequence
  890.  
  891. - Get Feather
  892. - Hop over gap and then run along rightmost tiles in next room with enemies
  893. - In room right before key, stay aligned to the left as you descend staircase
  894. - Get Castle Key from cloud guy in upper left (Can talk to blue cloud guy for a Flower Jar if you really need more FP)
  895. - During return trip in next room, hold up + left
  896. - For Heavy Troopa room, run in a "V" shape, jump over Shaman, and open door (you want to skip the Heavy Troopa guarding the door)
  897.  
  898. BIRDO
  899.  
  900. Mario damage range: 230 - 266
  901.  
  902. Turn 1:
  903. - Untimed Attack
  904. - Untimed Attack
  905. - Untimed Boost Mario
  906. Turn 2:
  907. - Untimed Attack
  908. - Untimed Attack
  909. - Untimed Attack
  910.  
  911. (Birdo phase starts)
  912.  
  913. Turn 3:
  914. - Attack
  915. - Defend
  916. - Defend
  917. Turn 4:
  918. - Attack
  919. - Defend
  920. - Defend
  921. Turn 5:
  922. - Attack
  923. - Bad Mushroom
  924. - (Attack if you got the world's worst damage rolls)
  925.  
  926. - Go left of Birdo egg
  927. - In fan room, hold Y going in (but don't move). When it loads, tap right, then full jump up and right over him
  928. - For fork man, get as close to the form as possible, then as soon as it retracts, run up + right
  929. - For blue bird room with save point, hold up until corner, then down right until next corner, then up right
  930. - In star room, quick down right to avoid first bird
  931. - Get Star, kill 6 Blue Birds + Dodo
  932.  
  933. [LEVEL]
  934. Mario [14] : SP
  935.  
  936. VALENTINA
  937.  
  938. Dodo (400 HP)
  939.  
  940. If Fire Bomb:
  941. - Fire Bomb
  942. - Untimed Attack
  943.  
  944. If no Fire Bomb but Bad Mushroom is available:
  945. - Bad Mushroom
  946. - Attack
  947. - Attack
  948.  
  949. Otherwise:
  950. - Just attack
  951.  
  952. Valentina (2000 HP)
  953.  
  954. Turn 1:
  955. - Untimed Boost Mario
  956. - Mario Attack
  957. Turn 2:
  958. - Geno Attack
  959. - Mario Attack (Dodo is summoned)
  960. - Koopa Attack
  961. - Geno Attack
  962.  
  963. [Do not guard any attacks during the next phase & let Koopa + Geno die if possible]
  964.  
  965. Turn 3:
  966. - Mario Attack
  967. - Defend
  968. - Defend
  969. Turn 4:
  970. - Mario Attack
  971.  
  972. [LEVEL]
  973. Koopa [13] : HP
  974.  
  975. - Cutscenes, leave through top door
  976. - Go straight right in hot springs room and jump over the water
  977.  
  978. ***Barrel Volcano***
  979.  
  980. - Get underneath Star in the Volcano, jump and then IMMEDIATELY OPEN THE MENU!
  981. - Switch:
  982. - Geno -> Peach
  983. - Equip:
  984. - Mario & Peach swap accessories (Jumper's Scarf on Peach to get EXP Booster on Mario)
  985. - Peach & Mario swap armor (Work Pants on Mario to get Super Suit on Peach)*
  986.  
  987. *NOTE - If you have 3+ Ice Bombs remaining (and at least 1 Fire Bomb for Axems), do not swap Peach & Mario's Armor, since you will kill the Jitanda with an Ice Bomb instead
  988.  
  989. - Kill 8 enemies
  990. - For 3rd room w/ star, hold up in the corner until skeleton on the left walks toward you, then straight jump up
  991.  
  992. [LEVEL]
  993. Geno (NOT PEACH) [13] : ATK
  994. Peach (NOT GENO) [14] : SP
  995. Mallow [12] : HP
  996.  
  997. - *Note 1: "Geno" is actually Peach in the level-up screen. Remember this when choosing your level-ups
  998. - *Note 2: If you missed an enemy and Geno does not level with Peach & Mallow, it's okay. Peach will still have Geno Blast.
  999.  
  1000. - In fireball room after star runs out, hug leftmost wall for good alignment, and then just jump across (you can't get hit)
  1001. - Get flower in room with save box if you have 25 or less
  1002. - In room before Jitanda, hug rightmost wall and jump over
  1003.  
  1004. JITANDA
  1005.  
  1006. - If 3+ Ice Bombs remaining (with Fire Bomb for Axems):
  1007. - Defend
  1008. - Ice Bomb
  1009.  
  1010. Otherwise:
  1011. - Geno Blast
  1012.  
  1013. [LEVEL]
  1014. Mario [15] : ATK
  1015.  
  1016. - After the Jitanda...
  1017. - Equip:
  1018. - Jumper's Scarf on Mario
  1019. - [Mario & Peach swap armor (Work Pants on Peach)]*
  1020. - Peach: Experience Booster
  1021. - Geno: Feather
  1022. - Switch:
  1023. Koopa -> Peach
  1024. Peach -> Geno
  1025. [Character order is now Mario, Geno, Koopa]
  1026.  
  1027. * If you swapped armor before the Volcano star
  1028.  
  1029. - [If you failed to follow the EXP route perfectly until this point, Mario will not be Level 15 for Czar & Koopa will not be 14 for Countdown. However, it's faster to just continue the run without trying to fix your EXP]
  1030. - [Use Maple Syrup in the menu if you're low on Ice Bombs and aren't confident in Super Jumps]
  1031.  
  1032. - Talk to Hinopio from the upper-left to enter his cave, don't buy anything, then proceed across the bridge...
  1033.  
  1034. CZAR DRAGON (SJs = 190 base, 23 damage a jump)
  1035.  
  1036. 2 ICE BOMB STRAT
  1037.  
