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- NOTE: This route assumes you know roughly where to go throughout the run. If you are unsure of which way to go, your best bet is to watch a video of an All Cards run.
- Prologue
- - 9 coins from hammer block
- - get all other coins (on the way to fire flower, boxes going towards toad town)
- - skip toad town shop
- Magikoopa: Power Jump, Nothing, Power Jump
- Chapter 1
- - get fright jar and POW Block on way to village, hit all coin blocks
- - buy 3 POW block, 1 fire flower at shop
- Fuzzy Fight: Fire Flower
- - GET HP PLUS
- - get all coins on the way to castle
- - staircase skip to basement, enter pit
- First Pit fight: TRY TO FIRST STRIKE WITH JUMP, Pow Block, Power Shell (Power Jump if did not first strike)
- 2nd: Fright Jar
- 3rd: Pow Block Power Shell
- - get key at the end and coins from fire bars, exit and staircase skip to the top floor and enter door
- hit heart block after bombette, switch to kooper
- jail fight: pow block power shell
- - go up the stairs into the room on the left, get key behind wall
- - go back right, progress through the castle
- bullet bill fight: FIRST STRIKE with bombette, thunder bolt, bomb
- - hit heart block and get all coins
- Bowser: Power Jump, Bomb, Power Jump (dead)
- Bomb Koopa Bros, POW Block, Do Nothing, Fire Flower
- Chapter 2
- - Get Honey Syrup behind pole on the way back to Toad Town
- Jr Troopa: Power Jump, Bomb, Power Jump, Bomb, Hammer
- - Speedy spin (equip it)
- - 2 Whacka bumps
- - After getting Parakarry, go to first screen of desert (Buzzar Skip) and then go back to Toad Town
- - Early Train, then go back to desert again and go to the ruins
- DESERT: Up, Up, THUNDER RAGE IN BLOCK, Right, Up, Right
- Ruins:
- - Cross first hallway, go down, get key. Next room, opposite door, get 2nd key. Drop to basement, open door
- - Cross hallway, open next door (DO NOT HIT THE BLOCK, THIS WILL SPAWN THE POKIES)
- - Fly across gap to Super Hammer
- - Exit the room, drop down to basement and go right. cross hallway, drop down, break hammer block and step on switch
- - Get key, exit room. Upgrade Parakarry.
- - Blow up wall. Thunder Rage the chomp fight
- LEVEL UP: FP (10/15/3)
- - Get the stone and leave. Head back up the stairs, cross the pokey room, enter the door to the right.
- Chomp fight: First Strike with Bombette, Switch to Parakarry, Shell Shot
- - Go back to the basement to the room with the stone puzzle.
- - Stone puzzle: Left pillar: 2nd option
- Center pillar: other stone
- - Go right, go up the stairs, lower sand, then exit and go cross that sand for the last stone
- Chomp fight: Do Nothing, Shell Shot, Switch Shell Shot
- - Place last stone in right pillar, hit Heart Block
- Tutankoopa: Power Jump, Shell Shot x3
- Chapter 3
- - Go back to Toad Town, go to Toy Box screen (music should start) then go to the forest
- FOREST ROUTE: Right x2, Left x1, Left x1, Left for Seed, Left x2 ON SAME SCREEN AS SEED, Left x1, Right x1, Right x1
- Jr Troopa: Power Jump, Shell Shot
- Power Jump, Shell Shot
- Shell Shot, Whacka Bump
- Power Jump, Shell Shot
- Refresh, Shell Shot
- Power Jump, Shell Shot
- * Make sure you block attacks.
- Mansion:
- - 2nd floor, right door. Get Record. 2nd floor, left door. Use record to get the weight.
- - Main room, jump on the couch and place the weight, go in the door it opened. Enter both doors, get Super Boots.
- - Break panel in room, hit switched and go upstairs to the main room. Go in bottom floor, right door now.
- - Break panel, Parakarry to the picture, blow up wall, go all the way upstairs and place picture to get Bow.
- - Exit mansion, go right and cross gusty gulch to get to Tubbas Mansion. Don't get any items on the way there.
- Tubba's Mansion
- - Go left, cross the large hallway into the next big room. Go into the top-left door, break panel at the bottom of stairs for a key.
- - Upgrade Bombette in next room, then get purposely caught by guards
- - Enter Mansion again, go right now. Switch to Parakarry upon opening the door to save frames.
- - Go upstairs, keep going until the next large hallway with clubbas. Go in the door closest to the end, get mansion key.
