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- This route does Jr. Troopa Skip, Parakarryless Seed, Record Skip, Bow Skip and is overall very risky. Do not use this route unless grinding for the WR in All Cards. Last Update: 7/21/2021.
- -- Prologue --
- - Jr. Troopa Skip
- - Bush coin [1 coin]
- - Playground 10 coin Block [11 coins]
- - Coin block [12 coins]
- - 4 Trampoline coins [16 coins]
- - Equip Power Jump
- - Goomnut
- - 2 Block coins [18 coins]
- - Get Close Call
- Red and Blue Goomba:
- T1: Power Jump Red; Headbonk Red [3FP]
- T2: Power Jump Blue; Do Nothing [1FP]
- T3: Fire Flower [Up 1]
- - Eat Goomnut [Mash A] [4FP]
- Goomba King:
- T1: Power Jump King; Headbonk Tree
- T2: Power Jump King; Headbonk King
- Magikoopa:
- T1: Power Jump; Do Nothing
- T2: Power Jump [1 FP]
- -- Chapter 1 --
- - 1 Block coin [19 coins]
- - 1 Fright Jar
- - 1 POW Block
- - 10 coin Block [29 coins]
- - Buy 2 POW and 2 Fire Flowers [5 coins]
- Fuzzy Shell Fight:
- T1: Fire Flower [Mash A]
- - Get HP Plus
- - Bush Coin [6 coins]
- - 5 Path coins [11 coins]
- - T. Bolt
- - Hidden Fire Flower
- - Hit Heart Block
- Koopa Fight 1: Key
- T1: Power Jump; Power Shell (untimed) [0FP]
- - Power Bounce
- - Staircase Skip
- - Hit Heart Block before talking to Bombette
- Jail Fight:
- T1: Fire Flower [Mash A]; Body Slam
- - 9 Jail Fight coins [20 coins]
- - First Strike with Bomb
- Pit Fight 1:
- T1: Bomb [2FP]
- Pit Fight 2:
- T1: Fright Jar [Up 1]
- T2: T. Bolt [Mash A]
- ~ 1 Fail: T. Bolt the Paratroopa, Level Up FP Early, Hit Heart Block before or after Cannons, Slow Jr. Troopa Fight
- - First Strike with Bomb
- Pit Fight 3:
- T1: Power Jump; Body Slam (untimed)
- Level Up: FP
- 10, 10, 3
- - Both Fire Bar coins [40 coins]
- Cannons:
- T1: POW Block [Up 1]; Do Nothing
- T2: POW Block [Up 1]
- - 10 cannon coins [50 coins]
- Koopa Bros: Bowser
- T1: Power Jump; Bomb
- T2: Power Jump
- Koopa Bros:
- T1: Bomb
- T2: POW Block [Up 1]; Do Nothing
- T3: Fire Flower [Up 1]
- Peach Scene: Yes to all 3 questions
- -- Parakarry --
- - Say No to Both Tutorials
- - Honey Syrup
- - Get Dizzy Attack
- - Say Yes to Jr. Troopa
- Jr. Troopa:
- T1: Thunder Bolt [Up 1]; Bomb
- T2: Power Jump; Bomb
- If you lost the Thunder Bolt do this:
- T1: Power Jump; Bomb
- T2: Power Jump; Bomb
- T3: Hammer
- - Get Speedy Spin
- - Take off Power Jump
- - Equip Power Bounce and Speedy Spin
- - Get Seed
- - Ride train
- - Find Parakarry's Letters and bring them to him
- - Get 1 Whacka
- - Get 2nd Flower Seed Early
- - Get Damage Dodge
- - Hit Heart Block
- - Go to Toad Town
- -- Sushie --
- - Blue House Skip
- Blooper: 30 HP
- T1: Power Bounce; Sky Dive
- T2: Power Bounce; Shell Shot
- Level UP: FP
- 10, 15, 3
- - Get Jammin' Jelly
- - Get Sushie
- - Get Power Quake
- - Take off Power Bounce
- - Equip Power Quake
- - Chapter 5 pipe to sewers
- - Go left into Dark Koopa room
- - Let them all first strike you for Peril
- - Avoid heart drops
- ~ Get a POW Block drop to skip the double equip in Chapter 8, this POW will never get in the way of anything
- Koopa 1:
- T1: Power Quake; Do Nothing [11 FP]
- T2: Power Quake [7 FP]
- - Eat Honey Syrup if no FP drop [Up 1]
- Koopa 2:
- T1: Power Quake; Do Nothing [8 FP]
- T2: Power Quake [4 FP]
- - Eat Jammin' Jelly [Mash A]
