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Super Mario RPG Any% 2019 Route

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  1. Super Mario RPG Any% 2019 Route
  2. Version 2.00
  3. Route information compiled by Claude, last updated December 28th, 2018
  4.  
  5. == 2.00 CHANGE LOG ==
  6.  
  7. READ THIS so you know what's actually changed:
  8.  
  9. https://pastebin.com/iZkS6LKM
  10.  
  11. ***** THERE IS A WIKI NOW - CLICK BELOW *****
  12.  
  13. https://sites.google.com/site/supermariorpgspeedruns/
  14.  
  15. ***** THERE IS A WIKI NOW - CLICK ABOVE *****
  16.  
  17. SD2SNES SAVES:
  18.  
  19. https://drive.google.com/open?id=1pNgbPTHNb56LkT8g6tezmFoMyJIN3767
  20.  
  21. Requires the latest SD2SNES firmware (1.9.0 as of this writing). Put the "SMRPG 2019 SAVES" in the root directory, and the files of the "Put These Files in sd2snes Saves Folder" in the... well, sd2snes Saves folder.
  22.  
  23. Keep in mind, the 1.9.0 firmware does not appear to exactly match the amount of lag you would get on a real cart. This is fine for practice purposes, but if possible, runs should be done on a real cart.
  24.  
  25. UPDATED SAVESTATE PACK HERE (For Bizhawk 2.2.1):
  26.  
  27. https://drive.google.com/file/d/18AqdxogkhM6BmWMb6wBkKxmdJjRoveWc/view?usp=sharing
  28.  
  29. So you can practice movement, menus, timings, etc. (just not Super Jumps)
  30.  
  31. SNES9X SAVESTATE PACK HERE (Outdated (Version 1.08), but on SNES9X, which has better access to scripts & fast forward):
  32.  
  33. https://drive.google.com/open?id=0B3yPRhL2ylswUVQzNjNUeGFNZm8
  34.  
  35. Table of Contents:
  36. I: Intro
  37. II: Main Route
  38. III: Miscellaneous Info
  39. IV: Alternate Strategies
  40. V: Backup Strategies
  41. VI: To Do
  42.  
  43. ===== SECTION I: INTRO =====
  44.  
  45. Hello and welcome. https://static-cdn.jtvnw.net/emoticons/v1/215970/3.0
  46.  
  47. This is the current SMRPG Any% route. Whether you're new to the game, or a veteran player who ragequit for some reason or another, this document is designed to provide a thorough compilation of the mainstream route for completing this fine video game as fast as possible.
  48.  
  49. In general, this route aims for consistency, rather than crazy gambles that are reliant on impeccable boss RNG & freebie luck. The idea behind the route is to provide a way for you to complete every run, provided you get at least slightly lucky (at least two bomb freebies, or only one freebie if you decide to do Booster's Pass Secret), and have a good grasp on timing / blocking attacks. This also means you should be capable of obtaining the Super Suit (doing 100 SJs at some point in the run), as well as putting in the time to learn a few 6 - 10 frame audio cues to manipulate one of the boss battles. If you wish to perform a much easier route, please check other resources for a "No Super Jump / Ultra Jump" route.
  50.  
  51. This route is also extremely detailed, and it is not expected that you read through it every single time you do a run. What I advise is to copy everything in here to your own notes (Notepad++ is a great program), and then delete things as you become more familiar with the route. Ultimately, you should only need notes for some of the more complex boss battles (Axem Rangers, Gunyolk, and Smithy to name some examples).
  52.  
  53. This route also 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. There is also information on alternate strategies you can employ to either save time, or make the route even more consistent.
  54.  
  55. Finally, this route assumes you are playing on the Japanese version. However, almost everything will work on the English version as well. The Japanese version saves well over 8 and a half minutes, and it's easier to get over the language barrier than you would think (except perhaps for Dr. Topper's Quiz).
  56.  
  57. Credits to 0xwas, Alanim, Albrecht, iateyourpie, justincredible, lackattack, millnium, pidge, swinch, xthechar, and everyone else for helping 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.
  58.  
  59. 2014 route (Skip Pandorite):
  60. http://pastebin.com/n4SkJFGW
  61.  
  62. 2014 route (Fight Pandorite):
  63. http://pastebin.com/TvpKgU6h
  64.  
  65. 2017 route (Peach Chart 1.08):
  66. http://pastebin.com/iGeCsbZg
  67.  
  68. 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):
  69.  
  70. https://drive.google.com/file/d/1NrE0661WQjZq52G9BjTdgJz5nLxsH05p/view?usp=sharing
  71.  
  72. Damage calculator created by pidge that was used to route many components of the run:
  73.  
  74. http://pidgezero.one/damagecalc.html
  75.  
  76. 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.
  77.  
  78. -----------------------------
  79.  
  80. ===== SECTION II: MAIN ROUTE =====
  81.  
  82. - File name = LCC (Shikuku)
  83.  
  84. ***Koopa's Keep**
  85.  
  86. TERRAPINS
  87.  
  88. - Attempt some form of Terrapin manipulation on the first round:
  89.  
  90. https://sites.google.com/site/supermariorpgspeedruns/techniques/terrapin-manip
  91.  
  92. - 1 Untimed Attack (hit D-pad right), 3 Untimed Jumps
  93.  
  94. KOOPA
  95.  
  96. (Advance in-battle dialogue with D-pad rotations)
  97.  
  98. - 2 Untimed Jumps to Kinklink
  99.  
  100. ***Mario's Pad***
  101.  
  102. - Talk to Toad
  103. - Attempt to leave
  104. - Mash through Save tutorial
  105. - Leave
  106.  
  107. - Cutscenes
  108. - 2nd option for both text prompts
  109.  
  110. ***Mushroom Way***
  111.  
  112. - Hit the first chest along your way once for 1 coin
  113. - In the second screen, get the flower in the chest by jumping slightly left of the Goomba on the rotating flower
  114.  
  115. HAMMER BROS
  116.  
  117. - Jump (43 damage)
  118. - Jump on other (45 damage)
  119. - Untimed attack (if 43 on 1st jump. Timed otherwise)
  120. - Untimed jump
  121.  
  122. ***Mushroom Kingdom***
  123.  
  124. Sell:
  125. Everything
  126. Buy:
  127. 5 Honey Syrups (2nd Item)
  128. 3 Pick Me Ups (3rd Item)
  129. 3 Able Juices (4th Item)
  130. 1 Shirt (5th Item)
  131. 1 Jump Shoes (7th Item)
  132. Equip (In Shop menu):
  133. Hammer, Shirt, Jump Shoes
  134. (Exit all menus from this point onward by simply pressing "X", instead of backing out twice)
  135. - Get frog coin in castle
  136. - [CAMERA: Down right, down after leaving castle]
  137. - [CAMERA: After getting Mallow, walk in center of walkway and jump constantly until reaching Toad]
  138.  
  139. [Cutscenes]
  140. - Pick top option
  141.  
  142. ***Bandit's Way***
  143.  
  144. - Jump straight down and land on left petal of the rotating flower
  145. - Skipping stepping on very first platform
  146. - Skipping the coins on the platforms saves 20 - 30 frames; however, the coin route is tight enough to the point where picking them up could be worthwhile.
  147. - Get KeroKeroCola in 2nd screen
  148. - Use star, attempt enemy jump (doge jump) for the flower
  149. - Kill 10 K-9s (i.e., as soon as Mario levels up)
  150.  
  151. [LEVEL]
  152. Mario [2] : SP
  153.  
  154. - Catch Croco, he's a wily one.
  155.  
  156. CROCO 1 (11 FP)
  157.  
  158. - Jump (46) / Defend
  159. - Jump (46) / Defend
  160. - Jump (48) / Honey Syrup
  161. - Jump (48) / Defend
  162. - Jump (49) / Defend
  163. - Jump (49) / Honey Syrup
  164. - Jump (51) / Defend
  165. - Jump (51)
  166.  
  167. CROCO 1 (12 FP)
  168.  
  169. - Jump (46) / Defend
  170. - Jump (46) / Defend
  171. - Jump (48) / Honey Syrup
  172. - Jump (48) / Honey Syrup
  173. [Let Mallow die if Mario has not taken damage yet]
  174. - Jump (49) / Defend
  175. - Jump (49) / Defend
  176. - Jump (51) / Defend
  177. - Jump (51)
  178.  
  179. *Use Pick-Me-Ups if need be.
  180.  
  181. [LEVEL]
  182. Mallow [3] : ATK
  183.  
  184. [Save either in Bandit's Way or in Mushroom Kingdom if you're not confident in Mack Skip]
  185.  
  186. ***Mushroom's Kingdom 2***
  187.  
  188. - Enter from Mushroom Way, not Bandit's Way
  189. - Mack Skip (Video: www.youtube.com/watch?v=WhjNbMW7P10 )
  190. - Leave through the left path of Mushroom Kingdom (do not get Cricket Pie)
  191.  
  192. ***Kero Sewers***
  193.  
  194. - Proceed through the dungeon, don't fight Pandorite, no one likes that guy
  195. - Obtain the Flower Chest in the Sewers if you did not get Enemy Jump (left of the initial pipe in the screen where you used to fight Pandorite)
  196. - Use star, kill 8 rats
  197.  
  198. BELOME
  199.  
  200. *Note - this assumes an ideal fight (i.e., no Sleep Sauce used on Belome's 2nd turn and no characters being disabled at awkward times
  201.  
  202. - Jump (49) / Thunderbolt (30)
  203. (Don't block or partial block Belome's attack if you want to save 2 frames. Full block otherwise)
  204. - Jump (49) / Attack (4)
  205. - Jump (51) / Honey Syrup
  206. [Mallow is eaten]
  207. - Jump (51)
  208. [Belome Scarecrows Mario]
  209. - Jump (52), Honey Syrup (Mallow no longer relevant)
  210. - Jump (52)
  211. - Jump (54)
  212. - Jump (54)
  213. - Jump (55)
  214.  
  215. * If Mario is slept on turn 2, use a Honey Syrup with Mallow and let Belome wake up Mario
  216. * If Mallow is slept on Turn 2, Mario uses an Able Juice on Mallow, and then Mallow uses a Honey Syrup. When Mallow is spat back out, Defend on his turn, and then Belome will Scarecrow Mario. Mallow should then use a Honey Syrup on this turn
  217. * The important thing to keep in mind is to always use the 1st Honey Syrup on the 3rd turn, and the 2nd Honey Syrup before Mario's final 4 Jumps.
  218.  
  219. ---
  220.  
  221. [LEVEL]
  222. Mario [3] : ATK
  223.  
  224.  
  225. ***Midas River***
  226.  
  227. Waterfall Section
  228.  
  229. - 2nd Option
  230. - Go left at branching path
  231. - Go right of the hole
  232. - Bounce off rock to get Frog Coin
  233. - Go right at branching path
  234. [Collect 4 total frog coins during waterfall segment]
  235.  
  236. Barrel Section
  237.  
  238. - 2nd Option
  239. - Bounce off 1st barrel
  240. - Jump on rest
  241.  
  242. - Get at least 60 coins in mini-game for Frog Coin (Exactly 60 is preferable to skip one text box)
  243. - Notes from old pastebin on how to get 60
  244. coins:
  245. "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."
  246. - Automatically receive NokNok Shell
  247.  
  248. ***Tadpole Pond***
  249.  
  250. [CAMERA: Approach stone from upper right]
  251. [Cutscenes]
  252. - Pick 2nd option
  253. - Go to Frog Coin Emporium (left Tadpole)
  254. - Buy:
  255. 1 Sleepy Bomb (1st Item)
  256. 1 Energizer (3rd Item)
  257.  