- - Damage yourself to 1 HP in the spike room, then exit and go left. Push the big clock and get Mega Rush in that room.
- - Exit that room, open the next door guarded by the Clubba (drag him away)
- - Get Maple Syrup in block (only if doing risky Lava Pirahna strat)
- - Go upstairs, get key in the furthest room (spin past Tubba)
- - Eat Honey syrup at the next lock to save frames
- - After getting the mystical key, exit the mansion and go all the way through gusty gulch to the windmill
- - Equip Mega Rush and Bounce before boss
- Heart: Bounce x5, Shell Shot
- Bounce x5
- LEVEL UP: BP (10/15/6)
- - equip Power Jump, Speedy Spin
- VERY IMPORTANT:
- *** PEACH SCENE QUESTIONS: Top Bottom Top
- Chapter 5:
- Forest: Right x2, then go back the way you came to exit forest
- - Go do Blue House
- Blooper: Power Jump, Switch to Parakarry
- Power Jump, Shell Shot
- Power Jump, Shell Shot
- - Eat Maple Syrup (if doing risky Lava Pirahna strat)
- - Get Jammin Jelly behind tree
- - Get Fire Shield inside Volcano
- - Get Peril from Fire Bars
- - Switch to Bow before boss (SAFE STRAT ONLY: Equip Fire Shield [Take off Power Jump], hit Heart Block)
- Lava Pirahna:
- Risky: Bounce, Outta Sight
- Bounce
- Safe: Jump, Do Nothing
- Bounce, Outta Sight
- Bounce
- (Block 1/3 attacks with Safe strat)
- Phase 2: Snowman Doll, switch to Sushi
- Jump 2x, Belly Flop
- Squirt, Jump 2x
- Chapter 4:
- - Equip Power Jump if you took it off earlier (Take off Fire Shield)
- - Get the Seed
- - Do not get the Ch 5 Repel Gel
- - Exit sewers out of blue house, enter Ch 4
- - Red station, blue station, pink station (hit right switch every time)
- - Switch to Parakarry, go right, cross the room (wall clip?) to get the Thunder Rage and Frying Pan
- - Go back to Station, hit left switch, go to Red Station
- - Go left, get in encounter with Pyro Guy
- Pyro Guy: Switch to Bow, Do Nothing
- ** Block ONE out of the three attacks during the next turn for Peril, then run away
- - Lantern Ghost: Smack Lantern, Power Bounce
- Jump Lantern, Outta Sight
- Power Bounce
- - Upgrade Watt, then exit and go right towards General Guy
- General Guy: Jump 2x, Watt
- Star Storm
- Jump 2x, watt paralyze
- Jump 2x 2nd guy
- Phase 2: Repel, watt
- Bounce, Electro
- Jump, Electro
- LEVEL UP: FP (10/20/6)
- Cake: 2nd from left, eggs, talk to twink
- far left, far right, talk to twink
- bake for 30 seconds
- 2nd from right, 3rd from right, talk to twink
- Chapter 6
- - switch to Bombette
- Mole 2: Power Jump, Power Bomb, Hammer (12 FP)
- Mole 4: Star Storm, Power Bomb (6 FP)
- Mole 3: Star Storm, Power Bomb (0 FP)
- LEVEL UP: HP (15/20/6)
- - switch to Parakarry
- Mole 1: Hammer, Shell Shot (17 FP)
- Maze: Star Storm, Shell Shot, Shell Shot (11 FP)
- - Get the shooting stars
- - Switch to Bow before Spike
- Spike: Must have 10-13 HP going into the fight
- 13 HP: Block nothing
- 12 HP: 1/3
- 11 HP: 2/3
- 10 HP: 3/3
- Power Jump, Smack
- Power Jump, Smack
- Power Jump, Smack
- Bounce, Smack
- need 4 bounce (2 FP left over)
- - SWITCH TO BOW BEFORE MACHINE
- - Get Thunder Rage before Machine
- Machine: thunder rage, outta sight, star storm
- - Eat Whacka Bump
- - Get Super Jump charge, equip it, TAKE OFF POWER JUMP
- Badges: S. Jump Charge, Speedy Spin, Power Bounce, Mega Rush