  1038. Turn 1:
  1039. - Mario: Attack
  1040. - Geno: Boost Mario
  1041. - Koopa: Ice Bomb
  1042. Turn 2:
  1043. - Mario: Attack
  1044. - Geno: Defend (OR Pick Me Up Koopa if he's dead OR Able Juice Koopa if he's feared)
  1045. - Koopa: Ice Bomb
  1046. Zombone Phase:
  1047. - Mario: Attack
  1048. - Mario: Attack
  1049. - Mario: Ultra Jump
  1050. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1051. - 11 Ultra Jumps if 977 - 1019 damage with first 2 punches
  1052. - 12 otherwise
  1053.  
  1054. 1 ICE BOMB STRAT (Revert to 2 ICE BOMB STRAT if 1 is freebied)
  1055.  
  1056. Turn 1:
  1057. - Mario: Attack
  1058. - Geno: Boost Mario
  1059. - Koopa: Ice Bomb
  1060. Turn 2:
  1061. - Mario: 24 SJs (do a few more if Mario is Level 14)
  1062. - Geno: Defend (attack if you dropped Super Jumps)
  1063. - Koopa: Defend (attack if you dropped Super Jumps)
  1064. Zombone Phase:
  1065. - Attack until dead, Super Mushroom if in danger of dying
  1066. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1067. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1068. - 11 Ultra Jumps if 977 damage with first 2 punches
  1069. - 12 otherwise
  1070.  
  1071. 0 ICE BOMB STRAT
  1072.  
  1073. Turn 1:
  1074. - Mario: Attack
  1075. - Geno: Boost Mario
  1076. - Koopa: Defend
  1077. Turn 2:
  1078. - Mario: 42 SJs if Mario's attack was 244 or higher; 43 otherwise (do a few more if Mario is Level 14)
  1079. - Geno: Defend (can attack if dropped Super Jumps and close to death)
  1080. - Koopa: Defend (can attack if dropped Super Jumps and close to death)
  1081. Zombone Phase:
  1082. - Attack until dead, Super Mushroom if in danger of dying
  1083. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1084. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1085. - 11 Ultra Jumps if 977 damage with first 2 punches
  1086. - 12 otherwise
  1087.  
  1088. *Note - You MUST have at least 1 Ice Bomb for Axem Rangers if you do not have a Fire Bomb
  1089.  
  1090. ***
  1091.  
  1092. Post Czar Dragon...
  1093. - Equip:
  1094. - Mario & Koopa exchange armor (Super Suit on Koopa)
  1095. - Koopa: Remove Hurly Glove
  1096.  
  1097. AXEM RANGERS
  1098.  
  1099. Ship = 999
  1100. Axem Red = 800
  1101. Axem Pink = 400
  1102. Axem Black = 550
  1103. Axem Yellow = 600
  1104. Axem Green = 450
  1105.  
  1106. FIRE BOMB & ICE BOMB
  1107.  
  1108. Turn 1:
  1109. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1110. - Fire Bomb
  1111. - Ultra Jump Axem Black; hit all 4 Rangers at least once
  1112.  
  1113. Turn 2:
  1114. - Ice Bomb
  1115. - Geno Boost Mario
  1116. - Attack
  1117.  
  1118. Rest of Turns:
  1119. Attack until dead
  1120.  
  1121. ICE BOMB ONLY:
  1122.  
  1123. Turn 1:
  1124. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1125. - Ice Bomb
  1126. - Ultra Jump Axem Pink; you must land on her at least 4 times (and all other Rangers at least once)
  1127.  
  1128. Turn 2:
  1129. - Attack Red
  1130. - Geno Boost Mario
  1131. - Attack
  1132.  
  1133. Rest of turns:
  1134. - Attack until dead
  1135.  
  1136. FIRE BOMB ONLY
  1137.  
  1138. Turn 1:
  1139. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1140. - Fire Bomb
  1141. - Ultra Jump Axem Black, hit every ranger at least once
  1142. Turn 2:
  1143. - Attack Red
  1144. - Geno Boost Mario
  1145. - Untimed Attack Red
  1146. Turn 3:
  1147. - Attack Red (Blade phase starts)
  1148. - Heal Mario if he has 60 HP or less OR Heal Koopa if he is not at full HP; Defend otherwise
  1149. - Attack
  1150. Rest of turns:
  1151. - Attack until dead
  1152.  
  1153. ROCK CANDY FREEBIE*:
  1154.  
  1155. Turn 1:
  1156. - Rock Candy
  1157. - Geno Boost Mario
  1158. - Rock Candy
  1159.  
  1160. Turn 2:
  1161. - Attack Red
  1162. - Untimed Attack Red
  1163. - Attack Ship
  1164.  
  1165. Rest of turns:
  1166. - Attack until dead
  1167.  
  1168. * The Rock Candy freebie strat conserves an Ice Bomb, which is more useful on Gunyolk
  1169.  
  1170. * NOTE: If Mario deals ~502 damage or more to the Axem Ship with his first 2 punches (very likely at Level 15), you do not have to time Koopa's final attack (saves ~0.6 seconds). However, you must be confident that you can perfectly time Mario's final attack
  1171.  
  1172. - Left path getting back to Throne Room
  1173. - [CAMERA: Slight up right, the hold right going into the cutscene with the King & Queen]
  1174.  
  1175. [Cutscenes]
  1176.  
  1177. - [Go back to the save point near where you fought Dodo and save if you are doing Nimbus manip (ignore if doing Mario's Pad)]
  1178. [- Save & soft reset if you are doing Nimbus manip]
  1179. - Leave the same way you entered the castle
  1180. - Take Jugemu's Bus (Royal Bus)
  1181.  
  1182. *MARIO'S PAD MANIP*
  1183.  
  1184. - Leave Koopa's Keep, go to Mario's Pad, save, and soft reset
  1185. - Hold Y, down, and right, then do a quick down input to manipulate Battle Doors to 3 & 6
  1186.  
  1187. *NIMBUS MANIP (JP Version; NA Version is not covered)*
  1188.  