  258. ***Rose Way***
  259.  
  260. - Get 10-coin on the way to upper right
  261. - Get 10-coin on the way to lower right
  262. - Hit each of the two 5 Coin chests along the way twice (hit them more if you have not freebied a Honey Syrup by this point, and want to be increase the likelihood you can afford a Bad Mushroom)
  263.  
  264. [Cutscenes]
  265.  
  266. ***Rose Town***
  267.  
  268. - Enter shop through chimney and get the flower in the invisible chest.
  269. - Get Frog coin in upper left of the shop
  270. - Buy:
  271. - 2 Fearless Pins (Final item)
  272. - Go to elevated house and get 2 flowers and Frog Coin (invisible chest above the bed on the 2nd floor)
  273. - Go to Rose Town Inn
  274. - 2nd option for text prompt preceding Geno cutscene
  275.  
  276. ***Forest Maze***
  277.  
  278. - Get KeroKeroCola in 1st room (leftside in a hidden chest)
  279. - Jump on the Wiggler 7x for 63 coins & 7 Frog Coins (or jump on the Wiggler 6x for 54 coins if going to Booster's Pass Secret, check Section IV for details)
  280.  
  281. WIGGLER JUMPIN'
  282.  
  283. - Align Mario by running right towards the nook in the bushes
  284. - 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.
  285.  
  286. *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
  287.  
  288. - Get frog coin in room after 1st underground section (upper left)
  289. - Get KeroKeroCola behind sleeping Wiggler
  290. - Get Red Essence right after save box in hidden chest (upper right)
  291. - Solve the maze:
  292. - Bottom right
  293. - Upper right
  294. - Upper right
  295. - Bottom right
  296. - Upper right
  297. - Upper left
  298.  
  299. [CAMERA: Up-right, then up-left entering Bowyer cutscene]
  300.  
  301. BOWYER
  302.  
  303. Turn 1:
  304. - Geno Beam (60)
  305. - Defend
  306. - Energizer Geno (hit right on item menu)
  307. Turn 2:
  308. - Geno Beam (90)
  309. - Defend
  310. - Honey Syrup
  311. Turn 3:
  312. - Geno Beam
  313. - Defend
  314. - Defend
  315. Turn 4:
  316. - Geno Beam
  317. - Defend
  318. - Defend
  319. Turn 5:
  320. - Geno Beam
  321. - Defend
  322. - Defend
  323. Turn 6:
  324. - Geno Beam
  325. - Defend
  326. - Defend
  327. Turn 7:
  328. - Defend
  329. - Defend
  330. - Defend
  331. Turn 8:
  332. - Geno Beam
  333. - Defend
  334. - Defend
  335. Turn 9:
  336. - Attack (60)
  337. - Defend
  338. - Defend
  339. Turn 10:
  340. - Attack (60)
  341.  
  342. (Note: Mario & Mallow are not needed at all past the first two turns. If you are keen enough to see which target Bowyer will hit with his arrow, feel free to not block and let them die.)
  343.  
  344. [LEVEL]
  345. Mallow [4] : HP
  346.  
  347. ***Moleville***
  348.  
  349. - Go to shop and...
  350. - Sell:
  351. - 1 Flower Tab
  352. - 3 Kerokero Colas
  353. - Buy:
  354. - 1 Punch Glove
  355. - 1 Finger Shot
  356. - 1 Cymbals
  357. - 4 Work Pants (last armor)
  358. - 1 Mid Mushroom
  359. - Equip:
  360. - Mario: Punch Glove, Work Pants
  361. - Mallow: Cymbals, Work Pants, Fearless Pin
  362. - Geno: Finger Shot, Work Pants, Fearless Pin
  363.  
  364. [Cutscenes]
  365.  
  366. - Top option for both promps
  367. - Chase Croco
  368.  
  369. CROCO 2 (Check guidelines listed below to ensure a cleaner fight)
  370.  
  371. Turn 1:
  372. - Attack (~64)
  373. - Jump (28)
  374. - Energizer Geno if possible; Attack otherwise (~38)
  375. Rest of turns:
  376. - Attack
  377. - Jump (Or Attack, ~36)
  378. - Attack
  379. - (If a character dies during the fight, don't bother reviving them)
  380. - (Croco 2 randomly causes misses)
  381. - (25% chance of Flower Box drop after the fight. If you get this, you can buy 2 more Ice Bombs at Seaside)
  382.  
  383. **Croco 2 Guidelines**
  384.  
  385. - Attacking with Mario (instead of Jumping) is both faster and does more damage. However, it is prone to missing. Use at your own risk. Mario should also Jump at least once (usually on Turn 1) to guarantee you have enough Jump power for King Calamari. However, if Mallow is double bombed and you got below average damage rolls going into the third round of attacks, it may be worth attacking with Mario to try and push Croco into Phase 2. You must deal 351 total damage for this to occur.
  386.  
  387. - It may be worth reviving Mario after Croco's 1st turn if he immediately dies to a bomb, simply because Jump cannot miss. However, because Mario's Jump contributes the least amount damage to the fight, this is likely not worth it.
  388.  
  389. - If you use the Energizer on Geno, it's definitely not worth reviving Mario.
  390.  
  391. ---
  392.  
  393. [LEVEL]
  394. Mario [4] : SP
  395.  
  396. - Go backwards and towards the railroad tracks
  397. - Use star, kill 9 enemies (9 Bombs)
  398.  
  399. [LEVEL]
  400. Mario [5] : SP
  401. Mallow [5] : ATK
  402. Geno [7] : HP
  403.  
  404. - Backtrack for 150 Coin chest. Beware the Sparky who will try to impede your path (standing on the box when you first enter will make you immune to an encounter until he spawns for a 2nd time)
  405. - Jump at Punchinello after you pass the bomb on the right to avoid being pushed back
  406.  
  407. PUNCHINELLO
  408.  
  409. - Geno Attack (~90)
  410. - Mario Attack (~64)
  411. - Mallow Energizer Geno if possible; Attack otherwise (~60)
  412.  
  413. Note: If Punchinello Sandstorms early, Mario should self Able Juice. Otherwise, don't bother.
  414.  
  415. ---
  416.  
  417. - Mine Cart minigame (pick 2nd option to skip instructions)
  418. - 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)
  419. - Good minecart tape: http://www.twitch.tv/thelcc/v/47768376
  420.  
  421. ***Booster Pass***
  422.  
  423. - Get Frog Coin from first plant on the right
  424. - Get Rock Candy in hidden chest in upper left corner near top exit in 1st area
  425.  
  426. ***Booster Tower***
  427.  
  428. [Cutscenes]
  429.  
  430. - 2nd option for switch allies text prompt
  431. - Get Frog Coin in hidden chest in upper right corner of 2nd room
  432. - Get Flower Tab in back corner of 3rd room
  433. - Skip hitting Green Exclamation switch
  434. - Get Frog Coin in hidden chest in lower left corner of room after Thwomp see-saw room
  435. - Get Frog Coin in the crevice in same area
  436. - Get 5 regular coins & all Frog Coins in checkerboard room
  437. - Skip Zoom Shoes [If you want Zoom Shoes for more coins, pick up key and use it to unlock door in checkerboard room]
  438. - Do not fail curtain minigame and automatically receive Amulet
  439.  
  440. Switch:
  441. - Mallow -> Koopa
  442. Equip:
  443. - Mario: Amulet
  444. - Koopa: Work Pants
  445. - Koopa & Geno swap accessories (Nothing on Geno to get Fearless Pin on Koopa)
  446. - Mallow & Geno swap accessories (Fearless Pin on Geno)
  447.  
  448. - Backtrack to the previous room
  449. - Get Goodie Bag (hidden chest above visible one) and Frog Coin (visible chest) in last room before curtain room
  450. - Save and perform some version of the Knife Guy + Grate Guy RNG manipulation
  451.  
  452. Pastebin detailing how the KG + GG Manip works:
  453.  
  454. https://pastebin.com/VkPDEAT5
  455.  
  456. Video explanation of how the KG + GG Manip works:
  457.  
  458. https://www.youtube.com/watch?v=fmC0e1_zA7M
  459.  
  460. Addendum video of the KG + GG Manip featuring easier audio cues:
  461.  
  462. https://www.youtube.com/watch?v=VUTwWeVqrq4
  463.  
  464. Commentated video, also showcases the timer method:
  465.  
  466. https://www.twitch.tv/videos/339921855
  467.  
  468. Note: The non-RNG manipulation strategy will no longer be covered. Please check older versions of the route for information on this, and adjust your level-up bonuses / accessories correctly.
  469.  
  470. KNIFE GUY & GRATE GUY [700 HP / 900 HP]
  471.  
  472. Turn 1
  473. - Attack KG (54+ damage)
  474. - Terrorize
  475. - Rock Candy (Freebie)
  476. Turn 2:
  477. - Rock Candy (Freebie)
  478. - Attack GG (164 damage)
  479. - Attack GG (120+ damage)
  480.  
  481. ***Booster Hill***
  482.  
  483. - 2nd option
  484. - 11 Flowers is ideal to be set for the rest of the run (You need 24 by Yaridovich. 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))
  485.  
  486. ***Marrymore***
  487.  
  488. [CAMERA: Walk along the rightmost side of center staircase, jump over flower bushes]
  489. - Talk to rightmost Toad in front of chapel
  490. - Take back entrance
  491. [CAMERA: Enter the cutscene with the Snifit by walking on the 2nd black circle on the front of the carpet]
  492.  
  493. [Cutscenes, make sure to jump during the first portion]
  494.  
  495. - 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)
  496.  
  497. - Get items quickly to be kissed by Peach
  498. - If you don't get the kiss, consider resetting. You wouldn't possibly be able to live with the embarrassment if you continued the
  499. run after that.
  500.  
  501. BUNDT
  502.  
  503. Turn 1:
  504. - Attack
  505. - Attack
  506. - Attack
  507. Turn 2:
  508. - Attack
  509. - Attack (Dialogue)
  510. - Red Essence on Mario*
  511. Turn 3:
  512. - Attack (Candle phase starts)
  513. - Untimed attack
  514. - Untimed attack
  515. Turn 4+:
  516. - Untimed attack with all characters until Raspberry phase starts (If Geno dies / is slept, Pick Me Up / Able Juice him with Koopa.
  517. If Koopa is slept, Able Juice him with Geno)
  518. Rest of turns (during Raspberry phase, must deal 600 damage to end the fight):
  519. - Attack (if alive)
  520. - Attack
  521. - Jump (if alive)**
  522.  
  523. * If you freebie the Red Essence, you can sell it at Seaside to afford an extra Fire Bomb
  524.  
  525. ** Mario must Jump at least once to have enough Jump power for King Calamari IF Mario died on Croco 2's first turn, or if you chose to attack him past the first turn.
  526.  
  527. [LEVEL]
  528. Mallow [6] : HP
  529.  
  530. ***Mushroom Kingdom 3***
  531.  
  532. - Get Cricket Pie in the shop on the way to the cutscenes
  533. - [Return Wallet during this segment if you are doing that strat]
  534.  
  535. [Very long cutscene sequence]
  536.  
  537. - 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.
  538.  
  539. ***Tadpole Pond 2***
  540.  
  541. [CAMERA: Jump onto the stone that triggers the tadpoles, instead of walking onto it]
  542. - Give Cricket Pie to Frogfucius
  543. - Talk to Frogfucius again to learn about the star on Star Hill
  544.  
  545. ***Star Hill***
  546.  
