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any% log skip route

anatomyz Aug 29th, 2013 1,879 Never
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  1. This is a "new" route, I have made a few minor changes to it from an idea that R0bd0g came up with. With it, we do no longer have the need for a "safe route" to remove resets on Huff / Jr Troopa; as this route can get away with a 4 on Huff.
  2.  
  3. prologue
  4.  
  5. * There are two coin collecting routes you can do. One of them involves collecting coins as you go, and it is very tight. If you are not confident about getting and keeping ALL of these coins (encounters), you should get a 4th whacka bump and sell it at the shop in toad town, and in turn ignore all of the coin collecting in this route. This is slightly slower overall, but you will never have to worry about not having enough coins for speedy spin.
  6.  
  7. *need 6 "extra" coins
  8.  
  9. - get 3-6 coins in playground
  10. - 10 coins from hammer block
  11. - get coin right after playground in block (BACKUP)
  12. - GET CLOSE CALL BADGE
  13. - coin in tree after goomba king (BACKUP)
  14. magikoopa: power jump, headbonk 2x, jump 2x
  15.  
  16.  
  17.  
  18.  
  19.  
  20. chapter 1
  21.  
  22. - 1 coin on the way to koopa village
  23. - POW Block before bridge switch
  24. - 10 coins from jump block
  25. - 5 on the road
  26.  
  27. fuzzy fight: pow block, UNTIMED power shell
  28.  
  29. - 5 coins on the road
  30. - get the thunder bolt and fire flower
  31. - hit heart block before fortress
  32.  
  33. - power jump, power shell first fight
  34.  
  35. - staircase skip, get bombette
  36.  
  37. jail fight: fire flower, body slam
  38.  
  39. - go back and log skip
  40.  
  41.  
  42.  
  43. chapter 5
  44.  
  45. - 3 whackas (4 if you wanted to sell one at the Toad Town shop for speedy spin instead of coin collecting)
  46. - there is 1 extra coin before the slide for the 3rd letter if you need it (BACKUP)
  47. - go down the slide for 3 coins
  48. - get parakarry
  49. - get seed
  50. - speedy spin (sell your 4th whacka at the shop if you did that route)
  51. - equip Power bounce, Speedy Spin
  52.  
  53. - BHS
  54. - switch to Parakarry before blooper
  55.  
  56. blooper:
  57.  
  58.         T1: Bounce, Sky Dive
  59.         T2: Bounce, Shell Shot
  60.         T3: Jump 2x, Sky Dive
  61.         T4: same thing until he dies
  62.  
  63. * Note: A "perfect" Blooper fight means you get a total of 23 bounces on turns 1 and 2. If you got a low amount of bounces, you may want to use Sky Dive instead of Shell Shot on turn 2, and instead use power bounce again on turn 3 for more damage.
  64.  
  65. - jammin jelly behind tree
  66. - get sushie and enter volcano
  67. - get life shroom in volcano
  68. - upgrade bombette (drop down from the zipline thing)
  69. - get super shroom and maple in last room
  70.  
  71.  
  72. *items so far*: life shroom, whacka 3x, maple, super shroom, jammin (7)
  73.  
  74.  
  75.  
  76. chapter 6
  77.  
  78. - repel gel, seed (8I)
  79. - get ch 3 seed from forest
  80. - enter fields
  81. - get stinky herb on first screen
  82.  
  83. - mole 1: hammer, bomb
  84. - mole 3: star storm, power bomb
  85.  
  86. - EAT STINKY HERB
  87.  
  88. mole 4: star storm, power bomb
  89.  
  90. LEVEL UP: FP
  91.  
  92. mole 2: Hammer, Power Bomb, Hammer
  93.  
  94. - get red berry
  95. - give red berry to guard, get yellow berry
  96. - give yellow berry to guard, get blue berry
  97.  
  98. Maze fight:
  99.  
  100.         T1: Star Storm, Shell Shot 1 Lakitu
  101.         T2: Spiny Spawn: Thunder Bolt Spiny, Shell Shot Lakitu
  102.         T2: No Spiny Spawn: Thunder Bolt Lakitu
  103.  