  1189. - If you are good at using audio cues, simply listen to the cue described in the below flowchart:
  1190.  
  1191. Flowchart: http://i.imgur.com/M9Wmtby.png
  1192.  
  1193. - If you're bad at audio cues, follow this tutorial and press the button at the right time (flowchart is still used):
  1194.  
  1195. http://www.twitch.tv/claude/v/4837000
  1196.  
  1197. - Go in Door 5
  1198. - Coin Box
  1199. - 4
  1200. - Invis
  1201. - 2, 3
  1202. - Platform
  1203. - 1, 3
  1204. - Quiz
  1205. - 6
  1206. - Invis
  1207. - 1
  1208. - Platform
  1209. - 2
  1210. - Quiz
  1211. - 3
  1212. - Invis
  1213. - 2, 6
  1214. - Platform
  1215. - 1, 6
  1216.  
  1217. Full Chart (in case you mistime it so bad you can still recover):
  1218. http://i.imgur.com/qOvn49h.png
  1219.  
  1220. ***Koopa's Keep 2***
  1221.  
  1222. - 2nd option to all tutorials
  1223. - Trivia Door
  1224. Dr. Topper Questions / Race Answers:
  1225. http://pastebin.com/E8rpirmg
  1226. Barrel Puzzle:
  1227. 1. 12 Base (just add the different colored barrels to this number for your final answer)
  1228. 2. 43 Base (just add the different colored barrels to this number for your final answer)
  1229. Race Puzzle:
  1230. - Talk to Goomba, then talk to Dry Bones, then talk to Cheep Cheep to figure out the order
  1231. Nu = 1
  1232. Su = 2
  1233. Fu = 3
  1234. Na = 4
  1235. - Take Rock Candy
  1236. - Puzzle Door
  1237. - For Coin Puzzle, count total coins and take 4 at a time until 10, then until 15.
  1238. - For Button Puzzle...
  1239.  
  1240. 0 1 2 3
  1241. 4 5 6 7
  1242. 8 9 10 11
  1243. 12 13 14 15
  1244.  
  1245. - Hit buttons 13, 11, 4, and 2 (in that order)
  1246.  
  1247. - For Ball Puzzle...
  1248.  
  1249. 0 1 2* 3
  1250. 4 5 6 7
  1251. 8 9 10 11
  1252. 12 13 14 15
  1253.  
  1254. 10 UP
  1255. 4 RIGHT
  1256. 12 UP
  1257. 13 UP
  1258. 1 DOWN
  1259. 3 LEFT
  1260. 7 LEFT
  1261. 15 LEFT
  1262. 0 RIGHT
  1263. 4 RIGHT
  1264. 13 UP
  1265. 5 RIGHT
  1266. 11 UP
  1267. 3 LEFT
  1268.  
  1269. - Take Rock Candy
  1270.  
  1271. - Donkey Door
  1272. - Get Fright Bomb, get Ice Bomb, and get Rock Candy (all 3 chests on left side) in 1st room
  1273. - In the 2nd room, if you want to be VERY safe and have a Fire Bomb for Smithy 1, there is one in the upper-right chest (wastes about ~2.7 seconds to get)
  1274. - Can skip Donkey if you're really far left on the edge running towards him (saves 2 - 3 seconds)
  1275. - Do NOT get Super Slap
  1276.  
  1277. - Platform Door
  1278. - [In the first room with the levitating platforms, if you ride the final platform to the top and run all the way back, you can get a KeroKeroCola (slower but easier than the one in the final room)]
  1279. - In cannonball/bob-ombs room, get Rock Candy (middle right chest)
  1280. - In paired rotating platforms room, get Royal Syrup if you want it & KeroKeroCola (last 2 chests in middle column)
  1281. - Do NOT get Sonic Cymbals
  1282.  
  1283. MAGIKOOPA (1600 HP)
  1284.  
  1285. Turn 1:
  1286. - Koopa Fright Bomb (with unsorted items, this will usually be 1 - 2 page turns left, depending on when you did the Donkey Door)
  1287. - Geno Attack
  1288. - Mario Attack
  1289. Turn 2:
  1290. - Koopa Attack
  1291. - Geno Attack
  1292. - Mario Attack
  1293.  
  1294. After beating Magikoopa...
  1295. - Go into your Items, then immediately back out (Item Sort)
  1296. - Equip:
  1297. - Mario & Koopa swap armor (Work Pants on Koopa)
  1298. - Koopa: Hurly Glove
  1299. - Geno: Safety Ring
  1300.  
  1301. BOOMER
  1302.  
  1303. Turn 1:
  1304. - Jump (~250 damage)
  1305. - Untimed Boost to Mario
  1306. - Defend
  1307. Turn 2:
  1308. - 47 Super Jumps (1760)
  1309.  
  1310. EXOR
  1311.  
  1312. - Jump on Left Eye (As in, the eye on the rightmost side of the screen)
  1313. - Use Geno Whirl on Exor
  1314.  
  1315. [LEVEL]
  1316. Koopa [14] : ATK
  1317. Peach [15] : SP
  1318.  
  1319. **ABYSS**
  1320.  
  1321. - Don't fall down anywhere, and do NOT get Ultra Hammer. Proceed to Count Down without menuing.
  1322.  
  1323. COUNT DOWN (2400 HP) & 2x DING-A-LINGS (1200 HP)
  1324. Phase 1 UJs
  1325. Ding-A-Ling: 167, 20 DMG UJs
  1326. Countdown: 274, 34 DMG UJs
  1327. Phase 2 UJs:
  1328. Ding-A-Ling: 250, 31 DMG UJs
  1329. Countdown: 410, 51 DMG UJs
  1330.  