  547. - Section 1
  548. - Bottom middle
  549. - Rightmost
  550. - Bottom left
  551. - Upper left
  552. - Upper right
  553. - Section 2
  554. - Upper right
  555. - Bottom right
  556. - Bottom middle
  557. - Lower left
  558. - Middle
  559. - Upper left
  560. - Section 3
  561. - Bottom middle
  562. - Lower left
  563. - Middle
  564. - Upper left
  565. - Upper middle (Interact with top left of star and walk up right for good camera)
  566. - STAR (Upper right of screen)
  567. - Middle right
  568.  
  569. ***Seaside Town***
  570.  
  571. - Talk to Fake Elder (topmost house)
  572. - Buy Experience Booster from Frog Disciple on top floor (3rd Item)
  573. - Enter the leftmost door of the center house (bomb shop)
  574.  
  575. 1. Equip:
  576. - Mario:
  577. - Unequip Mario's weapon
  578. - Amulet down to Koopa's Fearless Pin, then equip Experience Booster
  579. - Koopa:
  580. - Unequip accessory
  581. - Geno:
  582. - Unequip weapon, equip Amulet over Fearless Pin
  583. - Peach: Unequip weapon
  584. - Peach & Mallow swap armor (Polka Dress on Mallow to get Work Pants on Peach)
  585. - Mallow: Unequip weapon
  586.  
  587. OPTIMAL SEASIDE BUYING & SELLING
  588.  
  589. - Remember, the game caps you to only having 999 coins at once, so don't oversell! "ALL EQ" sells for 477 coins. If you followed the coin route perfectly up until this point, you will have 865 initial coins
  590.  
  591. - *BUY*
  592. 3 ICE | 1 FRIGHT
  593. - *SELL*
  594. ALL SMALL ITEMS (except Mid Mushroom), FLOWER TAB, FLOWER JAR, GOODIE BAG
  595. - *BUY*
  596. 1 ICE | 3 FIRE | 1 FRIGHT | 1 BAD MUSHROOM (if possible)
  597. - *SELL*
  598. ALL EQUIPS, FLOWER BOX
  599. - *BUY*
  600. 2 ICE | 2 FIRE
  601. - *SELL*
  602. WALLET, FREEBIED FLOWER BOX (if available), FREEBIED RED ESSENCE (if available)
  603. - *BUY*
  604. 1 FIRE (+2 ICE, +1 FIRE if available)*
  605.  
  606. - This will give you 2930 coins worth of bombs, consisting of 1 Bad Mushroom, 2 Fright Bombs, 6 Fire Bombs, and 6 Ice Bombs.
  607. - Depending on small item freebie luck, plus miscellaneous things like how many times you hit the Rose Way Chests, Mine Cart coins, etc., you may not be able to afford the Bad Mushroom.
  608.  
  609. * If Croco 2 Flower Box, buy 2 more Ice Bombs. If Red Essence freebie, buy 1 more Fire Bomb
  610.  
  611. ***Sea***
  612.  
  613. - Get underneath Star, jump, then press X before you hit the chest:
  614. - Switch:
  615. - Mallow & Peach (sets up Ability Swap glitch to put Shocker on Peach)
  616. - Kill every Starslap
  617.  
  618. [LEVEL]
  619. Mario [6] : ATK
  620. Mario [7] : SP
  621. Mario [8] : SP
  622. Koopa [9] : ATK
  623. Geno [8] : HP
  624. Mallow [7] : HP
  625. Peach [10] : HP
  626.  
  627. 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.... although in this route, they both take HP anyways. :)
  628.  
  629. - Equip:
  630. - Mario & Geno swap accessories (Experience Booster on Geno)
  631.  
  632. ***Sunken Ship***
  633.  
  634. - Left door
  635. - Straight through 2 rooms
  636. - Get Flower in crates in corner of next room if you have 24 or less
  637.  
  638. ---Password hit pattern---
  639. 0 3 2
  640. 4 2 0
  641.  
  642. KING CALAMARI
  643.  
  644. - Phase 1:
  645. - Untimed Boost Koopa
  646. - Fire Bomb
  647. - Phase 2:
  648. - Fire Bomb
  649. - Defend
  650. - Timed Attack (Partial time = OK) (Untimed Jump instead if Mario died early to Croco 2 / Mario attacked instead)
  651. - Phase 3:
  652. - Fire Bomb with Koopa
  653. - Defend
  654. - Timed Jump (81)
  655. - Fire Bomb
  656.  
  657. [LEVEL]
  658. Geno [9] : ATK
  659.  
  660. - Top path
  661. - Get KeroKeroCola in Clone room
  662. - Get Safety Ring in room attached to Blooper room
  663.  
  664. - Switch:
  665. - Koopa -> Peach
  666. -Equip:
  667. - Mario & Geno swap accessories (Amulet on Geno)
  668. - Safety Ring on Peach
  669.  
  670. BANDANDA REDS 1
  671.  
  672. - Use Fire Bomb
  673.  
  674. BANDANA REDS 2
  675.  
  676. - Use Fire Bomb (Or, use an Ice Bomb if you only have 1 Fire Bomb remaining)
  677.  
  678. [LEVEL]
  679. Mario [9] : ATK
  680. Koopa [10] : HP
  681. Mallow [8] : HP
  682.  
  683. - Equip:
  684. - Mario & Geno swap accessories (Experience Booster on Geno)
  685. - Geno & Peach swap accessories (Experience Booster on Peach)
  686.  
  687. JOHNNY
  688.  
  689. Turn 1:
  690. - Untimed Boost Mario (Can time the boost for safety if you're not confident in blocking the Bandana Blue attacks)
  691. (Bandana Blues attack)
  692. - Defend
  693. - 100 SJs (864)
  694.  
  695. [LEVEL]
  696. Peach [11] : SP
  697.  
  698. Equip:
  699. - Mario & Peach swap accessories (Amulet on Peach)
  700.  
  701. ***Seaside Town 2***
  702.  
  703. - Pick top option
  704. - Go to upper left exit
  705.  
  706. YARIDOVICH [1500 HP]
  707.  
  708. Shocker should do 237 damage; if it does 197, it was mistimed. Shocker is a 6 frame timing window around when the sound effect ends (~3 seconds after selecting the target)
  709.  
  710. Turn 1:
  711. - Geno Boost Peach
  712. - Defend
  713. - Shocker (237)
  714. [Yaridovich uses Water Blast]
  715. - Turn 2:
  716. - Geno Boost Geno
  717. - Mid Mushroom Geno (unless Water Blast missed Geno, in which case, Defend)
  718. - Shocker
  719. - Turn 3:
  720. - Fire Bomb (Ice Bomb if only 1 remaining) if Mario is alive; Kero Kero Cola otherwise
  721. - Kero Kero Cola (or dead)
  722. - Shocker
  723. - Turn 4:
  724. - Fright Bomb if Fire / Ice Bomb already used; Fire / Ice Bomb if Geno had to Kero Turn 3
  725. - Defend (or dead)
  726. - Shocker
  727. [Mirage Phase]
  728. - Turn 5:
  729. - Defend or use Fright Bomb (if Geno had to Kero on Turn 3). If Fright & Fire were both used, Geno can also use Geno Beam if
  730. you mistimed 1 Shocker and don't want to use a Bad Mushroom.
  731. - Defend (or dead)
  732. - Shocker
  733.  
  734. - The goal of this fight is just to make sure both bombs used are boosted, and the Kero is used on Turn 3. Mario's item use animation is a bit faster, so it's optimal that he use the Kero (but not the bombs, as he's not boosted).
  735.  
  736. - If you mistime a Shocker, use can use the Bad Mushroom at some point in the fight to have enough damage (risk not having one for Birdo), or Geno Beam on the final turn.
  737.  
  738. - You will always automatically target the real Yaridovich during the Mirage Phase, as long as you don't move the cursor.
  739.  
  740. ---
  741.  
  742. - Get Shed Key, go to shed, and automatically receive Flower Box
  743. - Go to Elder's house and talk to Elder
  744. - Go to shop (middle door)
  745. - Buy
  746. - 1 Troopa Shell
  747. - 1 Hurly Glove
  748. - 1 Double Punch
  749. - Sell
  750. - All Mushrooms
  751. - Flower Box
  752. - Equip:
  753. - Mario: Troopa Shell
  754. - Geno: Double Punch
  755. - Peach & Geno swap accessories (Amulet on Geno)
  756.  
  757. ***Land's End***
  758.  
  759. - Fire all the way forward with the cannon to skip the Red Essence in the invisible chest
  760. [*Note: You can grab this for safety if you want, and use it during Czar, Axem Rangers, Count Down, or Smithy 2]
  761. - For 2nd screen, you can either form the platform and then fire onto it (standard & safe method) or fire straight from the cannon into the dog pit and dodge dogs (risky)
  762. - For Gecko area, can either wait for geckos to walk off or do fast geckos (jump between them as they stay up top)
  763. - Jump at rotating flowers from the bottom, and wait for one "tick" before jumping
  764. - Can skip first 2 platforms after flower section with an angled jump
  765.  
  766. SHOGUNS
  767.  
  768. - Use 1 Ice Bomb per Shogun battle
  769.  
  770. [LEVEL]
  771. Mario [10] : SP
  772. Geno [10] : ATK
  773. Mallow [9] : HP
  774. Koopa [11] : ATK
  775.  
  776. - Obtain 1st Land's End star, and kill all the enemies on the top floor + 2 geckos on bottom floor (19 enemies total)
  777.  
  778. [NOTE: To accomplish this, you will need to use this tech: https://www.youtube.com/watch?v=dtjlWBCKsJE ]
  779.  
  780. [LEVEL]
  781. Mario [11] : SP
  782. Mario [12] : ATK
  783. Peach [12] : SP
  784. Geno [11] : ATK
  785. Koopa [12] : ATK
  786. Mallow [10] : HP
  787.  
  788. - 2nd star: Kill the rest of the geckos
  789.  
  790. [LEVEL]
  791. Mario [13] : SP
  792. Mallow [11] : HP
  793.  
  794. * (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)
  795.  
  796. - Pay 100 coins to trampoline Shaman
  797. - Talk to fortune teller man
  798. - The correct statue order when receiving your fortune is Left -> Middle -> Right
  799. - Reset 2nd fortune until it displays: http://puu.sh/jFoA0/65a7267991.png
  800.  
  801. BELOME 2 (1200 HP)
  802.  
  803. - Fright Bomb (Same page or 1 right in the menu)
  804. - Attack (170 - 200 damage range)
  805. - Super Jumps (See below) (114 base, 14 damage a Super Jump)
  806.  
  807. Geno's Attack = 170 - 174 : 59 SJs (938)
  808. Geno's Attack = 176 - 188 : 58 SJs (924)
  809. Geno's Attack = 190 - 200 : 57 SJs (910)
  810.  
  811. [LEVEL]
  812. Peach [13] : SP
  813. Geno [12] : ATK
  814.  
  815. (Clones alter total experience gained, but should not matter in this route)
  816.  
  817. ***Monstro Town***
  818.  
  819. - Go in 1st door
  820. - Talk to Melody Star (top floor) and then talk to Monstermama
  821. - Get Attack Scarf & Super Suit from dog next door
  822. - Backtrack, jump on trampoline that was previously paid for, go through top exit, scale the cliff, and automatically obtain Troopa Pin if your time is better than 12.00 seconds
  823.  
  824. - Switch:
  825. - Peach -> Koopa
  826. - Equip:
  827. - Koopa: Hurly Glove
  828. - Geno: Super Suit, Troopa Pin
  829. - Peach & Koopa swap accessories (Safety Ring on Koopa)
  830.  
  831. ***Bean Valley***
  832.  
  833. - Screen 1
  834. - Hold up right until underneath bee's shadow, then slight left and into right pipe
  835. - Screen 2
  836. - Hug northern wall and go into top pipe
  837. - Take north exit
  838.  
