lackattack24

SMRPG - Any% 2.0 route (short)

Jun 15th, 2020
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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. ***Mushroom Kingdom***
  6.  
  7. Sell:
  8. Everything
  9. Buy:
  10. 5 Honey Syrups (2nd Item)
  11. 3 Pick Me Ups (3rd Item)
  12. 3 Able Juices (4th Item)
  13. 1 Shirt (5th Item)
  14. 1 Jump Shoes (7th Item)
  15. Equip (In Shop menu):
  16. Hammer, Shirt, Jump Shoes
  17.  
  18. ***Bandit's Way***
  19. - Kill 10 K-9s (i.e., as soon as Mario levels up)
  20.  
  21. [LEVEL]
  22. Mario [2] : SP
  23.  
  24. CROCO 1 (11 FP)
  25.  
  26. - Jump (46) / Defend
  27. - Jump (46) / Defend
  28. - Jump (48) / Honey Syrup
  29. - Jump (48) / Defend
  30. - Jump (49) / Defend
  31. - Jump (49) / Honey Syrup
  32. - Jump (51) / Defend
  33. - Jump (51)
  34.  
  35. CROCO 1 (12 FP)
  36.  
  37. - Jump (46) / Defend
  38. - Jump (46) / Defend
  39. - Jump (48) / Honey Syrup
  40. - Jump (48) / Honey Syrup
  41. [Let Mallow die if Mario has not taken damage yet]
  42. - Jump (49) / Defend
  43. - Jump (49) / Defend
  44. - Jump (51) / Defend
  45. - Jump (51)
  46.  
  47. *Use Pick-Me-Ups if need be.
  48.  
  49. [LEVEL]
  50. Mallow [3] : ATK
  51.  
  52. ***Kero Sewers***
  53.  
  54. - 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)
  55. - Use star, kill 8 rats
  56.  
  57. BELOME
  58.  
  59. *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
  60.  
  61. - Jump (49) / Thunderbolt (30)
  62. (Don't block or partial block Belome's attack if you want to save 2 frames. Full block otherwise)
  63. - Jump (49) / Attack (4)
  64. - Jump (51) / Honey Syrup
  65. [Mallow is eaten]
  66. - Jump (51)
  67. [Belome Scarecrows Mario]
  68. - Jump (52), Honey Syrup (Mallow no longer relevant)
  69. - Jump (52)
  70. - Jump (54)
  71. - Jump (54)
  72. - Jump (55)
  73.  
  74. * If Mario is slept on turn 2, use a Honey Syrup with Mallow and let Belome wake up Mario
  75. * 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
  76. * 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.
  77.  
  78. ---
  79.  
  80. [LEVEL]
  81. Mario [3] : ATK
  82.  
  83.  
  84. ***Midas River***
  85. - Get at least 60 coins in mini-game for Frog Coin (Exactly 60 is preferable to skip one text box)
  86.  
  87. ***Tadpole Pond***
  88.  
  89. - Go to Frog Coin Emporium (left Tadpole)
  90. - Buy:
  91. 1 Sleepy Bomb (1st Item)
  92. 1 Energizer (3rd Item)
  93.  
  94. ***Rose Way***
  95.  
  96. - Get 10-coin on the way to upper right
  97. - Get 10-coin on the way to lower right
  98. - 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)
  99.  
  100. [Cutscenes]
  101.  
  102. ***Rose Town***
  103. - Buy:
  104. - 2 Fearless Pins (Final item)
  105.  
  106. ***Forest Maze***
  107.  
  108. - 7 Wiggler Jumps
  109.  
  110. BOWYER
  111.  
  112. Turn 1: Geno Beam (60) / Defend / Energizer Geno (hit right on item menu)
  113. Turn 2: Geno Beam (90) / Defend / Honey Syrup
  114. Turn 3: Geno Beam / Defend / Defend
  115. Turn 4: Geno Beam / Defend / Defend
  116. Turn 5: Geno Beam / Defend / Defend
  117. Turn 6: Geno Beam / Defend / Defend
  118. Turn 7: Defend / Defend / Defend
  119. Turn 8: Geno Beam / Defend / Defend
  120. Turn 9: Attack (60) / Defend / Defend
  121. Turn 10: Attack (60)
  122.  
  123. [LEVEL]
  124. Mallow [4] : HP
  125.  
  126. ***Moleville***
  127.  
  128. - Go to shop and...
  129. - Sell:
  130. - 1 Flower Tab
  131. - 3 Kerokero Colas
  132. - Buy:
  133. - 1 Punch Glove
  134. - 1 Finger Shot
  135. - 1 Cymbals
  136. - 4 Work Pants (last armor)
  137. - 1 Mid Mushroom
  138. - Equip:
  139. - Mario: Punch Glove, Work Pants
  140. - Mallow: Cymbals, Work Pants, Fearless Pin
  141. - Geno: Finger Shot, Work Pants, Fearless Pin
  142.  
  143. CROCO 2 (Check guidelines listed below to ensure a cleaner fight)
  144.  
  145. Turn 1: Attack (~64) / Jump (28) / Attack or Energizer Geno
  146. Rest: Attack / Jump (Or Attack, ~36) / Attack
  147.  
  148. [LEVEL]
  149. Mario [4] : SP
  150.  
  151. - Use star, kill 9 enemies (9 Bombs)
  152.  
  153. [LEVEL]
  154. Mario [5] : SP
  155. Mallow [5] : ATK
  156. Geno [7] : HP
  157.  
  158. PUNCHINELLO
  159.  
  160. Turns: Attack / Attack / Attack (Energizer)
  161.  
  162. ***Booster Tower***
  163.  
  164. Switch:
  165. - Mallow -> Koopa
  166. Equip:
  167. - Mario: Amulet
  168. - Koopa: Work Pants
  169. - Koopa & Geno swap accessories (Nothing on Geno to get Fearless Pin on Koopa)
  170. - Mallow & Geno swap accessories (Fearless Pin on Geno)
  171.  
  172.  
  173. - Backtrack to the previous room, goodie bag, frog coin, +1 manip
  174.  
  175. KNIFE GUY & GRATE GUY [700 HP / 900 HP]
  176.  
  177. Turn 1: Attack KG / Terrorize / Rock Candy (Freebie)
  178. Turn 2: Rock Candy (Freebie) / Attack GG (164 damage) / Attack GG (120+ damage)
  179.  
  180. ***Marrymore***
  181.  
  182. BUNDT
  183.  
  184. Turn 1:
  185. - Attack
  186. - Attack
  187. - Attack
  188. Turn 2:
  189. - Attack
  190. - Attack (Dialogue)
  191. - Red Essence on Mario*
  192. Turn 3:
  193. - Attack (Candle phase starts)
  194. - Untimed attack
  195. - Untimed attack
  196. Turn 4+:
  197. - Untimed attack with all characters until Raspberry phase starts (If Geno dies / is slept, Pick Me Up / Able Juice him with Koopa.
  198. If Koopa is slept, Able Juice him with Geno)
  199. Rest of turns (during Raspberry phase, must deal 600 damage to end the fight):
  200. - Attack (if alive)
  201. - Attack
  202. - Jump (if alive)**
  203.  
  204. * If you freebie the Red Essence, you can sell it at Seaside to afford an extra Fire Bomb
  205.  
  206. ** 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.
  207.  
  208. [LEVEL]
  209. Mallow [6] : HP
  210.  
  211. ***Mushroom Kingdom 3***
  212.  
  213. - Get Cricket Pie in the shop on the way to the cutscenes
  214. - [Return Wallet during this segment if you are doing that strat]
  215.  
  216. [Very long cutscene sequence]
  217.  
  218. - 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.
  219.  
  220. ***Tadpole Pond 2***
  221.  
  222. [CAMERA: Jump onto the stone that triggers the tadpoles, instead of walking onto it]
  223. - Give Cricket Pie to Frogfucius
  224. - Talk to Frogfucius again to learn about the star on Star Hill
  225.  
  226. ***Seaside Town***
  227.  
  228. - Talk to Fake Elder (topmost house)
  229. - Buy Experience Booster from Frog Disciple on top floor (3rd Item)
  230. - Enter the leftmost door of the center house (bomb shop)
  231.  
  232. 1. Equip:
  233. - Mario:
  234. - Unequip Mario's weapon
  235. - Amulet down to Koopa's Fearless Pin, then equip Experience Booster
  236. - Koopa:
  237. - Unequip accessory
  238. - Geno:
  239. - Unequip weapon, equip Amulet over Fearless Pin
  240. - Peach: Unequip weapon
  241. - Peach & Mallow swap armor (Polka Dress on Mallow to get Work Pants on Peach)
  242. - Mallow: Unequip weapon
  243.  
