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Super Mario RPG Any% 2021 Route

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  1. Super Mario RPG Any% 2021 Route
  2. Version 2.01
  3. Route information compiled by Claude, last updated on December 22nd, 2020
  4.  
  5. NOTE: THIS IS AN INTERMEDIATE / ADVANCED ROUTE. IF YOU WANT A BEGINNER ROUTE, CLICK HERE:
  6.  
  7. https://docs.google.com/document/d/1GGv3H_p64WisOnGTgiMilPs2gBIAJceU3BDZvLfn7uM/edit?pref=2&pli=1
  8.  
  9. == 2.01 CHANGE LOG ==
  10.  
  11. Read this so you know what's actually changed:
  12.  
  13. https://pastebin.com/YmF5Dhzf
  14.  
  15. ***** THERE IS A WIKI NOW - CLICK BELOW *****
  16.  
  17. https://sites.google.com/site/supermariorpgspeedruns/
  18.  
  19. ***** THERE IS A WIKI NOW - CLICK ABOVE *****
  20.  
  21. SD2SNES SAVES:
  22.  
  23. https://drive.google.com/open?id=1pNgbPTHNb56LkT8g6tezmFoMyJIN3767
  24.  
  25. Requires SA-1 capable SD2SNES firmware (v1.9.0 and beyond). Put the "SMRPG 2019 SAVES" in the root directory, and the files of the "Put These Files in sd2snes Saves Folder" in the... well, sd2snes Saves folder.
  26.  
  27. Keep in mind, this game when played on SD2SNES does not appear to exactly match the amount of lag you would get on a real cart. This is fine for practice purposes, but if possible, runs should be done on a real cart.
  28.  
  29. PRACTICE ROMS:
  30.  
  31. https://drive.google.com/file/d/1TdYUQZ2xxOCIX7PihIB1_-sCnCvgT8Zp/view?usp=sharing
  32.  
  33. This link contains patches that can be applied to either the U or J ROM (the filename indicates which one). It contains a mod that removes all cutscenes, a jank practice hack that covers various things, and a somewhat-jank Super Jump practice hack. All credit for this goes to Alanim, so talk to him if you have any issues.
  34.  
  35. SAVESTATE PACK HERE (For Bizhawk 2.2.1):
  36.  
  37. https://drive.google.com/file/d/18AqdxogkhM6BmWMb6wBkKxmdJjRoveWc/view?usp=sharing
  38.  
  39. So you can practice movement, menus, timings, etc. (just not Super Jumps)
  40.  
  41. SNES9X SAVESTATE PACK HERE (Outdated (Version 1.08), but on SNES9X, which has better access to scripts & fast forward):
  42.  
  43. https://drive.google.com/open?id=0B3yPRhL2ylswUVQzNjNUeGFNZm8
  44.  
  45. Table of Contents:
  46. I: Intro
  47. II: Main Route
  48. III: Miscellaneous Info
  49. IV: Alternate Strategies
  50. V: Backup Strategies
  51. VI: To Do
  52.  
  53. ===== SECTION I: INTRO =====
  54.  
  55. Hello and welcome. https://static-cdn.jtvnw.net/emoticons/v1/215970/3.0
  56.  
  57. This is the current SMRPG Any% route. Whether you're new to the game, or a veteran player who ragequit for some reason or another, this document is designed to provide a comprehensive explanation of the main route used to complete this game as fast as possible.
  58.  
  59. In general, this route aims for consistency, rather than crazy gambles that are reliant on impeccable boss RNG & freebie luck. The idea behind this route is to provide a way for you to complete every run, provided you get at least slightly lucky (at least two bomb freebies, or only one freebie if you decide to do Booster's Pass Secret), and have a good grasp on timing attacks / blocking enemy attacks. This also means you should be capable of obtaining the Super Suit (doing 100 SJs at some point in the run), as well as putting in the time to learn a few 6 - 10 frame audio cues to RNG manipulate one of the boss battles. If you wish to perform a much easier route, please check these resources:
  60.  
  61. 1. https://sites.google.com/site/supermariorpgspeedruns/beginners-guide/about-this-guide?authuser=0
  62. 2. https://pastebin.com/BpQUepug
  63. 3. https://docs.google.com/document/d/1GGv3H_p64WisOnGTgiMilPs2gBIAJceU3BDZvLfn7uM/edit?pref=2&pli=1
  64.  
  65. This route is also extremely detailed, and it is not expected that you read through it every single time you do a run. What I advise you do is to copy everything in here to your own notes (Notepad++ is a great program), and then delete things as you become more familiar with the route. Ultimately, you should only need notes for some of the more complex boss battles (Axem Rangers, Gunyolk, Smithy, etc.).