  839. MEGASMILAX
  840.  
  841. Phase 1:
  842. - Attack
  843. Phase 2:
  844. - Attack (98 to 118)
  845. - Attack (100 to 120) (1st Smilax defeated unless minimum rolls on both characters)
  846. - Attack (2nd Smilax defeated)
  847. Phase 3:
  848. - Ice Bomb
  849. Phase 4:
  850. - Ice Bomb
  851. - Attack until dead (2 Geno attacks + 1 Koopa attack with good rolls; 2 Geno attacks + 2 Koopa attacks otherwise)
  852.  
  853. * Note - there is a possibility that Mario may be slept on the Smilax's turn. If this happens to you, consider ragequitting. Alternatively, check Section V for a backup strat.
  854.  
  855. [LEVEL]
  856. Peach [13] : SP
  857.  
  858. - Climb the vines quickly. You will need about 3 or 4 vine coins to afford the safety items.
  859.  
  860. ***Nimbus Land***
  861.  
  862. - Go to the shop (upper left house)
  863. - Note: The Mid Mushrooms & Maple Syrup are optional items, and if the route is followed properly, these should not be needed. You should be able to afford them if you got enough coins on the vines. The Pick Me Up & Able Juice are required if you get bad luck, and the Mega Glove is always required.
  864.  
  865. - Buy:
  866. - [1 Mid Mushrooms if high coin count]
  867. - [1 Maple Syrup if high coin count]
  868. - [1 Pick-Me-Up if none dropped from the Shoguns]
  869. - 1 Able Juice
  870. - 1 Mega Glove
  871.  
  872. - Equip:
  873. - Mario: Mega Glove, Attack Scarf
  874. - Mario & Geno swap armor (Work Pants on Geno)
  875. - Swap Koopa & Geno's accessories (Safety Ring on Geno)
  876. - Amulet on Geno
  877. - Experience Booster on Peach
  878.  
  879. - Go to Garro's house (upper right)
  880. - Talk to Mallow statue from the upper left
  881. - Talk to Garro from the front
  882.  
  883. - Massive cutscene sequence
  884.  
  885. - Successfully complete Dodo minigame
  886. - Get Feather
  887. - Hop over gap and then run along rightmost tiles in next room with enemies
  888. - In room right before key, stay aligned to the left as you descend staircase
  889. - 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, or a free means of restoring FP)
  890. - During return trip in next room, hold up + left
  891. - 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)
  892.  
  893. BIRDO (777 HP)
  894.  
  895. Mario damage range : 236 - 272
  896. Geno's damage range: 30 - 50
  897. (Mario's 3 damage rolls need to average 249 to be able to skip the Bad Mushroom)
  898.  
  899. Turn 1:
  900. - Untimed Attack
  901. - Untimed Attack
  902. - Untimed Boost Mario
  903. Turn 2:
  904. - Untimed Attack
  905. - Untimed Attack
  906. - Untimed Attack
  907.  
  908. (Birdo phase starts)
  909.  
  910. Turn 3:
  911. - Attack
  912. - Defend
  913. - Defend
  914. Turn 4:
  915. - Attack
  916. - Defend
  917. - Defend
  918. Turn 5:
  919. - Attack
  920. - Bad Mushroom (or defend if Mario dealt 747+ damage)
  921. - Attack if Mario dealt 747+ damage
  922.  
  923. - Go left of Birdo egg
  924. - In fan room, hold Y going in (but don't move). When it loads, tap right, then full jump up and right over him
  925. - For fork man, get as close to the form as possible, then as soon as it retracts, run up + right
  926. - Heavy Troopa can be skipper
  927. - For blue bird room with save point, hold up until corner, then down right until next corner, then up right
  928. - In star room, quick down right to avoid first bird
  929. - Get Star, kill 6 Blue Birds + Dodo
  930.  
  931. [LEVEL]
  932. Mario [14] : SP
  933.  
  934. VALENTINA
  935.  
  936. Dodo (400 HP to end the fight)
  937.  
  938. If 2+ Fire Bombs remaining (or only 1 and willing to gamble on not having one for Axems):
  939. - Fire Bomb
  940. - Untimed Attack
  941.  
  942. If no Fire Bomb but Bad Mushroom & a Fright Bomb is available:
  943.  
  944. - Bad Mushroom
  945. - Defend
  946. - Fright Bomb
  947.  
  948. If no Fire Bomb but Bad Mushroom is available:
  949. - Bad Mushroom
  950. - Attack
  951. - Attack
  952.  
  953. Otherwise:
  954. - Just attack
  955.  
  956. Valentina (2000 HP)
  957.  
  958. Turn 1:
  959. - Untimed Boost Mario
  960. - Mario Attack
  961. Turn 2:
  962. - Geno Attack
  963. - Mario Attack (Dodo is summoned)
  964. - Koopa Attack (can skip this and attack a 2nd time with Geno if he looks healthy, it's a bit faster)
  965. - Geno Attack
  966.  
  967. [Do not guard any attacks during the next phase & let Koopa + Geno die if possible UNLESS you are trying to skip a turn, which requires above average damage rolls and good HP on Geno + Koopa so they don't die]
  968.  
  969. Turn 3:
  970. - Mario Attack
  971. - Defend (or attack if going for turn skip)
  972. - Defend (or attack if going for turn skip)
  973. Turn 4:
  974. - Mario Attack
  975.  
  976. [LEVEL]
  977. Koopa [13] : HP
  978.  
  979. [Cutscene sequence. During the middle of it, you will want to manually press the Jump button, otherwise you will lose 2 seconds]
  980.  
  981. - Leave through top door, talk to cloud men after The Fall
  982. - Go straight right in hot springs room and jump over the water
  983.  
  984. ***Barrel Volcano***
  985.  
  986. - Get underneath Star in the Volcano, jump and then IMMEDIATELY OPEN THE MENU!
  987. - Switch:
  988. - Geno -> Peach
  989. - Equip:
  990. - Mario & Peach swap accessories (Jumper's Scarf on Peach to get EXP Booster on Mario)
  991. - Peach & Mario swap armor (Work Pants on Mario to get Super Suit on Peach)*
  992.  
  993. *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 defeat the Corkpedite with an Ice Bomb instead
  994.  
  995. - Kill 8 enemies
  996. - For 3rd room w/ star, hold up in the corner until skeleton on the left walks toward you, then straight jump up
  997.  
  998. [LEVEL]
  999. Peach (Looks like Geno) [14] : SP
  1000. Mallow [12] : HP
  1001.  
  1002. Note 1: "Geno" is actually Peach in the level-up screen. Please don't be alarmed.
  1003.  
  1004. - In fireball room after star runs out, hug leftmost wall for good alignment, and then just jump across (you can't get hit)
  1005. - Get flower in room with save box if you have 25 or less
  1006. - In room before Corkpedite, hug rightmost wall and jump over
  1007.  
  1008. CORKPEDITE
  1009.  
  1010. - If 3+ Ice Bombs remaining (with Fire Bomb for Axems):
  1011. - Defend
  1012. - Ice Bomb
  1013.  
  1014. Otherwise:
  1015. - Geno Blast
  1016.  
  1017. [LEVEL]
  1018. Mario [15] : SP
  1019. Geno [13] : ATK
  1020.  
  1021. - After the Corkpedite...
  1022. - Equip:
  1023. - Attack Scarf on Mario
  1024. - Mario & Peach swap armor (Work Pants on Peach)*
  1025. - Peach: Experience Booster
  1026. - Geno: Feather
  1027. - Switch:
  1028. Koopa -> Peach
  1029. Peach -> Geno
  1030. [Character order is now Mario, Geno, Koopa]
  1031.  
  1032. * If you swapped armor before the Volcano star
  1033.  
  1034. - [If you failed to follow the EXP route perfectly until this point, Mario will not be Level 15 for Czar, and Koopa will not be 14 for Count Down. However, it's faster to just continue the run without trying to fix your EXP]
  1035. - [Use Maple Syrup / Flower Jar in the menu if you're low on Ice Bombs and aren't confident in Super Jumps]
  1036.  
  1037. - Dodge Stumpet, he's kind of tricky
  1038. - Talk to Hinopio from the upper-left to enter his cave, don't buy anything, then proceed across the bridge...
  1039.  
  1040. CZAR DRAGON (SJs = 190 base, 23 damage a jump)
  1041.  
  1042. 2 ICE BOMB STRAT
  1043.  
  1044. Turn 1:
  1045. - Mario: Attack
  1046. - Geno: Geno Boost Mario
  1047. - Koopa: Ice Bomb
  1048. Turn 2:
  1049. - Mario: Attack
  1050. - Geno: Defend (OR Pick Me Up Koopa if he's dead OR Able Juice Koopa if he's feared)
  1051. - Koopa: Ice Bomb
  1052. Zombone Phase:
  1053. - Mario: Attack
  1054. - Mario: Attack
  1055. - Mario: Ultra Jump
  1056. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1057. - 11 Ultra Jumps if 977 - 1019 damage with first 2 punches
  1058. - 12 otherwise
  1059.  
  1060. 1 ICE BOMB STRAT (Revert to 2 ICE BOMB STRAT if 1 is freebied)
  1061.  
  1062. Turn 1:
  1063. - Mario: Attack
  1064. - Geno: Geno Boost Mario
  1065. - Koopa: Ice Bomb
  1066. Turn 2:
  1067. - Mario: 24 SJs (do a few more if Mario is Level 14)
  1068. - Geno: Defend (attack if you dropped Super Jumps)
  1069. - Koopa: Defend (attack if you dropped Super Jumps)
  1070. Zombone Phase:
  1071. - Attack until dead, Mid Mushroom if in danger of dying
  1072. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1073. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1074. - 11 Ultra Jumps if 977 damage with first 2 punches
  1075. - 12 otherwise
  1076.  
  1077. 0 ICE BOMB STRAT
  1078.  
  1079. Turn 1:
  1080. - Mario: Attack
  1081. - Geno: Geno Boost Mario
  1082. - Koopa: Defend
  1083. Turn 2:
  1084. - Mario: 42 SJs if Mario's attack was 244 or higher; 43 otherwise (do a few more if Mario is Level 14)
  1085. - Geno: Defend (can attack if dropped Super Jumps and close to death)
  1086. - Koopa: Defend (can attack if dropped Super Jumps and close to death)
  1087. Zombone Phase:
  1088. - Attack until dead, Mid Mushroom if in danger of dying
  1089. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1090. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1091. - 11 Ultra Jumps if 977 damage with first 2 punches
  1092. - 12 otherwise
  1093.  
  1094. *Note - You MUST have at least 1 Ice Bomb for Axem Rangers if you do not have a Fire Bomb
  1095.  
  1096. ***
  1097.  
  1098. Post Czar Dragon (with Rock Candy)
  1099.  
  1100. - Equip:
  1101. - Mario & Koopa exchange armor (Super Suit on Koopa)
  1102. - Koopa: Remove Hurly Glove
  1103.  
  1104. If no Rock Candy, just go into the fight without menuing.
  1105.  
  1106. AXEM RANGERS
  1107.  
  1108. Ship = 999
  1109. Axem Red = 800
  1110. Axem Pink = 400
  1111. Axem Black = 550
  1112. Axem Yellow = 600
  1113. Axem Green = 450
  1114.  
  1115. FIRE BOMB & ICE BOMB
  1116.  
  1117. Turn 1:
  1118. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1119. - Fire Bomb
  1120. - Ultra Jump Axem Black; hit all 4 Rangers at least once
  1121.  
