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Paper Mario - Glitchless Route

Feb 20th, 2018
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  1. Paper Mario GLITCHLESS Route
  2. Version 1.2.2-S-Wii
  3.  
  4.  
  5. - NOTE: This route is WII ONLY. Other consoles are not officially supported.
  6. - If you press A right as you're about to start a jump attack you can jump a little bit faster.
  7. - Die to Bowser, AGAIN, you moron. Welcome to Paper Mario.
  8.  
  9.  
  10. ~ Prologue ~
  11.  
  12. - Talk to Goompa on the balcony, then to Goompapa by the block, then fall down the balcony.
  13. - Get the Hammer.
  14. - Hammer the brick block for 10 coins. [10 coins]
  15.  
  16. Jr. Troopa (Prologue) [20 xp]
  17. 1. Jump / Damage [9 hp]
  18. 2. Jump / Damage [8 hp]
  19. 3. Jump / Damage [7 hp]
  20. 4. Jump / Damage [5 hp]
  21. 5. Jump
  22.  
  23. - Break the yellow block.
  24. - Take the spring and get 4 coins and a Fire Flower. [14 coins][1 item]
  25. - Return to Goomba Village and get Power Jump and Goombario.
  26. - Say NO to tutorials.
  27. - Equip Power Jump (A) immediately.
  28. - Break the yellow block and head out into Goomba Road.
  29. - Hit the 2 coins blocks. [16 coins]
  30.  
  31. Red & Blue Goombas [40 xp]
  32. Badges: Power Jump
  33. 1. Power Jump Red Goomba [3 fp] / Headbonk Red Goomba / Damage [3 hp]
  34. 2. Power Jump Blue Goomba [1 fp] / Do Nothing / Damage [1 hp]
  35. 3. Fire Flower (Mash A) [0 items]
  36.  
  37. - Go back and hit the Heart Block. [10 hp][5 fp]
  38.  
  39. Goomba King [70 xp]
  40. 1. Power Jump Goomba King [3 fp] / Headbonk Tree / Damage [8-9 hp]
  41. 2. Power Jump Goomba King [1 fp] / Headbonk Goomba King
  42.  
  43. - Inspect the bush and hit the switch.
  44. - Peach scene.
  45. - Go to Shooting Star Summit. [10 hp][5 fp]
  46. - Get Lucky Star.
  47. - Say NO to tutorials.
  48.  
  49. Magikoopa [86 xp]
  50. 1. Power Jump [3 fp] / Do Nothing / Block [8 hp]
  51. 2. Power Jump [1 fp]
  52.  
  53. - Talk to the Black Toads, then go to Merlon's house.
  54. - Talk to Merlon, then talk to the Black Toads.
  55.  
  56.  
  57. ~ Chapter 1 ~
  58.  
  59. - Hit the coin block. [17 coins]
  60. - Get Fright Jar. [1 items]
  61. - Get POW Block. [2 items]
  62. - Hit the block for 10 coins. [27 coins]
  63. - Go down, to Koopa Village.
  64. - Visit the shop. Buy 3 POW Blocks and a Fire Flower. [7 coins][6 items]
  65. - Meet Kooper and play the Fuzzy game.
  66. - Get Kooper.
  67.  
  68. Fuzzy 4x [98 xp]
  69. 1. Fire Flower (Mash A) [5 items]
  70.  
  71. - Use Kooper to get HP Plus.
  72. - Get the 5 coins on the path. [12 coins]
  73. - Use Kooper to get the Thunder Bolt. [6 items]
  74. - Get the Fire Flower in the invisible block. [7 items]
  75. - Hit the Heart Block. [10 hp][5 fp]
  76. - Enter Koopa Bros. Fortress.
  77.  
  78. Koopa Troopa, Bob-omb (Key) [104 xp]
  79. 0. First Strike (Jump)
  80. 1. Power Jump [3 fp] / Untimed Shell Toss / Damage [9 hp]
  81. - The first strike is barely faster, so if you can't get it cleanly, don't worry about it and use Untimed Power Shell with Kooper instead. [0 fp]
  82. - Level Up: FP [10 hp | 10 fp | 3 bp]
  83.  
  84. - Get Power Bounce.
  85.  
  86. Koopa Troopa, Bob-omb 3x (Switch) [116 xp]
  87. 1. POW Block (Up 2) [6 items] / Power Shell [7 fp]
  88.  
  89. - Hit the switch to lower the stairs.
  90. - Go left and into the pit fights.
  91.  
  92. Paratroopa, Koopa Troopa (Right) [120 xp]
  93. 0. First Strike (Jump)
  94. 1. POW Block (Up 2) [5 items] / Power Shell [4 fp]
  95.  
  96. Paratroopa 2x (Middle) [120 xp]
  97. 1. Fright Jar (Up 1) [4 items]
  98. - If one enemy doesn't run:
  99. 1. Fright Jar [4 items] / Do Nothing
  100. 2. Power Jump [2 fp] / Shell Toss
  101. - If both enemies don't run:
  102. 1. Fright Jar [4 items] / Do Nothing
  103. 2. Power Jump [2 fp] / Shell Toss
  104. 3. Power Jump [0 fp] / Shell Toss
  105.  
  106. Koopa Troopa 2x (Left) [124 xp]
  107. - If the Fright Jar was successful:
  108. 1. POW Block (Up 1) [3 items] / Power Shell [1 fp]
  109. - If one enemy didn't run on the previous fight:
  110. 1. POW Block [3 items] / Shell Toss
  111. 2. Power Jump [0 fp]
  112. - If both enemies didn't run on the previous fight:
  113. 1. POW Block [3 items] / Shell Toss
  114. 2. Jump
  115.  
  116. - Jump over both firebars for 20 coins. [32 coins]
  117. - Get the Fortress Key while waiting for the 2nd firebar to explode.
  118. - Go upstairs and unlock the door.
  119. - Hit the trap block.
  120. - Hit the Heart Block. [10 hp][10 fp]
  121. - Get Bombette.
  122. - Blow up the wall.
  123.  
  124. Koopa Troopa, Bob-omb 2x (Jail) [130 xp]
  125. 1. Power Jump last Bob-omb (Left 1) [8 fp] / Bomb [5 fp]
  126. 2. Power Jump [3 fp]
  127.  
  128. - Collect all 9 coins that drop. [41 coins]
  129. - Go back upstairs and head to the left.
  130. - Blow up the wall for a key.
  131. - Head back up to the top and unlock the door.
  132. - Switch to Kooper (Up 1).
  133. - Kooper the switch, then do the Pie jumps (if you have the cahones).
  134. - Hit the switch to lower the stairs.
  135. - Switch to Bombette (Down 1).
  136. - Blow up the wall to get a key, unlock the door.
  137. - Hit another switch to lower more stairs.
  138. - Avoid the bullet bills.
  139. - While first-striking the cannons with Bombette, head down and wait under the Heart Block.
  140.  
  141. Bill Blaster 3x [142 xp]
  142. 0. First Strike (Bomb)
  143. 1. Thunder Bolt (Down 1) [2 items] / Bomb [0 FP]
  144.  
  145. - Quickly hit the Heart Block. [10 hp][10 fp]
  146. - Quickly collect all 10 coins that dropped. [51 coins]
  147.  
  148. Bowser???, The Koopa Bros. [180 xp]
  149. 1. Power Jump [8 fp] / Bomb [5 fp]
  150. 2. Power Jump [3 fp] / Bomb [0 fp]
  151. 3. POW Block (Up 1) [1 item] / Do Nothing
  152. 4. Fire Flower (Mash A) [0 items]
  153.  