- Koopa 3:
- T1: Power Quake; Switch to Bombette [Up 2] [11 FP]
- T2: Power Quake [7 FP]
- - Double FP drop = [9 FP]
- - Enter pipe to Boo's mansion
- - Record Skip
- ~ Pushing the Boo 2 or 3 times makes this trick much more lenient
- - Place Weight
- - Get Super Boots; Switch to Parakarry [Down 1]
- - Get Strange Leaf only if you had to use the Honey Syrup or didn't get double FP drop
- -- Chapter 3 --
- - Do Bow Skip
- - Do Stanley Save
- - Get Repel Gel
- - Go left for Key
- - Upgrade Parakarry [Up 2]
- - Get caught by guard
- - Go right, open door
- - Get Key in Spike room
- - Get Mega Rush
- - Don't eat if you have [9 FP] from double FP drop
- - Eat Honey [Up 1] or Strange Leaf [Down 1]
- - Get Maple Syrup
- - Get Key
- - Open chest for talking key
- - Run away from Tubba
- ~ Make sure you have 9 FP for the Heart Fight
- - Take off Power Quake and Speedy Spin
- - Equip Power Bounce and Mega Rush
- Order: Power Quake [3rd], Power Bounce [2nd], Speedy Spin [8th], Mega Rush [6th]
- Tubba's Heart: 50 HP [Runs at 45 HP]
- T1: Bounce x6; Shell Shot
- T2: Bounce x4; [5 + 5 Works too]
- Tubba Blubba: 10 HP
- T1: Jump x2
- Level Up: BP
- 10, 15, 6
- -- Enter Volcano --
- - Say Yes to Bow
- - Equip Power Quake [3rd] and Speedy Spin [7th]
- - Jump LZS into card
- - Run to Chapter 5 by blue pipe and Sushie platform
- - Enter Volcano
- -- Chapter 5--
- - Get hidden Life Shroom
- - Get Ultra Hammer
- - Get into Peril from Fire Bars
- - Switch to Sushie [Down 1]
- Lava Piranha: 40 HP each Phase
- Phase 1:
- T1: Bounce x5; Do Nothing if 5 cap / Belly Flop if 4/3 capped
- T2: Bounce x5; Untimed Belly Flop if (4 + 4)
- (5 + 5) = 0 HP skip belly flop
- (5 + 4) = 2 HP
- (4 + 4) = 4 HP (this is why we belly flop)
- (3 + 5) = 5 HP (Do two timed belly flops)
- Phase 2:
- T1: Squirt; Bounce x4
- T2: Bounce x3
- Peach Scene: 1, 1, 1, 1, 1, 1, 1, 1, 1, 2
- -- Lantern Ghost --
- - Seed
- - Switch to Sushie [Down 2]
- - Enter Blue Pipe and exit sewers using Sushie
- - Switch to Parakarry [Up 1]
- - Enter Chapter 4
- - Go to Green Station (Hit right switch) [Down 1]
- - Go to Pink Station (Hit right switch) [Down 2]
- - Go downright into the Frying Pan room
- Fuzzy Fight:
- T1: Power Quake
- - Get Frying Pan
- - Go to Red Station (Hit left switch) [Down 1]
- - Hit Heart Block
- - Get Volt Shroom
- Lantern Ghost: 40 HP - Block (1/2)
- T1: Volt Shroom [Mash A]; Do Nothing
- T2: Do Nothing; Switch to Goombario [Down 2]
- T3: Headbonk x2; Power Bounce x5 [Down 1]
- T4: Headbonk x2; Power Bounce x4
- - Upgrade Watt [Up 2]
- - Switch to Bombette [Up or Down 3]
- - Switch to Watt [Down 2]
- General Guy:
- Phase 1:
- T1: Jump x2; Electro Dash
- T2: Power Quake
- T3: Jump x2; Power Shock
- T4: Jump x2
- Phase 2:
- T1: Repel [Down 1]; Electro Dash
- T2: Bounce x4; Electro Dash
- T3: Jump x2; Electro Dash
- Level Up: FP
- 10, 20, 6
- -- Enter Ruins --
- - Jump LZS into card
- - Go to Blue Station (Hit left switch) [Down 2]
- - Enter Forever Forest
- ~ Peril on Plants strat saves 5 seconds
- ~ Left x2 if you're getting Peril on Plants, Get First Struck
- Piranha Plants: Get First Struck
- T1: Do Nothing; Do Nothing
- T2: Run Away
- - Right x2
- - Left x1
- - Left x1
- - Go left for Flower Seed 4
- From the Seed:
- - Right x1