  66.  
  67. This route also contains backup strategies for some of the difficult things you will encounter in your SMRPG Any% journey. If you're a beginner, please consult the appendix at the end of this document beforehand, so you'll be prepared if something bad happens to you. There is also information on alternate strategies you can employ to make the run riskier / safer.
  68.  
  69. Finally, this route assumes you are playing on the Japanese version. However, almost everything will work on the English version as well. The Japanese version saves over 8 and a half minutes, and it's recommended you play on this version once you become somewhat familiar with the game.
  70.  
  71. Credits to 0xwas, Alanim, Albrecht, iateyourpie, justincredible, lackattack, millnium, pidge, swinch, xthechar, and everyone else for helping refine the route to its current point. Special shoutouts to cyghfer for distributing his Excel spreadsheets that I modified to construct the EXP / Coin charts for this route.
  72.  
  73. 2017 route (Peach Chart 1.08):
  74. http://pastebin.com/iGeCsbZg
  75.  
  76. 2019 route (Peach Chart 2.00):
  77. https://pastebin.com/8Rnj8QcV
  78.  
  79. Excel Spreadsheet showing the Coin Chart / EXP Chart for this route, as well as some notes from cyghfer (last 3 tabs are the most important):
  80.  
  81. https://drive.google.com/file/d/1NrE0661WQjZq52G9BjTdgJz5nLxsH05p/view?usp=sharing
  82.  
  83. Damage calculator created by pidge, which was used to route many components of this run:
  84.  
  85. http://pidgezero.one/damagecalc.html
  86.  
  87. Links to LazyShell, the SMRPG romhacking program (useful for looking at enemy stats / abilities)
  88.  
  89. https://github.com/jpmac26/LazyShell
  90. https://www.romhacking.net/utilities/773/
  91.  
  92. Timed Hits Database:
  93.  
  94. https://pidgezero.one/timings/index.html#Geno_Unarmed
  95.  
  96. Practice App (for use with cellular telephones? I think the kids these days all have one of those):
  97.  
  98. https://sites.google.com/site/supermariorpgspeedruns/techniques/memorization-practice-app
  99.  
  100. Some final notes:
  101.  
  102. - The Super Jump & Ultra Jump numbers in this document do NOT count the initial jump (as it has a different base damage than the others). Keep this in mind for whatever counting method you use.
  103.  
  104. - Characters are labeled as such during battles (after Belome 1):
  105.  
  106. [M] = Mario
  107. [A] = Mallow
  108. [G] = Geno
  109. [K] = Koopa
  110. [P] = Peach
  111.  
  112. - Things listed in {} are room directions / story triggers, and can be ignored if you are already familiar with the game
  113.  
  114. -----------------------------
  115.  
  116. ===== SECTION II: MAIN ROUTE =====
  117.  
  118. - File name = LCC (Shikuku) for good luck!!
  119.  
  120. ***Koopa's Keep**
  121.  
  122. TERRAPINS
  123.  
  124. - Attempt some form of Terrapin manipulation on the first round:
  125.  
  126. https://sites.google.com/site/supermariorpgspeedruns/techniques/terrapin-manip
  127.  
  128. 0 PUNCH MANIP
  129.  
  130. https://youtu.be/gCbxGoViSJ0
  131.  
  132. - {Proceed forward until Koopa}
  133.  
  134. KOOPA (NOTE: It's possible to advance all in-battle dialogue with D-Pad rotations, so keep that in mind for this fight and future fights)
  135.  
  136. - 2 Untimed Jumps to Kinklink
  137.  
  138. ***Mario's Pad***
  139.  
  140. - {Press B to jump off the hook, and then leave Mario's house}
  141. - {Talk to Toad}
  142. - {Attempt to leave}
  143. - {Mash through Save tutorial}
  144. - {Leave}
  145.  
  146. **Vista Hill**
  147.  
  148. - {Cutscenes}
  149.  
  150. **Mario's Pad**
  151.  
  152. - {Go in Mario's house, mash through text, and then leave}
  153. - {Attempt to leave, then 2nd option for both text prompts}
  154.  
  155. ***Mushroom Way***
  156.  
  157. - Hit the first chest once for 1 coin
  158. - In the second screen, get the *Flower* in the chest by jumping slightly left of the Goomba on the rotating flower, then exit right
  159. - {In third screen, go right until Hammer Bros fight starts (he'll push you out at once, so just go back in after)}
  160.  
  161. HAMMER BROS
  162.  