  154. - Touch the card.
  155. - In the Peach scene, answer Yes to all 3 questions.
  156. - Learn Refresh. [10 hp][10 fp]
  157. - Say NO to tutorials.
  158. - Return to Toad Town.
  159. - Get Dizzy Attack in the badge block.
  160. - If you're short on coins I guess you could get and sell the Sleepy Sheep? Or use the 10-coin block at the Harbour?
  161.  
  162. Jr. Troopa (Chapter 1) [201 xp]
  163. 1. Power Jump [8 fp] / Bomb [5 fp] / Damage [9 hp]
  164. 2. Power Jump [3 fp] / Bomb [0 fp] / Damage [8 hp]
  165. 3. Hammer
  166. - Level Up: FP [10 hp | 15 fp | 3 bp]
  167.  
  168. - Buy Speedy Spin for 50 coins. [1 coin]
  169. - If it's not there, go down one screen and left one screen to reset the badge shop.
  170. - Equip Speedy Spin (Down 3) immediately.
  171. - Get the Toad Town Magical Seed.
  172. - Blow up the rock and take the train to Mt. Rugged.
  173.  
  174.  
  175. ~ Chapter 2 ~
  176.  
  177. - Meet Parakarry.
  178. - Get a Whacka's Bump. [1 item]
  179. - Switch to Kooper (Up 1) and get the 1st Letter.
  180. - Get the 2nd Letter by falling down to it on the bridge screen.
  181. - Take the slide over the the 3rd Letter.
  182. - Get Damage Dodge in the chest on the way to the 3rd Letter.
  183. - Return to Parakarry, give him all 3 Letters and get Parakarry.
  184. - Head for Dry Dry Desert.
  185. - Answer the 2nd option when you meet Buzzar.
  186. - Once in the desert, go Down one screen.
  187. - There is a tricky first strike coming up in the ruins that you might want to practice first...
  188. -- It saves over 4s, but if you insist on not doing it, you'll need 5 more coins than the route normally gets.
  189. -- Straight down from the loading zone here is a block with those coins. Between this and the next coin block you will need to leave with a total of 14 coins.
  190. -- Hit the upper half of the block; if you move too far down you will alert a nearby Bandit.
  191. - Go Right, Down, and Right.
  192. - Slightly up from going straight right across the room is a brick block with coins. Hit it 8 times (until you have 9 coins). [9 coins]
  193. - Go Right, Right, Right, and Right, into the Oasis.
  194. - Hit the Super Block and upgrade Bombette (Up 2).
  195. - Go Up.
  196. - Get the Life Shroom in the invisible block. [2 items]
  197. - Go Up, and Right into Dry Dry Outpost.
  198. - Follow the shop keeper across to the other screen and back.
  199. - Switch to Parakarry (Down 1).
  200. - Visit the shop and buy a Dried Shroom, a Dusty Hammer, and a Thunder Bolt. [0 coins][5 items]
  201. -- Not doing the first strike later in the ruins? Buy a 2nd Thunder Bolt.
  202. - Climb onto the rooftops and talk to Moustafa to get the Pulse Stone.
  203. - Exit to Dry Dry Desert. Go Left, Up, Left, Up, Left, Up, and Left and place the Pulse Stone.
  204. - Enter Dry Dry Ruins.
  205. - Get Spike Shield. There's a method to slip behind him as he leaves the coffin that gets it easily.
  206. - Get the Ruins Key and unlock the door.
  207. - Hit the switch to lower the sand.
  208. - Climb the stairs and Parakarry across.
  209. - Switch to Bombette (Up 1) and blow up the wall.
  210. - Hit the switch to lower the sand.
  211. - Get the Ruins Key and unlock the door.
  212. - Hit the ? block to spawn the Pokey Mummies.
  213. - Fight the middle Pokey Mummy last.
  214.  
  215. Pokey Mummy 2x (Left) [209 xp]
  216. 1. Power Bomb [9 fp]
  217.  
  218. Pokey Mummy 2x, Swooper (Right) [221 xp]
  219. 1. Power Bomb [3 fp] / Thunder Bolt (Mash A) [4 items]
  220.  
  221. Pokey Mummy, Swooper (Centre) [229 xp]
  222. 0. First Strike (Bomb)
  223. 1. Switch to Parakarry (Down 1) / Shell Shot [0 fp]
  224. - If this first strike is a problem for you, the alternate route is over 4s slower:
  225. -- Get an additional 5 coins from the coin blocks in the desert.
  226. -- Buy another Thunder Bolt back when you were in the shop.
  227. -- Switch to Parakarry before the fight.
  228. -- Use Thunder Bolt / Shell Shot.
  229.  
  230. - Parakarry across to the hammer room.
  231. - Solve the puzzle and get the Super Hammer.
  232. - Fall down and head to the right.
  233. - Take the lower door, fall down, hammer a block, hit the switch, get the Ruins Key.
  234. - Head back to the left, hit the Super Block and Upgrade Parakarry (Up 1).
  235. - Switch to Bombette (Up 1) and blow up the wall.
  236. - Eat a Whacka's Bump (Up 1). [3 items][10 hp][15 fp]
  237.  
  238. Stone Chomp 2x (Diamond) [241 xp]
  239. 1. Power Bomb [9 fp]
  240.  
  241. - Get the Diamond Stone.
  242. - Take the spring and blow up the wall.
  243. - Climb the stairs and head back all the way to the right.
  244. - Get the Pyramid Stone while first-striking with Bombette.
  245.  
  246. Stone Chomp 2x (Pyramid) [253 xp]
  247. 0. First Strike (Bomb)
  248. 1. Bomb [6 fp]
  249.  
  250. - Return to the Chomp pillar room.
  251. - Place the Pyramid Stone in the 1st pillar (Down 1) and the Diamond Stone in the 3rd pillar.
  252. - Unlock the upper door and hit the switch to lower the sand.
  253. - Cross the sand and get the Lunar Stone.
  254.  
  255. Stone Chomp 2x (Lunar) [265 xp]
  256. 1. Power Bomb [0 fp]
  257.  
  258. - Return to the Chomp pillar room.
  259. - Place the Lunar stone in the 5th pillar and go down the stairs that appear.
  260. - Hit the Heart Block. [10 hp][15 fp]
  261. - Switch to Parakarry (Down 1).
  262.  
  263. Tutankoopa [291 xp]
  264. Badges: Power Jump, Speedy Spin
  265. 1. Power Jump [13 fp] / Shell Shot [10 fp]
  266. 2. Power Jump Tutankoopa [8 fp] / Shell Shot Tutankoopa [5 fp] / Damage [6 hp]
  267. 3. Power Jump Tutankoopa [3 fp] / Shell Shot Tutankoopa [0 fp]
  268.  
  269. - Touch the Card.
  270. - In the Peach scene, go through the Library (lower-left room).
  271. - Learn Lullaby. [10 hp][15 fp]
  272. - Go Left, Down, and Left.
  273. - Jump on the rock that's just in front of you, face rightward, and jump to get a hidden Thunder Rage. [4 items]
  274. - Go Down, Down (I guess I recommend doing a full jump on your 2nd spin cancel in order to avoid encountering the Bandit), and Left to return to Mt. Rugged.
  275. - Answer the 2nd option again when you meet Buzzar.
  276. - It's probably faster to use the spring on this screen rather than Parakarry across the gap.
  277. - Fall down and Parakarry across the gap to the right to get the Mt. Rugged Magical Seed.
  278. - Take the train back to Toad Town.
  279. - Enter Forever Forest.
  280.  
  281.  