- - Enter Toad Town Tunnels from green pipe
- - Smash Super Block to fight Electro Blooper
- Electro Blooper: Block (0/2)
- T1: Do Nothing; Do Nothing
- T2: Jump x2; Do Nothing
- T3: Jump x1; Do Nothing
- T4: Bounce x5; Switch to Parakarry [Up 2]
- T5: Shell Shot; Bounce x4
- ~ If Shell Shot missed do
- T5: Shell Shot; Refresh - Block
- T6: Bounce x4; Shell shot
- ~ Peril on Plants
- Electro Blooper:
- T1: Power Shock; Jump x2
- T2: Bounce x5; Switch to Parakarry [Up 2]
- T3: Bounce x4
- Electro Blooper:
- T1: Power Shock; Lullaby
- T2: Bounce x6; Electro Dash
- T3: Bounce x6; Electro Dash
- - Enter left pipe
- - Enter Dry Dry Desert
- - Left one, then up left for the rest of the rooms
- -- Tutankoopa --
- - Get Key in sand (bottom)
- - Go right for another Key
- - Go to the bottom-right room
- ~ First Strike with Jump, beware of heart drops
- Stone Chomp 1: Triangle
- T1: Jump x1; Star Storm if you missed the first strike
- - Open Both doors
- - Drop to basement and go right
- Stone Chomp 2: Moon
- T1: Power Quake (untimed)
- - Get Super Hammer
- - Go down-left to blow up wall
- - Upgrade Bombette [Down 2]
- - Blow up wall
- Stone Chomp 3: Star
- T1: Power Quake (untimed)
- - Triangle [Up 1], Star [Up 1], Moon [Mash A] (TSM)
- Tutankoopa:
- T1: Bounce x4; Do Nothing
- T2: Jump x2
- ~ 3 cap backup is switch to Parakarry T1 and Sky Dive T2
- -- Enter Flower Fields --
- - Jump LZS into card
- - Exit ruins
- - Go right once, then down right for the rest of the rooms
- - Take Blue Pipe
- - Place Seeds
- -- Chapter 6 --
- - Grab 2 Red Berries for Yellow Berry Skip
- Top Left Mole:
- T1: Jump x2
- Level Up: BP
- 10, 20, 9
- - Equip Power Jump
- ~ You can equip Close Call and skip eating red berry but then laki fight is weird if you get a cc unless you do risky
- Top Right Mole:
- T1: Power Quake; Do Nothing
- T2: Power Quake
- Bottom Right Mole:
- T1: Untimed Power Quake; Power Bomb
- - Eat Maple [Down 2]
- - Switch to Parakarry [Down 1]
- Bottom Left Mole: First Strike with Jump or Hammer
- T1: Shell Shot 2nd Mole; Untimed Power Quake
- - Yellow Berry Skip, Eat Red Berry [Mash A]
- - Talk to Lily
- - Get Blue Berry, give Blue Berry [Mash A]
- ~ To save 1s you can get the hidden Shooting Star and use that in the Lakitu Fight
- Lakitu Fight:
- T1: Shell Shot Lakitu; Star Storm / Shooting Star [Mash A]
- Spinyless: Block (0/1)
- T2: Power Jump
- Spiny Spawn:
- T2: Star Storm
- Level Up: BP
- 10, 20, 12
- - Talk to Rosie
- - Talk to Posie
- - Talk to Rosie
- - Get Dizzy Dial
- - Talk to Lily
- - Switch to Sushie [Down 2]
- - Switch to Parakarry [Up 2]
- - Get Bubble Berry and give to Bubble plant
- - Get Shooting Star
- - Switch to Bombette and break rock [Up 1]
- Lakilester: Block (3/3)
- T1: Power Jump; Switch to Parakarry [Down 1]
- T2: Power Jump; Shell Shot
- T3: Power Jump; Shell Shot
- T4: Bounce x5; Shell Shot if 4 capped
- - Get hidden Thunder Rage
- Dizzy Dial Details:
- It will work 100% of the time on all Lakitu's and 75% of the time on the Magikoopa. If it fails on the Magikoopa, don't worry you will not die, the Magikoopa will electrify the Lakitu's 100% of the time and you'll lose 8.8 seconds compared to it working. This route saves 8.2 over the other route so if it fails you come out just about even with the old route.