  1122. Turn 2:
  1123. - Ice Bomb
  1124. - Geno Boost Mario
  1125. - Attack
  1126.  
  1127. Rest of Turns:
  1128. Attack until dead
  1129.  
  1130. ICE BOMB ONLY:
  1131.  
  1132. Turn 1:
  1133. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1134. - Ice Bomb
  1135. - Ultra Jump Axem Pink; you must land on her at least 4 times (and all other Rangers at least once)
  1136.  
  1137. Turn 2:
  1138. - Attack Red
  1139. - Geno Boost Mario
  1140. - Attack
  1141.  
  1142. Rest of turns:
  1143. - Attack until dead
  1144.  
  1145. FIRE BOMB ONLY
  1146.  
  1147. Turn 1:
  1148. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1149. - Fire Bomb
  1150. - Ultra Jump Axem Black, hit every ranger at least once
  1151. Turn 2:
  1152. - Attack Red
  1153. - Geno Boost Mario
  1154. - Untimed Attack Red
  1155. Turn 3:
  1156. - Attack Red (Blade phase starts)
  1157. - Heal Mario if he has 60 HP or less OR Heal Koopa if he is not at full HP; Defend otherwise
  1158. - Attack
  1159. Rest of turns:
  1160. - Attack with Mario & Koopa until dead (Geno keeps defending)
  1161.  
  1162. ROCK CANDY FREEBIE*:
  1163.  
  1164. Turn 1:
  1165. - Rock Candy
  1166. - Geno Boost Mario
  1167. - Rock Candy
  1168.  
  1169. Turn 2:
  1170. - Attack Red
  1171. - Untimed Attack Red
  1172. - Attack Ship
  1173.  
  1174. Rest of turns:
  1175. - Attack until dead
  1176.  
  1177. * The Rock Candy freebie strat conserves an Ice Bomb, which is more useful on Gunyolk. It also conserves a Fire Bomb, which may potentially be useful on Smithy 2.
  1178.  
  1179. 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
  1180.  
  1181. NO ROCK CANDY (1 Fire + 1 Ice very useful, uses same equips as Czar Dragon)
  1182.  
  1183. NOTE: This strategy is not optimized, since it's assumed you performed the KG + GG Manip successfully and will always have a Rock Candy. This is mostly intended as a very easy solution if you wish to continue a run in a race / no reset setting.
  1184.  
  1185. Turn 1:
  1186. - Fire Bomb
  1187. - Geno Boost Mario
  1188. - Ice Bomb
  1189. (Geno & Koopa get blown the heck out, don't worry about them anymore)
  1190. Turn 2:
  1191. - Ultra Jump, land on each Axem once
  1192. Turn 3:
  1193. - Attack Red
  1194. Rest of Turns:
  1195. - Attack Ship until dead, use a Mid Mushroom if Mario is about to die (Breaker Beam does 37 damage)
  1196.  
  1197. * If you don't have a Fire / Ice, do a 2nd round of Ultra Jumps and heal accordingly.
  1198.  
  1199. ---
  1200.  
  1201. - Go back to Nimbus Land, go back to Throne Room (take the left path getting back there)
  1202. - [CAMERA: Slight up right, the hold right going into the cutscene with the King & Queen]
  1203.  
  1204. [Cutscenes]
  1205.  
  1206. - [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)]
  1207. [- Save & soft reset if you are doing Nimbus manip]
  1208. - Leave the same way you entered the castle
  1209. - Take the Royal Bus
  1210.  
  1211. *MARIO'S PAD MANIP*
  1212.  
  1213. - Leave Koopa's Keep, go to Mario's Pad, save, and soft reset
  1214. - Hold Y, down, and right, then do a quick down input to manipulate Battle Doors to 3 & 6
  1215. - Do the doors in this order: 1, 2, 4, 5
  1216.  
  1217. *NIMBUS MANIP [EASY] (JP Version; NA Version is not covered)*
  1218.  
  1219. - If you are good at using audio cues, simply listen to the cue described in the below flowchart:
  1220.  
  1221. Flowchart: http://i.imgur.com/M9Wmtby.png
  1222.  
  1223. - If you're bad at audio cues, follow this tutorial and press the button at the right time (flowchart is still used):
  1224.  
  1225. http://www.twitch.tv/claude/v/4837000
  1226.  
  1227. - Go in Door 5
  1228. - Coin Box
  1229. - 4
  1230. - Invis
  1231. - 3, 2
  1232. - Platform
  1233. - 1, 3
  1234. - Quiz
  1235. - 6
  1236. - Invis
  1237. - 1
  1238. - Platform
  1239. - 2
  1240. - Quiz
  1241. - 6, 3
  1242. - Invis
  1243. - 2
  1244. - Platform
  1245. - 1
  1246.  
  1247. Full Chart (in case you mistime it so bad you can still recover):
  1248. http://i.imgur.com/qOvn49h.png
  1249.  
  1250. *NIMBUS MANIP (HARD) (Saves ~70 frames on its own over the "EASY" method, and gives you a better set up for the wrong warp in the Abyss)
  1251.  
  1252. Follows the same principles as the easy Nimbus Manip, but it's a bit tighter to reach the frame window.
  1253.  
  1254. Here's a quick demonstration that showcases an easy visual cue:
  1255.  
  1256. https://www.youtube.com/watch?v=FMHcVybUqUk
  1257.  
  1258. Another image of an alternate visual cue:
  1259.  
  1260. https://i.imgur.com/Zk0glCd.jpg
  1261.  
  1262. Here's swinch's full video tutorial:
  1263.  
  1264. https://www.twitch.tv/videos/331993838
  1265.  
  1266. And pastebin explaining the details:
  1267.  
  1268. https://pastebin.com/EubpwG26
  1269.  
  1270. (This is "Method 2" as described in his pastebin)
  1271.  
  1272. This is an image of the flowchart:
  1273.  
  1274. https://i.imgur.com/fiarnVH.png
  1275.  
  1276. But here it is in text form just in case:
  1277.  
  1278. - Go in Door 2
  1279. - Coin Box
  1280. - 4
  1281. - Invis
  1282. - 1, 6
  1283. - Platform
  1284. - 3, 6 (Bad WW setup)
  1285. - Quiz
  1286. - 5
  1287. - Invis
  1288. - 3
  1289. - Platform
  1290. - 1
  1291. - Quiz
  1292. - 5, 3
  1293. - Invis
  1294. - 1
  1295. - Platform
  1296. - 6
  1297. - Platform
  1298. - 1, 6, 5 (Bad WW setup)
  1299. - Invis
  1300. - 3, 5, 1
  1301.  
  1302. *NIMBUS MANIP (HARDEST) (Saves ~140 frames over the "EASY" method)
  1303.  
  1304. - This requires both optimal movement getting to the Royal Bus, as well as either a turbo controller or very good text advancement. This is the fastest known method, and also guarantees the Wrong Warp regardless of which frame you enter on.
  1305.  
  1306. Image:
  1307.  
  1308. https://i.imgur.com/cbWKYEe.jpg
  1309.  
  1310. Video:
  1311.  
  1312. https://www.twitch.tv/videos/331945063
  1313.  
  1314. Pastebin explaining the details:
  1315.  
  1316. https://pastebin.com/EubpwG26
  1317.  
  1318. (This is "Method 1" as described in his pastebin)
  1319.  
  1320. The very simple flowchart:
  1321.  
  1322. - Go in Door 1
  1323. - Coin Box
  1324. - 5, 3, 2
  1325. - Quiz
  1326. - 4, 3, 2
  1327.  
  1328. And that covers Nimbus Manipulation (for now). If you wish to create your own manip, check out swinch's spreadsheet:
  1329.  
  1330. https://docs.google.com/spreadsheets/d/1EeajEKoPn8tGgK6aTekRG873rMmzPyJge0h4yvu4JDs/edit#gid=0
  1331.  
  1332. ***Koopa's Keep 2***
  1333.  
  1334. - Proceed through the castle until the door room
  1335. - 2nd option to all tutorials
  1336.  
  1337. *WRONG WARP EXPLANATION*
  1338.  
  1339. Although very peculiar, it is possible to wrong warp in the Abyss section of Smithy's domain shortly after defeating Count Down, saving 7 seconds. Specifically, the screen directly after the conveyor room that produces Machine Made Mack, which contains many conveyor belts & Boos. In order for the wrong warp to work, the order in which you do the doors, as well as what happens within them, matters.
  1340.  
  1341. The criteria for setting up the wrong warp are as follows:
  1342.  
  1343. 1. Perform both sections that contain Dr. Topper (the quiz door & coin box door) before the Platform door.*
  1344.  
  1345. 2. In the Platform door, in the room where Mario moves the cannonball around by moving on top of it, hold down (moving up) when you jump off it for the final time.
  1346.  
  1347. 3. When you reach the room in the Abyss containing the conveyor belts & Boos, simply hold up, fall off, go back on the trampoline, and you'll skip to the end of the screen.
  1348.  
  1349. * NOTE: If you do the door containing the relay race last, it's possible to get lucky and be able to perform the wrong warp anyways, even if you were unable to do the Platform door after the Topper doors. The coordinates of where the wrong warp will take you are dependent on how poorly the Goomba does in the relay race, with a worse position meaning the warp takes you further. Yes, this is real. Specifically...
  1350.  
  1351. Goomba in 1st: WW doesn't work
  1352. Goomba in 2nd: WW takes you halfway, breaking even with normal movement
  1353. Goomba in 3rd: WW takes you close to the end, saving ~5.5 seconds
  1354. Goomba in 4th: WW works properly, saving the full 7 seconds
  1355.  
  1356. So, keep all of this in mind while doing the Doors, so you can determine whether or not the wrong warp will work when you get to the Abyss.
  1357.  
  1358. ---
  1359.  
  1360. - Quiz Door
  1361. Dr. Topper Questions / Race Answers:
  1362. http://pastebin.com/E8rpirmg
  1363. Barrel Puzzle:
  1364. 1. 12 Base (just add the different colored barrels to this number for your final answer)
  1365. 2. 43 Base (just add the different colored barrels to this number for your final answer)
  1366. Race Puzzle:
  1367. - Talk to Goomba, then talk to Dry Bones, then talk to Cheep Cheep to figure out the order. If you can memorize 4 Japanese
  1368. characters, simply look at the first character of the final line to determine their position:
  1369. Nu = 1
  1370. Su = 2
  1371. Fu = 3
  1372. Na = 4
  1373. - Take Rock Candy from prize chest
  1374.  
  1375. - Coin Box Door
  1376. - For Coin Puzzle, count total coins and take 4 at a time until 10, then until 15. Topper must take the 21st coin for you to win the game.
  1377. - For Button Puzzle...
  1378.  
  1379. 0 1 2 3
  1380. 4 5 6 7
  1381. 8 9 10 11
  1382. 12 13 14 15
  1383.  
  1384. - Hit buttons 13, 11, 4, and 2 (in that order)
  1385.  
  1386. - For Ball Puzzle...
  1387.  
  1388. 0 1 2* 3
  1389. 4 5 6 7
  1390. 8 9 10 11
  1391. 12 13 14 15
  1392.  
  1393. 10 UP
  1394. 4 RIGHT
  1395. 12 UP
  1396. 13 UP
  1397. 1 DOWN
  1398. 3 LEFT
  1399. 7 LEFT
  1400. 15 LEFT
  1401. 0 RIGHT
  1402. 4 RIGHT
  1403. 13 UP
  1404. 5 RIGHT
  1405. 11 UP
  1406. 3 LEFT
  1407.  
  1408. - Take Rock Candy from prize chest
  1409.  