  282. ~ Chapter 3 ~
  283.  
  284. - In Forever Forest go Right 2, talk to Oaklie.
  285. - Go Left 1, and Left 1.
  286. - Go Left and get the Forest Forest Magical Seed.
  287. - From the seed go Left 2, Left 1, Right 1, and Right 1.
  288. - Enter Boo's Mansion.
  289. - Go upstairs and take the right door.
  290. - Open the middle cabinet, play the Boo game, and get the Record.
  291. - Take the upstairs left door.
  292. - Place the Record, play the song, and get the Weight.
  293. - Bounce on the couch and place the Weight.
  294. - Take the left door on the lower floor.
  295. - Go downstairs and into the Super Boots room, open the chest, play the Boo game, and get the Super Boots.
  296. - Break down through the boards, hit the switches, and climb back up to the main room.
  297. - Take the right door on the lower floor.
  298. - Break down through the boards and Parakarry across to Boo's Portrait.
  299. - Switch to Bombette (Up 1) and blow up the wall.
  300. - Head back to the main room, climb the stairs, and place Boo's Portrait.
  301. - Get Bow.
  302. - Exit the Boo's Mansion and head toward Tubba Blubba's Castle.
  303. - Get the Repel Gel in the Block. [5 items]
  304. - Switch to Parakarry (Up 1) and cross the gap.
  305. - Enter Tubba Blubba's Castle.
  306. - Go Left 2 rooms.
  307. - Get first-struck by the Clubba in front of the door in the upper-left.
  308.  
  309. Clubba 2x [291 xp]
  310. 0. Get First Struck (Don't Block) [7 hp]
  311. 1. Do Nothing / Do Nothing / Don't Block [1 hp]
  312. 2. Run Away
  313.  
  314. - Enter the upper-left door, go down the stairs, and break through the boards.
  315. - Get the Castle Key in the chest.
  316. - Get caught by the UFO guard and reenter Tubba Blubba's Castle.
  317. - Unlock the door to the right.
  318. - Continue along and take the upper door into the spike room.
  319. - You can get across to the chest to get the Castle Key without using Bow.
  320. - Jump on the chest and then onto the spikes to return to the door. [1 hp]
  321. - Continue along. Push the clock.
  322. - Do the Parakarry trick to skip opening the drawer. Get Mega Rush.
  323. - Sneak past the Clubba and unlock the door behind him.
  324. - Run past Tubba Blubba and enter the upper door.
  325. - Run past the Clubbas and get the Castle Key.
  326. - Unlock the door and get the Mystical Key.
  327. - Escape the Castle and go to the Windmill.
  328. - Unlock the door and break down through the boards.
  329. - Pause at the end of the third Hyper Goomba room.
  330. - Unequip Power Jump (A), Equip Power Bounce (Down 1), Unequip Speedy Spin (Down 5), and Equip Mega Rush (Up 2).
  331.  
  332. Tubba Blubba's Heart [291 xp]
  333. Badges: Power Bounce, Mega Rush
  334. 1. Power Bounce 6-5-4-3 [12 fp] / Shell Shot [9 fp]
  335. 2. Power Bounce 6-5-4 [6 fp] / Shell Shot [3 fp]
  336.  
  337. - Leave the Windmill.
  338.  
  339. Tubba Blubba [325 xp]
  340. 1. Jump
  341. - Level Up: BP [10 hp | 15 fp | 6 bp]
  342.  
  343. - Equip Power Jump (A) and Equip Speedy Spin (Down 6) immediately.
  344. - Touch the card.
  345. - During the Peach scene, answer the questions with 3rd answer, 3rd answer, and 1st answer.
  346. - Learn Star Storm. [10 hp][15 fp]
  347. - Return to Forever Forest. Go Right.
  348.  
  349. Jr. Troopa (Chapter 3) [349 xp]
  350. Badges: Power Jump, Power Bounce, Mega Rush, Speedy Spin
  351. 1. Thunder Rage (Down 1) [4 items] / Shell Shot [12 fp] / Block 1 of 2 [6 hp]
  352. 2. Power Jump [10 fp] / Shell Shot [7 fp] / Block 1 of 2 [1 hp]
  353. 3. Power Bounce 5-4-3-2-1 [4 fp] / Shell Shot [1 fp]
  354.  
  355. - Go right 2, then turn back to return to Toad Town.
  356. - Switch to Bow (Down 1) and use her to reveal the entrance to Shy Guy's Toy Box.
  357.  
  358.  
  359. ~ Chapter 4 ~
  360.  
  361. - Go right.
  362. - You can jump across the gap from the top of the box spring.
  363. - There's a chance that, through no fault of your own, you could get first-struck later.
  364. -- You should probably get the Mushroom. [5 items]
  365. -- And eat the Mushroom (Mash A). [4 items][6 hp]
  366. -- But you can skip doing that if you want to risk it. I would definitely recommend against doing that if you don't still have your Life Shroom.
  367. - Get the Storeroom Key in the chest.
  368. - Leave Toybox and go to Harry's Shop.
  369. - Unlock the Storeroom and get the Toy Train.
  370. - Get the Volt Shroom in the Storeroom. [5 items]
  371. - Put the Toy Train into the Toybox.
  372. - Hit the right switch and take the train to Pink Station.
  373. - Go right, spawn a Shy Guy and go through the revolving door.
  374. - Get Ice Power.
  375. - Get the Thunder Rage. [6 items]
  376. - Get the Frying Pan.
  377. - Go back through the revolving door (the right side - there's a Shy Guy behind the left side) and return to Pink Station.
  378. - This Fly Guy here sometimes first strikes you. Sorry about that. Does luring him to the left on the way in make him less likely to be close enough to get you?
  379. - Hit the left switch and take the train to Blue Station.
  380. - Leave the Toybox and go to Tayce T.'s.
  381. - Give her the Frying Pan and get a Cake. [7 items]
  382. - Return to Pink Station and go left.
  383. - Give the Cake to Gourmet Guy (Mash A). [6 items]
  384. - Hit the Pink Station switch.
  385. - Return to the station, hit the right switch, and go to Green Station.
  386. - Hit the blocks in order: 2, 1, 3, 4.
  387. - Hit the right switch and take the train to Red Station.
  388. - Hit the Heart Block. [10 hp][15 fp]
  389. - Go left.
  390. - Get the Volt Shroom in the invisible block. [7 items]
  391. - If you really hurry you can sometimes make a super-fast platform cycle, but it's tough.
  392.  
  393. Lantern Ghost [368 xp]
  394. 1. Volt Shroom (Mash A) [6 items] / Do Nothing / Block 1 of 2 [6 hp]
  395. 2. Do Nothing / Switch to Goombario (Down 1) / Block 1 of 2 [1 hp]
  396. 3. Headbonk / Power Bounce Lantern Ghost 6-5-4-3-2 [12 fp]
  397. 4. (Wait until the menu appears before swapping turns) Headbonk / Power Bounce Lantern Ghost 6-5-4-3 [9 fp]
  398. - Double 4-cap loses a Life Shroom. Kill with an Untimed Jump on Lantern Ghost.
  399.  
  400. - Hammer the lantern and get Watt.
  401. - Ride the platforms up over to the Super Block. Upgrade Watt (Up 1).
  402. - If you really hurry you can make the next platform cycle before it goes down.
  403. - If you've lost peril, heal to 10 hp (probably using the Heart Block), encounter the right-most Pyro Guy, Do Nothing / Do Nothing / Block 1 of 3, and Run Away.
  404. - Return to Red Station and go right.
  405. - Switch to Bombette (Up 3) and blow up the wall.