  104. - Eat whacka (2 left) (6I)
  105. - Equip power jump, Close call
  106. - Get Shooting Star from invisible block before the maze entrance
  107. - Get Bubble Berry (2 for safety if you want)
  108. - Get Shooting Star on the way to the sun
  109.  
  110. spike: BLOCK EVERYTHING
  111.  
  112.         Power Jump, Shell Shot every turn
  113.         Whacka on turn 4 (you will be at 1 hp, 0 fp)
  114.         Continue using Power Jump, Shell Shot until dead
  115.  
  116. - eat super shroom IMMEDIATELY after the fight (6I)
  117. - get sewer life shroom (7I)
  118. - get sewer shooting star (8I)
  119. - get Thunder Rage in invisible block right before machine fight
  120.  
  121. Machine fight: Thunder Rage, Star Storm
  122.  
  123. LEVEL UP: BP
  124.  
  125. - get super jump charge, equip it and power bounce (only unequip power jump)
  126.  
  127. Huff:   DO NOT BLOCK HIS FIRST ATTACK
  128.  
  129.         T1: Charge, Nothing
  130.         T2: Charge, Nothing
  131.         T3: Charge, Nothing (You need to block this attack if Close Call made the wind miss)
  132.         T4: Bounce
  133.  
  134. * On Huff, since we have close call, we want to NOT block the first attack. From here, hopefully one of the next two attacks gets avoided by close call. If this happens, it can potentially save about 30 seconds if we 6 bounce, and we also save our life shroom. However, if we 4 bounce, we will end up losing two life shrooms.
  135.  
  136. 7 Bounce -> dead
  137. 6 Bounce -> Spiny Toss
  138. 5 Bounce -> Spiny Toss -> Star Storm
  139. 4 Bounce -> Spiny Toss -> Star Storm/Do Nothing -> Star Storm/Spiny Toss (use this if he charges with lightning T4)
  140. 4 Bounce -> Spiny Toss -> Jump 2x/Spiny Toss -> Jump/Spiny Toss (use this if he does NOT charge with lightning T4, he will charge on T5. do not be afraid to jump on him if he's charged on T5 unless you are at 1 hp)
  141.  
  142. * items so far *: Life Shroom, Shooting Star 3x, Maple Syrup, Whacka Bump
  143.  
  144.  
  145. Chapter 7
  146.  
  147. - If you lost both Life Shrooms on Huff (4 Bounce), you need to buy a Life Shroom from the shop in Shiver City. Sell your Jammin Jelly to get enough coins. You will also need to remember to get the Jammin Jelly in Chapter 8, I will also add a note there in case you forget.
  148.  
  149. - Talk to Merlon, go to Ch 7
  150.  
  151. Jr Troopa:
  152.  
  153. * Note: Close Call can also save you on this fight.
  154.  
  155.         T1: Charge, Belly Flop
  156.         T2: Charge, Belly Flop
  157.  
  158. - Close Call can possibly save you from dying on Turn 2 if it works. If it does not work, there are two choices you can make, one is risky, one is safe:
  159.  
  160.         Close Call worked:
  161.  
  162.         T3: Charge, Belly Flop
  163.         T4: Bounce, Belly Flop (5 kills)
  164.         T5: Hammer, Belly Flop (4 kills)
  165.  
  166.         Close Call did not work, Safe: (BLOCK BOTH ATTACKS FROM HERE)
  167.  
  168.         T3: Charge, Belly Flop
  169.         T4: Refresh, Belly Flop
  170.         T5: Bounce, Squirt (4 kills)
  171.  
  172.         Close Call did not work, Risky:
  173.  
  174.         T3: Charge, Belly Flop
  175.         T4: Bounce, Belly Flop (5 kills)
  176.         T5: Hammer, Belly Flop
  177.  
  178. LEVEL UP: FP
  179.  
  180. - Upgrade parakarry
  181. - Get Mega jump, do not hit heart block
  182.  
  183. duplighosts:    do nothing, power bomb
  184.                 star storm, power bomb
  185.  
  186. *Note: if 1 transforms, jump on the other one, then power bomb. if both transform, just power bomb
  187.  
  188. - Eat maple syrup
  189.  
  190. clubba 1: jump 2x Clubba, Bomb Clubba
  191. clubba 2: Star Storm, Power Bomb
  192. clubba 3: Star Storm, Power Bomb
  193.  