  244. OPTIMAL SEASIDE BUYING & SELLING
  245.  
  246. - 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
  247.  
  248. - *BUY*
  249. 3 ICE | 1 FRIGHT
  250. - *SELL*
  251. ALL SMALL ITEMS (except Mid Mushroom), FLOWER TAB, FLOWER JAR, GOODIE BAG
  252. - *BUY*
  253. 1 ICE | 3 FIRE | 1 FRIGHT | 1 BAD MUSHROOM (if possible)
  254. - *SELL*
  255. ALL EQUIPS, FLOWER BOX
  256. - *BUY*
  257. 2 ICE | 2 FIRE
  258. - *SELL*
  259. WALLET, FREEBIED FLOWER BOX (if available), FREEBIED RED ESSENCE (if available)
  260. - *BUY*
  261. 1 FIRE (+2 ICE, +1 FIRE if available)*
  262.  
  263. - This will give you 2930 coins worth of bombs, consisting of 1 Bad Mushroom, 2 Fright Bombs, 6 Fire Bombs, and 6 Ice Bombs.
  264. - 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.
  265.  
  266. * If Croco 2 Flower Box, buy 2 more Ice Bombs. If Red Essence freebie, buy 1 more Fire Bomb
  267.  
  268. ***Sea***
  269.  
  270. - Get underneath Star, jump, then press X before you hit the chest:
  271. - Switch:
  272. - Mallow & Peach (sets up Ability Swap glitch to put Shocker on Peach)
  273. - Kill every Starslap
  274.  
  275. [LEVEL]
  276. Mario [6] : ATK
  277. Mario [7] : SP
  278. Mario [8] : SP
  279. Koopa [9] : ATK
  280. Geno [8] : HP
  281. Mallow [7] : HP
  282. Peach [10] : HP
  283.  
  284. 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. :)
  285.  
  286. - Equip:
  287. - Mario & Geno swap accessories (Experience Booster on Geno)
  288.  
  289. ***Sunken Ship***
  290.  
  291. - Left door
  292. - Straight through 2 rooms
  293. - Get Flower in crates in corner of next room if you have 24 or less
  294.  
  295. ---Password hit pattern---
  296. 0 3 2
  297. 4 2 0
  298.  
  299. KING CALAMARI
  300.  
  301. - Phase 1:
  302. - Untimed Boost Koopa
  303. - Fire Bomb
  304. - Phase 2:
  305. - Fire Bomb
  306. - Defend
  307. - Timed Attack (Partial time = OK) (Untimed Jump instead if Mario died early to Croco 2 / Mario attacked instead)
  308. - Phase 3:
  309. - Fire Bomb with Koopa
  310. - Defend
  311. - Timed Jump (81)
  312. - Fire Bomb
  313.  
  314. [LEVEL]
  315. Geno [9] : ATK
  316.  
  317. - Top path
  318. - Get KeroKeroCola in Clone room
  319. - Get Safety Ring in room attached to Blooper room
  320.  
  321. - Switch:
  322. - Koopa -> Peach
  323. -Equip:
  324. - Mario & Geno swap accessories (Amulet on Geno)
  325. - Safety Ring on Peach
  326.  
  327. BANDANDA REDS 1
  328.  
  329. - Use Fire Bomb
  330.  
  331. BANDANA REDS 2
  332.  
  333. - Use Fire Bomb (Or, use an Ice Bomb if you only have 1 Fire Bomb remaining)
  334.  
  335. [LEVEL]
  336. Mario [9] : ATK
  337. Koopa [10] : HP
  338. Mallow [8] : HP
  339.  
  340. - Equip:
  341. - Mario & Geno swap accessories (Experience Booster on Geno)
  342. - Geno & Peach swap accessories (Experience Booster on Peach)
  343.  
  344. JOHNNY
  345.  
  346. Turn 1:
  347. - Untimed Boost Mario (Can time the boost for safety if you're not confident in blocking the Bandana Blue attacks)
  348. (Bandana Blues attack)
  349. - Defend
  350. - 100 SJs (864)
  351.  
  352. [LEVEL]
  353. Peach [11] : SP
  354.  
  355. Equip:
  356. - Mario & Peach swap accessories (Amulet on Peach)
  357.  
  358. ***Seaside Town 2***
  359.  
  360. - Pick top option
  361. - Go to upper left exit
  362.  
  363. YARIDOVICH [1500 HP]
  364.  
  365. 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)
  366.  
  367. Turn 1:
  368. - Geno Boost Peach
  369. - Defend
  370. - Shocker (237)
  371. [Yaridovich uses Water Blast]
  372. - Turn 2:
  373. - Geno Boost Geno
  374. - Mid Mushroom Geno (unless Water Blast missed Geno, in which case, Defend)
  375. - Shocker
  376. - Turn 3:
  377. - Fire Bomb (Ice Bomb if only 1 remaining) if Mario is alive; Kero Kero Cola otherwise
  378. - Kero Kero Cola (or dead)
  379. - Shocker
  380. - Turn 4:
  381. - Fright Bomb if Fire / Ice Bomb already used; Fire / Ice Bomb if Geno had to Kero Turn 3
  382. - Defend (or dead)
  383. - Shocker
  384. [Mirage Phase]
  385. - Turn 5:
  386. - 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
  387. you mistimed 1 Shocker and don't want to use a Bad Mushroom.
  388. - Defend (or dead)
  389. - Shocker
  390.  
  391. - 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).
  392.  
  393. - 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.
  394.  
  395. - You will always automatically target the real Yaridovich during the Mirage Phase, as long as you don't move the cursor.
  396.  
  397. ---
  398.  
  399. - Get Shed Key, go to shed, and automatically receive Flower Box
  400. - Go to Elder's house and talk to Elder
  401. - Go to shop (middle door)
  402. - Buy
  403. - 1 Troopa Shell
  404. - 1 Hurly Glove
  405. - 1 Double Punch
  406. - Sell
  407. - All Mushrooms
  408. - Flower Box
  409. - Equip:
  410. - Mario: Troopa Shell
  411. - Geno: Double Punch
  412. - Peach & Geno swap accessories (Amulet on Geno)
  413.  
  414. ***Land's End***
  415.  
  416. - Fire all the way forward with the cannon to skip the Red Essence in the invisible chest
  417. [*Note: You can grab this for safety if you want, and use it during Czar, Axem Rangers, Count Down, or Smithy 2]
  418. - 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)
  419. - For Gecko area, can either wait for geckos to walk off or do fast geckos (jump between them as they stay up top)
  420. - Jump at rotating flowers from the bottom, and wait for one "tick" before jumping
  421. - Can skip first 2 platforms after flower section with an angled jump
  422.  
  423. SHOGUNS
  424.  
  425. - Use 1 Ice Bomb per Shogun battle
  426.  
  427. [LEVEL]
  428. Mario [10] : SP
  429. Geno [10] : ATK
  430. Mallow [9] : HP
  431. Koopa [11] : ATK
  432.  
  433. - Obtain 1st Land's End star, and kill all the enemies on the top floor + 2 geckos on bottom floor (19 enemies total)
  434.  
  435. [NOTE: To accomplish this, you will need to use this tech: https://www.youtube.com/watch?v=dtjlWBCKsJE ]
  436.  
  437. [LEVEL]
  438. Mario [11] : SP
  439. Mario [12] : ATK
  440. Peach [12] : SP
  441. Geno [11] : ATK
  442. Koopa [12] : ATK
  443. Mallow [10] : HP
  444.  
  445. - 2nd star: Kill the rest of the geckos
  446.  
  447. [LEVEL]
  448. Mario [13] : SP
  449. Mallow [11] : HP
  450.  
  451. * (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)
  452.  
  453. - Pay 100 coins to trampoline Shaman
  454. - Talk to fortune teller man
  455. - The correct statue order when receiving your fortune is Left -> Middle -> Right
  456. - Reset 2nd fortune until it displays: http://puu.sh/jFoA0/65a7267991.png
  457.  
  458. BELOME 2 (1200 HP)
  459.  
  460. - Fright Bomb (Same page or 1 right in the menu)
  461. - Attack (170 - 200 damage range)
  462. - Super Jumps (See below) (114 base, 14 damage a Super Jump)
  463.  
  464. Geno's Attack = 170 - 174 : 59 SJs (938)
  465. Geno's Attack = 176 - 188 : 58 SJs (924)
  466. Geno's Attack = 190 - 200 : 57 SJs (910)
  467.  