  406. - Switch back to Watt (Up 3), use Watt, and the Shy Guys break through the wall.
  407.  
  408. General Guy [406 xp]
  409. 1. Power Bounce 6-5-4 [6 fp]
  410. 2. Star Storm (Up 1)
  411. 3. Jump / Power Shock [4 fp]
  412. 4. Jump
  413. 5. Repel Gel (Down 2) [5 items] / Electro Dash
  414. 6. Power Bounce 4-3-2-1 [1 fp] / Electro Dash
  415. 7. Jump / Electro Dash
  416. - Level Up: FP [10 hp | 20 fp | 6 bp]
  417.  
  418. - Touch the card.
  419. - In the Peach scene visit the lower-right room and get the Castle Key from Gourmet Guy.
  420. - Unlock the door and then take the door to the right of the stairs.
  421. - Bake the cake:
  422. -- Sugar (2nd from the left), Eggs (looks like eggs), talk to Twink.
  423. -- Mash A I guess?
  424. -- Flour (far left), Butter (far right, not including water and cleanser), talk to Twink.
  425. -- The time from when you press A until the Cake is done is about 26.5s. So maybe go 27s.
  426. -- Cream (2nd from right, not including water and cleanser), Strawberries (3rd from right; they're red), talk to Twink.
  427. -- Pick up the Cake and leave the room.
  428.  
  429. - Learn Chill Out. [10 hp][20 fp]
  430. - Head left to the dock and spin jump on the whale.
  431. - Go inside and use Watt in the room to encounter Fuzzipede. If you position it right when you use Watt and jump right away, you can encounter him sooner.
  432.  
  433. Fuzzipede [425 xp]
  434. 1. Volt Shroom (Down 1) [4 items] / Do Nothing / Don't Block [7 hp]
  435. 2. Do Nothing / Do Nothing / Don't Block [4 hp]
  436. 3. Do Nothing / Do Nothing / Don't Block [1 hp]
  437. 4. Power Bounce 6-5-4-3 [17 fp]
  438.  
  439. - Ride the Whale.
  440.  
  441.  
  442. ~ Chapter 5 ~
  443.  
  444. - Ignore Kolorado.
  445. - Get the Repel Gel in the invisible block. [5 items]
  446. - Go the volcano entrance and talk to Kolorado.
  447. - Go the Jade Jungle, go right, and hammer the tree 3 times to get Sushie.
  448. - Return to the previous screen and swim over to the island. Get Power Quake.
  449. - Unequip Power Jump (A) and Equip Power Quake (Down 2).
  450. - Swim over to the lower dock on the left-most screen.
  451.  
  452. M. Bush 4x [453 xp]
  453. 1. Power Quake [13 fp]
  454. - Avoid heart drops.
  455.  
  456. - Check the bush to rescue the Red Yoshi Kid.
  457. - Swim between the two docks on this screen.
  458. - Go up, and ride Sushie between the two docks on that screen.
  459. - Press Z in the flower to spin up to the top.
  460. - Lure the Spear Guy over to the right so you can mash open the bushes in peace.
  461. - Take the pipe, switch to Watt (Up 1), and use him to rescue the Green Yoshi Kid.
  462. - Switch back to Sushie (Down 1) and continue swimming to the left.
  463. - Hit the log. Talk to the Blue Yoshi Kid to rescue him.
  464. - Head back to the rightmost dock on the previous screen.
  465. - There's a Fright Jar inside the tree here... (I'm not going to tell you that you have to get it, but on average it saves a small amount of time, so you probably should. I did not adjust the item menuing in this route to account for getting it.)
  466. - Lure the Spear guy out of the way and hit the log. Dodge the Fuzzy and head right.
  467. - Switch to Bombette (Down 3).
  468. - Don't get too close to the cutscene trigger.
  469.  
  470. Putrid Piranha 2x [465 xp]
  471. 0. First Strike (Bomb)
  472. 1. Jump 2nd Putrid Piranha / Bomb [10 fp]
  473. - If you've lost Peril or failed the first strike or something, kill both Piranha fights with Star Storm / Power Bomb.
  474.  
  475. - Rescue the Yellow Yoshi Kid.
  476. - Head back to the left, again dodging the Fuzzy.
  477. - Switch to Sushie (Up 3) ride Sushie down to the screen below.
  478. - Hammer the tree to rescue the Purple Yoshi Kid.
  479. - Head down and hit the log; return to Yoshi Vilage.
  480. - Talk to the Yoshi Chief in the centre island and get Jade Raven.
  481. - Return back through the log shortcut in the Jungle.
  482. - Swim straight across and place the Jade Raven.
  483. - Check the bushes to reveal a path.
  484. - Block Puzzle:
  485. -- Push the 1st block up 1x and left 3x.
  486. -- Push the 3rd block down 1x and left 2x.
  487. -- Push the 7th block right 1x and up 1x.
  488. -- Push the 6th block left 1x and up 2x.
  489. -- And push the 5th block left 1x and down 4x.
  490. -- After the cutscene, push the 5th block down one more time.
  491. - Pull the 4th vine to reveal the path.
  492. - Switch to Bombette (Down 3).
  493.  
  494. Putrid Piranha 3x, W Magikoopa [499 xp]
  495. 1. Untimed Power Quake [6 fp] / Power Bomb [0 fp]
  496. - If a Fright Jar failed, you will level up early. Level Up: BP.
  497.  
  498. - Climb the tree and talk to Raphael.
  499. - Follow Raphael and get Ultra Stone.
  500. - Ride the zipline into Mt. Lava Lava.
  501. - Get the platform fast cycle.
  502. - Fall down and ride the zipline at the bottom.
  503. - Get the Life Shroom in the invisible block. [6 items]
  504. - Switch to Parakarry and cross the lava, push the blocks, and then do the lava skip jump.
  505. - Push one block then Parakarry across and get the Ultra Hammer.
  506. - Take the springs back up, hammer the metal block and ride the zipline.
  507. - Jump off the zipline to reach a Super Block. Upgrade Parakarry (Down 3).
  508. - Take the springs back up and this time ride the zipline all the way.
  509. - In the lava room, you can touch the firebars for damage invincibility from the encounters.
  510. -- However, if you've already leveled up, avoid the firebars so you can skip the Heart Block.
  511. - When pushing the blue block you can stop pushing it 2 tiles early, however 1 tile early is much easier.
  512. - Break the metal blocks and then outrun another Spiny Tromp.
  513. - Be sure to watch the Kolorado cutscene before going to Lava Piranha.
  514. - Hit the Heart Block, unless you already have 9 or 10 hp. (If you have 9 hp, you will have to block both attacks in the next fight.) [10 hp][20 fp]
  515. - Unequip Power Quake (Down 2) and Equip Ice Power (R, Up 2). Don't bother unequipping Power Quake if you've leveled up already.
  516. - Go downstairs and fight the boss.
  517.  
  518. Lava Piranha [539 xp]
  519. Badges: Power Bounce, Mega Rush, Ice Power, Speedy Spin
  520. 1. Thunder Rage (Down 2) [5 items] / Air Raid [14 fp] / Block 1 of 2 [6 hp]
  521. 2. Jump / Shell Shot [11 fp] / Block 1 of 2 [1 hp]
  522. 3. Power Bounce 6-5-4-3 [8 fp] / 3 Bounces: Sky Dive
  523. 4. Power Bounce 8-7-6-5-4-3 [5 fp] / 6 bounces: Shell Shot [2 fp] | 4 or 5 Bounces: Switch to Bombette (Up 1) | 3 Bounces: Sky Dive
  524. 5. If 5 bounces last turn: Jump | 3 or 4 bounces: Power Bounce 6-5-4 [2 fp]
  525. - Level Up: BP [10 hp | 20 fp | 9 bp]
  526.  