- Huff: Charge, switch to parakarry
- Charge
- Charge
- Bounce, Shell shot
- LEVEL UP: BP (15/20/9)
- Chapter 7
- - quick change (3 stomps in Merlon's house)
- - get ultra boots, shooting star, maple syrup, life shroom in sewers
- - upgrade sushi before entering Ch 7 pipe
- Jr Troopa: block 2/2 attacks
- Badges: S. Jump Charge, Speedy Spin, Power Bounce, Mega Rush
- Risky: Charge
- Charge
- Bounce (5 kills)
- Safe: Charge, Squirt
- Charge
- Bounce, Squirt (4 kills)
- - Get Mega Jump
- - Do not hit Heart Block
- - Eat Maple Syrup (13 FP)
- - Duplighosts: Switch to Parakarry beforehand
- - Bounce, Air Lift (7 FP)
- - Clubba 1: Jump the Clubba, do nothing
- - Clubba 2: Star Storm, Power Bomb (1 FP)
- LEVEL UP: BP (15/20/12)
- - Clubba 3: Star Storm, Power Bomb (19 FP)
- - Get Triple Dip
- - Get P-Up D-Down, Jammin Jelly
- - Switch to Watt
- - equip HP Plus, hit heart block
- Crystal King: block 5/6 attacks
- Badges: S. Jump Charge, Speedy Spin, Power Bounce, Mega Rush, HP Plus
- Risky: Charge, watt
- Charge, watt
- Charge, watt
- Bounce
- Safe: Charge, watt
- Charge, watt
- Charge, watt
- Charge, watt
- Bounce
- **YOU WILL LEVEL UP HERE IF YOU HAD BAD SPINY RNG. PICK BP**
- - Take off HP Plus, equip Quick Change
- Chapter 8
- - Get Shooting Star AND THUNDER RAGE from pillar, Repel Gel
- items: 4 Shooting Star, 1 Repel, 2 Jammin Jelly, 1 Life Shroom, 2 Thunder Rage
- - switch to bombette
- - Thunder Rage, Power Bomb Koopatrols
- LEVEL UP: BP (15/20/15)
- - Hit Heart Block (only if you did NOT level on Koopatrols because of bad spiny RNG)
- - Up and Away Duplighosts
- - Pull out Watt
- Jr Troopa: Block everything
- Badges: S. Jump Charge, Speedy Spin, Power Bounce, Mega Rush, Quick Change
- T1: Charge, Electro Dash (56 HP)
- T2: Charge, Electro Dash (52 HP)
- T3: Power Shock (Watt 2nd move)
- If it works: T3: Charge
- T4: Bounce, Watt
- If not work: T3: Smooch
- T4: Charge, Watt
- T5: Bounce
- - Eat Jammin Jelly
- - Take off S. Jump Charge
- - Equip Mega Jump, P-Up D-Down, Fire Shield
- - Switch to Bow
- Hallway Bowser:
- Badges: Speedy Spin (1), Power Bounce (3), Mega Rush (4), Mega Jump (7), Quick Change (11), P-Up D-Down (13), Fire Shield (15)
- Bounce, Outta Sight
- Bounce
- Mega Jump
- - Eat Jammin Jelly (if less than 8 FP)
- - Take off Mega Jump
- - Equip Triple Dip
- Final Bowser:
- Badges: Speedy Spin (1), Mega Rush (2), Triple Dip (5), Fire Shield (7), Power Bounce (9), P Up D Down (11), Quick Change (15)
- Phase 1
- T1: Switch to Bow, Bounce, Outta Sight
- T2: Bounce
- Phase 2: Bowser has max 69 HP left
- *BLOCK BOTH ATTACKS
- T1: Beam, Switch to Sushi, Water Block (69 HP, 17 FP)
- T2: Shooting Star x3, Switch to Watt, Electro Dash (47 HP, 11 FP)
- T3: Repel, Shooting Star x1, Thunder Rage, Electro Dash (32 HP, 5 FP)
- T4: Bounce, Electro Dash (13 HP, 2 FP)
- T5: Jump x2, Electro Dash (dead)
- T3 Beam (32 HP, 5 FP)
- T4: Beam, Electro Dash (28 HP, 5 FP)
- T5: Bounce, Outta Sight (13 HP, 0 FP) *NOTE: with 9 extra damage on bounces you can Electro Dash instead.
- T6: Jump 2x (1 HP, 0 FP)
- T7: Hammer (dead)
- T4 Beam (13 HP, 2 FP)
- T5: Beam, Outta Sight (13 HP, 0 FP) *NOTE: with 9 extra damage on bounces you can Electro Dash instead.
- T6: Jump 2x (1 HP, 0 FP)
- T7: Hammer (dead)
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