  468. [LEVEL]
  469. Peach [13] : SP
  470. Geno [12] : ATK
  471.  
  472. (Clones alter total experience gained, but should not matter in this route)
  473.  
  474. ***Monstro Town***
  475.  
  476. - Go in 1st door
  477. - Talk to Melody Star (top floor) and then talk to Monstermama
  478. - Get Attack Scarf & Super Suit from dog next door
  479. - 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
  480.  
  481. - Switch:
  482. - Peach -> Koopa
  483. - Equip:
  484. - Koopa: Hurly Glove
  485. - Geno: Super Suit, Troopa Pin
  486. - Peach & Koopa swap accessories (Safety Ring on Koopa)
  487.  
  488. ***Bean Valley***
  489.  
  490. - Screen 1
  491. - Hold up right until underneath bee's shadow, then slight left and into right pipe
  492. - Screen 2
  493. - Hug northern wall and go into top pipe
  494. - Take north exit
  495.  
  496. MEGASMILAX
  497.  
  498. Phase 1:
  499. - Attack
  500. Phase 2:
  501. - Attack (98 to 118)
  502. - Attack (100 to 120) (1st Smilax defeated unless minimum rolls on both characters)
  503. - Attack (2nd Smilax defeated)
  504. Phase 3:
  505. - Ice Bomb
  506. Phase 4:
  507. - Ice Bomb
  508. - Attack until dead (2 Geno attacks + 1 Koopa attack with good rolls; 2 Geno attacks + 2 Koopa attacks otherwise)
  509.  
  510. * 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.
  511.  
  512. [LEVEL]
  513. Peach [13] : SP
  514.  
  515. - Climb the vines quickly. You will need about 3 or 4 vine coins to afford the safety items.
  516.  
  517. ***Nimbus Land***
  518.  
  519. - Go to the shop (upper left house)
  520. - 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.
  521.  
  522. - Buy:
  523. - [1 Mid Mushrooms if high coin count]
  524. - [1 Maple Syrup if high coin count]
  525. - [1 Pick-Me-Up if none dropped from the Shoguns]
  526. - 1 Able Juice
  527. - 1 Mega Glove
  528.  
  529. - Equip:
  530. - Mario: Mega Glove, Attack Scarf
  531. - Mario & Geno swap armor (Work Pants on Geno)
  532. - Swap Koopa & Geno's accessories (Safety Ring on Geno)
  533. - Amulet on Geno
  534. - Experience Booster on Peach
  535.  
  536. - Go to Garro's house (upper right)
  537. - Talk to Mallow statue from the upper left
  538. - Talk to Garro from the front
  539.  
  540. - Massive cutscene sequence
  541.  
  542. - Successfully complete Dodo minigame
  543. - Get Feather
  544. - Hop over gap and then run along rightmost tiles in next room with enemies
  545. - In room right before key, stay aligned to the left as you descend staircase
  546. - 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)
  547. - During return trip in next room, hold up + left
  548. - 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)
  549.  
  550. BIRDO (777 HP)
  551.  
  552. Mario damage range : 236 - 272
  553. Geno's damage range: 30 - 50
  554. (Mario's 3 damage rolls need to average 249 to be able to skip the Bad Mushroom)
  555.  
  556. Turn 1:
  557. - Untimed Attack
  558. - Untimed Attack
  559. - Untimed Boost Mario
  560. Turn 2:
  561. - Untimed Attack
  562. - Untimed Attack
  563. - Untimed Attack
  564.  
  565. (Birdo phase starts)
  566.  
  567. Turn 3:
  568. - Attack
  569. - Defend
  570. - Defend
  571. Turn 4:
  572. - Attack
  573. - Defend
  574. - Defend
  575. Turn 5:
  576. - Attack
  577. - Bad Mushroom (or defend if Mario dealt 747+ damage)
  578. - Attack if Mario dealt 747+ damage
  579.  
  580. - Go left of Birdo egg
  581. - In fan room, hold Y going in (but don't move). When it loads, tap right, then full jump up and right over him
  582. - For fork man, get as close to the form as possible, then as soon as it retracts, run up + right
  583. - Heavy Troopa can be skipper
  584. - For blue bird room with save point, hold up until corner, then down right until next corner, then up right
  585. - In star room, quick down right to avoid first bird
  586. - Get Star, kill 6 Blue Birds + Dodo
  587.  
  588. [LEVEL]
  589. Mario [14] : SP
  590.  
  591. VALENTINA
  592.  
  593. Dodo (400 HP to end the fight)
  594.  
  595. If 2+ Fire Bombs remaining (or only 1 and willing to gamble on not having one for Axems):
  596. - Fire Bomb
  597. - Untimed Attack
  598.  
  599. If no Fire Bomb but Bad Mushroom & a Fright Bomb is available:
  600.  
  601. - Bad Mushroom
  602. - Defend
  603. - Fright Bomb
  604.  
  605. If no Fire Bomb but Bad Mushroom is available:
  606. - Bad Mushroom
  607. - Attack
  608. - Attack
  609.  
  610. Otherwise:
  611. - Just attack
  612.  
  613. Valentina (2000 HP)
  614.  
  615. Turn 1:
  616. - Untimed Boost Mario
  617. - Mario Attack
  618. Turn 2:
  619. - Geno Attack
  620. - Mario Attack (Dodo is summoned)
  621. - Koopa Attack (can skip this and attack a 2nd time with Geno if he looks healthy, it's a bit faster)
  622. - Geno Attack
  623.  
  624. [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]
  625.  
  626. Turn 3:
  627. - Mario Attack
  628. - Defend (or attack if going for turn skip)
  629. - Defend (or attack if going for turn skip)
  630. Turn 4:
  631. - Mario Attack
  632.  
  633. [LEVEL]
  634. Koopa [13] : HP
  635.  
  636. [Cutscene sequence. During the middle of it, you will want to manually press the Jump button, otherwise you will lose 2 seconds]
  637.  
  638. - Leave through top door, talk to cloud men after The Fall
  639. - Go straight right in hot springs room and jump over the water
  640.  
  641. ***Barrel Volcano***
  642.  
  643. - Get underneath Star in the Volcano, jump and then IMMEDIATELY OPEN THE MENU!
  644. - Switch:
  645. - Geno -> Peach
  646. - Equip:
  647. - Mario & Peach swap accessories (Jumper's Scarf on Peach to get EXP Booster on Mario)
  648. - Peach & Mario swap armor (Work Pants on Mario to get Super Suit on Peach)*
  649.  
  650. *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
  651.  
  652. - Kill 8 enemies
  653. - For 3rd room w/ star, hold up in the corner until skeleton on the left walks toward you, then straight jump up
  654.  
  655. [LEVEL]
  656. Peach (Looks like Geno) [14] : SP
  657. Mallow [12] : HP
  658.  
  659. Note 1: "Geno" is actually Peach in the level-up screen. Please don't be alarmed.
  660.  
  661. - In fireball room after star runs out, hug leftmost wall for good alignment, and then just jump across (you can't get hit)
  662. - Get flower in room with save box if you have 25 or less
  663. - In room before Corkpedite, hug rightmost wall and jump over
  664.  
  665. CORKPEDITE
  666.  
  667. - If 3+ Ice Bombs remaining (with Fire Bomb for Axems):
  668. - Defend
  669. - Ice Bomb
  670.  
  671. Otherwise:
  672. - Geno Blast
  673.  
  674. [LEVEL]
  675. Mario [15] : SP
  676. Geno [13] : ATK
  677.  
  678. - After the Corkpedite...
  679. - Equip:
  680. - Attack Scarf on Mario
  681. - Mario & Peach swap armor (Work Pants on Peach)*
  682. - Peach: Experience Booster
  683. - Geno: Feather
  684. - Switch:
  685. Koopa -> Peach
  686. Peach -> Geno
  687. [Character order is now Mario, Geno, Koopa]
  688.  
  689. * If you swapped armor before the Volcano star
  690.  
  691. - [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]
  692. - [Use Maple Syrup / Flower Jar in the menu if you're low on Ice Bombs and aren't confident in Super Jumps]
  693.  
  694. - Dodge Stumpet, he's kind of tricky
  695. - Talk to Hinopio from the upper-left to enter his cave, don't buy anything, then proceed across the bridge...
  696.  
  697. CZAR DRAGON (SJs = 190 base, 23 damage a jump)
  698.  
  699. 2 ICE BOMB STRAT
  700.  