  163. - Jump on left Hammer Bro (43 damage)
  164. - Jump on right Hammer Bro (45 damage)
  165. - Untimed attack on left Hammer Bro (if 43 on 1st jump. Timed otherwise)
  166. - Untimed jump on remaining Hammer Bro
  167.  
  168. - {Automatically acquire *Flower Jar* and *Hammer* and leave north}
  169.  
  170. ***Mushroom Kingdom***
  171.  
  172. - {Head right and enter house with the spinning Mushroom symbol}
  173. - Talk to shopkeeper and...
  174.  
  175. Sell:
  176. - All consumable items (4 Mushrooms & Flower Jar)
  177. Buy:
  178. 5 Honey Syrups (2nd Item)
  179. 3 Pick Me Ups (3rd Item)
  180. 3 Able Juices (4th Item)
  181. 1 Shirt (5th Item)
  182. 1 Jump Shoes (7th Item)
  183. Equip (In Shop menu):
  184. Hammer, Shirt, Jump Shoes
  185. (Exit all menus from this point onward by simply pressing "X", instead of backing out twice)
  186. - {Leave shop and go into the castle in the northern part of the town}
  187. - Hop on Toad's head as he's moving and then jump off and onto the upper part of the wall. Then jump to reveal a hidden chest with a *Frog Coin* (Note: If you miss this, just do 1 extra Wiggler)
  188. - {Head into the royal chamber and watch cutscenes, and then leave the castle}
  189. - [CAMERA: Slight down-right & down after leaving castle]
  190. - {Talk to Mallow, press Jump during the cutscene to advance it, then select top option}
  191. - {Go towards the bottom-right exit}
  192. - [CAMERA: Run in the center of walkway and jump constantly until reaching Toad]
  193. - {Advance text and leave bottom-right}
  194.  
  195. ***Bandit's Way***
  196.  
  197. - {Take bottom-right exit after some cutscenes}
  198. - {In 2nd screen, jump straight down and land on left petal of the rotating flower to fire off immediately}
  199. - {Head right while skipping stepping on the 1st platform, and also skip the coins, as they cost a few frames to acquire. You can get them if you really want, though}
  200. - Before leaving the second screen, jump on the red rotating flower and fire to the right to acquire a *KeroKeroCola*
  201. - {In 3rd screen, leave north}
  202. -In the 4th screen, use the star, attempt enemy jump (doge jump) for the *Flower* in the chest. To make this easier, watch how the K-9 in the upper right blinks. When his eyes go black for the 13th time, advance the final text box, and then the Flower chest should be on a good oscillation cycle.
  203. - Defeat 10 K-9s (i.e., can leave bottom-right as soon as Mario levels up)
  204.  
  205. [LEVEL]
  206. Mario [2] : SP
  207.  
  208. - {Catch Croco by engaging with him 3 times while he's looking the other way. Careful, he's a wily one.}
  209.  
  210. CROCO 1 (11 FP)
  211.  
  212. - Jump (46) / Defend
  213. - Jump (46) / Defend
  214. - Jump (48) / Honey Syrup
  215. - Jump (48) / Defend
  216. - Jump (49) / Defend
  217. - Jump (49) / Honey Syrup
  218. - Jump (51) / Defend
  219. - Jump (51)
  220.  
  221. CROCO 1 (12 FP)
  222.  
  223. - Jump (46) / Defend
  224. - Jump (46) / Defend
  225. - Jump (48) / Honey Syrup
  226. - Jump (48) / Honey Syrup
  227. [Let Croco KO Mallow if Mario has not yet taken damage]
  228. - Jump (49) / Defend (or KO'd)
  229. - Jump (49) / Defend (or KO'd)
  230. - Jump (51) / Defend (or KO'd)
  231. - Jump (51)
  232.  
  233. - Use Pick-Me-Ups if need be during the fight.
  234.  
  235. {Automatically acquire *Flower Tab* and *Wallet* from the battle}
  236.  
  237. [LEVEL]
  238. Mallow [3] : ATK
  239.  
  240. - {Jump on springboard to leave the Croco screen, then leave Bandit's Way northwest}
  241.  
  242. - (Save either before leaving Bandit's Way or in the house with the rotating star in Mushroom Kingdom if you're not confident in Mack Skip)
  243. - {Enter Mushroom Kingdom 2 by first going to Mushroom Way on the overworld (don't enter it, though), and then going back to Mushroom Kingdom}
  244.  
  245. ***Mushroom's Kingdom 2***
  246.  
  247. - {Head to the royal chamber, avoiding all enemies along the way}
  248. - Mack Skip - Video: www.youtube.com/watch?v=WhjNbMW7P10
  249. - {After cutscenes, leave the Mushroom Kingdom by holding down-left the entire time}
  250.  