  527. - Touch the card.
  528. - Switch to Bombette if you haven't already (Up 1), blow up the wall, and escape the volcano.
  529. - In the Peach scene, go downstairs and take the leftmost door.
  530. - In the quiz, mash A for all questions except give the 2nd answer for the 10th question.
  531. - Learn Smooch. [10 hp][20 fp]
  532. - Get the Jammin' Jelly behind the tree. [6 items]
  533. - Go to where you met Sushie and get the Volcano Vase in the chest.
  534. - Return to Yoshi Village and give the Volcano Vase to Kolorado to get the Jade Jungle Magical Seed.
  535. - Equip Power Jump (A), Equip Power Quake (Down 2), Unequip Ice Power (R, Up 2), and Equip Spike Shield (Down 1). (You won't need to Equip Power Quake if it's still on.)
  536. - Switch to Parakarry (Down 1).
  537. - Board the whale and return to Toad Town.
  538.  
  539. Jr. Troopa (Chapter 5) [566 xp]
  540. Badges: Power Jump, Power Bounce, Power Quake, Mega Rush, Spike Shield, Speedy Spin
  541. 1. Untimed Power Jump [18 fp] / Shell Shot [15 fp] / Don't Block [4 hp]
  542. 2. Power Jump [13 fp] / Shell Shot [10 fp]
  543.  
  544. - Place the Magical Seeds and enter the Flower Gate.
  545.  
  546.  
  547. ~ Chapter 6 Stuff ~
  548.  
  549. - Go East.
  550. - Talk to Petunia.
  551. - Fight the moles starting with the bottom-left mole and going clockwise.
  552.  
  553. Monty Mole 2x (Bottom-Left) [566 xp]
  554. 1. Do Nothing / Air Lift [7 fp] / Don't Block [1 hp]
  555. 2. Air Lift [4 fp]
  556. - If you're worried you might fail the mashing on those Air Lifts:
  557. -- It's a little bit slower, but you can Air Lift before doing nothing and then Run Away if it fails. (It's best in this case to Lift the 2nd Mole.)
  558. -- Then, Jump with Mario on the 2nd turn, saving the 2nd Air Lift for the 1 Mole fight, where again you can Run Away if it fails.
  559. -- You only have enough fp for one back-up Air Lift. If you need more than that then you'll have to figure something else out.
  560. - But if you are confident in your Air Lift mashing, here's something else you can try:
  561. -- That Fright Jar in the Jungle that I mentioned earlier, you should get it and use it here against 2x Monty Mole.
  562. -- It's 50% to work on each of them. Overall it saves about 11.7s if it works on both, saves 1.2s if it works on only one of the Moles, and loses 8.5s if it fails on both.
  563. -- If it works on both, then against 1x Mole: Do Nothing / Do Nothing / Don't Block, Jump.
  564. -- If it works on only the front Mole, Do Nothing with Parakarry, Don't Block, and then Air Lift the back Mole. Jump the 1 Mole fight as normal.
  565. -- If it works on only the back Mole, Do Nothing with Parakarry, Don't Block, and then Jump the front Mole. After, use Air Lift instead of Jump on the 1 Mole fight.
  566. -- If it fails on both, continue as if you hadn't used the Fright Jar at all.
  567.  
  568. Monty Mole 1x (Top-Left) [573 xp]
  569. 1. Jump
  570.  
  571. - Eat a Jammin' Jelly (Mash A). [5 items][20 fp]
  572.  
  573. Monty Mole 3x (Top-Right) [594 xp]
  574. 1. Untimed Power Quake [16 fp] / Air Raid [10 fp]
  575.  
  576. Monty Mole 4x (Bottom-Right) [626 xp]
  577. 1. Untimed Power Quake [6 fp] / Air Raid [0 fp]
  578. - Level Up: FP [10 hp | 25 fp | 9 bp]
  579.  
  580. - Talk to Petunia and get the Magical Bean.
  581. - Hammer the tree for a Red Berry. [6 items]
  582. - Return to the centre area and go South-West.
  583. - Give the Red Berry to the flower (Mash A). [5 items]
  584. - Hammer the tree for a Yellow Berry. [6 items]
  585. - Return to the centre area and go South-East.
  586. - Give the Yellow Berry to the flower (Mash A). [5 items]
  587. - Parakarry across the thorns. Continue to the right and talk to Lily.
  588. - Head back and hammer the tree for a Blue Berry. [6 items]
  589. - Return to the centre area and go West.
  590. - Give the Blue Berry to the flower (Mash A). [5 items]
  591. - Get the Shooting Star in the invisible block. [6 items]
  592. -- Hit the invisible coin block, spring up onto it, jump across onto the brick block, and then jump to hit the invisible block.
  593. -- This only saves like a half second, so if the Spinies in this area are giving you problems, feel free to skip this and just use Star Storm on the next fight instead.
  594.  
  595. Lakitu 2x, Spiny 2x [658 xp]
  596. 1. Air Raid [19 fp] / Shooting Star (Mash A) [5 items]
  597.  
  598. - Navigate the maze and talk to Rosie.
  599. - Return to the centre area and go South-West.
  600. - Talk to Posie and get Fertile Soil and Crystal Berry.
  601. - Return to the centre area and go West.
  602. - Talk to Rosie and get trade the Crystal Berry for the Water Stone.
  603. - Return to the centre area and go South-East.
  604. - Talk to Lily, place the Water Stone in the hole, and get Miracle Water.
  605. - Switch to Sushie (Down 3) and swim over to the tree.
  606. - Hammer it for a Bubble Berry. [6 items]
  607. - Swim back to the left, switch to Parakarry (Up 3), return to the Centre area and go North-West.
  608. - Give the Bubble Berry to Bubble Plant and ride the bubble across. [5 items]
  609. - This Bzzap! here sometimes gets you. Again, my apologies.
  610. -- You'll just have to eat a Life Shroom if the Bzzap hits you.
  611. -- Be sure to have at least 7 hp when you take the bubble, in case the Bzzap! hits you.
  612. -- You can heal with Yellow Berries, Bubble Berries, or your Dried Shroom, as needed, to make sure you have enough HP to survive that potential first strike.
  613. -- It would be best if you heal back to 7 to 9 hp, rather than 10 hp, to skip having to jump on the spikes.
  614. -- If a Yellow Berry will actually suffice, the extra FP you get from eating it can sometimes help a little.
  615. - If you still have 10 hp after passing the log here, jump on the spikes. You want to enter the next fight with 7 to 9 hp.
  616. - Get the Shooting Star hiding in the flowers. [6 items]
  617. - Switch to Bombette (Up 1), blow up the rock, and talk to the sun.
  618. - Switch to Parakarry (Down 1).
  619.  
  620. Spike? [675 xp]
  621. 1. Power Jump [17 fp] / Shell Shot [14 fp] / Don't Block [5 hp]
  622. 2. Power Jump [12 fp] / Shell Shot [9 fp] / Don't Block [1 hp]
  623. 3. Power Bounce 6-5-4-3-2 [6 fp] / Sky Dive | Less Bounces: Shell Shot [3 fp]
  624. - You can enter the fight with 8 or 7 hp, but if you do you must block 1 or 2 attacks.
  625. - If you get 4-capped, instead kill with Shell Shot, and then, don't forget, get and eat a Stinky Herb on the way back to the central area. [8 fp]
  626. - If you ate a Yellow Berry between the Maze fight and now, you can always stop at 4 bounces and then Shell Shot to kill; the Stinky Herb won't be necessary.