  1331. Turn 1:
  1332. - Ultra Jump on Countdown, land on each enemy at least once
  1333. - Untimed Geno Boost Mario (Timed Boost is safe, but will likely only be needed if both Geno & Koopa die before Turn 2)
  1334. - Rock Candy
  1335. ---
  1336. Turn 2 (Optimal, no characters die or are disabled):
  1337. - Ultra Jump Countdown, land on each enemy at least once
  1338. - Rock Candy
  1339. - Rock Candy
  1340. Rest of Turns:
  1341. - Attack until dead. If extra UJs were done on Countdown, you can skip Geno and / or Koopa's attack, or possibly do an untimed attack with Koopa.
  1342. ---
  1343.  
  1344. Turn 2 (Koopa is disabled, but can be restored by Geno OR only Geno is dead)
  1345. - Ultra Jump the Ding-A-Ling that was most damaged during first UJ set, and then continue UJs until a Rock Candy will kill the weakened Ding-A-Ling (must land on a Ding-A-Ling 7 times to kill without additional damage from the first UJ set). If it looks likely that you will do enough damage to both Ding-A-Lings to kill both with a Rock Candy, continue Ultra Jumping until this can be accomplished.
  1346. - Restore Koopa (Pick-Me-Up / Able Juice)
  1347. - Rock Candy
  1348. Rest of Turns:
  1349. - Attack until dead. Depending on the situation, Koopa should throw a 3rd Rock Candy (it is typically faster to do so, but if you have dealt significant damage to the remaining enemies with Ultra Jumps, conserving it may be more beneficial)
  1350.  
  1351. ---
  1352.  
  1353. Turn 2 (Geno & Koopa are dead or disabled)
  1354. - Super Jump a Ding-A-Ling 19 times (assumes you only landed on each Ding-A-Ling once with the initial UJ set) (26 SJs if the bell was healed by Recover)
  1355. Turn 3
  1356. - Super Jump a Ding-A-Ling 19 times (assumes you only landed on each Ding-A-Ling once with the initial UJ set) (26 SJs if the bell was healed by Recover) OR heal with a Super Mushroom if Mario is in danger of dying
  1357. Turn 4
  1358. - Attack / heal until dead. If you have the FP to Super Jump Countdown and skip his attacks and self-heals, do so. (Requires 36 FP)
  1359.  
  1360. Note: The above are merely general guidelines. If you want more details, please read x_the_char's more comprehensive notes on this fight:
  1361. https://app.simplenote.com/publish/JVL1c3
  1362. https://app.simplenote.com/publish/pwbw4l
  1363.  
  1364. Note 2: There are some circumstances where you may kill Countdown before the Ding-A-Lings. If this happens, you will lose 47 EXP on all characters (94 EXP on Peach). This will affect Geno's damage for Cloaker / Domino, as well as Mario & Peach's damage to Clerk & Manager. Otherwise, the route will be unchanged.
  1365.  
  1366. [LEVEL]
  1367. Mallow [13] : HP
  1368.  
  1369. ***
  1370.  
  1371. - Proceed to Machine Made Yaridovich, don't get owned anywhere.
  1372.  
  1373. MACHINE MADE YARIDOVICH (147 Damage base, 18 damage per SJ)
  1374.  
  1375. If you got 2 Rock Candy freebies from Countdown OR double RC freebie on Axem + 1 RC freebie from Countdown:
  1376.  
  1377. - 20 SJs (507)
  1378. - Defend
  1379. - Rock Candy
  1380.  
  1381. Otherwise:
  1382.  
  1383. - 37 SJs (813)
  1384.  
  1385. [LEVEL]
  1386. Geno [14] : ATK
  1387.  
  1388. CLOAKER (1200) & DOMINO (900) + EARTH LINK (2500)
  1389.  
  1390. Turn 1:
  1391. - Geno Boost Mario
  1392. - Attack Domino
  1393. Turn 2:
  1394. - Attack Domino
  1395. - Attack Domino
  1396. - Attack Domino (Earth Link phase start)
  1397. Turn 3:
  1398. - 64 SJs on Earth Link (2520)
  1399.  
  1400. [LEVEL]
  1401. Peach [16] : SP
  1402.  
  1403. Before Clerk....
  1404.  
  1405. Switch:
  1406. - Koopa -> Peach
  1407. Equip:
  1408. - Mario & Peach exchange Super Suit & Work Pants (Super Suit on Peach)
  1409. - Peach: Feather
  1410. - Koopa & Peach exchange accessories (Troopa Pin on Peach)
  1411.  
  1412. MAD MALLETS
  1413.  
  1414. If 3+ Ice Bombs remaining:
  1415. - Ice Bomb
  1416.  
  1417. If 4+ Rock Candy remaining:
  1418. - Rock Candy
  1419.  
  1420. Otherwise:
  1421. - Geno Blast
  1422.  
  1423. CLERK [500 HP]
  1424.  
  1425. - Geno Blast
  1426. - Attack
  1427.  
  1428. [LEVEL]
  1429. Mario [16] : SP
  1430.  
  1431. MANAGER [800 HP]
  1432.  
  1433. Turn 1:
  1434. - Geno Blast
  1435. - Attack
  1436. - Defend [Unless you mistimed Mario's attack, then attack]
  1437. Turn 2:
  1438. - Geno Blast
  1439.  
  1440. - After Manager....
  1441. - Equip:
  1442. - Mario & Peach swap Super Suit & Work Pants (Super Suit on Mario)
  1443. - Peach & Geno swap accessories (Patapata Medal on Geno)
  1444.  
  1445. - [CAMERA: Slight left, then up doing into the Director fight]
  1446.  
  1447. DIRECTOR [1000 HP]
  1448.  
  1449. - 39 Super Jumps (707)
  1450. - Rock Candy
  1451.  
  1452. [LEVEL]
  1453. Koopa [15] : HP
  1454. Mallow [14] : HP
  1455.  
  1456. [CAMERA: Enter the Gunyolk fight by going as left as possible into the battle trigger]
  1457.  
  1458. GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP)
  1459.  
  1460. (Note: If you freebie an Ice Bomb, use that in any instance where it says to use Shocker)
  1461.  
  1462. 3 Ice Bombs / 2 Rock Candies
  1463.  