  701. Turn 1:
  702. - Mario: Attack
  703. - Geno: Geno Boost Mario
  704. - Koopa: Ice Bomb
  705. Turn 2:
  706. - Mario: Attack
  707. - Geno: Defend (OR Pick Me Up Koopa if he's dead OR Able Juice Koopa if he's feared)
  708. - Koopa: Ice Bomb
  709. Zombone Phase:
  710. - Mario: Attack
  711. - Mario: Attack
  712. - Mario: Ultra Jump
  713. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  714. - 11 Ultra Jumps if 977 - 1019 damage with first 2 punches
  715. - 12 otherwise
  716.  
  717. 1 ICE BOMB STRAT (Revert to 2 ICE BOMB STRAT if 1 is freebied)
  718.  
  719. Turn 1:
  720. - Mario: Attack
  721. - Geno: Geno Boost Mario
  722. - Koopa: Ice Bomb
  723. Turn 2:
  724. - Mario: 24 SJs (do a few more if Mario is Level 14)
  725. - Geno: Defend (attack if you dropped Super Jumps)
  726. - Koopa: Defend (attack if you dropped Super Jumps)
  727. Zombone Phase:
  728. - Attack until dead, Mid Mushroom if in danger of dying
  729. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  730. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  731. - 11 Ultra Jumps if 977 damage with first 2 punches
  732. - 12 otherwise
  733.  
  734. 0 ICE BOMB STRAT
  735.  
  736. Turn 1:
  737. - Mario: Attack
  738. - Geno: Geno Boost Mario
  739. - Koopa: Defend
  740. Turn 2:
  741. - Mario: 42 SJs if Mario's attack was 244 or higher; 43 otherwise (do a few more if Mario is Level 14)
  742. - Geno: Defend (can attack if dropped Super Jumps and close to death)
  743. - Koopa: Defend (can attack if dropped Super Jumps and close to death)
  744. Zombone Phase:
  745. - Attack until dead, Mid Mushroom if in danger of dying
  746. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  747. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  748. - 11 Ultra Jumps if 977 damage with first 2 punches
  749. - 12 otherwise
  750.  
  751. *Note - You MUST have at least 1 Ice Bomb for Axem Rangers if you do not have a Fire Bomb
  752.  
  753. ***
  754.  
  755. Post Czar Dragon (with Rock Candy)
  756.  
  757. - Equip:
  758. - Mario & Koopa exchange armor (Super Suit on Koopa)
  759. - Koopa: Remove Hurly Glove
  760.  
  761. If no Rock Candy, just go into the fight without menuing.
  762.  
  763. AXEM RANGERS
  764.  
  765. Ship = 999
  766. Axem Red = 800
  767. Axem Pink = 400
  768. Axem Black = 550
  769. Axem Yellow = 600
  770. Axem Green = 450
  771.  
  772. FIRE BOMB & ICE BOMB
  773.  
  774. Turn 1:
  775. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  776. - Fire Bomb
  777. - Ultra Jump Axem Black; hit all 4 Rangers at least once
  778.  
  779. Turn 2:
  780. - Ice Bomb
  781. - Geno Boost Mario
  782. - Attack
  783.  
  784. Rest of Turns:
  785. Attack until dead
  786.  
  787. ICE BOMB ONLY:
  788.  
  789. Turn 1:
  790. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  791. - Ice Bomb
  792. - Ultra Jump Axem Pink; you must land on her at least 4 times (and all other Rangers at least once)
  793.  
  794. Turn 2:
  795. - Attack Red
  796. - Geno Boost Mario
  797. - Attack
  798.  
  799. Rest of turns:
  800. - Attack until dead
  801.  
  802. FIRE BOMB ONLY
  803.  
  804. Turn 1:
  805. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  806. - Fire Bomb
  807. - Ultra Jump Axem Black, hit every ranger at least once
  808. Turn 2:
  809. - Attack Red
  810. - Geno Boost Mario
  811. - Untimed Attack Red
  812. Turn 3:
  813. - Attack Red (Blade phase starts)
  814. - Heal Mario if he has 60 HP or less OR Heal Koopa if he is not at full HP; Defend otherwise
  815. - Attack
  816. Rest of turns:
  817. - Attack with Mario & Koopa until dead (Geno keeps defending)
  818.  
  819. ROCK CANDY FREEBIE*:
  820.  
  821. Turn 1:
  822. - Rock Candy
  823. - Geno Boost Mario
  824. - Rock Candy
  825.  
  826. Turn 2:
  827. - Attack Red
  828. - Untimed Attack Red
  829. - Attack Ship
  830.  
  831. Rest of turns:
  832. - Attack until dead
  833.  
  834. * 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.
  835.  
  836. 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
  837.  
  838. NO ROCK CANDY (1 Fire + 1 Ice very useful, uses same equips as Czar Dragon)
  839.  
  840. 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.
  841.  
  842. Turn 1:
  843. - Fire Bomb
  844. - Geno Boost Mario
  845. - Ice Bomb
  846. (Geno & Koopa get blown the heck out, don't worry about them anymore)
  847. Turn 2:
  848. - Ultra Jump, land on each Axem once
  849. Turn 3:
  850. - Attack Red
  851. Rest of Turns:
  852. - Attack Ship until dead, use a Mid Mushroom if Mario is about to die (Breaker Beam does 37 damage)
  853.  
  854. * If you don't have a Fire / Ice, do a 2nd round of Ultra Jumps and heal accordingly.
  855.  
  856. ---
  857.  
  858. - Go back to Nimbus Land, go back to Throne Room (take the left path getting back there)
  859. - [CAMERA: Slight up right, the hold right going into the cutscene with the King & Queen]
  860.  
  861. [Cutscenes]
  862.  
  863. - [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)]
  864. [- Save & soft reset if you are doing Nimbus manip]
  865. - Leave the same way you entered the castle
  866. - Take the Royal Bus
  867.  
  868. *MARIO'S PAD MANIP*
  869.  
  870. - Leave Koopa's Keep, go to Mario's Pad, save, and soft reset
  871. - Hold Y, down, and right, then do a quick down input to manipulate Battle Doors to 3 & 6
  872. - Do the doors in this order: 1, 2, 4, 5
  873.  
  874. *NIMBUS MANIP [EASY] (JP Version; NA Version is not covered)*
  875.  
  876. - If you are good at using audio cues, simply listen to the cue described in the below flowchart:
  877.  
  878. Flowchart: http://i.imgur.com/M9Wmtby.png
  879.  
  880. - If you're bad at audio cues, follow this tutorial and press the button at the right time (flowchart is still used):
  881.  
  882. http://www.twitch.tv/claude/v/4837000
  883.  
  884. - Go in Door 5
  885. - Coin Box
  886. - 4
  887. - Invis
  888. - 3, 2
  889. - Platform
  890. - 1, 3
  891. - Quiz
  892. - 6
  893. - Invis
  894. - 1
  895. - Platform
  896. - 2
  897. - Quiz
  898. - 6, 3
  899. - Invis
  900. - 2
  901. - Platform
  902. - 1
  903.  
  904. Full Chart (in case you mistime it so bad you can still recover):
  905. http://i.imgur.com/qOvn49h.png
  906.  
  907. *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)
  908.  
  909. Follows the same principles as the easy Nimbus Manip, but it's a bit tighter to reach the frame window.
  910.  
  911. Here's a quick demonstration that showcases an easy visual cue:
  912.  
  913. https://www.youtube.com/watch?v=FMHcVybUqUk
  914.  
  915. Another image of an alternate visual cue:
  916.  
  917. https://i.imgur.com/Zk0glCd.jpg
  918.  
  919. Here's swinch's full video tutorial:
  920.  
  921. https://www.twitch.tv/videos/331993838
  922.  
  923. And pastebin explaining the details:
  924.  
  925. https://pastebin.com/EubpwG26
  926.  
  927. (This is "Method 2" as described in his pastebin)
  928.  
  929. This is an image of the flowchart:
  930.  
  931. https://i.imgur.com/fiarnVH.png
  932.  
  933. But here it is in text form just in case:
  934.  
  935. - Go in Door 2
  936. - Coin Box
  937. - 4
  938. - Invis
  939. - 1, 6
  940. - Platform
  941. - 3, 6 (Bad WW setup)
  942. - Quiz
  943. - 5
  944. - Invis
  945. - 3
  946. - Platform
  947. - 1
  948. - Quiz
  949. - 5, 3
  950. - Invis
  951. - 1
  952. - Platform
  953. - 6
  954. - Platform
  955. - 1, 6, 5 (Bad WW setup)
  956. - Invis
  957. - 3, 5, 1
  958.  