  627.  
  628. - Answer yes to the 1st question and the 2nd answer to the 2nd question as you get Lakilester.
  629. - Return to the centre area and go North-East.
  630. - Solve the rising and lowering pillar puzzle.
  631. - Switch to Parakarry (Up 4).
  632. - Hammer the machine twice to start the fight.
  633.  
  634. Lakitu 3x, Y Magikoopa [708 xp]
  635. 1. Shooting Star (Mash A) [5 items] / Air Raid [0 fp]
  636. - Level Up: HP [15 hp | 25 fp | 9 bp]
  637.  
  638. - Switch to Lakilester (Down 4).
  639. - Hammer the machine 1 time on the right side and 4 times on the left side to destroy it.
  640. - At the start of the pillar puzzle screen, go under the right-most arch and take a secret path to the left that leads to a spring.
  641. - Hit the Super Block. Upgrade Lakilester (Up 1).
  642. - Ride Lakilester across the spikes to return to the centre area.
  643. - Talk to the tree.
  644. - At the brown spot, place the Fertile Soil (Down 1), Magical Bean (Mash A), and Miracle Water, in that order.
  645. - Ride the beanstalk.
  646. - Go right and immediately back to the left to reset the moving cloud's cycle.
  647. - Ride the cloud and get S. Jump Charge.
  648. - Unequip Spike Shield (R), unequip Power Jump (Z), Equip S. Jump Charge (Down 1), Unequip Power Quake (Down 2), and Equip Damage Dodge (Down 2).
  649.  
  650. Huff N. Puff [744 xp]
  651. Badges: S. Jump Charge, Power Bounce, Damage Dodge, Mega Rush, Speedy Spin
  652. 1. Super Jump Charge [21 fp] / Do Nothing / Don't Block [10 hp]
  653. 2. Super Jump Charge [17 fp] / Do Nothing / Aim for 6 Damage from the Wind; Block 1 of 2 [4 hp]
  654. 3. Super Jump Charge [13 fp] / Switch to Parakarry (Up 4) / Block 1 of 2 [1 hp]
  655. 4. Power Bounce 15-14-13-12-11 [10 fp] / Less Bounces: Shell Shot [7 fp] / 3 Bounces: Lose a Life Shroom
  656. 5. Jump / Shell Shot [4 fp]
  657.  
  658. - Touch the card.
  659. - In the Peach scene, copy a Koopatrol and head upstairs.
  660. - Talk to the last Koopatrol and get the Castle Key.
  661. - Go downstairs, unlock the door, and copy the Clubba.
  662. - Head back upstairs, talk to the Koopatrol, and continue along.
  663. - Learn Time Out. [15 hp][25 fp]
  664. - Exit Flower Fields and go to Merlon's House.
  665. - Take the pipe to Toad Town sewers.
  666. - Break the boards, switch to Sushie (Down 3), and swim across.
  667.  
  668. Blooper [762 xp]
  669. 1. Super Jump Charge [21 fp] / Do Nothing / Block [14 hp]
  670. 2. Super Jump Charge [17 fp] / Switch to Lakilester (Down 1) / Block [13 hp]
  671. 3. Power Bounce 8-7-6-5-4 [14 fp]
  672.  
  673. - Ride Lakilester across the spikes.
  674. - Avoid the enemies and get the Ultra Boots.
  675. - If you do not have 2 Life Shrooms, use the Ultra Boots to get the Life Shroom in the invisible block. You might want to just grab it every time anyway.
  676. - Head back across the spikes and continue past the Dark Koopas to the left.
  677. - Hit the invisible blocks to build a path to Chapter 7.
  678. - Jump across to the blue doors and take the pipe.
  679. - Go to the left and hit the Super Block. Upgrade Lakilester (Up 1).
  680. - Take the pipe to Shiver City.
  681.  
  682.  
  683. ~ Chapter 7 ~
  684.  
  685. - Go left to the Mayor's house.
  686. - Switch to Sushie inside the first room of the house (Up 1).
  687. - Talk to the dead Mayor.
  688. - Go right and tornado jump the ice 3 times to break it.
  689. - Dive and get the Warehouse Key.
  690. - Unlock the door, spring onto the roof and go down the chimney. Talk to Herringway.
  691. - Follow Herringway back to the Mayor's house.
  692. - While he's entering the house, switch to Parakarry (Up 3).
  693. - Enter the cutscene to resolve the murder-mystery, then head into Shiver Snowfield.
  694. - If you took additional damage from Blooper or in the sewers:
  695. -- Eat a Dried Shroom or Life Shroom if it will put you back to either 13 or 15 hp.
  696. -- If you took too much damage for that to work, or if it's your only Life Shroom, sleep at the Toad House.
  697. -- Block only 1 of 2 attacks in the next fight if you enter it with 15 hp.
  698. -- And don't forget to replace that Life Shroom if you eat it.
  699.  
  700. Jr. Troopa (Chapter 7) [791 xp]
  701. 1. Super Jump Charge [10 fp] / Sky Dive / Block [7 hp]
  702. 2. Super Jump Charge [6 fp] / Do Nothing / Block [1 hp]
  703. 3. Power Bounce 12-11-10-9-8 [3 fp] / 4 Bounces: Sky Dive
  704. - If you slept at the Toad House, do Shell Shots instead of Sky Dives.
  705.  
  706. Monstar [810 xp]
  707. 1. Power Bounce 7-6-5-4 [0 fp]
  708. - If you've somehow lost Peril, I guess do Jump / Shell Shot, Untimed Jump / Sky Dive (or just Shell Shot only on turn 2 if you have the FP for it).
  709. - Level Up: FP [15 hp | 30fp | 9 bp]
  710.  
  711. - Follow Merle and get the Scarf.
  712. - Return to Shiver City, reenter the Mayor's House, and switch to Kooper (Up 2).
  713. - Talk to the Mayor and get the Bucket.
  714. - Give the Scarf and the Bucket to the Snowmen and enter Shiver Mountain.
  715. - Tornado jump the ice and hit the switch to raise the platform.
  716. - Kooper the switch. The Duplighost is the one on the left; hammer it.
  717.  
  718. Duplighost 2x (Kooper Switch) [810 xp]
  719. 1. Switch to Lakilester (Up 2) / Hurricane [25 fp]
  720.  
  721. - Continue to the right, switch to Bombette (Down 3), and blow up the wall.
  722. - Walk through the wall to the right and get the Star Stone.
  723. - Place the Star Stone in the hole to raise the stairs.
  724. - Climb the stairs and enter Crystal Palace.
  725. - Take the lower door in the first room. Get the Blue Key.
  726. - Return to the first room, hit the door switch, and unlock the blue lock.
  727. - Blow up the wall. Go through the mirror and blow up another wall.
  728.  
  729. Duplighost 2x (Reflection) [810 xp]
  730. 1. Switch to Lakilester (Up 3) / Hurricane [20 fp]
  731.  
  732. - Take the upper door once you reach the other side of the first room.
  733. - Break the boards.
  734. - Return back to other side of the mirror and to the first room.
  735. - Hit the switch to change the doors and take the lower door.
  736. - Fall down through the hole in the floor and head right.
  737. - Switch to Bombette (Down 3) and blow up the wall.
  738. - The real Bombette is the 2nd from the right; hammer the others.
  739. - Get the Red Key.
  740. - Return to the first room and unlock the red door.
  741. - Take the lower-right doors in the next room.
  742. - Switch to Lakilester (Up 3).
  743.  