- Machine Fight:
- T1: Dizzy Dial [Down 2]; Do Nothing
- T2: Thunder Rage [Mash A]; Do Nothing
- T3: Star Storm
- - Eat Whacka Bump while planting [Up 1]
- - Get S. Jump Charge
- - Take off Power Jump and Power Quake
- - Equip S. Jump Charge, HP Plus and Damage Dodge
- Order: Power Jump [1st], S. Jump Charge [2nd] Power Quake [4th], HP Plus [5th], Damage Dodge [6th]
- Huff N' Puff: Block (2/3)
- T1: Charge; Do Nothing - Block to get to 7
- T2: Charge; Do Nothing - Go for 3 on Wind
- T3: Charge; Switch to Parakarry [Up 3] - Don't block if at 6, Block if at 4
- T4: Bounce x5; Shell Shot if 4 capped
- Level Up: FP
- 10+5, 25, 12
- ~ If going risky on Crystal King Level Up BP instead of FP on Huff or on Clubba 1
- ~ Spiny Spawn - Level Up on Huff
- ~ Spinyless - Level Up on Clubba 1
- Peach Scene: Sneaky Parasol
- -- Ultra Boots --
- - Switch to Sushie [Down 2]
- - Switch to Lakilester [Mash A]
- - Run to sewers and break panel
- - Clippy Boots
- - Peach Warp
- -- Chapter 7 --
- - Go Right and get the Key
- - Mirror Clip
- - Enter Top door, break panel and leave
- - Hit Red Button
- - Switch to Bombette [Down 3]
- - Go to Bottom door and get Red Key
- - Bombette is the 4th one from left
- - Hit Blue Button
- Clubba 1:
- T1: Jump x2; Bomb
- Level Up: FP
- 10+5, 25, 12
- Clubba 2:
- T1: Up & Away [Up 1]; Do Nothing
- ~ If any Up & Away fails, do these backups
- Spinyless:
- T2: Jump x2; Bomb
- Spiny Spawn:
- T2: Up & Away
- Clubba 3:
- T1: Shooting Star [Mash A]; Power Bomb
- - Get hidden Jammin' Jelly
- - Get P-Up D-Down
- - Get Key
- - Switch to Parakarry [Down 2]
- - Hit Heart Block
- Crystal King: 70 HP - Block (5/6)
- T1: Charge; Do Nothing
- T2: Charge; Do Nothing
- T3: Charge; Do Nothing
- T4: Charge; Shell Shot
- T5: Bounce x5; Shell Shot if 4 capped
- ~ 5 cap saves 10.53 seconds, 6 cap saves 15.86 seconds vs. safe fight 5 cap
- ~ Level Up BP instead of FP on Huff or on Clubba 1
- ~ Equip Close Call [9th] and P-Up D-Down [7th] and Power Quake [4th]
- ~ Take off Damage Dodge [6th]
- ~ Equip Order: Close Call, P-Up D-Down, Damage Dodge, Power Quake
- ~ Hit Heart Block
- ~ Switch to Watt
- 1st try Power Shock
- RISKY Power Shock Crystal King: 70 HP - Block (1/3)
- T1: Charge; Untimed Electro Dash King
- T2: Charge; Power Shock
- T3: Charge; Do Nothing
- T4: Bounce x6; Electro Dash if 5 capped / Power Shock if 4 capped
- T5: Jump x2; Electro Dash
- 2nd try Power Shock
- RISKY Power Shock Crystal King: 70 HP - Block (1/3)
- T1: Charge; Untimed Electro Dash King
- T2: Charge; Power Shock
- T3: Charge; Power Shock or rely on close call
- T4: Bounce x6; Electro Dash if 5 or 4 capped
- T5: Jump x2
- ~ Level Up FP on Koopatrols
- ~ Take off Power Quake for Damage Dodge
- Peach Scene: Hold B
- -- Jr. Troopa --
- - Get Repel Gel
- - Switch to Bombette [Up 1]
- No POW Block:
- - Take off Power Bounce [3rd]