  1464. Turn 1:
  1465. - Sleepy Bomb
  1466. - Ice Bomb
  1467. - Ice Bomb
  1468. Turn 2:
  1469. - Defend
  1470. - Ice Bomb
  1471. - Rock Candy
  1472. Turn 3:
  1473. - Defend
  1474. - Rock Candy
  1475.  
  1476. 3 Ice Bombs / 1 Rock Candy
  1477.  
  1478. Turn 1:
  1479. - Sleepy Bomb
  1480. - Ice Bomb
  1481. - Ice Bomb
  1482. Turn 2:
  1483. - Jump on Gunyolk
  1484. - Ice Bomb
  1485. - Defend
  1486. Turn 3:
  1487. - Attack Factory Chief
  1488. - Rock Candy
  1489.  
  1490. 2 Ice Bombs / 2 Rock Candy
  1491.  
  1492. Turn 1:
  1493. - Sleepy Bomb
  1494. - Untimed Boost Peach
  1495. - Ice Bomb
  1496. Turn 2:
  1497. - Defend
  1498. - Ice Bomb
  1499. - Rock Candy
  1500. Turn 3:
  1501. - Untimed Attack Gunyolk
  1502. - Rock Candy
  1503.  
  1504. 2 Ice Bombs / 1 Rock Candy
  1505.  
  1506. Turn 1:
  1507. - Sleepy Bomb
  1508. - Ice Bomb
  1509. - Defend
  1510. Turn 2:
  1511. - Ultra Jump on Gunyolk, land on him twice total & once on Factory Chief
  1512. - Ice Bomb
  1513. - Shocker Gunyolk
  1514. Turn 3:
  1515. - Attack Factory Chief
  1516. - Rock Candy
  1517.  
  1518. 1 Ice Bomb / 2 Rock Candy
  1519.  
  1520. Turn 1:
  1521. - Sleepy Bomb
  1522. - Untimed Boost Peach
  1523. - Ice Bomb
  1524. Turn 2:
  1525. - Jump on Gunyolk
  1526. - Rock Candy
  1527. - Shocker Gunyolk
  1528. Turn 3:
  1529. - Attack Factory Chief
  1530. - Rock Candy
  1531.  
  1532. 1 Ice Bomb / 1 Rock Candy
  1533.  
  1534. Turn 1:
  1535. - Sleepy Bomb
  1536. - Untimed Boost Mario
  1537. - Defend
  1538. Turn 2:
  1539. - Ultra Jump Gunyolk, land on Factory Chief once
  1540. - Untimed Boost Peach
  1541. - Ice Bomb
  1542. Turn 3:
  1543. - Attack Factory Chief
  1544. - Rock Candy
  1545. - Shocker Gunyolk
  1546. Turn 4:
  1547. - Attack Gunyolk
  1548.  
  1549. * Note: It is recommended, although not required, that you have 1 Rock Candy for Smithy.
  1550.  
  1551. - Proceed towards Smithy. Use the strategy that corresponds to the most powerful bomb currently in your inventory. All damage numbers assume you will properly time Mario's initial Mega Glove attack (Damage Range: 190 to 214)
  1552.  
  1553. SMITHY 1 (2000 HP) [1 SJ = 19 DMG]
  1554.  
  1555. ROCK CANDY:
  1556.  
  1557. Turn 1:
  1558. - Attack / Boost Mario / Defend
  1559. Turn 2:
  1560. - 198 damage or higher:
  1561. 71 SJs / Boost Peach / Rock Candy
  1562. - Any other value:
  1563. 72 SJs / Boost Peach / Rock Candy
  1564.  
  1565. ICE BOMB:
  1566.  
  1567. Turn 1:
  1568. - Attack / Boost Mario / Defend
  1569. Turn 2:
  1570. - 212 damage or higher:
  1571. 75 SJs / Boost Peach / Ice Bomb
  1572. - 193 to 211 damage:
  1573. 76 SJs / Boost Peach / Ice Bomb
  1574. - 192 damage or less:
  1575. 77 SJs / Boost Peach / Ice Bomb
  1576.  
  1577. FIRE BOMB:
  1578.  
  1579. Turn 1:
  1580. - Attack / Boost Mario / Defend
  1581. Turn 2:
  1582. - 204 damage or higher:
  1583. 77 SJs / Boost Peach / Fire Bomb
  1584. - 203 damage or less:
  1585. 78 SJs / Boost Peach / Fire Bomb
  1586.  
  1587. FRIGHT BOMB:
  1588.  
  1589. Turn 1:
  1590. - Attack / Boost Mario / Defend
  1591. Turn 2:
  1592. - 196 damage or higher:
  1593. 79 SJs / Boost Peach / Fright Bomb
  1594. - 195 damage or less:
  1595. 80 SJs / Boost Peach / Fright Bomb
  1596.  
  1597. BAD MUSHROOM:
  1598.  
  1599. Turn 1:
  1600. - Attack / Boost Mario / Defend
  1601. Turn 2:
  1602. - 214 damage:
  1603. 82 SJs / Boost Peach / Bad Mushroom
  1604. - 195 to 213 damage:
  1605. 83 SJs / Boost Peach / Bad Mushroom
  1606. - 194 damage or less:
  1607. 84 SJs / Boost Peach / Bad Mushroom
  1608.  
  1609. NO BOMBS REMAINING (TIMED WAR FAN [14 DMG or higher]):
  1610.  
  1611. Turn 1:
  1612. - Attack / Boost Mario / Defend
  1613. Turn 2:
  1614. - 199 damage or higher:
  1615. 86 SJs / Boost Peach / Attack
  1616. - 198 damage or less:
  1617. 87 SJs / Boost Peach / Attack
  1618.  
  1619. NO BOMBS REMAINING (UNTIMED WAR FAN [7 DMG or higher]) (If you don't want to bet it all on timing War Fan):
  1620.  