  1410. - Invisible Floor Door
  1411. - Get Fright Bomb, get Ice Bomb, and get Rock Candy (all 3 chests on left side) in 1st room
  1412. - In the 2nd room, if you are going for Chest Head Gamble and have 0 or 1 Fire Bombs at the moment, grab the chest in the upper
  1413. right (wastes about ~2.7 seconds to get)
  1414. - Can skip Donkey if you're really far left on the edge running towards him (saves 2 - 3 seconds)
  1415. - Get Super Slap in prize chest
  1416.  
  1417. - Platform Door
  1418. - [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
  1419. a KeroKeroCola (slower but easier than the one in the final room)]
  1420. - In cannonball/bob-ombs room, get Rock Candy (middle right chest). If setting up the wrong warp, make sure you are holding down
  1421. (causing the cannonball to move up) when you jump off it the final time.
  1422. - In paired rotating platforms room, get Royal Syrup if you want it & KeroKeroCola (last 2 chests in middle column). Additionally,
  1423. obtain the Fire Bomb chest in the far right middle if you are going for Chest Head Gamble and have 0 or 1 Fire Bombs at the moment
  1424. (wastes about ~4 seconds to get).
  1425. - Do NOT get Sonic Cymbals in prize chest
  1426.  
  1427. MAGIKOOPA (1600 HP)
  1428.  
  1429. Turn 1:
  1430. - Koopa Fright Bomb (with unsorted items, this will usually be 1 - 2 page turns left, depending on when you did the Invisible Floor door)
  1431. - Geno Attack
  1432. - Mario Attack
  1433. Turn 2:
  1434. - Koopa Attack
  1435. - Geno Attack
  1436. - Mario Attack
  1437.  
  1438. (Note: If you did the No RC Axem strat, just have Geno throw the Fright Bomb and attack with all characters. Remember, you have Hurly Glove equipped on Koopa)
  1439.  
  1440. After beating Magikoopa (assumes you did the RC Axem strat, adjust accordingly if no RC Axem strat):
  1441. - Go into your Items, then immediately back out (Item Sort)
  1442. - Equip:
  1443. - Mario & Koopa swap armor (Work Pants on Koopa)
  1444. - Koopa: Hurly Glove
  1445. - Geno: Safety Ring
  1446.  
  1447. BOOMER
  1448.  
  1449. Turn 1:
  1450. - Jump (~247 damage)
  1451. - Untimed Boost to Mario
  1452. - Defend
  1453. Turn 2:
  1454. - 47 Super Jumps (1760)
  1455.  
  1456. EXOR
  1457.  
  1458. - Jump on Left Eye (As in, the eye on the rightmost side of the screen)
  1459. - Use Geno Whirl on Exor
  1460.  
  1461. [LEVEL]
  1462. Koopa [14] : ATK
  1463. Peach [15] : SP
  1464.  
  1465. **Abyss**
  1466.  
  1467. - Don't fall down anywhere. In the room with an upper right path & lower right path, you can take either one (lower right is a bit easier, upper right is a bit faster). Do NOT get Ultra Hammer, and proceed to Count Down.
  1468.  
  1469. COUNT DOWN (2400 HP) & 2x DING-A-LINGS (1200 HP)
  1470. Phase 1 UJs
  1471. Ding-A-Ling: 167, 20 DMG UJs
  1472. Countdown: 274, 34 DMG UJs
  1473. Phase 2 UJs:
  1474. Ding-A-Ling: 250, 31 DMG UJs
  1475. Countdown: 410, 51 DMG UJs
  1476.  
  1477. Turn 1:
  1478. - Ultra Jump on Countdown, land on each enemy at least once
  1479. - Untimed Geno Boost Mario (Timed Boost is safe, but will likely only be needed if both Geno & Koopa die before Turn 2)
  1480. - Rock Candy
  1481. ---
  1482. Turn 2 (Optimal, no characters die or are disabled):
  1483. - Ultra Jump Countdown, land on each enemy at least once
  1484. - Rock Candy
  1485. - Rock Candy
  1486. Rest of Turns:
  1487. - 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.
  1488. ---
  1489.  
  1490. Turn 2 (Koopa is disabled, but can be restored by Geno OR only Geno is dead)
  1491. - 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
  1492. 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
  1493. 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
  1494. accomplished.
  1495. - Restore Koopa (Pick-Me-Up / Able Juice)
  1496. - Rock Candy
  1497. Rest of Turns:
  1498. - Attack until dead. Depending on the situation, Koopa should throw a 3rd Rock Candy (it is typically faster to do so, but if you
  1499. have dealt significant damage to the remaining enemies with Ultra Jumps, conserving it may be more beneficial)
  1500.  
  1501. ---
  1502.  
  1503. Turn 2 (Geno & Koopa are dead or disabled)
  1504. - 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
  1505. was healed by Recover)
  1506. Turn 3
  1507. - 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
  1508. was healed by Recover) OR heal with a Super Mushroom if Mario is in danger of dying
  1509. Turn 4
  1510. - 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)
  1511.  
  1512. Note: The above are merely general guidelines. If you want more details, please read x_the_char's more comprehensive notes on this fight:
  1513. https://app.simplenote.com/publish/JVL1c3
  1514. https://app.simplenote.com/publish/pwbw4l
  1515.  
  1516. 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.
  1517.  
  1518. [LEVEL]
  1519. Mallow [13] : HP
  1520.  
  1521. ***
  1522.  
  1523. - Proceed to Machine Made Yaridovich, don't get owned anywhere. Be sure to watch a video of the proper platforming techniques.
  1524. - In the room with the conveyor belts & Boos, upon loading the room, perform the wrong warp by holding up and falling off (assuming you had the proper setup for it, see the Koopa's Keep 2 section for more details)
  1525.  
  1526. MACHINE MADE YARIDOVICH (147 Damage base, 18 damage per SJ)
  1527.  
  1528. If you got 2 Rock Candy freebies from Countdown OR double RC freebie on Axem + 1 RC freebie from Countdown:
  1529.  
  1530. - 20 SJs (507)
  1531. - Defend
  1532. - Rock Candy
  1533.  
  1534. Otherwise:
  1535.  
  1536. - 37 SJs (813)
  1537.  
  1538. [LEVEL]
  1539. Geno [14] : ATK
  1540.  
  1541. CLOAKER (1200) & DOMINO (900) + EARTH LINK (2500)
  1542.  
  1543. Turn 1:
  1544. - Geno Boost Mario
  1545. - Attack Domino
  1546. Turn 2:
  1547. - Attack Domino
  1548. - Attack Domino
  1549. - Attack Domino (Earth Link phase start)
  1550. Turn 3:
  1551. - 64 SJs on Earth Link (2520)
  1552.  
  1553. [LEVEL]
  1554. Peach [16] : SP
  1555.  
  1556. Before Clerk....
  1557.  
  1558. Switch:
  1559. - Koopa -> Peach
  1560. Equip:
  1561. - Mario & Peach exchange Super Suit & Work Pants (Super Suit on Peach)
  1562. - Peach: Amulet
  1563. - Koopa & Peach exchange accessories (Troopa Pin on Peach)
  1564.  
  1565. MAD MALLETS
  1566.  
  1567. If 3+ Ice Bombs remaining:
  1568. - Ice Bomb
  1569.  
  1570. If 4+ Rock Candy remaining:
  1571. - Rock Candy
  1572.  
  1573. Otherwise:
  1574. - Geno Blast
  1575.  
  1576. CLERK [500 HP]
  1577.  
  1578. - Geno Blast
  1579. - Attack
  1580.  
  1581. [LEVEL]
  1582. Mario [16] : SP
  1583.  
  1584. - Proceed forward through the cutscenes, don't buy anything from Toad, and automatically receive an extra Rock Candy
  1585.  
  1586. MANAGER [800 HP]
  1587.  
  1588. Turn 1:
  1589. - Geno Blast
  1590. - Attack
  1591. - Defend [Unless you mistimed Mario's attack, then attack]
  1592. Turn 2:
  1593. - Geno Blast
  1594.  
  1595. - After Manager....
  1596. - Equip:
  1597. - Mario & Peach swap Super Suit & Work Pants (Super Suit on Mario)
  1598. - Peach: Super Slap
  1599. - Geno & Peach swap accessories (Safety Ring on Peach)
  1600.  
  1601. - [CAMERA: Slight left, then up doing into the Director fight]
  1602.  
  1603. DIRECTOR [1000 HP]
  1604.  
  1605. - 39 Super Jumps (707)
  1606. - Rock Candy
  1607.  
  1608. [LEVEL]
  1609. Koopa [15] : HP
  1610. Mallow [14] : HP
  1611.  
  1612. [CAMERA: Enter the Gunyolk fight by going as left as possible into the battle trigger]
  1613.  
  1614. GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP)
  1615.  
  1616. Note: If you freebie an Ice Bomb, use that in any instance where it says to use Shocker.
  1617.  
  1618. Note 2: It is recommended, although not required, that you have 1 Rock Candy for Smithy.
  1619.  
  1620. 4 Ice / 0 Rock Candy (Fastest known strategy)
  1621.  
  1622. Turn 1:
  1623. - Sleepy Bomb
  1624. - Ice Bomb
  1625. - Ice Bomb
  1626. Turn 2:
  1627. - Defend
  1628. - Ice Bomb
  1629. - Untimed attack Factory Chief
  1630. Turn 3:
  1631. - Attack Factory Chief
  1632. - Ice Bomb
  1633.  
  1634. 3 Ice Bombs / 2 Rock Candies (Revert to 4 Ice / 0 Rock if any of the 3 Ice Bombs freebie)
  1635.  
  1636. Turn 1:
  1637. - Sleepy Bomb
  1638. - Ice Bomb
  1639. - Ice Bomb
  1640. Turn 2:
  1641. - Defend
  1642. - Ice Bomb
  1643. - Rock Candy
  1644. Turn 3:
  1645. - Defend
  1646. - Rock Candy
  1647.  
  1648. 3 Ice Bombs / 1 Rock Candy (Revert to 4 Ice / 0 Rock if any of the 3 Ice Bombs freebie)
  1649.  
  1650. Turn 1:
  1651. - Sleepy Bomb
  1652. - Ice Bomb
  1653. - Ice Bomb
  1654. Turn 2:
  1655. - Defend
  1656. - Ice Bomb
  1657. - Defend
  1658. Turn 3:
  1659. - Attack Factory Chief
  1660. - Rock Candy
  1661. - Defend
  1662. Turn 4:
  1663. - Untimed attack Gunyolk
  1664.  
  1665. 2 Ice Bombs / 2 Rock Candy
  1666.  
  1667. Turn 1:
  1668. - Sleepy Bomb
  1669. - Untimed Boost Peach
  1670. - Ice Bomb
  1671. Turn 2:
  1672. - Defend
  1673. - Ice Bomb
  1674. - Rock Candy
  1675. Turn 3:
  1676. - Untimed Attack Gunyolk
  1677. - Rock Candy
  1678.  
  1679. 2 Ice Bombs / 1 Rock Candy
  1680.  
  1681. Turn 1:
  1682. - Sleepy Bomb
  1683. - Ice Bomb
  1684. - Defend
  1685. Turn 2:
  1686. - Ultra Jump on Gunyolk, land on him twice total & once on Factory Chief
  1687. - Ice Bomb
  1688. - Shocker Gunyolk
  1689. Turn 3:
  1690. - Attack Factory Chief
  1691. - Rock Candy
  1692.  
  1693. 1 Ice Bomb / 2 Rock Candy
  1694.  
  1695. Turn 1:
  1696. - Sleepy Bomb
  1697. - Untimed Boost Peach
  1698. - Ice Bomb
  1699. Turn 2:
  1700. - Jump on Gunyolk
  1701. - Rock Candy
  1702. - Shocker Gunyolk
  1703. Turn 3:
  1704. - Attack Factory Chief
  1705. - Rock Candy
  1706.  