- - Equip Power Quake [4th]
- ~ Skip equip if you got POW Block
- Koopatrols:
- T1: Untimed Power Quake; Power Bomb
- T1: POW Block [Up 1]; Power Bomb
- Level Up: BP
- 10+5, 25, 15
- No POW Block:
- - Take off Power Quake
- - Equip Power Bounce
- - Equip Close Call [9th] and P-Up D-Down [7th]
- POW Block:
- - Equip Close Call [9th] and P-Up D-Down [7th]
- - Get Jail Life Shroom
- - Switch to Lakilester [Up 3]
- - Switch to Parakarry [Up 3]
- - Block Clip
- - Switch to Lakilester [Down 3]
- - Fast Flood Room
- - Cannonless
- - Switch to Kooper [Down 2]
- - Quiz: 1, 1, 2, 1, 1
- - Switch to Parakarry [Down 2]
- ~ You can skip this if you're playing it risky on Duplighosts
- - Up, down, down, up, down, up
- Duplighosts:
- T1: Up & Away [Up 2]; Air Lift
- - Switch to Watt [Down 1] or [Down 3 if you skipped switching to Parakarry]
- Jr. Troopa: Block (2/2)
- T1: Charge; Untimed Electro Dash
- T2: Charge; Turbo Charge
- T3: Bounce x6; Electro Dash if 5 capped / Power Shock if 4 or 3 capped
- T4: Jump x2 if 4 / Bounce x5 if 3
- T5: Jump x1
- - Eat Jammin' Jelly [Up 1]
- - Take off S. Jump Charge [2nd] and HP Plus [5th]
- - Equip Power Jump [1st]
- Hallway Bowser: Turn 1 Power Shock
- T1: Bounce x7 [Up 1]; Power Shock [Get a Close Call if it dinks]
- T2: Bounce; Do Nothing
- T3: Jump x2
- If Power Shock:
- - (5 + 5) / (7 + 4) = 0
- - (5 + 4) = Jump x1
- - (5 + 3) = Jump x1
- - (4 + 4) = Jump x1
- - (4 + 3) = Power Jump
- - (3 + 3) = Jump x2
- If Close Call:
- - Power Shock unless you get a variation listed below
- - 5 + 4 = Electro Dash
- - 6 + 4 = Untimed Electro Dash
- - 7 + 3 = Electro Dash
- - If Power Shock fails twice and you get a 4 cap 3 cap then Turbo Charge; Bounce x4
- Final Bowser Phase 1:
- T1: Turbo Charge; Bounce [Up 1]
- Close Call:
- T2: Bounce; Electro Dash
- No Close Call:
- T2: Power Jump; Electro Dash
- Phase 2:
- T1: Peach Beam; Electro Dash
- T2: Repel Gel [Mash A if no CC] [Down 1 if CC]; Turbo Charge
- T3: Bounce; Electro Dash
- T4: Bounce; Electro Dash
- T5: Bounce
- Close Call Phase 1 + Claw:
- T1: Peach Beam; Electro Dash - DO NOT BLOCK
- T2: Turbo Charge; Power Jump - Life Shroom, then you will get peril unless he heals (25%)
- T3: Bounce; Electro Dash - Need Close Call (30%)
- T4: Bounce; Electro Dash - Win Chance (7.5%)
- No Close Call Phase 1 + Claw:
- T1: Peach Beam; Electro Dash
- T2: Smooch; Turbo Charge - You will get peril unless he heals (25%)
- T3: Bounce; Electro Dash - Need Close Call (30%)
- T4: Bounce; Electro Dash - Need Close Call (30%) and no Shield (25%)
- T5: Bounce
- No Close Call Phase 1:
- Phase 2:
- T1: Peach Beam; Electro Dash - Need Peril
- T2: Turbo Charge; Bounce - Need Close Call (30%)
- T3: Bounce; Electro Dash - Need Close Call (30%)
- T4: Bounce; Electro Dash
- - Luigi Skip :)
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