  251. ***Kero Sewers***
  252.  
  253. - {Enter pipe}
  254. - {Head right, enter next pipe}
  255. - {Slight right, enter next pipe}
  256. - {Head right, enter next pipe}
  257. - In the room containing Pandorite, IF you did not get Enemy Jump, obtain the *Flower* in the chest by heading left. Otherwise, skip it by jumping up top from the pipe.
  258. - {Leave Pandorite room by going down topmost pipe}
  259. - Open the chest to the right of Mario and use the star to defeat 8 total rats (4 in the first room then go through leftmost pipe, 3 in 2nd room then go through bottomleft pipe, 1 while heading towards rightmost pipe)
  260. - {In the room with the springboard, head up the stairs and hit the green switch, then backtrack through the pipe}
  261. - {Take bottom pipe}
  262. - {Take rightmost pipe}
  263. - {Engage with Belome}
  264.  
  265. BELOME
  266.  
  267. *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
  268.  
  269. - Jump (49) / Thunderbolt (30)
  270. (Don't block or partial block Belome's attack if you want to save 2 frames. Full block otherwise)
  271. - Jump (49) / Attack (4) (Mistimed for 3 = OK)
  272. - Jump (51) / Honey Syrup
  273. [Mallow is eaten]
  274. - Jump (51)
  275. [Belome Scarecrows Mario]
  276. - Jump (52), Honey Syrup (Mallow no longer relevant)
  277. - Jump (52)
  278. - Jump (54)
  279. - Jump (54)
  280. - Jump (55)
  281.  
  282. * If Mario is slept on turn 2, use a Honey Syrup with Mallow and let Belome wake up Mario
  283. * 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
  284. * 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.
  285.  
  286. *NOTE: The potentially fastest version of the fight is to not block Belome's initial attack on Mallow at all, and hope he is KO'd after he uses the 2nd Honey Syrup. However, this is not recommended, as Belome may use slow spells (instead of a 2nd eat + guaranteed physical), and Mario will be vulnerable to Sleep Sauce on the final turn. A perfect version of this fight will save ~6.5 seconds.
  287.  
  288. ---
  289.  
  290. [LEVEL]
  291. Mario [3] : ATK
  292.  
  293. ***Midas River***
  294.  
  295. Waterfall Section
  296.  
  297. - {2nd Option to skip tutorial}
  298. - {Go left at branching path}
  299. - {Go right of the hole}
  300. - {Bounce off the cliff to get boosted towards the Frog Coin
  301. - {Go right at branching path}
  302. - Collect 4 total *Frog Coins* during the waterfall segment
  303.  
  304. Barrel Section
  305.  
  306. - {2nd Option to skip tutorial}
  307. - {Bounce off 1st barrel}
  308. - {Proceed normally on the rest by jumping across}
  309.  
  310. - Get at least 60 total coins in this mini-game for 1 *Frog Coin* (Exactly 60 is preferable to skip one text box)
  311. - Notes from old pastebin on how to get 60
  312. coins:
  313. "There is a specific pattern to easily ensure the obtainment of 60 regular coins every time, which skips a line of text during the coming cutscene. Collect 13 regular coins during waterfall segment. Proceed as normal in river section, but skip the 4th coin of every cluster of 4 coins during which a fish does NOT jump out underneath the 4th coin. There are 8 of these such clusters assuming you do not get hit by any fish."
  314. - {Automatically receive *NokNok Shell*}
  315. - {Leave Midas River by taking the south exit}
  316.  
  317. ***Tadpole Pond***
  318.  
  319. [CAMERA: Approach stone from upper right]
  320. - {Cutscenes. Will have to jump at some point to advance the initial series of text boxex}
  321. - {Jump across the tadpoles}
  322. - {Pick the 2nd option when given a choice during the Frogfucius dialogue, then jump back across tadpoles}
  323. - Go to Frog Coin Emporium (left Tadpole)
  324. - Buy:
  325. 1 Sleepy Bomb (1st Item)
  326. 1 Energizer (3rd Item)
  327. - {Leave Tadpole pond the same way you came in}
  328.  
  329. ***Rose Way***
  330.  
  331. - {Take the platforms, going on every new platform you see (will have to jump on some multiple times), get the *10-coin*, and leave upper-right}
  332. - {Leave bottom-right in 2nd screen}
  333. - {Take more platforms in 3rd screen, acquire the *10-coin*, and leave south}
  334. - In the 4th screen, while heading to the bottom-right exit, there will be two Coin Chests along the way. Hit both of them twice for *4 coins* total (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)
  335. - {In 5th screen, watch cutscenes and leave north}
  336.  