  1621. Turn 1:
  1622. - Attack / Boost Mario / Defend
  1623. Turn 2:
  1624. - 206 damage or higher:
  1625. 86 SJs / Boost Peach / Untimed Attack
  1626. - 205 damage or less:
  1627. 87 SJs / Boost Peach / Untimed Attack
  1628.  
  1629. SMITHY 2 (8000 HP)
  1630.  
  1631. - Attack
  1632. - Attack OR Geno Boost Self (Safe)
  1633. - Attack
  1634.  
  1635. [* Note - Geno boosting himself is just for defense. Only do this if you want him to be able to survive a bullet from Tank Head, or to survive Mage Head's spells.]
  1636.  
  1637. TANKHEAD
  1638.  
  1639. - 100 SJs (3028)
  1640. - Kero Kero Cola / Rock Candy / misc. healing + bombs
  1641. - Shocker
  1642.  
  1643. MAGEHEAD
  1644.  
  1645. - Attack
  1646. - Attack
  1647. - Group Hug OR Attack
  1648.  
  1649. CHESTHEAD
  1650.  
  1651. - Super Flame
  1652. - Attack OR Fire Bomb / Rock Candy / Fright Bomb OR FP Restoral
  1653. - Group Hug OR Fire Bomb / Rock Candy / Fright Bomb
  1654.  
  1655. SAFEHEAD
  1656.  
  1657. - Attack
  1658. - Geno Boost Mario (after Shredder) OR Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1659. - Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1660.  
  1661. ---
  1662.  
  1663. OPTIMAL SMITHY 2 FIGHT:
  1664.  
  1665. Turn 1:
  1666. - Attack (434 - 470) [452]
  1667. - Attack (206 - 236) [221]
  1668. - Attack (164 - 194) [179] (~852 total damage to unformed Smithy head)
  1669.  
  1670. Turn 2:
  1671. - 100 SJs (3028)
  1672. - Kero Kero Cola
  1673. - Shocker (444)
  1674. Turn 3:
  1675. - Super Jumps:
  1676. - 96 SJs (2916) if 868 to 900 damage to unformed Smithy head
  1677. - 97 SJs (2944) if 840 to 867 damage to unformed Smithy head
  1678. - 98 SJs (2972) if 812 to 839 damage to unformed Smithy head
  1679. - 99 SJs (3000) otherwise
  1680. - Rock Candy (300)
  1681. - Shocker (444)
  1682.  
  1683. ***
  1684.  
  1685. You win!
  1686.  
  1687. ***
  1688.  
  1689. ===== SECTION III: MISCELLANEOUS INFO =====
  1690.  
  1691. - Shocker consumes 2 FP once it is on the 2nd page of abilities (it uses the FP cost of Therapy). However, you still need 8 FP stocked in order to use it.
  1692.  
  1693. - If you opt to learn Poison Gas (swap Peach & Koopa during the 1st Land's End star), Geno Blast will cost 2 FP during Count Down, and Shocker will cost 4 FP (no longer relevant for the current route).
  1694.  
  1695. ---
  1696.  
  1697. Smithy Head Info (Taken from SDA forums):
  1698.  
  1699. - There's a 50% chance the body will use its turn to transform the head. It won't transform two turns in a row.
  1700. - Exception 1: the body will always transform the chest head after it has performed one status ailment attack
  1701. - Exception 2: it will always transform on its first turn
  1702. - being stunned (0 HP) will not prevent it from transforming -- it only prevents it from hammering/shooting you
  1703.  
  1704. Whenever Smithy's HP drops below a threshold, he changes to a new head cycle (starting with the first in the cycle).
  1705. - starting: tank -> magic -> shield -> repeat
  1706. - HP under 6000: magic -> shield -> shield -> chest -> repeat
  1707. - HP under 4000: chest -> tank -> chest -> shield -> repeat
  1708. - HP under 2000: randomly any of the 4 heads (can repeat)
  1709.  
  1710. ---
  1711.  
  1712. Frame count of item use per character:
  1713.  
  1714. [Fastest]
  1715. Koopa: 177
  1716. Mallow: 185
  1717. Peach: 188
  1718. Mario: 209
  1719. Geno: 220
  1720. [Slowest]
  1721.  
  1722. ---
  1723.  
  1724. Relevant Boss Evasion (according to the SMRPG patcher, may not translate to actual miss chance):
  1725.  
  1726. Hammer Bro: 10%
  1727. Croco: 20%
  1728. Valentina: 10%
  1729. Czar Dragon: 20%
  1730. Axem Red: 10%
  1731.  
  1732. ---
  1733.  
  1734. - Some physical attacks appears to have a ~1/256 (possibly greater) chance to miss any enemy in the game. If this happens to you in a run, you are truly never lucky.
  1735. - Recently, cleartonic did some testing on enemy evasion. Check out his findings here if you are interested: https://docs.google.com/document/d/1R4ctlCKyCEO--ZUbAuoifaItP48Fe35VErGrAL1Mlc0/edit
  1736.  
  1737. ----------------------------
  1738.  
  1739. ===== SECTION IV: TRADE CONSISTENCY FOR SPEED =====
  1740.  
  1741. - (J version only) Jump on the Wiggler one less time in the Forest Maze. Then return the Wallet to the Toad in Mushroom Kingdom before you enter the long cutscene sequence, and then talk to him again for a Frog Coin. This saves 2 - 3 seconds with J text compared to jumping on a Wiggler. -23 coins from selling a Flower Tab instead of the Wallet, and -9 coins from not jumping on another Wiggler (Buy 1 less Bad Mushroom OR skip Punch Glove).
  1742.  
  1743. - Jump on the Wiggler one extra time and skip Booster Pass Secret (1 more Fire Bomb freebie required, saves ~13 seconds. +9 coins from Wiggler, -200 from no KeroKeroCola)
  1744.  
  1745. - Skip Sleepy Bomb by jumping on the Wiggler one less time (Saves ~10 seconds, 1 more Fire Bomb freebie required since one will be used on Johnny (Or you can just watch the Bandana Blue attacks). -9 coins from one less Wiggler).