  1707. 1 Ice Bomb / 1 Rock Candy
  1708.  
  1709. Turn 1:
  1710. - Sleepy Bomb
  1711. - Untimed Boost Mario
  1712. - Defend
  1713. Turn 2:
  1714. - Ultra Jump Gunyolk, land on Factory Chief once
  1715. - Untimed Boost Peach
  1716. - Ice Bomb
  1717. Turn 3:
  1718. - Attack Factory Chief
  1719. - Rock Candy
  1720. - Shocker Gunyolk
  1721. Turn 4:
  1722. - Attack Gunyolk
  1723.  
  1724. ---
  1725.  
  1726. - 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)
  1727.  
  1728. SMITHY 1 (2000 HP) [SJ Base = 153 DMG || 1 SJ = 19 DMG]
  1729.  
  1730. ROCK CANDY:
  1731.  
  1732. Turn 1:
  1733. - Attack / Boost Mario / Defend
  1734. Turn 2:
  1735. - 198 damage or higher:
  1736. 71 SJs / Boost Peach / Rock Candy
  1737. - Any other value:
  1738. 72 SJs / Boost Peach / Rock Candy
  1739.  
  1740. ICE BOMB:
  1741.  
  1742. Turn 1:
  1743. - Attack / Boost Mario / Defend
  1744. Turn 2:
  1745. - 212 damage or higher:
  1746. 75 SJs / Boost Peach / Ice Bomb
  1747. - 194 to 210 damage:
  1748. 76 SJs / Boost Peach / Ice Bomb
  1749. - 192 damage or less:
  1750. 77 SJs / Boost Peach / Ice Bomb
  1751.  
  1752. FIRE BOMB:
  1753.  
  1754. Turn 1:
  1755. - Attack / Boost Mario / Defend
  1756. Turn 2:
  1757. - 204 damage or higher:
  1758. 77 SJs / Boost Peach / Fire Bomb
  1759. - 202 damage or less:
  1760. 78 SJs / Boost Peach / Fire Bomb
  1761.  
  1762. FRIGHT BOMB:
  1763.  
  1764. Turn 1:
  1765. - Attack / Boost Mario / Defend
  1766. Turn 2:
  1767. - 196 damage or higher:
  1768. 79 SJs / Boost Peach / Fright Bomb
  1769. - 194 damage or less:
  1770. 80 SJs / Boost Peach / Fright Bomb
  1771.  
  1772. BAD MUSHROOM:
  1773.  
  1774. Turn 1:
  1775. - Attack / Boost Mario / Defend
  1776. Turn 2:
  1777. - 214 damage:
  1778. 82 SJs / Boost Peach / Bad Mushroom
  1779. - 196 to 212 damage:
  1780. 83 SJs / Boost Peach / Bad Mushroom
  1781. - 194 damage or less:
  1782. 84 SJs / Boost Peach / Bad Mushroom
  1783.  
  1784. NO BOMBS REMAINING (Timed Super Slap for 38+ DMG]):
  1785.  
  1786. Turn 1:
  1787. - Attack / Boost Mario / Defend
  1788. Turn 2:
  1789. - 214 damage:
  1790. 84 SJs / Boost Peach / Attack
  1791. - 194 to 212 damage:
  1792. 85 SJs / Boost Peach / Attack
  1793. - 192 damage or less:
  1794. 86 SJs / Boost Peach / Attack
  1795.  
  1796. SMITHY 2 (8000 HP) [SJ Base on Tankhead = 228 DMG || 1 SJ = 28 DMG] (Safe, gives strats for all 4 Heads)
  1797.  
  1798. - Attack
  1799. - Attack OR Geno Boost Self (Safe)
  1800. - Attack
  1801.  
  1802. [* 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.]
  1803.  
  1804. TANKHEAD
  1805.  
  1806. - As many SJs as you can do (maximum is 100 SJs (3028))
  1807. - Kero Kero Cola / Rock Candy / misc. healing + bombs
  1808. - Shocker
  1809.  
  1810. MAGEHEAD
  1811.  
  1812. - Attack
  1813. - Attack
  1814. - Group Hug OR Attack
  1815.  
  1816. CHESTHEAD
  1817.  
  1818. - Super Flame
  1819. - Attack OR Fire Bomb / Rock Candy / Fright Bomb OR FP Restoral
  1820. - Group Hug OR Fire Bomb / Rock Candy / Fright Bomb
  1821.  
  1822. SAFEHEAD
  1823.  
  1824. - Attack
  1825. - Geno Boost Mario (after Shredder) OR Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1826. - Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1827.  
  1828. ---
  1829.  
  1830. SMITHY 2 (CHEST HEAD GAMBLE) (Saves 5 seconds per Fire Bomb you have IF Smithy changes heads, which is a 50% chance each turn past Turn 3)
  1831.  
  1832. Note: Turn 1 & Turn 2 are always the same, so they're only written once.
  1833.  
  1834. Turn 1:
  1835. - Attack (434 - 470) [452]
  1836. - Attack (206 - 236) [221]
  1837. - Attack (188 - 230) [209] (828 Min, 882 Avg, 936 Max. SJ numbers will assume you dealt the maximum damage (so as to not overdamage and trigger the "Random" head change) for 1 / 2 Fire strats; minimum damage assumed for 3 & 4 Fire strats)
  1838.  
  1839. Turn 2:
  1840. - 100 SJs (3028)
  1841. - Kero Kero Cola
  1842. - Shocker (441)
  1843.  
  1844. ***
  1845.  
  1846. 2 Fire + 0 RC Remaining / 1 Fire + Misc. Bombs Remaining:
  1847.  
  1848. Turn 3:
  1849. - 33 SJs (1152)
  1850. - Defend (If alive)
  1851. - Shocker (441) {5890 min / 5998 max}
  1852.  
  1853. (If he transforms to Chest Head)
  1854.  
  1855. Turn 4:
  1856. - Super Flame (770)
  1857. - Fire Bomb (If alive)
  1858. - Fire Bomb if possible; Rock Candy / Ice Bomb / Fright Bomb / Attack otherwise
  1859.  
  1860. Turn 5:
  1861. - Super Flame
  1862. - (Attack / use remaining bombs if not dead)
  1863.  
  1864. (If no transformation)
  1865.  
  1866. Turn 4:
  1867. - 68 SJs (2132) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying)
  1868.  
  1869. ***
  1870.  
  1871. 2 Fire Bombs + 1 RC / 1 Ice Remaining (assumes Geno survives until Turn 3):
  1872.  
  1873. Turn 3:
  1874. - 22 SJs (844) if RC / 25 SJs (928) if Ice
  1875. - Rock Candy (300) / Ice Bomb (210)
  1876. - Shocker (441) {5882 min / 5990 max if RC || 5876 min / 5984 max if Ice}
  1877.  
  1878. (If he transforms to Chest Head)
  1879.  
  1880. Turn 4:
  1881. - Super Flame
  1882. - Fire Bomb
  1883. - Fire Bomb
  1884.  
  1885. Turn 5:
  1886. - Super Flame
  1887.  
  1888. (If no transformation)
  1889.  
  1890. Turn 4:
  1891. - 68 SJs (2128) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying)
  1892.  
  1893. ***
  1894.  
  1895. 3 Fire Bombs remaining (Assumes Geno is alive for Turn 3; revert to the 2 Fire Bomb strat if he's dead)
  1896.  
  1897. Turn 3:
  1898. - 15 SJs (648)
  1899. - Defend
  1900. - Shocker (441)
  1901.  
  1902. (If he transforms to Chest Head)
  1903.  
  1904. Turn 4:
  1905. - Super Flame (770)
  1906. - Fire Bomb (360)
  1907. - Fire Bomb (360)
  1908.  
  1909. Turn 5:
  1910. - Super Flame (770)
  1911. - Fire Bomb (360)
  1912. - [Attack if not dead]
  1913.  
  1914. (If not)
  1915.  
  1916. Turn 4:
  1917. - 86 SJs (2636) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying))
  1918.  
  1919. ***
  1920.  
  1921. 4 Fire Bombs remaining (Assumes Geno is alive for Turn 3; revert to the 2 Fire Bomb strat if he's dead)
  1922.  
  1923. Turn 3:
  1924. - Attack (284 minimum)
  1925. - Defend
  1926. - Shocker (441)
  1927.  
  1928. (If he transforms to Chest Head)
  1929.  
  1930. Turn 4:
  1931. - Super Flame (770)
  1932. - Fire Bomb (360)
  1933. - Fire Bomb (360)
  1934.  
  1935. Turn 5:
  1936. - Super Flame (770)
  1937. - Fire Bomb (360)
  1938. - Fire Bomb (360)
  1939.  
  1940. (If not)
  1941.  
  1942. Turn 3:
  1943. - 99 SJs (3000) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying)
  1944.  
  1945. ***
  1946.  
  1947. You win!
  1948.  
  1949. ***
  1950.  
  1951. ===== SECTION III: MISCELLANEOUS INFO =====
  1952.  
  1953. - 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.
  1954.  
  1955. - 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).
  1956.  
  1957. ---
  1958.  
  1959. Smithy Head Info (Taken from SDA forums):
  1960.  
  1961. - There's a 50% chance the body will use its turn to transform the head. It won't transform two turns in a row.
  1962. - Exception 1: the body will always transform the chest head after it has performed one status ailment attack
  1963. - Exception 2: it will always transform on its first turn
  1964. - being stunned (0 HP) will not prevent it from transforming -- it only prevents it from hammering/shooting you
  1965.  
  1966. Whenever Smithy's HP drops below a threshold, he changes to a new head cycle (starting with the first in the cycle).
  1967. - starting: tank -> magic -> shield -> repeat
  1968. - HP under 6000: magic -> shield -> shield -> chest -> repeat
  1969. - HP under 4000: chest -> tank -> chest -> shield -> repeat
  1970. - HP under 2000: randomly any of the 4 heads (can repeat)
  1971.  
  1972. It's also possible to completely skip over a phase. swinch has this to say:
  1973.  
  1974. "We know that 0-2000: Random, 2000-4000: Chest, 4000-6000: Mage, 6000-8000: Tank. If you completely skip the range, then the next time that smithy transforms, he will act as though you hit the range that you skipped over.
  1975.  
  1976. Since super jumps can do more than 2000, it is possible to completely skip over a range. e.g skip over 4000-6000, and land in 2000-4000, he will transform to mage (if transforms) rather than the expected result of Chest."
  1977.  
  1978. One final thing about Smithy 2 - the Scarecrow spell in his Chest Head form actually deals a small amount of AoE damage, despite the fact that no damage values are displayed. So, don't get freaked out by this.
  1979.  
  1980. ---
  1981.  
  1982. Run Away Chance
  1983.  
  1984. ~50.5% per Run Away usage, regardless of character, enemy, etc. (Thanks KirkQ!)
  1985.  
  1986. ---
  1987.  
  1988. Relevant Item Freebie Chance:
  1989.  
  1990. Red Essence: 13%
  1991. Everything else: 26% (Thanks KirkQ!)
  1992.  
  1993. ---
  1994.  
  1995. The amount of frames it takes for each character to use an item:
  1996.  
  1997. [Fastest]
  1998. Koopa: 177
  1999. Mallow: 185
  2000. Peach: 188
  2001. Mario: 209
  2002. Geno: 220
  2003. [Slowest]
  2004.  
  2005. ---
  2006.  
  2007. Relevant Boss Evasion (according to the SMRPG patcher, may not translate to actual miss chance):
  2008.  