  337. ***Rose Town***
  338.  
  339. - {Go to the right side of town and enter the shop through the chimney}
  340. - Get the chest with a *Flower*, then get the invisible chest above the counter containing a *Frog Coin*
  341. - Talk to rightmost shopkeeper and...
  342. - Buy:
  343. - 2 Fearless Pins (last item)
  344. - {Leave the shop, then go to the elevated house in the upper left}
  345. - Hit both chests to obtain *2 Flowers*, then go upstairs and get the invisible chest above the bed to obtain a *Frog Coin*
  346.  
  347. https://youtu.be/gCbxGoViSJ0?t=23
  348.  
  349. - {Leave the house, then go into the Rose Town Inn in the bottom left}
  350. - {Cutscenes. 2nd option for text prompt preceding Geno cutscene}
  351. - {Leave by going down the stairs, mashing through some text, and then leaving the inn. Then leave the town}
  352.  
  353. ***Forest Maze***
  354.  
  355. - In 1st screen, obtain *KeroKeroCola* from a hidden chest on the leftside of the screen
  356. - Jump on the Wiggler 7x for 63 coins & 7 Frog Coins (or jump on the Wiggler 6x for 54 coins if going to Booster's Pass Secret, check Section IV for details)
  357.  
  358. {WIGGLER JUMPIN'
  359.  
  360. Video of the initial Wiggler jump:
  361.  
  362. https://youtu.be/gCbxGoViSJ0?t=28
  363.  
  364. - After jumping on the first Wiggler, align Mario by running right towards the nook in the bushes
  365.  
  366. https://i.imgur.com/E0Qg1zm.png
  367.  
  368. - Slightly after the Wiggler turns his head (going either up or down), jump on his head. After this initial jump, hit slight left. Ride the Wiggler for about 5 more jumps, then adjust inputs accordingly based on the position of Mario's shadow.
  369.  
  370. *Note - it is slightly faster to jump on one of the Wigglers in the Wiggler hoard area, but it is not recommended due to the randomness of their patterns
  371.  
  372. https://youtu.be/gCbxGoViSJ0?t=39 }
  373.  
  374. - {After Wigglers, go down the stump}
  375. - {Head right through cave, jump on rightmost springboard}
  376. - Obtain *Frog Coin* from hidden chest to the upper-left of the stump (in the room with the bee guarding the exit), and then take the exit
  377. - {Go down final stump at the end of the room}
  378. - Open a hidden chest behind the sleeping Wiggler to obtain a *KeroKeroCola*, and then wake up the Wiggler by running into him
  379. - {Take the new exit above the stump, then go down next stump}
  380. - {Go right through cave, then right on next screen to leave via springboard}
  381. - Open a hidden chest in the upper right of this screen (right before the exit, after the Save Point) to obtain a *Red Essence*
  382. - {Solve the maze:}
  383. - {Bottom right}
  384. - {Upper right}
  385. - {Upper right}
  386. - {Bottom right}
  387. - {Upper right}
  388. - {Upper left}
  389. [CAMERA: Up-right, then up-left entering Bowyer cutscene]
  390.  
  391. {Cutscenes}
  392.  
  393. BOWYER
  394.  
  395. Turn 1:
  396. - [G] Geno Beam (60)
  397. - [M] Defend
  398. - [A] Energizer Geno (will typically be 1 page turn right in the item menu)
  399. Turn 2:
  400. - [G] Geno Beam (90)
  401. - [M] Defend
  402. - [A] Honey Syrup
  403. Turn 3:
  404. - [G] Geno Beam (15 FP pre-Beam)
  405. - [M] Defend
  406. - [A] Defend
  407. Turn 4:
  408. - [G] Geno Beam (12 FP pre-Beam)
  409. - [M] Defend
  410. - [A] Defend
  411. Turn 5:
  412. - [G] Geno Beam (9 FP pre-Beam)
  413. - [M] Defend
  414. - [A] Defend
  415. Turn 6:
  416. - [G] Geno Beam (6 FP pre-Beam)
  417. - [M] Defend
  418. - [A] Defend
  419.  
  420. (If Mario is not KO'd (ideal)):
  421.  
  422. Turn 7:
  423. - [G] Attack (60)
  424. - [M] Jump
  425. - [A] Defend
  426. Turn 8:
  427. - [G] Attack
  428. - [M] Defend
  429. - [A] Defend
  430. Turn 9:
  431. - [G] Attack
  432.  
  433. (If Mario is KO'd):
  434.  