  1746. *NOTE - If you Fire Bomb Johnny, fail to get 100 SJs, and Johnny invites Mario to the 1 on 1 duel, you will gain less EXP from the fight. This means Peach will not be Level 11 for Yaridovich, and your entire EXP route will be messed up. Only do this if you are confident in your jumps.
  1747.  
  1748. - Skip Wake-Up Pins (Saves ~5-6 seconds from not talking to Rose Town shopkeeper + buying them + equipping them. Due to the way the coin chart works out in this current route, this currently can't be used to buy an extra meaningful (Fire / Ice) bomb. +42 coins)
  1749.  
  1750. - 0xwas Flower Box Strat (Saves ~21 - 23 seconds):
  1751. - If you get the Flower Box from Croco 2...
  1752. - Skip the 150 Coin Chest in Moleville Mines (~5 seconds saved)
  1753. - Skip hitting the switch in Booster Tower (~1.3 seconds saved)
  1754. - Skip Booster Pass (~22 seconds saved)
  1755. - Return the Wallet (~7 seconds lost)
  1756. - Do not buy 2 more Ice Bombs at Seaside (you will have ~130 extra coins)
  1757. - It's up to you if would like to do this strat, or simply take the extra 2 Ice Bombs.
  1758.  
  1759. - Alternate Flower Box Strat (Slightly slower, but more consistent)
  1760. - Do everything listed above, except DO get the 150 Coin Chest in Moleville Mines. Then buy 1 extra Ice Bomb instead of 0. You only need ~130 of the 150 coins.
  1761.  
  1762. - Skip Pandorite (One day...)
  1763.  
  1764. ----------------------------
  1765.  
  1766. ===== SECTION V: BACKUP STRATEGIES ===== (Not listed elsewhere in the route)
  1767.  
  1768. =INESCAPABLE ENCOUNTERS=
  1769.  
  1770. *Fireballs* (Blue Orbs in Booster's Tower checkerboard room)
  1771.  
  1772. - Geno Defend
  1773. - Mario Defend
  1774. - Mallow untimed Thunderbolt
  1775.  
  1776. *Note 1: You will have to get the invisible Mushroom chest in the lower right corner of the room directly before the curtain game to replenish your FP
  1777. *Note 2: Winning this battle may mess up the EXP route, since it may cause an extra pause during the first Land's End star.
  1778.  
  1779. *Apprentice* (Blue Snifit in Booster Pass Secret)
  1780.  
  1781. - Geno Attack
  1782. - Koopa Attack
  1783.  
  1784. *Mr. Kipper* (Fish in the stairway in Sunken Ship)*
  1785.  
  1786. - Geno uses Fire Bomb
  1787.  
  1788. *Note 1: This is technically not inescapable, but if he traps you in a corner, it may be impossible to avoid repeated encounters with him unless you actually win the fight
  1789. *Note 2: This also really messes up your EXP route
  1790.  
  1791. *Stumpet*
  1792.  
  1793. Turn 1:
  1794. - Mario untimed attack Mite (or Ice Bomb if one is available)
  1795. - Geno uses Geno Whirl on Stumpet
  1796. - Koopa defend
  1797. Turn 2:
  1798. - Mario attacks Mite after Valor up
  1799.  
  1800. *Note: Do not double your coins / EXP
  1801.  
  1802. ---------------------------------
  1803.  
  1804. =COINS=
  1805.  
  1806. - If you are 19 - 50 coins short for the Seaside Menu, get the Zoom Shoes in Booster's Tower and then sell them at Seaside.
  1807. - If you are inconsistent at vine coins, you can hit the 10-coin chests in Belome 2 a few extra times.
  1808.  
  1809. ---------------------------------
  1810.  
  1811. ==FROG COINS==
  1812.  
  1813. Afraid of the Wiggler or forget a Frog Coin? Here are some other (slower) coins you can use (REMEMBER - 1 less jump on the Wiggler is also 9 less regular coins!)
  1814.  
  1815. - Moleville Mines Shy Guy minecart (right before the room with the invincibility star, take the bottom path all the way to the end)
  1816. - 2nd floor of Marrymore Inn (in an invisible chest above the bookcase)
  1817. - Return the Wallet to the Toad in Mushroom Kingdom after Bundt (talk to him once for the Flower Tab, then again for the Frog Coin)*
  1818. * Note: This is actually faster than a Wiggler on the J version, but loses you 32 coins (9 from the Wiggler, 23 from selling the Flower Tab instead of Wallet)
  1819.  
  1820. ---------------------------------
  1821.  
  1822. =OVERWORLD STARS=
  1823.  
  1824. - If you are inconsistent with killing the "swag rat" in Kero Sewers, kill 14 K9s during the Bandit's Way Star and then skip the rat.
  1825. - If the Flame Orb doesn't spawn in Moleville Mines, IMMEDIATELY run to the next room and kill a bomb instead. Then backtrack to deplete the coin chest.
  1826. - If you miss one of the Starslaps during the Sea star, get into an encounter with the Starslap you missed, and then use a Fire Bomb to instantly win the fight. This will fix the EXP route and make Peach the correct level for Yaridovich.
  1827. - If you miss the 2nd Gecko on the 2nd floor with the 1st invincibility star in Land's End, kill 1 extra bird during the Nimbus star. This fixes the EXP route completely.
  1828. - If you did not kill 8 enemies with the Volcano star, it's faster to complete the rest of the game with your current EXP route rather than trying to fix it. Mario will not be Level 15 for Czar, and Koopa will not be 14 for Countdown, but other battles will be unaffected (as long as Mario reaches Level 15 after Axem Rangers).
  1829.  
  1830. ---------------------------------
  1831.  
  1832. =BOSS BATTLES=
  1833.  
  1834. *Punchinello*
  1835.  
  1836. - If you get low damage rolls during the first round of attacks on Punchinello, use Jump with Mario on the 2nd round for a little extra damage (assumes you are attacking with Punch Glove otherwise).