  2009. Hammer Bro: 10%
  2010. Croco: 20%
  2011. Valentina: 10%
  2012. Czar Dragon: 20%
  2013. Axem Red: 10%
  2014.  
  2015. ---
  2016.  
  2017. - Player 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.
  2018. - cleartonic also did some testing on enemy evasion. Check out his findings here if you are interested: https://docs.google.com/document/d/1R4ctlCKyCEO--ZUbAuoifaItP48Fe35VErGrAL1Mlc0/edit
  2019.  
  2020. ----------------------------
  2021.  
  2022. ===== SECTION IV: ALTERNATE STRATS =====
  2023.  
  2024. - (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 (skip Bad Mushroom)
  2025.  
  2026. - Jump on the Wiggler one less time and go to Booster Pass Secret (Gives you one more Fire Bomb, but wastes ~13 seconds. -9 coins from Wiggler, +200 from no KeroKeroCola). This allows you to complete the run with only one bomb freebie, instead of two. To perform this, simply hit the Green "!" switch in Booster's Tower, and then go to the secret area in Booster's Pass on your way to Star Hill. This will give you a Frog Coin, a Kero Kero Cola, and a Flower (if you need one).
  2027.  
  2028. - Obtain a 2nd Sleepy Bomb by jumping on a Wiggler an extra time, and use it on Geno's first turn of the Johnny fight (Wastes ~15 seconds now, most likely). +9 regular coins from jumping on an extra Wiggler.
  2029. - This strat allows you to attempt Super Jumps on Johnny a second time without much penalty, as the Bandana Blues will be asleep
  2030. and only Johnny will be able to attack. If you do this, the fight will proceed as such...
  2031. Geno : Sleepy Bomb
  2032. Peach: Defend
  2033. Mario: Defend
  2034. ~
  2035. Geno : Untimed Boost Mario
  2036. Peach : Defend
  2037. Mario : 100 Super Jumps
  2038. This is quite a bit slower, however, so only do this if you really feel as though you can't get 100 SJs on your first attempt.
  2039.  
  2040. - Skip Fearless 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. +130 coins)
  2041.  
  2042. - Fight Pandorite (Check older versions of the route for info on this! Perhaps you could make your own route and make Pandorite worth it again?)
  2043.  
  2044. ----------------------------
  2045.  
  2046. ===== SECTION V: BACKUP STRATEGIES ===== (Not listed elsewhere in the route)
  2047.  
  2048. =INESCAPABLE ENCOUNTERS=
  2049.  
  2050. *Fireballs* (Blue Orbs in Booster's Tower checkerboard room)
  2051.  
  2052. - Geno Defend
  2053. - Mario Defend
  2054. - Mallow untimed Thunderbolt
  2055.  
  2056. *Note: Winning this battle may mess up the EXP route, since it may cause an extra pause during the first Land's End star.
  2057.  
  2058. *Apprentice* (Blue Snifit in Booster Pass Secret)
  2059.  
  2060. - Geno Attack
  2061. - Koopa Attack
  2062.  
  2063. *Mr. Kipper* (Fish in the stairway in Sunken Ship)*
  2064.  
  2065. - Geno uses Fire Bomb
  2066.  
  2067. *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
  2068. *Note 2: This also really messes up your EXP route
  2069.  
  2070. *Stumpet*
  2071.  
  2072. Turn 1:
  2073. - Mario untimed attack Mite (or Ice Bomb if one is available)
  2074. - Geno uses Geno Whirl on Stumpet
  2075. - Koopa defend
  2076. Turn 2:
  2077. - Mario attacks Mite after Valor up
  2078.  
  2079. *Note: Do not double your coins / EXP
  2080.  
  2081. ---------------------------------
  2082.  
  2083. =COINS=
  2084.  
  2085. - If you need a few extra coins, feel free to get the coins in Bandit's Way that are a bit laggy (~25 frames for 3 extra coins)
  2086. - Hit the Rose Way chests a few extra times for more coins to guarantee you have a Bad Mushroom (each extra hit wastes ~17 frames)
  2087. - 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.
  2088. - If you are inconsistent at vine coins, you can hit the 10-coin chests in Belome 2 a few extra times.
  2089.  
  2090. ---------------------------------
  2091.  
  2092. ==FROG COINS==
  2093.  
  2094. Afraid of the Wiggler or forgot 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!)
  2095.  
  2096. - Moleville Mines Shy Guy minecart (right before the room with the invincibility star, take the bottom path all the way to the end)
  2097. - 2nd floor of Marrymore Inn (in an invisible chest above the bookcase)
  2098. - 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)*
  2099. * 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)
  2100.  
  2101. ---------------------------------
  2102.  
  2103. =OVERWORLD STARS=
  2104.  
  2105. - Do Boo Jump if you want to look cool:
  2106. http://puu.sh/uMevn/cfc851c833.gif
  2107. - If you are inconsistent with killing the "swag rat" in Kero Sewers, kill 12 K9s during the Bandit's Way Star, and then skip the rat.
  2108. - For the Moleville Mines star, if a bomb seems very out of the way, you can simply kill the entirety of the pack in the final room, rather than 3 members of it.
  2109. - 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 (however, not as recommended due to how few bombs you have now)
  2110. - 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.
  2111. - 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).
  2112.  
  2113. ---------------------------------
  2114.  
  2115. =BOSS BATTLES=
  2116.  
  2117. *Bundt*
  2118.  
  2119. - 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).
  2120.  
  2121. *Note: With Punch Glove & Level 3 ATK, there is a good chance you can mistime 1 attack and still enter the Candle Phase on the proper turn
  2122.  
  2123. *General Super Jumps*
  2124.  
  2125. - If you ever drop SJs on a boss and need to do a 2nd set, remember that your initial SJ is always 8x as strong as every SJ that follows it. So for example - if you drop at 30, your initial SJ will put you back to 38, then you count 39, 40, etc.
  2126.  
  2127. *Belome 2*
  2128.  
  2129. - If you drop SJs and are forced to fight clones...
  2130. *Peach Clone*
  2131. - Peach Defend
  2132. - Geno timed attack clone
  2133. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  2134. *Mario or Geno Clone*
  2135. - Peach Shocker clone
  2136. - Geno timed attack clone
  2137. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  2138.  
  2139. *Note: The Peach & Geno clone alter the amount of experience you gain. A Geno clone gives you +10 EXP, and a Peach clone gives you -3 EXP.
  2140.  
  2141. *Megasmilax*
  2142.  
  2143. - 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
  2144. - 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.
  2145. - 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).
  2146.  
  2147. *Valentina / Dodo*
  2148.  
  2149. - 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 a Mid Mushroom as well.
  2150.  
  2151. *Count Down*
  2152.  
  2153. - 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 Mid Mushroom. That being said, you should still be aware of the different phases of the clock:
  2154. 1:00: Crystal or Ice Rock
  2155. 3:00: 170 HP heal on either Countdown or a Ding-A-Ling (Countdown will not take an action next turn)
  2156. 5:00: Aurora Flash (Note: This will put Koopa to sleep & kill Geno)
  2157. 6:00: 320 HP heal (Countdown will not take an action next turn)
  2158. 7:00: Water Blast
  2159. 9:00: Nothing (Break Time!)
  2160. 10:00: Petal Blast
  2161. 12:00: Corona (if you see this, something has gone terribly wrong)
  2162.  
  2163. *Cloaker / Domino*
  2164.  
  2165. - If Koopa gets feared, and you have a spare Rock Candy, he should use that instead of attacking
  2166.  
  2167. *Director*
  2168.  
  2169. - If you drop Super Jumps, AND you have a spare Sleepy Bomb (or are willing to gamble):
  2170. - Geno uses Sleepy Bomb
  2171. - Peach uses Geno Blast
  2172. - Mario uses SJs until dead (or attacks if very close to dead)
  2173. (This conserves a Rock Candy, which can be used against either Gunyolk or Smithy)
  2174.  
  2175. *Gunyolk*
  2176.  
  2177. 3 Ice / 0 Rock Candy
  2178.  
  2179. https://www.youtube.com/watch?v=pmtEKJyYIVU
  2180.  
  2181. 2 Ice / 0 Rock Candy
  2182.  
  2183. https://www.youtube.com/watch?v=-0eULg3w0Ao
  2184.  
  2185. 1 Ice / 0 Rock Candy (32 FP Required)
  2186.  
  2187. Turn 1:
  2188. - Sleepy Bomb
  2189. - Untimed Boost Mario
  2190. - Defend
  2191. Turn 2:
  2192. - Ultra Jump Gunyolk, land on Gunyolk 4 times total & Factory Chief once
  2193. - Untimed Boost Peach
  2194. - Shocker Gunyolk
  2195. Turn 3:
  2196. - Ultra Jump Gunyolk, land on Factory Chief once
  2197. - Defend
  2198. - Ice Bomb
  2199. Turn 4:
  2200. - Attack Gunyolk
  2201. - Attack Factory Chief
  2202. [Factory Chief takes a turn]
  2203. - Defend
  2204. Turn 5:
  2205. - Attack Factory Chief
  2206.  
  2207. *Smithy 1*
  2208.  
  2209. - If you drop Super Jumps...
  2210. - Geno uses Geno Boost on Peach
  2211. - Peach uses Group Hug
  2212. (Smithy does either a physical, Meteor Swarm, or Mega Drain, and spawns a machine made Shy Guy)
  2213. - Mario does Super Jumps until Smithy can be defeated by a bomb used by Peach
  2214. - (Geno uses Maple Syrup / Kero Kero Cola if alive)
  2215. - Peach uses the strongest bomb in your inventory
  2216.  
  2217. *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
  2218.  
  2219. ---------------------------------
  2220.  
  2221. =SUPER SUIT=
  2222.  
  2223. - 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 and Johnny is below 50% HP, or it will mess up the EXP route).
  2224. - If you did not get the Super Suit off of Johnny, you can get it off of Belome. If that's the case...
  2225. - Peach Defend
  2226. - Geno untimed boost Mario
  2227. - Mario does 100 SJs (1514 damage)
  2228. (This conserves a Fright Bomb, which you can either use against Birdo / Dodo, or keep (so you can skip the one in Koopa's Keep 2, or potentially use for Smithy 1))
  2229. - 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).
  2230.  
  2231. ---------------------------------
  2232.  
  2233. ===== SECTION VI: TO DO =====
  2234.  
  2235. List of things to do for 2.01
  2236.  
  2237. - Fix all the errors that likely arose from 2.00, since it is by far the biggest rework of the SMRPG Any% route since Star Ability Swap was discovered 3 - 4 years ago.
  2238. - Create a comprehensive bomb spreadsheet that contains information on exactly how much time each given bomb saves (this is easily the most debated topic, and I'd like there to be an objective resource with properly organized Bizhawk movies to answer any questions related to this)
  2239. - On this topic, better optimize flowcharts for freebies (without creating a lot of useless clutter for far-fetched conditionals)
  2240. - Do more research into the alternate EXP route in the Sea section, which also ties into a reworked coin route (skip 1 Ice Bomb, skip Moleville Mines chest, and have a Fright Bomb for Johnny?)
  2241. - Add in more manips? You should contact swinch and beg him to manipulate your least favorite fight!
  2242. - Speaking of begging, I need to beg 0xwas to translate the route into Japanese again, since it's been years since the route was last translated
  2243. - Figure out Punchinello backups if Energizer is used (this note has been in the To Do for years, and even though it hardly matters anymore, it's tradition to leave it in)
  2244.  
  2245. --------------------------------
  2246.  
  2247. Pastebin over! Play Final Fantasy Tactics instead!
  2248.  
  2249. - Claude
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