  435. Turn 7:
  436. - [G] Defend
  437. - [M] (KO'd)
  438. - [A] Defend
  439. Turn 8:
  440. - [G] Geno Beam
  441. - [M] (KO'd)
  442. - [A] Defend
  443. Turn 9:
  444. - [G] Attack (60)
  445. - [M] (KO'd)
  446. - [A] Defend
  447. Turn 10:
  448. - [G] Attack
  449.  
  450. NOTE: If Geno is put to sleep after Turn 8, use an Able Juice on him with Mallow / Mario, then attack next turn.
  451. NOTE 2: It is possible (though unlikely) for Geno to become KO'd due to spells. If this happens, Jump with Mario & attack with Mallow so "X" is unlocked, then use a Pick-Me-Up on Geno. Then, try your best to finish the fight with Geno Beams / Geno Attacks / Mario Jumps. If you have a spare Honey Syrup, use that while "X" is unlocked as well.
  452.  
  453. [LEVEL]
  454. Mallow [4] : HP
  455.  
  456. - {Cutscenes, leave via northern exit}
  457.  
  458. ***Moleville***
  459.  
  460. - {Head west towards shop, enter, talk to shopkeeper, and...}
  461. - Sell:
  462. - 1 Flower Tab
  463. - 3 Kerokero Colas
  464. - Buy:
  465. - 1 Punch Glove
  466. - 1 Finger Shot
  467. - 1 Cymbals
  468. - 4 Work Pants (last armor)
  469. - 1 Mid Mushroom
  470. - Equip:
  471. - Mario: Punch Glove, Work Pants
  472. - Mallow: Cymbals, Work Pants, Fearless Pin
  473. - Geno: Finger Shot, Work Pants, Fearless Pin
  474.  
  475. - {Leave shop and head north to watch some cutscenes, then enter the mines}
  476. - {Cutscenes. Top option for both prompts}
  477. - {Jump on the moles and enter deeper into the mines. Go right through the cave, then take the north exit on the bottom floor in the next room. Then jump on the center of the springboard in the next room.}
  478. - {Cutscenes. Go to the room where Croco went, then more cutscenes. Continue along this path, following Croco. In the room with 4 boxes, engage with Croco and initiate the battle}
  479.  
  480. CROCO 2 (Check guidelines listed below to ensure a cleaner fight)
  481.  
  482. Turn 1:
  483. - [G] Attack (~64)
  484. - [M] Jump
  485. - [A] Energizer Geno if possible; Attack otherwise (~38)
  486. Rest of turns:
  487. - [G] Attack
  488. - [M] Jump (Or Attack, ~36)
  489. - [A] Attack
  490. - (If a character is KO'd during the fight, don't bother reviving them (with one exception, see the guidelines below))
  491. - (Croco 2 randomly causes misses)
  492. - (25% chance of Flower Box drop after the fight. If you get this, you can buy 2 more Ice Bombs at Seaside)
  493.  
  494. **Croco 2 Guidelines**
  495.  
  496. - Attacking with Mario (instead of Jumping) is both faster and does more damage. However, it is prone to missing. Use at your own risk. Mario should also Jump at least once (usually on Turn 1) if he was KO'd on Bowyer and was unable to Jump, to ensure he has enough Jump power for King Calamari. However, if Mallow is double bombed and you got below average damage rolls going into the third round of attacks, it may be worth attacking with Mario to try and push Croco into Phase 2. You must deal 351 total damage for this to occur.
  497. - It may be worth reviving Mario after Croco's 1st turn if he is immediately KO'd to a bomb, simply because Jump cannot miss.
  498. - If you use the Energizer on Geno, it's definitely not worth reviving Mario.
  499.  
  500. ---
  501.  
  502. [LEVEL]
  503. Mario [4] : SP
  504.  
  505. - {Backtrack from where you came until you see railroad tracks, and then follow them}
  506. - {Proceed forward and talk to the Mole. Then proceed through the newly created entrance}
  507. - {Take the top path in the next room}
  508. - Open the chest, and use the star to defeat 9 enemies (9 Bombs) in the upcoming rooms. There are 10 available Bombs for you to defeat, use your best judgment for which ones to take out depending on the RNG of the enemy movements.
  509.  
  510. https://youtu.be/gCbxGoViSJ0?t=50
  511.  
  512. [LEVEL]
  513. Mario [5] : SP
  514. Mallow [5] : ATK
  515. Geno [7] : HP
  516.  
  517. - Backtrack for 150 Coin chest. Beware the Sparky who will try to impede your path (standing on the box when you first enter will make you immune to an encounter until he spawns for a 2nd time)
  518. - {Proceed forward to where you defeated the last set of bombs, follow the railroad tracks, and then jump at Punchinello to avoid being pushed back}
  519.  