  744. Clubba, GRY Magikoopa [810 xp]
  745. 1. Hurricane [15 fp]
  746.  
  747. Clubba 2x, W Magikoopa [810 xp]
  748. 1. Hurricane [10 fp]
  749.  
  750. Clubba 3x, G Magikoopa [810 xp]
  751. 1. Hurricane [5 fp]
  752.  
  753. - Return to the previous room and this time take the upper-right door.
  754. - Switch to Bombette (Down 3) and bomb the switch while standing on the revolving mirror.
  755. - Switch to Kooper (Up 1) and send him through the little hole in the wall.
  756. - Kooper is the real Kooper; hammer the others.
  757. - Head right first in the next room and Kooper the switch.
  758. - Cross the mirror, head back to the left and take the upper door.
  759. - Use the Ultra Boots to get the Jammin' Jelly in the invisible block. [6 items]
  760. - Push the statue and fall down the hole. Get P-Up D-Down.
  761. - Head back around to the other side of the mirror and this time take the lower door.
  762. - Fall down the hole where the statue was and get the Palace Key.
  763. - Head back up and unlock the lower door.
  764. - Switch to Parakarry (Down 2).
  765. - Solve the statue puzzle:
  766. -- Push the left statue left 1 time.
  767. -- Talk to the middle Albino Dino from the right.
  768. -- Talk to the left Albino Dino from below.
  769. -- Push the left statue up 1 time.
  770. -- Push the middle statue right 4 times.
  771. -- Push the now-middle statue left 1 time.
  772. -- Talk to the right Albino Dino from above.
  773. -- Push the right statue down 1 time.
  774. -- You can jump directly to the top of the stairs from the side.
  775. - Hit the Heart Block. [15 hp][30 fp]
  776.  
  777. Crystal King [859 xp]
  778. 1. Super Jump Charge [26 fp] / Shell Shot [23 fp] / Block 5 of 6 [9 hp]
  779. 2. Super Jump Charge [19 fp] / Shell Shot [16 fp]
  780. 3. Super Jump Charge [12 fp] / Shell Shot [9 fp] / Block 5 of 6 [1 hp]
  781. 4. Power Bounce 14-13-12-11-10 [6 fp] / 4 Bounces: Shell Shot [3 fp]
  782.  
  783. - Touch the card.
  784. - Peach scene.
  785. - Learn Up & Away. [15 hp][30 fp]
  786. - Return to Shiver City and to the sewers.
  787. - After the blue door, fall down and take the pipe.
  788. - Switch to Bombette (Up 1) and blow up the wall.
  789. - Take the pipe up, grab the Odd Key and unlock the door.
  790. - Head for Shooting Star Summit.
  791. - Go through Star Way, Star Haven, and meet with the Star Spirits.
  792. - Learn Star Beam. [15 hp][30 fp]
  793. - Take the bathtub to Bowser's Castle.
  794.  
  795.  
  796. ~ Chapter 8 ~
  797.  
  798. - Unequip S. Jump Charge (Down 1), Unequip Power Bounce (Down 1), Equip Power Quake (Down 1), and Equip Dizzy Attack (R, Down 3).
  799. - If the Koopatrol is going to notice you, spin in place as he tries to first strike you. Otherwise, just spin into him.
  800.  
  801. Koopatrol 2x [875 xp]
  802. 0. Dizzy Attack
  803. 1. Untimed Power Quake [26 fp] / Power Bomb [20 fp]
  804.  
  805. - Get the Castle Key and unlock the door.
  806. - Head right, say Yes to the Bowser Door, stand in front of it, and fall into the basement jail.
  807. - If you do not have 2 Life Shrooms, get the one in the crate. (Face right as you break it so that the item doesn't bounce onto the other crates.) Or, you could always just get it, just in case.
  808. - Blow up the wall.
  809. - Switch to Parakarry (Down 1).
  810. - If you hurry in the first lava room you can Parakarry to the 1st moving platform and then jump across, skipping a cycle. But if you're too slow you can just use Parakarry again to make it.
  811. - In the 2nd lava room, it's fastest if you Parakarry over to the switch, hit it, then jump from there to the moving platform (precise) and quickly Parakarry to the right.
  812. - Then Parakarry across the next gap, jump from there to the switch, hit it, and again jump to the moving platform and quickly Parakarry to the right.
  813. - Parakarry the last couple of gaps to reach the final lava room.
  814. - Switch to Lakilester (Up 4) and ride him across the lava.
  815. - Switch to Bow (Up 3) and phase through the lavafall.
  816. - Switch to Parakarry (Up 1) and cross the gap.
  817. - Switch to Lakilester (Up 4) and enter the lava loading zone.
  818. - Once you're across the lava, switch to Parakarry (Up 4).
  819.  
  820. Koopatrol 3x, Magikoopa [905 xp]
  821. 1. Untimed Power Quake [16 fp] / Air Raid [10 fp]
  822. - There is a small chance that the Magikoopa will not run away from the fight; sorry about that.
  823. - Make sure you don't take too much extra damage prior to the fight so that, if it attacks, it doesn't kill you.
  824. - Kill it next turn with an untimed Jump.
  825. - Level Up: BP [15 hp | 30 fp | 12 bp]
  826.  
  827. - Exit the room and head back to the left.
  828. - Take the upper loading zone and get the Castle Key in the chest.
  829. - Head back to the right and unlock the door.
  830. - It's probably best if you make sure your TV's brightness is turned way up before starting a run.
  831. - In the dark basement:
  832. -- At the 1st crossroad, take the top path and Parakarry across the gap.
  833. -- At the 2nd crossroad, take the middle path and Parakarry across the gap; take the loading zone.
  834. -- At the 3rd crossroad, take the middle path and Parakarry across the gap.
  835. -- At the 4th crossroad, take the top path and fall down the hole.
  836. -- Push the block and return to the 1st Bowser Door room.
  837. - In the central area, take the upper-right door.
  838. - In the flood room, take the spring up and pull the chain to raise the water.
  839. - Switch to Sushie (Down 3) and swim to the dock on the previous screen.
  840. - Hit the switch, take the spring, switch to Bombette (Up 4), and blow up the wall.
  841. - Tornado jump to hit the block, hit the switch, follow the path, and pull the chain to raise the water further.
  842. - Back in the previous room, switch to Sushie (Up 4) and swim across to a Castle Key.
  843. - Retrace your steps, pulling the chains to lower the water. Unlock the door to the right.
  844. - For each set of Bombshell Bill Blasters, dodge the Bombshell Bills until you get close to the Blasters, then spin into one of the Bills.
  845.  
  846. Bombshell Bill 3x [905 xp]
  847. 0. Dizzy Attack
  848. 1. Run Away
  849.  
  850. - Use the invincibility from these encounters to run past each of the 4 sets of Blasters.
  851. - In the next room, push the last block to reveal a path. Hopefully the Dry Bones doesn't hit you.
  852. - Push the 1st block in the next room.
  853. - Push the 2nd block in the next room. You'll likely want to lure the Hammer Bros. out of the way before trying to push it.
  854. - Get the Castle Key and backtrack to the 2nd of the block-push rooms.
  855. - Unlock the door to the right and enter the 2nd Bowser Door room.
  856. - Say Yes to take the quiz and No to hearing the instructions.
  857. - The answers to the quiz are 1st, 1st, 2nd, 1st, and 1st answer. If you get one wrong, the following answers are 3nd and 2nd.
  858. - Switch to Kooper (Down 3).
  859. - In the next central, again take the upper-right door.
  860. - Take the upper door in the next room.
  861. - Hit the switch with Kooper while standing on the rising platform.