  959. *NIMBUS MANIP (HARDEST) (Saves ~140 frames over the "EASY" method)
  960.  
  961. - 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.
  962.  
  963. Image:
  964.  
  965. https://i.imgur.com/cbWKYEe.jpg
  966.  
  967. Video:
  968.  
  969. https://www.twitch.tv/videos/331945063
  970.  
  971. Pastebin explaining the details:
  972.  
  973. https://pastebin.com/EubpwG26
  974.  
  975. (This is "Method 1" as described in his pastebin)
  976.  
  977. The very simple flowchart:
  978.  
  979. - Go in Door 1
  980. - Coin Box
  981. - 5, 3, 2
  982. - Quiz
  983. - 4, 3, 2
  984.  
  985. And that covers Nimbus Manipulation (for now). If you wish to create your own manip, check out swinch's spreadsheet:
  986.  
  987. https://docs.google.com/spreadsheets/d/1EeajEKoPn8tGgK6aTekRG873rMmzPyJge0h4yvu4JDs/edit#gid=0
  988.  
  989. ***Koopa's Keep 2***
  990.  
  991. - Proceed through the castle until the door room
  992. - 2nd option to all tutorials
  993.  
  994. *WRONG WARP EXPLANATION*
  995.  
  996. 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.
  997.  
  998. The criteria for setting up the wrong warp are as follows:
  999.  
  1000. 1. Perform both sections that contain Dr. Topper (the quiz door & coin box door) before the Platform door.*
  1001.  
  1002. 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.
  1003.  
  1004. 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.
  1005.  
  1006. * 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...
  1007.  
  1008. Goomba in 1st: WW doesn't work
  1009. Goomba in 2nd: WW takes you halfway, breaking even with normal movement
  1010. Goomba in 3rd: WW takes you close to the end, saving ~5.5 seconds
  1011. Goomba in 4th: WW works properly, saving the full 7 seconds
  1012.  
  1013. 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.
  1014.  
  1015. ---
  1016.  
  1017. - Quiz Door
  1018. Dr. Topper Questions / Race Answers:
  1019. http://pastebin.com/E8rpirmg
  1020. Barrel Puzzle:
  1021. 1. 12 Base (just add the different colored barrels to this number for your final answer)
  1022. 2. 43 Base (just add the different colored barrels to this number for your final answer)
  1023. Race Puzzle:
  1024. - Talk to Goomba, then talk to Dry Bones, then talk to Cheep Cheep to figure out the order. If you can memorize 4 Japanese
  1025. characters, simply look at the first character of the final line to determine their position:
  1026. Nu = 1
  1027. Su = 2
  1028. Fu = 3
  1029. Na = 4
  1030. - Take Rock Candy from prize chest
  1031.  
  1032. - Coin Box Door
  1033. - 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.
  1034. - For Button Puzzle...
  1035.  
  1036. 0 1 2 3
  1037. 4 5 6 7
  1038. 8 9 10 11
  1039. 12 13 14 15
  1040.  
  1041. - Hit buttons 13, 11, 4, and 2 (in that order)
  1042.  
  1043. - For Ball Puzzle...
  1044.  
  1045. 0 1 2* 3
  1046. 4 5 6 7
  1047. 8 9 10 11
  1048. 12 13 14 15
  1049.  
  1050. 10 UP
  1051. 4 RIGHT
  1052. 12 UP
  1053. 13 UP
  1054. 1 DOWN
  1055. 3 LEFT
  1056. 7 LEFT
  1057. 15 LEFT
  1058. 0 RIGHT
  1059. 4 RIGHT
  1060. 13 UP
  1061. 5 RIGHT
  1062. 11 UP
  1063. 3 LEFT
  1064.  
  1065. - Take Rock Candy from prize chest
  1066.  
  1067. - Invisible Floor Door
  1068. - Get Fright Bomb, get Ice Bomb, and get Rock Candy (all 3 chests on left side) in 1st room
  1069. - 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
  1070. right (wastes about ~2.7 seconds to get)
  1071. - Can skip Donkey if you're really far left on the edge running towards him (saves 2 - 3 seconds)
  1072. - Get Super Slap in prize chest
  1073.  
  1074. - Platform Door
  1075. - [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
  1076. a KeroKeroCola (slower but easier than the one in the final room)]
  1077. - In cannonball/bob-ombs room, get Rock Candy (middle right chest). If setting up the wrong warp, make sure you are holding down
  1078. (causing the cannonball to move up) when you jump off it the final time.
  1079. - In paired rotating platforms room, get Royal Syrup if you want it & KeroKeroCola (last 2 chests in middle column). Additionally,
  1080. 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
  1081. (wastes about ~4 seconds to get).
  1082. - Do NOT get Sonic Cymbals in prize chest
  1083.  
  1084. MAGIKOOPA (1600 HP)
  1085.  
  1086. Turn 1:
  1087. - Koopa Fright Bomb (with unsorted items, this will usually be 1 - 2 page turns left, depending on when you did the Invisible Floor door)
  1088. - Geno Attack
  1089. - Mario Attack
  1090. Turn 2:
  1091. - Koopa Attack
  1092. - Geno Attack
  1093. - Mario Attack
  1094.  
  1095. (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)
  1096.  
  1097. After beating Magikoopa (assumes you did the RC Axem strat, adjust accordingly if no RC Axem strat):
  1098. - Go into your Items, then immediately back out (Item Sort)
  1099. - Equip:
  1100. - Mario & Koopa swap armor (Work Pants on Koopa)
  1101. - Koopa: Hurly Glove
  1102. - Geno: Safety Ring
  1103.  
  1104. BOOMER
  1105.  
  1106. Turn 1:
  1107. - Jump (~247 damage)
  1108. - Untimed Boost to Mario
  1109. - Defend
  1110. Turn 2:
  1111. - 47 Super Jumps (1760)
  1112.  
  1113. EXOR
  1114.  
  1115. - Jump on Left Eye (As in, the eye on the rightmost side of the screen)
  1116. - Use Geno Whirl on Exor
  1117.  
  1118. [LEVEL]
  1119. Koopa [14] : ATK
  1120. Peach [15] : SP
  1121.  
  1122. **Abyss**
  1123.  
  1124. - 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.
  1125.  
  1126. COUNT DOWN (2400 HP) & 2x DING-A-LINGS (1200 HP)
  1127. Phase 1 UJs
  1128. Ding-A-Ling: 167, 20 DMG UJs
  1129. Countdown: 274, 34 DMG UJs
  1130. Phase 2 UJs:
  1131. Ding-A-Ling: 250, 31 DMG UJs
  1132. Countdown: 410, 51 DMG UJs
  1133.  
  1134. Turn 1:
  1135. - Ultra Jump on Countdown, land on each enemy at least once
  1136. - Untimed Geno Boost Mario (Timed Boost is safe, but will likely only be needed if both Geno & Koopa die before Turn 2)
  1137. - Rock Candy
  1138. ---
  1139. Turn 2 (Optimal, no characters die or are disabled):
  1140. - Ultra Jump Countdown, land on each enemy at least once
  1141. - Rock Candy
  1142. - Rock Candy
  1143. Rest of Turns:
  1144. - 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.
  1145. ---
  1146.  
  1147. Turn 2 (Koopa is disabled, but can be restored by Geno OR only Geno is dead)
  1148. - 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
  1149. 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
  1150. 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
  1151. accomplished.
  1152. - Restore Koopa (Pick-Me-Up / Able Juice)
  1153. - Rock Candy
  1154. Rest of Turns:
  1155. - Attack until dead. Depending on the situation, Koopa should throw a 3rd Rock Candy (it is typically faster to do so, but if you
  1156. have dealt significant damage to the remaining enemies with Ultra Jumps, conserving it may be more beneficial)
  1157.  
  1158. ---
  1159.  
  1160. Turn 2 (Geno & Koopa are dead or disabled)
  1161. - 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
  1162. was healed by Recover)
  1163. Turn 3
  1164. - 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
  1165. was healed by Recover) OR heal with a Super Mushroom if Mario is in danger of dying
  1166. Turn 4
  1167. - 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)
  1168.  
  1169. Note: The above are merely general guidelines. If you want more details, please read x_the_char's more comprehensive notes on this fight:
  1170. https://app.simplenote.com/publish/JVL1c3
  1171. https://app.simplenote.com/publish/pwbw4l
  1172.  
  1173. 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.
  1174.  