  520. PUNCHINELLO
  521.  
  522. - [G] Attack (~90) throughout the entire fight
  523. - [M] Attack (~64) throughout the entire fight
  524. - [A] Energizer Geno if possible; Attack (~60) throughout the entire fight otherwise
  525.  
  526. NOTE: If Punchinello Sandstorms early, Mario should self Able Juice. Otherwise, don't bother. Also, if Geno is Energized and Mario gets Sandstormed, just defend with Mario / let him get KO'd.
  527. NOTE 2: If you freebie the Energizer on Punchinello, Mario should use it on Mallow.
  528.  
  529. ---
  530.  
  531. {Cutscenes, take north exit after. Talk to Mole Child, then select 2nd option to skip instructions}
  532.  
  533. **Mine Cart**
  534.  
  535. - Video showing the optimal route to do the minecart (obtains a 1:55:96 IGT):
  536.  
  537. https://www.youtube.com/watch?v=0U-ciQvSrZY
  538.  
  539. - A slightly slower tape, but it was done by LCC, of "Shadow Hearts: From the New World" fame:
  540.  
  541. http://www.twitch.tv/thelcc/v/47768376
  542.  
  543. - {Cutscenes. Leave the town after}
  544.  
  545. ***Booster Pass***
  546.  
  547. - In the first screen with two plants, get *Frog Coin* from interacting with right plant.
  548. - Also in 1st screen, right before the exit, open a hidden chest in the upper left corner to obtain a *Rock Candy*
  549. - {Leave north after acquiring those two items}
  550. - {In 2nd screen, leave via northern exit}
  551.  
  552. ***Booster Tower***
  553.  
  554. {Cutscenes. Interact with the door, and then try to leave. More cutscenes, then 2nd option for the "Switch Allies" tutorial prompt. Then enter Booster's Tower}
  555. - {In 1st room, take top exit}
  556. - In upper right corner of 2nd room, open a hidden chest to obtain a *Frog Coin*. Then proceed.
  557. - {Cutscenes}
  558. - Get *Flower* Tab in back corner of 3rd room, then proceed through bottom-right exit.
  559. - {Climb stairs, take the exit that Booster goes into}
  560. - (Skip hitting Green Exclamation switch unless you're going to Booster's Pass Secret (check Section IV for details))
  561. - {Proceed forward in the linear path. In the room with the see-saw, jump on the empty end to proceed to the next room}
  562. - In left-side corner, open a hidden chest to open a *Frog Coin*. Then in the crevice of this same room (after climbing up the blocks a bit), go in & jump to obtain another *Frog Coin*. Leave via top exit.
  563. - Get *5 coins* & *4 Frog Coins* in checkerboard room. Do not obtain Zoom Shoes (If you want Zoom Shoes for more coins, pick up key and use it to unlock door in checkerboard room). Leave via leftside exit.
  564.  
  565. {Image of the "danger" areas of the Checkerboard room (from the wiki):
  566.  
  567. https://i.imgur.com/976EbnX.png }
  568.  
  569. - {Proceed along the linear path. Cutscenes, then proceed until balcony cutscene.}
  570.  
  571. - Do not fail curtain minigame. After it concludes, you'll have to jump at the final part of it to knock the Mario doll down. Automatically receive *Amulet* afterwards.
  572.  
  573. - {Backtrack to the previous room}
  574. - Jump on the visible chest and then jump to reveal a hidden chest containing the *Goodie Bag*. Then get the visible chest for a *Frog Coin*
  575. - Go into the menu and...
  576. - Item Sort (go into the item menu and immediately back out) IF you are doing the hardest version of the KG + GG manip, and want to always know where the Rock Candy is.
  577. - Switch:
  578. - Mallow -> Koopa
  579. - Equip:
  580. - Mario: Amulet
  581. - Koopa: Work Pants
  582. - Koopa & Geno swap accessories (Nothing on Geno to get Fearless Pin on Koopa)
  583. - Mallow & Geno swap accessories (Fearless Pin on Geno)
  584.  
  585. NOTE: You can do this menu immediately after getting the Amulet if you are not performing the Item Sort.
  586.  
  587. - Save (be careful of how you save, as the timing of when you land on the save box influences which type of manipulation can do) and perform some version of the Knife Guy + Grate Guy RNG Manip.
  588.  
  589. ***TUTORIAL VIDEO ON HOW TO DO KNIFE GUY + GRATE GUY RNG MANIPULATION***
  590.  
  591. https://youtu.be/m-VnsGO8JB0
  592.  
