pidgezero_one

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Apr 16th, 2019
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  1. Seaside Menu:
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  3. Originally you bought a bad mushroom (for Birdo), a fright bomb (for Belome 2), 5 fire bombs and 10 ice bombs (4 fires for king kalamari, a fire and an ice for the bandana reds, 3 ices for yaridovich, 4 ices for shoguns, 2 ices for megasmilax, and hope for 1 ice bomb freebie each for Corkpedite and Czar Dragon - your damage output in MOTS is so high that you do not need a 2nd ice bomb for Czar Dragon)
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  5. Thanks to Swinch discovering a rock candy manip in Booster's Tower, the coin route for Seaside was changed. The manip is not functionally necessary in MOTS, as we get 3 more rock candies from slot machines in Bean Valley (although each has a 33% chance of failure, I usually get 2). Only 2 are needed for Axems. However, the manip saves a ton of time in the tower, and there's no reason not to do it.
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  7. The manip's implications are that wake up pins are no longer necessary to buy in Rose Town, as we don't worry about being put to sleep in the tower fight anymore. Instead we buy the more expensive Fearless Pins. This meant that I had to cut 1 ice bomb from Seaside due to lack of funds. This also meant that now Czar Dragon and Megasmilax and Corkpedite were dependent on ice bomb freebies.
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  9. However, I also noticed that there were quite a few leftover unused equips. When you sell all of these without hitting your coin cap, you have enough coins for a sixth Fire Bomb. I am fairly sure this happened because I discovered that skipping the Shy Guys in Rose Way is RTA viable and not TAS-only. This meant I cut out 2 honey syrups from the Mushroom Kingdom menu. I cut out 2 others as well but I forget why (I think they were for Mack, but I wrote a flowchart for that fight that only uses two syrups). This overall saves about 40 coins, which pushes us over the threshold to (I think) be guaranteed enough assets for the sixth fire bomb. So now, the menu gets 6 fire bombs and 9 ice bombs.
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  11. I looked at the old old any% route, and brought back a "safe" strat - instead of banking on bomb freebies, swap Mallow back into your party to thunderbolt the Bandana Reds in the ship. This conserves two bombs, meaning that you can reallocate a Fire Bomb to Yaridovich, and have 9 ice bombs remaining so that every fight recommending one has one except Corkpedite (which is fine, since Geno Blast is only a little slower). So, if you have 3 fire bombs left after King Calamari (due to freebies, or selling a freebied red essence), you can skip bringing Mallow back and save a little time (I optimized the menus in both scenarios), as well as use a Fire Bomb on Yaridovich to save an Ice Bomb for later.
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  16. Other stuff
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  18. Treasure chests and fights in the Sunken Ship give you over 700 coins. That's ridiculous. That is more than enough to buy equips immediately after in Seaside 2, and buy the star chest and trampoline in Land's End. In Seaside 2 we sold the flower box and some consumables, but that was a waste as your coins cap at 999, effectively wasting half of the flower box. I removed the sell menu from Seaside 2 entirely, and the flower box stays in your inventory. Because of this excess, my notes said to skip all of the chests in Belome Temple (as you come back there later and can get the 200 coins after). I changed this, now it's recommended to get them on your first trip. After the Temple, you do Cleanup Round 2, which buys the Lucky Jewel, Mystery Egg, and Btub Ring (altogether 445 coins). Leftover money from Seaside 2 plus Belome's 200-odd coins leave you with enough for this.
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  20. After that is Bean Valley, where you usually get enough money from battles to afford the Mega Glove in Nimbus Land. However, after Nimbus Land is Knife Guy's minigame. He gives you 12 items if you make no mistakes, more if you do. So in Nimbus Land you only pick up 2 items. I want enough inventory space to do Knife Guy's game without a toss menu forcing itself open every time due to a full inventory, so I added a menu in Nimbus to sell all unnecessary items.
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  22. After Knife Guy is Grate Guy's Casino. I have a menu setup for GGC that leaves the entire right side of your inventory open. GG gives you 100 items, so youre going to get prompted to toss them. When that happens, I exit out, open my item menu, and quickly toss by selecting and just pressing up - right - a, since his "bad" items are sorted to the end. This saves several minutes of menuing. To prepare for this, I sell most of Knife Guy's prizes in Rose Town when I pick up the lazy shell.
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  24. Before, I noted to use your judgment with what you sell to save space. I am now confident that you can sell all healing/support items, including Red Essence and Kerokerocola, even if it pushes you to 999 coins. At this point, coins are no longer an issue due to Barrel Volcano and Bowser's Keep coming up, which are treasure troves, and there only being a small handful of items left to buy.
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  26. Selling colas and REs seems gutsy, but only one Cola is needed for Smithy and only one RE is needed for Culex. You get both of these in Bowser's Keep.
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  28. I also suggest to sell fire bombs here, since I haven't found the fire bomb gamble on Smithy to be worth the time it takes to do the math. You're just too overpowered and your damage is too variable.
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  30. Wasting coins in this manner seems dangerous given that you need 1800 coins in Moleville, but you have more than enough from selling the Bright Card (777) and over 800 coins worth of equips (none of the ultimate weapons in Bowser's Keep get used!!!) as well as money from fights.
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  32. I needed to remake all my save states.
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