  1175. [LEVEL]
  1176. Mallow [13] : HP
  1177.  
  1178. ***
  1179.  
  1180. - Proceed to Machine Made Yaridovich, don't get owned anywhere. Be sure to watch a video of the proper platforming techniques.
  1181. - 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)
  1182.  
  1183. MACHINE MADE YARIDOVICH (147 Damage base, 18 damage per SJ)
  1184.  
  1185. If you got 2 Rock Candy freebies from Countdown OR double RC freebie on Axem + 1 RC freebie from Countdown:
  1186.  
  1187. - 20 SJs (507)
  1188. - Defend
  1189. - Rock Candy
  1190.  
  1191. Otherwise:
  1192.  
  1193. - 37 SJs (813)
  1194.  
  1195. [LEVEL]
  1196. Geno [14] : ATK
  1197.  
  1198. CLOAKER (1200) & DOMINO (900) + EARTH LINK (2500)
  1199.  
  1200. Turn 1:
  1201. - Geno Boost Mario
  1202. - Attack Domino
  1203. Turn 2:
  1204. - Attack Domino
  1205. - Attack Domino
  1206. - Attack Domino (Earth Link phase start)
  1207. Turn 3:
  1208. - 64 SJs on Earth Link (2520)
  1209.  
  1210. [LEVEL]
  1211. Peach [16] : SP
  1212.  
  1213. Before Clerk....
  1214.  
  1215. Switch:
  1216. - Koopa -> Peach
  1217. Equip:
  1218. - Mario & Peach exchange Super Suit & Work Pants (Super Suit on Peach)
  1219. - Peach: Amulet
  1220. - Koopa & Peach exchange accessories (Troopa Pin on Peach)
  1221.  
  1222. MAD MALLETS
  1223.  
  1224. If 3+ Ice Bombs remaining:
  1225. - Ice Bomb
  1226.  
  1227. If 4+ Rock Candy remaining:
  1228. - Rock Candy
  1229.  
  1230. Otherwise:
  1231. - Geno Blast
  1232.  
  1233. CLERK [500 HP]
  1234.  
  1235. - Geno Blast
  1236. - Attack
  1237.  
  1238. [LEVEL]
  1239. Mario [16] : SP
  1240.  
  1241. - Proceed forward through the cutscenes, don't buy anything from Toad, and automatically receive an extra Rock Candy
  1242.  
  1243. MANAGER [800 HP]
  1244.  
  1245. Turn 1:
  1246. - Geno Blast
  1247. - Attack
  1248. - Defend [Unless you mistimed Mario's attack, then attack]
  1249. Turn 2:
  1250. - Geno Blast
  1251.  
  1252. - After Manager....
  1253. - Equip:
  1254. - Mario & Peach swap Super Suit & Work Pants (Super Suit on Mario)
  1255. - Peach: Super Slap
  1256. - Geno & Peach swap accessories (Safety Ring on Peach)
  1257.  
  1258. - [CAMERA: Slight left, then up doing into the Director fight]
  1259.  
  1260. DIRECTOR [1000 HP]
  1261.  
  1262. - 39 Super Jumps (707)
  1263. - Rock Candy
  1264.  
  1265. [LEVEL]
  1266. Koopa [15] : HP
  1267. Mallow [14] : HP
  1268.  
  1269. [CAMERA: Enter the Gunyolk fight by going as left as possible into the battle trigger]
  1270.  
  1271. GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP)
  1272.  
  1273. Note: If you freebie an Ice Bomb, use that in any instance where it says to use Shocker.
  1274.  
  1275. Note 2: It is recommended, although not required, that you have 1 Rock Candy for Smithy.
  1276.  
  1277. 4 Ice / 0 Rock Candy (Fastest known strategy)
  1278.  
  1279. Turn 1:
  1280. - Sleepy Bomb
  1281. - Ice Bomb
  1282. - Ice Bomb
  1283. Turn 2:
  1284. - Defend
  1285. - Ice Bomb
  1286. - Untimed attack Factory Chief
  1287. Turn 3:
  1288. - Attack Factory Chief
  1289. - Ice Bomb
  1290.  
  1291. 3 Ice Bombs / 2 Rock Candies (Revert to 4 Ice / 0 Rock if any of the 3 Ice Bombs freebie)
  1292.  
  1293. Turn 1:
  1294. - Sleepy Bomb
  1295. - Ice Bomb
  1296. - Ice Bomb
  1297. Turn 2:
  1298. - Defend
  1299. - Ice Bomb
  1300. - Rock Candy
  1301. Turn 3:
  1302. - Defend
  1303. - Rock Candy
  1304.  
  1305. 3 Ice Bombs / 1 Rock Candy (Revert to 4 Ice / 0 Rock if any of the 3 Ice Bombs freebie)
  1306.  
  1307. Turn 1:
  1308. - Sleepy Bomb
  1309. - Ice Bomb
  1310. - Ice Bomb
  1311. Turn 2:
  1312. - Defend
  1313. - Ice Bomb
  1314. - Defend
  1315. Turn 3:
  1316. - Attack Factory Chief
  1317. - Rock Candy
  1318. - Defend
  1319. Turn 4:
  1320. - Untimed attack Gunyolk
  1321.  
  1322. 2 Ice Bombs / 2 Rock Candy
  1323.  
  1324. Turn 1:
  1325. - Sleepy Bomb
  1326. - Untimed Boost Peach
  1327. - Ice Bomb
  1328. Turn 2:
  1329. - Defend
  1330. - Ice Bomb
  1331. - Rock Candy
  1332. Turn 3:
  1333. - Untimed Attack Gunyolk
  1334. - Rock Candy
  1335.  
  1336. 2 Ice Bombs / 1 Rock Candy
  1337.  
  1338. Turn 1:
  1339. - Sleepy Bomb
  1340. - Ice Bomb
  1341. - Defend
  1342. Turn 2:
  1343. - Ultra Jump on Gunyolk, land on him twice total & once on Factory Chief
  1344. - Ice Bomb
  1345. - Shocker Gunyolk
  1346. Turn 3:
  1347. - Attack Factory Chief
  1348. - Rock Candy
  1349.  
  1350. 1 Ice Bomb / 2 Rock Candy
  1351.  
  1352. Turn 1:
  1353. - Sleepy Bomb
  1354. - Untimed Boost Peach
  1355. - Ice Bomb
  1356. Turn 2:
  1357. - Jump on Gunyolk
  1358. - Rock Candy
  1359. - Shocker Gunyolk
  1360. Turn 3:
  1361. - Attack Factory Chief
  1362. - Rock Candy
  1363.  
  1364. 1 Ice Bomb / 1 Rock Candy
  1365.  
  1366. Turn 1:
  1367. - Sleepy Bomb
  1368. - Untimed Boost Mario
  1369. - Defend
  1370. Turn 2:
  1371. - Ultra Jump Gunyolk, land on Factory Chief once
  1372. - Untimed Boost Peach
  1373. - Ice Bomb
  1374. Turn 3:
  1375. - Attack Factory Chief
  1376. - Rock Candy
  1377. - Shocker Gunyolk
  1378. Turn 4:
  1379. - Attack Gunyolk
  1380.  
  1381. ---
  1382.  
  1383. - 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)
  1384.  
  1385. SMITHY 1 (2000 HP) [SJ Base = 153 DMG || 1 SJ = 19 DMG]
  1386.  
  1387. ROCK CANDY:
  1388.  
  1389. Turn 1:
  1390. - Attack / Boost Mario / Defend
  1391. Turn 2:
  1392. - 198 damage or higher:
  1393. 71 SJs / Boost Peach / Rock Candy
  1394. - Any other value:
  1395. 72 SJs / Boost Peach / Rock Candy
  1396.  
  1397. ICE BOMB:
  1398.  
  1399. Turn 1:
  1400. - Attack / Boost Mario / Defend
  1401. Turn 2:
  1402. - 212 damage or higher:
  1403. 75 SJs / Boost Peach / Ice Bomb
  1404. - 194 to 210 damage:
  1405. 76 SJs / Boost Peach / Ice Bomb
  1406. - 192 damage or less:
  1407. 77 SJs / Boost Peach / Ice Bomb
  1408.  
  1409. FIRE BOMB:
  1410.  
  1411. Turn 1:
  1412. - Attack / Boost Mario / Defend
  1413. Turn 2:
  1414. - 204 damage or higher:
  1415. 77 SJs / Boost Peach / Fire Bomb
  1416. - 202 damage or less:
  1417. 78 SJs / Boost Peach / Fire Bomb
  1418.  