  1837.  
  1838. *Bundt*
  1839.  
  1840. - If you mistime an attack during the 1st phase, Defend with Mario & Koopa as needed, and then kill on Geno's next turn (to ensure you get as many free hits during the Candle phase as possible).
  1841.  
  1842. *Note: With Punch Glove, there is a chance you can mistime 1 attack and still enter the Candle Phase on the proper turn
  1843.  
  1844. *Belome 2*
  1845.  
  1846. - If you drop SJs and are forced to fight clones...
  1847. *Peach Clone*
  1848. - Peach Defend
  1849. - Geno timed attack clone
  1850. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  1851. *Mario or Geno Clone*
  1852. - Peach Shocker clone
  1853. - Geno timed attack clone
  1854. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  1855.  
  1856. *Megasmilax*
  1857.  
  1858. - If you mistime Koopa's Hurly Glove attack during the 2nd phase of Megasmilax (or are really afraid of damage rolls), do 8 SJs with Mario to kill it
  1859. - If for some reason you do not have 2 Ice Bombs for Megasmilax, you can use a Fire Bomb on the 3rd phase instead. Then attack with Mario, then with Geno, and then finish the 3rd cycle with Koopa like you normally would.
  1860. - If the Smilax puts Mario to sleep during the 2nd phase, kill the Smilax with Geno instead. Then use an Ice Bomb on Koopa's next 2 turns, and then attack on his 3rd turn (Geno still attacks Megasmilax throughout).
  1861.  
  1862. *Valentina / Dodo*
  1863.  
  1864. - If you are afraid of dying to Dodo's attacks during the 1 on 1 battle, you can use either a Fright Bomb or Koopa's Terrorize ability to lower Dodo's damage. You can heal with Super Mushrooms as well.
  1865.  
  1866. *Countdown*
  1867.  
  1868. - If you boost Mario's defense with the initial Geno Boost, he's pretty much unkillable. If he ever gets to low HP, just use a Super Mushroom. That being said, you should still be aware of the different phases of the clock:
  1869. 1:00: Crystal or Ice Rock
  1870. 3:00: 170 HP heal on either Countdown or a Ding-A-Ling (Countdown will not take an action next turn)
  1871. 5:00: Aurora Flash (Note: This will put Koopa to sleep & kill Geno)
  1872. 6:00: 320 HP heal (Countdown will not take an action next turn)
  1873. 7:00: Water Blast
  1874. 9:00: Nothing (Break Time!)
  1875. 10:00: Petal Blast
  1876. 12:00: Corona (if you see this, something has gone terribly wrong)
  1877.  
  1878. *Cloaker / Domino*
  1879.  
  1880. - If Koopa gets feared, and you have a spare Rock Candy, he should use that instead of attacking
  1881.  
  1882. *Director*
  1883.  
  1884. - If you drop Super Jumps, AND you freebied the Sleepy Bomb against Johnny...
  1885. - Geno uses Sleepy Bomb
  1886. - Peach uses Geno Blast
  1887. - Mario uses SJs until dead (or attacks if very close to dead)
  1888. (This conserves a Rock Candy, which can be used against either Gunyolk or Smithy)
  1889.  
  1890. *Smithy 1*
  1891.  
  1892. - If you drop Super Jumps...
  1893. - Geno uses Geno Boost on Peach
  1894. - Peach uses Group Hug
  1895. (Smithy does either a physical, Meteor Swarm, or Mega Drain, and spawns a machine made Shy Guy)
  1896. - Mario does Super Jumps until Smithy can be defeated by a bomb used by Peach
  1897. - (Geno uses Maple Syrup / Kero Kero Cola if alive)
  1898. - Peach uses the strongest bomb in your inventory
  1899.  
  1900. *Note - if you took heavy damage going into Smithy 2, you should consider using Group Hug / Kero Kero Cola with Peach during the unformed Smithy phase
  1901.  
  1902. ---------------------------------
  1903.  
  1904. =SUPER SUIT=
  1905.  
  1906. - If you fail SJs on Johnny, you can either try SJs on him again, or use Mario's Jump + Bombs to kill him (make sure Johnny does NOT get a turn when the Bandana Blues are defeated, or it will mess up the EXP route).
  1907. - If you did not get the Super Suit off of Johnny, you can get it off of Belome. If that's the case...
  1908. - Peach Defend
  1909. - Geno untimed boost Mario
  1910. - Mario does 100 SJs (1514 damage)
  1911. (This conserves a Fright Bomb, which you can either use against Birdo, or keep (so you can skip the one in Koopa's Keep 2, or potentially use for Smithy 1))
  1912. - If you did not get the Super Suit off of Johnny or Belome, you have infinite tries to get it off of Jagger. Go through the door on the 2nd floor in Monstro Town, perform Super Jumps, and then run away when you either succeed, or need more FP (HP / FP is automatically restored on run away).
  1913.  
  1914. ---------------------------------
  1915.  
  1916. ===== SECTION VI: TO DO =====
  1917.  
  1918. List of things to do for 1.09:
  1919.  
  1920. - Fix all the errors that likely arose from 1.08, since it contained a large volume of new information.
  1921. - Adapt / improve Count Down backups based on more observations of people fighting him.
  1922. - Figure out Punchinello backups if Energizer is used.
  1923. - Figure out the patterns of the Booster Hill minigame.
  1924. - Add in optimal buying / selling at Seaside for the Red Essence & Flower Box.
  1925. - Better optimize Rock Candy flowchart usage in the late-game (mostly related to Gunyolk & Smithy 1).
  1926. - Fix minor typos / grammatical errors.
  1927. - Figure out of Skip Pandorite is even worth at this point. The new Countdown stuff kind of changed a lot of things in that route, so I'll probably have to start from scratch. Argh.
  1928.  
  1929. ---------------------------------
  1930.  
  1931. Pastebin over! Play FFT instead!
  1932.  
  1933. - Claude
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