  194. LEVEL UP: HP
  195.  
  196. - triple dip
  197. - jammin jelly
  198.  
  199. crystal king: block at least 4/9 attacks
  200.  
  201.         T1: Chill Out, Shell Shot
  202.         T2: Charge, Shell Shot
  203.         T3: Charge, Shell Shot
  204.         T4: Jammin Jelly, Shell Shot
  205.         T5: Charge, Shell Shot
  206.         T6: Charge, Shell Shot
  207.         T7: Bounce (4 kills)
  208.  
  209.  
  210.  
  211. chapter 8
  212.  
  213. - Get Thunder Rage and Shooting Star from pillars
  214. - Get Repel Gel
  215.  
  216. koopatrols: thunder rage, power bomb
  217.  
  218. - get life shroom in the jail (if you do not have 2 life shrooms yet)
  219. - get life shroom outside (if you do not have 2 life shrooms yet)
  220.  
  221. Quiz: 1 1 2 1 1
  222.  
  223. - Get the jammin jelly on the stairs (ONLY IF YOU SOLD IT IN CHAPTER 7)
  224.  
  225. duplighosts:
  226.         T1: Switch to Bombette, Power Bomb
  227.         T2: Star Storm, Power Bomb
  228.  
  229. *Note:  if 3 transform, jump on the one that didn't, then power bomb
  230.         if 4 transform, just power bomb
  231.  
  232. LEVEL UP: FP
  233.  
  234. - SWITCH TO PARAKARRY BEFORE ENTERING JR TROOPA ROOM
  235.  
  236. Jr Troopa: BLOCK EVERYTHING
  237.  
  238.         T1: Charge, Shell Shot
  239.         T2: Charge, Shell Shot
  240.         T3: Whacka Bump, Shell Shot
  241.         T4: Charge, Shell Shot
  242.         T5: Bounce, Shell Shot (5 kills)
  243.         T6: Star Storm
  244.  
  245. * Note: Close Call can save you from dying in the case of a 4 Bounce. If you die, you might want to get the Life Shroom in the Library coming up.
  246.  
  247. - hit heart block in the previous room
  248.  
  249. Hallway Bowser:
  250.  
  251.         T1: Charge, Shell Shot
  252.         T2: Charge, Shell Shot
  253.         T3: Star Beam, Shell Shot
  254.         T4: Bounce, Shell Shot (5 kills)
  255.         T5: Jump 2x (4 Bounce)
  256.             Star Storm, Sky Dive (3 Bounce)
  257.  
  258.  
  259. LEVEL UP: HP
  260.  
  261. - Take off every badge, equip Triple Dip, Mega Jump
  262.  
  263. Final Bowser:
  264.  
  265.         Phase 1:
  266.         T1: Mega Jump, Shell Shot
  267.         T2: Mega Jump, Shell Shot
  268.         T3: Star Beam
  269.  
  270.  
  271.         Phase 2: (You will die on Turn 7 and use a life shroom every time)
  272.  
  273.         T1: Peach Beam, Shell Shot
  274.         T2: Star Storm, Shell Shot
  275.         T3: Triple Dip: Repel Gel, 2x Shooting Star, Shell Shot
  276.         T4: Switch and Shell Shot, Triple Dip: Jammin Jelly, 2x Shooting Star
  277.         T5: Repel Gel, Shell Shot
  278.  
  279.  
  280.         Turn 3 Beam
  281.  
  282.         T4: Peach Beam, Shell Shot
  283.         T5: Triple Dip: Repel Gel, Jammin Jelly, Shooting Star, Shell Shot
  284.         T6: Mega Jump, Shell Shot
  285.         T7: Mega Jump, Shell Shot
  286.         T8: Hammer, Shell Shot
  287.  
  288.  
  289.         Turn 4 Beam
  290.  
  291.         T5: Repel Gel, Do Nothing
  292.         T6: Peach Beam, Shell Shot
  293.         T7: Mega Jump, Shell Shot
  294.         T8: Mega Jump, Shell Shot
  295.  
  296.  
  297.         Turn 5 Beam
  298.  
  299.         T6: Peach Beam, Shell Shot
  300.         T7: Mega Jump, Shell Shot
  301.         T8: Mega Jump
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