  1419. FRIGHT BOMB:
  1420.  
  1421. Turn 1:
  1422. - Attack / Boost Mario / Defend
  1423. Turn 2:
  1424. - 196 damage or higher:
  1425. 79 SJs / Boost Peach / Fright Bomb
  1426. - 194 damage or less:
  1427. 80 SJs / Boost Peach / Fright Bomb
  1428.  
  1429. BAD MUSHROOM:
  1430.  
  1431. Turn 1:
  1432. - Attack / Boost Mario / Defend
  1433. Turn 2:
  1434. - 214 damage:
  1435. 82 SJs / Boost Peach / Bad Mushroom
  1436. - 196 to 212 damage:
  1437. 83 SJs / Boost Peach / Bad Mushroom
  1438. - 194 damage or less:
  1439. 84 SJs / Boost Peach / Bad Mushroom
  1440.  
  1441. NO BOMBS REMAINING (Timed Super Slap for 38+ DMG]):
  1442.  
  1443. Turn 1:
  1444. - Attack / Boost Mario / Defend
  1445. Turn 2:
  1446. - 214 damage:
  1447. 84 SJs / Boost Peach / Attack
  1448. - 194 to 212 damage:
  1449. 85 SJs / Boost Peach / Attack
  1450. - 192 damage or less:
  1451. 86 SJs / Boost Peach / Attack
  1452.  
  1453. SMITHY 2 (8000 HP) [SJ Base on Tankhead = 228 DMG || 1 SJ = 28 DMG] (Safe, gives strats for all 4 Heads)
  1454.  
  1455. - Attack
  1456. - Attack OR Geno Boost Self (Safe)
  1457. - Attack
  1458.  
  1459. [* 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.]
  1460.  
  1461. TANKHEAD
  1462.  
  1463. - As many SJs as you can do (maximum is 100 SJs (3028))
  1464. - Kero Kero Cola / Rock Candy / misc. healing + bombs
  1465. - Shocker
  1466.  
  1467. MAGEHEAD
  1468.  
  1469. - Attack
  1470. - Attack
  1471. - Group Hug OR Attack
  1472.  
  1473. CHESTHEAD
  1474.  
  1475. - Super Flame
  1476. - Attack OR Fire Bomb / Rock Candy / Fright Bomb OR FP Restoral
  1477. - Group Hug OR Fire Bomb / Rock Candy / Fright Bomb
  1478.  
  1479. SAFEHEAD
  1480.  
  1481. - Attack
  1482. - Geno Boost Mario (after Shredder) OR Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1483. - Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1484.  
  1485. ---
  1486.  
  1487. 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)
  1488.  
  1489. Note: Turn 1 & Turn 2 are always the same, so they're only written once.
  1490.  
  1491. Turn 1:
  1492. - Attack (434 - 470) [452]
  1493. - Attack (206 - 236) [221]
  1494. - 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)
  1495.  
  1496. Turn 2:
  1497. - 100 SJs (3028)
  1498. - Kero Kero Cola
  1499. - Shocker (441)
  1500.  
  1501. ***
  1502.  
  1503. 2 Fire + 0 RC Remaining / 1 Fire + Misc. Bombs Remaining:
  1504.  
  1505. Turn 3:
  1506. - 33 SJs (1152)
  1507. - Defend (If alive)
  1508. - Shocker (441) {5890 min / 5998 max}
  1509.  
  1510. (If he transforms to Chest Head)
  1511.  
  1512. Turn 4:
  1513. - Super Flame (770)
  1514. - Fire Bomb (If alive)
  1515. - Fire Bomb if possible; Rock Candy / Ice Bomb / Fright Bomb / Attack otherwise
  1516.  
  1517. Turn 5:
  1518. - Super Flame
  1519. - (Attack / use remaining bombs if not dead)
  1520.  
  1521. (If no transformation)
  1522.  
  1523. Turn 4:
  1524. - 68 SJs (2132) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying)
  1525.  
  1526. ***
  1527.  
  1528. 2 Fire Bombs + 1 RC / 1 Ice Remaining (assumes Geno survives until Turn 3):
  1529.  
  1530. Turn 3:
  1531. - 22 SJs (844) if RC / 25 SJs (928) if Ice
  1532. - Rock Candy (300) / Ice Bomb (210)
  1533. - Shocker (441) {5882 min / 5990 max if RC || 5876 min / 5984 max if Ice}
  1534.  
  1535. (If he transforms to Chest Head)
  1536.  
  1537. Turn 4:
  1538. - Super Flame
  1539. - Fire Bomb
  1540. - Fire Bomb
  1541.  
  1542. Turn 5:
  1543. - Super Flame
  1544.  
  1545. (If no transformation)
  1546.  
  1547. Turn 4:
  1548. - 68 SJs (2128) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying)
  1549.  
  1550. ***
  1551.  
  1552. 3 Fire Bombs remaining (Assumes Geno is alive for Turn 3; revert to the 2 Fire Bomb strat if he's dead)
  1553.  
  1554. Turn 3:
  1555. - 15 SJs (648)
  1556. - Defend
  1557. - Shocker (441)
  1558.  
  1559. (If he transforms to Chest Head)
  1560.  
  1561. Turn 4:
  1562. - Super Flame (770)
  1563. - Fire Bomb (360)
  1564. - Fire Bomb (360)
  1565.  
  1566. Turn 5:
  1567. - Super Flame (770)
  1568. - Fire Bomb (360)
  1569. - [Attack if not dead]
  1570.  
  1571. (If not)
  1572.  
  1573. Turn 4:
  1574. - 86 SJs (2636) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying))
  1575.  
  1576. ***
  1577.  
  1578. 4 Fire Bombs remaining (Assumes Geno is alive for Turn 3; revert to the 2 Fire Bomb strat if he's dead)
  1579.  
  1580. Turn 3:
  1581. - Attack (284 minimum)
  1582. - Defend
  1583. - Shocker (441)
  1584.  
  1585. (If he transforms to Chest Head)
  1586.  
  1587. Turn 4:
  1588. - Super Flame (770)
  1589. - Fire Bomb (360)
  1590. - Fire Bomb (360)
  1591.  
  1592. Turn 5:
  1593. - Super Flame (770)
  1594. - Fire Bomb (360)
  1595. - Fire Bomb (360)
  1596.  
  1597. (If not)
  1598.  
  1599. Turn 3:
  1600. - 99 SJs (3000) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying)
  1601.  
  1602. ***
  1603.  
  1604. You win!
  1605.  
  1606. ***
  1607.  
  1608. ===== SECTION III: MISCELLANEOUS INFO =====
  1609.  
  1610. - 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.
  1611.  
  1612. - 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).
  1613.  
  1614. ---
  1615.  
  1616. Smithy Head Info (Taken from SDA forums):
  1617.  
  1618. - There's a 50% chance the body will use its turn to transform the head. It won't transform two turns in a row.
  1619. - Exception 1: the body will always transform the chest head after it has performed one status ailment attack
  1620. - Exception 2: it will always transform on its first turn
  1621. - being stunned (0 HP) will not prevent it from transforming -- it only prevents it from hammering/shooting you
  1622.  
  1623. Whenever Smithy's HP drops below a threshold, he changes to a new head cycle (starting with the first in the cycle).
  1624. - starting: tank -> magic -> shield -> repeat
  1625. - HP under 6000: magic -> shield -> shield -> chest -> repeat
  1626. - HP under 4000: chest -> tank -> chest -> shield -> repeat
  1627. - HP under 2000: randomly any of the 4 heads (can repeat)
  1628.  
  1629. It's also possible to completely skip over a phase. swinch has this to say:
  1630.  
  1631. "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.
  1632.  
  1633. 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."
  1634.  
  1635. 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.
  1636.  
  1637. ---
  1638.  
  1639. Run Away Chance
  1640.  
  1641. ~50.5% per Run Away usage, regardless of character, enemy, etc. (Thanks KirkQ!)
  1642.  
  1643. ---
  1644.  
  1645. Relevant Item Freebie Chance:
  1646.  
  1647. Red Essence: 13%
  1648. Everything else: 26% (Thanks KirkQ!)
  1649.  
  1650. ---
  1651.  
  1652. The amount of frames it takes for each character to use an item:
  1653.  
  1654. [Fastest]
  1655. Koopa: 177
  1656. Mallow: 185
  1657. Peach: 188
  1658. Mario: 209
  1659. Geno: 220
  1660. [Slowest]
  1661.  
  1662. ---
  1663.  