  862. - Get the Castle Key, backtrack two rooms, and unlock the lower door.
  863. - The solution to the endless hallway is Up, Down, Down, Up, Down, Up.
  864. - Hit the Heart Block if you're not at full hp and fp.
  865. - Switch to Lakilester (Up 2).
  866. - Talk to "Peach", run just over 3 spins back to the left, then head back to "Peach" and hammer "her" 3 times.
  867.  
  868. Duplighost 4x [905 xp]
  869. 1. Hurricane [25 fp]
  870.  
  871. - Unequip Dizzy Attack (R, Down 3), Equip Power Jump (Z), Equip S. Jump Charge (Down 1), Equip Power Bounce (Down 1), Unequip Power Quake (Down 1), and Equip P-Up D-Down (Down 3).
  872. - Switch to Bow (Up 3).
  873. - Take the door to the next room.
  874.  
  875. Jr. Troopa (Chapter 8) [937 xp]
  876. Badges: Power Jump, S. Jump Charge, Power Bounce, Damage Dodge, P-Up D-Down, Mega Rush, Speedy Spin
  877. 1. Super Jump Charge [21 fp] / Outta Sight [19 fp]
  878. 2. Super Jump Charge [15 fp] / Block [8 hp]
  879. 3. Super Jump Charge [11 fp] / Outta Sight [9 fp]
  880. 4. Super Jump Charge [5 fp] / Block [1 hp]
  881. 5. Power Bounce 18-17-16-15 (Up 2) [2 fp]
  882. - If you're paranoid about getting a 3-bounce, one way to survive it I guess would be to unequip Power Jump and Speedy Spin in order to equip Spike Shield just for this fight. Then you can Outta Sight and kill with a Jump next turn.
  883.  
  884. - Eat a Jammin' Jelly (Mash A). [5 items][30 fp]
  885. - If you don't have 2 Life Shrooms and don't want to risk it on only 1, visit the Library (2nd floor, lower-left door) and climb the bookshelf to get the Life Shroom in there.
  886.  
  887. Bowser (Hallway) [982 xp]
  888. 1. Power Bounce 7-6-5-4-3 (Up 2) [27 fp] / Outta Sight [25 fp]
  889. 2. Power Bounce 7-6-5-4-3 (Up 2) [22 fp]
  890. 3. Power Jump [20 fp] / Outta Sight [18 fp]
  891. 4. Power Jump [16 fp]
  892. - If you get 3 bounces on the 1st Power Bounce, there's no reason to go beyond 5 bounces on the 2nd bounce.
  893. - In the unlikely event that you get 7 bounces on the 1st bounce, you can stop at 4 bounces on the 2nd bounce.
  894. - Otherwise just get as many bounces as you can.
  895. - The Power Jump on turn 3 can be an untimed Jump if you got a 5-bounce and a 4-bounce.
  896. - The Power Jump on turn 4 can be an untimed Jump if you got a 4-bounce and a 3-bounce.
  897.  
  898. - Just before you enter the final battle, Unequip Speedy Spin (R, Down 2), Unequip S. Jump Charge (Z, Down 1), and Equip HP Plus (Down 3).
  899.  
  900.  
  901. Final Bowser (Phase 1)
  902. Badges: Power Jump, Power Bounce, HP Plus, Damage Dodge, P-Up D-Down, Mega Rush
  903. 1. Power Bounce 6-5-4 [13 fp] / Outta Sight [11 fp]
  904. 2. Power Bounce 6-5-4 [8 fp] / Star Shield
  905. 3. (Turn Swap) Switch to Parakarry (Up 1) / Star Beam
  906. - Go for ONE extra bounce on one of the two bounces in Phase 1. (DO NOT get more bounces than this.)
  907. - If you get the one extra bounce, don't bother swapping to Parakarry before using Star Beam. Instead switch to Parakarry on Turn 1 of Phase 2, rather than using Sky Dive.
  908. - THIS IS IMPORTANT: BE VERY CAREFUL NOT TO DO EXTRA DAMAGE AT ANY POINT. Bowser will be able to heal later in the fight if you do.
  909.  
  910. Kammy Koopa
  911. 1. Dash / Focus
  912. 2. Dash / Focus
  913. 3. Dash / Focus
  914. 4. Dash / Focus
  915. 5. Dash
  916.  
  917. - Learn Peach Beam. [20 hp][30 fp]
  918.  
  919. Final Bowser (Phase 2)
  920. - General Plan:
  921. -- Start with Peach Beam / Sky Dive (or Switch to Parakarry instead of Sky Dive if you got the extra bounce in Phase 1) on turn 1.
  922. -- Then keep using Power Jump as Mario and Shell Shot with Parakarry. Shell Shot cannot miss, so just flick it as quickly as possible.
  923. -- Use Peach Beam whenever he uses Star Shield.
  924. -- After losing one Life Shroom and then getting damaged back into Danger, use a Repel Gel (unless he puts you into Peril).
  925. - Watch Out!
  926. -- Block the Wave with your Partner.
  927. -- Block all other attacks with Mario.
  928. -- Be prepared to block the Lightning! It has maybe a 10% chance of needing to be blocked on either turn 4 or 5.
  929. -- Say if you fail the Lightning block, whatever you do, do not do any more damage until you're back in Danger. (It's cases like these where having a 3rd Life Shroom can sometimes bail you out of a bad situation.)
  930.  
  931. - This is for Turn 4 Star Shield, no Peril (the typical pattern):
  932. 1. Peach Beam / Sky Dive / Block [11 hp]
  933. 2. Power Jump [28 fp] / Shell Shot [25 fp] / Block [2 hp]
  934. 3. Power Jump [23 fp] / Shell Shot [20 fp] / Block; Lose a Life Shroom [4 items][10 hp]
  935. 4. Power Jump [18 fp] / Shell Shot [15 fp] / Star Shield
  936. 5. Peach Beam / Shell Shot [12 fp] / Block [1-4 hp]
  937. 6. Repel Gel (Mash A) [3 items] / Shell Shot [9 fp]
  938. 7. Power Jump [7 fp] / Shell Shot [4 fp]
  939. 8. Power Jump [2 fp] / Sky Dive
  940.  
  941. - Star Shield pattern notes:
  942. -- Turn 5 or 6 Star Shield typically requires the 2nd Life Shroom [2 items], but the strat otherwise works the same as the turn 3, 4 (shown above), or 7 patterns.
  943. -- Any of the double Star Shield patterns (turns 3 & 6, 3 & 7, or 4 & 7) typically require the 2nd Life Shroom. Stick to the "general plan" and then kill on turn 9 with Jump.
  944. -- Turn 8+ Star Shield (beamless) requires an extra Life Shroom. Then kill on turn 8 with Power Jump.
  945.  
  946. - If you get into Peril after losing the 1st Life Shroom:
  947. -- Forget the Repel Gel. Go for a Power Bounce 6-5-4-3-2. Shell Shot if necessary. (This is actually really fast if you can get this lucky.)
  948. -- If you fail to get 5 bounces, you will often lose the 2nd Life Shroom at some point.
  949. -- Continue the plan of Peach Beam or Power Jump as Mario / Shell Shot with Parakarry to kill soon enough.
  950. -- The turn 6+ Star Shield pattern will be beamless with this strat, regardless of that last bounce cap, but 4 bounces will also skip the last Shell Shot.
  951.  
  952.  
  953. - Let Luigi come to the party.
  954. - Maybe, on some consoles (but definitely not on Wii VC), it'd be faster to re-equip Speedy Spin?
  955. - Enter Peach's Castle.
  956. - That's it.
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