  1664. Relevant Boss Evasion (according to the SMRPG patcher, may not translate to actual miss chance):
  1665.  
  1666. Hammer Bro: 10%
  1667. Croco: 20%
  1668. Valentina: 10%
  1669. Czar Dragon: 20%
  1670. Axem Red: 10%
  1671.  
  1672. ---
  1673.  
  1674. - 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.
  1675. - 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
  1676.  
  1677. ----------------------------
  1678.  
  1679. ===== SECTION IV: ALTERNATE STRATS =====
  1680.  
  1681. - (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)
  1682.  
  1683. - 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).
  1684.  
  1685. - 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.
  1686. - This strat allows you to attempt Super Jumps on Johnny a second time without much penalty, as the Bandana Blues will be asleep
  1687. and only Johnny will be able to attack. If you do this, the fight will proceed as such...
  1688. Geno : Sleepy Bomb
  1689. Peach: Defend
  1690. Mario: Defend
  1691. ~
  1692. Geno : Untimed Boost Mario
  1693. Peach : Defend
  1694. Mario : 100 Super Jumps
  1695. 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.
  1696.  
  1697. - 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)
  1698.  
  1699. - 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?)
  1700.  
  1701. ----------------------------
  1702.  
  1703. ===== SECTION V: BACKUP STRATEGIES ===== (Not listed elsewhere in the route)
  1704.  
  1705. =INESCAPABLE ENCOUNTERS=
  1706.  
  1707. *Fireballs* (Blue Orbs in Booster's Tower checkerboard room)
  1708.  
  1709. - Geno Defend
  1710. - Mario Defend
  1711. - Mallow untimed Thunderbolt
  1712.  
  1713. *Note: Winning this battle may mess up the EXP route, since it may cause an extra pause during the first Land's End star.
  1714.  
  1715. *Apprentice* (Blue Snifit in Booster Pass Secret)
  1716.  
  1717. - Geno Attack
  1718. - Koopa Attack
  1719.  
  1720. *Mr. Kipper* (Fish in the stairway in Sunken Ship)*
  1721.  
  1722. - Geno uses Fire Bomb
  1723.  
  1724. *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
  1725. *Note 2: This also really messes up your EXP route
  1726.  
  1727. *Stumpet*
  1728.  
  1729. Turn 1:
  1730. - Mario untimed attack Mite (or Ice Bomb if one is available)
  1731. - Geno uses Geno Whirl on Stumpet
  1732. - Koopa defend
  1733. Turn 2:
  1734. - Mario attacks Mite after Valor up
  1735.  
  1736. *Note: Do not double your coins / EXP
  1737.  
  1738. ---------------------------------
  1739.  
  1740. =COINS=
  1741.  
  1742. - 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)
  1743. - 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)
  1744. - 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.
  1745. - If you are inconsistent at vine coins, you can hit the 10-coin chests in Belome 2 a few extra times.
  1746.  
  1747. ---------------------------------
  1748.  
  1749. ==FROG COINS==
  1750.  
  1751. 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!)
  1752.  
  1753. - Moleville Mines Shy Guy minecart (right before the room with the invincibility star, take the bottom path all the way to the end)
  1754. - 2nd floor of Marrymore Inn (in an invisible chest above the bookcase)
  1755. - 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)*
  1756. * 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)
  1757.  
  1758. ---------------------------------
  1759.  
  1760. =OVERWORLD STARS=
  1761.  
  1762. - Do Boo Jump if you want to look cool:
  1763. http://puu.sh/uMevn/cfc851c833.gif
  1764. - 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.
  1765. - 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.
  1766. - 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)
  1767. - 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.
  1768. - 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).
  1769.  
  1770. ---------------------------------
  1771.  
  1772. =BOSS BATTLES=
  1773.  
  1774. *Bundt*
  1775.  
  1776. - 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).
  1777.  
  1778. *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
  1779.  
  1780. *General Super Jumps*
  1781.  
  1782. - 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.
  1783.  
  1784. *Belome 2*
  1785.  
  1786. - If you drop SJs and are forced to fight clones...
  1787. *Peach Clone*
  1788. - Peach Defend
  1789. - Geno timed attack clone
  1790. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  1791. *Mario or Geno Clone*
  1792. - Peach Shocker clone
  1793. - Geno timed attack clone
  1794. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  1795.  
  1796. *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.
  1797.  
  1798. *Megasmilax*
  1799.  
  1800. - 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
  1801. - 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.
  1802. - 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).
  1803.  
  1804. *Valentina / Dodo*
  1805.  
  1806. - 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.
  1807.  
  1808. *Count Down*
  1809.  
  1810. - 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:
  1811. 1:00: Crystal or Ice Rock
  1812. 3:00: 170 HP heal on either Countdown or a Ding-A-Ling (Countdown will not take an action next turn)
  1813. 5:00: Aurora Flash (Note: This will put Koopa to sleep & kill Geno)
  1814. 6:00: 320 HP heal (Countdown will not take an action next turn)
  1815. 7:00: Water Blast
  1816. 9:00: Nothing (Break Time!)
  1817. 10:00: Petal Blast
  1818. 12:00: Corona (if you see this, something has gone terribly wrong)
  1819.  
  1820. *Cloaker / Domino*
  1821.  
  1822. - If Koopa gets feared, and you have a spare Rock Candy, he should use that instead of attacking
  1823.  
  1824. *Director*
  1825.  
  1826. - If you drop Super Jumps, AND you have a spare Sleepy Bomb (or are willing to gamble):
  1827. - Geno uses Sleepy Bomb
  1828. - Peach uses Geno Blast
  1829. - Mario uses SJs until dead (or attacks if very close to dead)
  1830. (This conserves a Rock Candy, which can be used against either Gunyolk or Smithy)
  1831.  
  1832. *Gunyolk*
  1833.  
  1834. 3 Ice / 0 Rock Candy
  1835.  
  1836. https://www.youtube.com/watch?v=pmtEKJyYIVU
  1837.  
  1838. 2 Ice / 0 Rock Candy
  1839.  
  1840. https://www.youtube.com/watch?v=-0eULg3w0Ao
  1841.  
  1842. 1 Ice / 0 Rock Candy (32 FP Required)
  1843.  
  1844. Turn 1:
  1845. - Sleepy Bomb
  1846. - Untimed Boost Mario
  1847. - Defend
  1848. Turn 2:
  1849. - Ultra Jump Gunyolk, land on Gunyolk 4 times total & Factory Chief once
  1850. - Untimed Boost Peach
  1851. - Shocker Gunyolk
  1852. Turn 3:
  1853. - Ultra Jump Gunyolk, land on Factory Chief once
  1854. - Defend
  1855. - Ice Bomb
  1856. Turn 4:
  1857. - Attack Gunyolk
  1858. - Attack Factory Chief
  1859. [Factory Chief takes a turn]
  1860. - Defend
  1861. Turn 5:
  1862. - Attack Factory Chief
  1863.  
  1864. *Smithy 1*
  1865.  
  1866. - If you drop Super Jumps...
  1867. - Geno uses Geno Boost on Peach
  1868. - Peach uses Group Hug
  1869. (Smithy does either a physical, Meteor Swarm, or Mega Drain, and spawns a machine made Shy Guy)
  1870. - Mario does Super Jumps until Smithy can be defeated by a bomb used by Peach
  1871. - (Geno uses Maple Syrup / Kero Kero Cola if alive)
  1872. - Peach uses the strongest bomb in your inventory
  1873.  
  1874. *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
  1875.  
  1876. ---------------------------------
  1877.  
  1878. =SUPER SUIT=
  1879.  
  1880. - 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).
  1881. - If you did not get the Super Suit off of Johnny, you can get it off of Belome. If that's the case...
  1882. - Peach Defend
  1883. - Geno untimed boost Mario
  1884. - Mario does 100 SJs (1514 damage)
  1885. (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))
  1886. - 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).
  1887.  
  1888. ---------------------------------
  1889.  
  1890. ===== SECTION VI: TO DO =====
  1891.  
  1892. List of things to do for 2.01
  1893.  
  1894. - 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.
  1895. - 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)
  1896. - On this topic, better optimize flowcharts for freebies (without creating a lot of useless clutter for far-fetched conditionals)
  1897. - 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?)
  1898. - Add in more manips? You should contact swinch and beg him to manipulate your least favorite fight!
  1899. - 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
  1900. - 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)
  1901.  
  1902. --------------------------------
  1903.  
  1904. Pastebin over! Play Final Fantasy Tactics instead!
  1905.  
  1906. - Claude
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