  593. ***PLEASE WATCH TUTORIAL VIDEO ABOVE, IT EXPLAINS EVERYTHING I SWEAR***
  594.  
  595. grass's tool to perform manips without the use of audio cues:
  596.  
  597. https://graftss.github.io/tcbfl/
  598.  
  599. Raw videos of the manips (for both console & emulator):
  600.  
  601. MAIN LINK: https://drive.google.com/file/d/1wXcz47U1R_i0OtANyAvkds-R1alatv37/view?usp=sharing
  602. BACKUP LINK: https://www.mediafire.com/file/nft2q3d201su7mj/Knife_Guy_%252B_Grate_Guy_RNG_Manip_Raw_Tapes.zip/file
  603.  
  604. Older videos related to this manip:
  605. https://www.youtube.com/watch?v=fmC0e1_zA7M
  606. https://www.youtube.com/watch?v=VUTwWeVqrq4
  607.  
  608. ALSO: While learning this manip, please check Section V for indicators on whether you're too early or too late on certain cues. This will help you diagnose your issues.
  609.  
  610. Note: The non-RNG manipulation strategy will no longer be covered in-depth. If you don't care for manipulation, please check Section IV for a very basic version of a non-manipulated fight (you will need 1 additional Flower to perform it. Obtain it from the chest in the room before Punchinello). You can also check older versions of the route for more information, and adjust your level-up bonuses / accessories correctly.
  611.  
  612. KNIFE GUY & GRATE GUY [700 HP / 900 HP]
  613.  
  614. 2 RC MANIP
  615.  
  616. Turn 1
  617. - [G] Attack KG (54+ damage)
  618. - [K] Terrorize (Rotate D-Pad for max damage, fear inflicted on both enemies)
  619. - [M] Rock Candy (Freebie)
  620. Turn 2:
  621. - [G] Rock Candy (Freebie)
  622. - [K] Attack GG (164 damage)
  623. - [M] Attack GG (120+ damage)
  624.  
  625. 3 RC MANIP
  626.  
  627. Turn 1
  628. - [G] Attack KG (54+ damage)
  629. - [K] Terrorize (Rotate D-Pad for max damage, fear inflicted on both enemies)
  630. - [M] Rock Candy (Freebie)
  631. Turn 2:
  632. - [G] Rock Candy (Freebie)
  633. - [K] Rock Candy (Freebie)
  634.  
  635. 4 RC MANIP
  636.  
  637. Turn 1:
  638. - [G] Rock Candy (Freebie)
  639. - [K] Rock Candy (Freebie)
  640. - [M] Rock Candy (Freebie)
  641. Turn 2:
  642. - [G] Rock Candy (Freebie)
  643. - [K] Attack GG (110)
  644.  
  645. {Automatically obtain *Flower Jar* from the fight}
  646.  
  647. ***Booster Hill***
  648.  
  649. - {2nd option to skip tutorial}
  650. - 14 Flowers is ideal to be set for the rest of the run if going for Smithy Chest Head Gamble; 11 otherwise (You need 24 FP total by Yaridovich. 26 is required by Countdown, but more FP may be useful in case of bad luck (36 is ideal for a worst case scenario on Countdown)) (From this point onward, references to backup flowers will assume you are NOT going for Chest Head Gamble)
  651.  
  652. ***Marrymore***
  653.  
  654. [CAMERA: Walk along the rightmost side of center staircase, jump over flower bushes]
  655. - {Head north, talk to rightmost Toad in front of chapel}
  656. - {Take back entrance of chapel, to the left of the brown box}
  657. - {Proceed through the linear path until room with the carpet}
  658. [CAMERA: Enter the cutscene with the Snifit by walking on the 2nd black circle on the front of the carpet]
  659. - {Cutscenes, you will have to jump while speaking with the Snifit}
  660. - {Break down the door with the Snifit}
  661. - {In the room with the save box, exit and re-enter, making sure not to talk to Koopa again after his little speech (this is faster than talking to the door)}
  662. - {Break down the door with Koopa}
  663.  
  664. - Get items quickly to be kissed by Peach
  665. - If you don't get the kiss, consider resetting. You wouldn't possibly be able to live with the embarrassment if you continued the run after that.
  666.  
  667. - {Cutscenes}
  668.  
  669. BUNDT
  670.  
  671. Turn 1:
  672. - [G] Attack (~154)
  673. - [K] Attack (170)
  674. - [M] Attack (~142)
  675. Turn 2:
  676. - [G] Attack
  677. - [K] Attack (Dialogue)
  678. - [M] Self Red Essence*
  679. Turn 3:
  680. - [G] Attack (Candle phase starts)
  681. - [K] Untimed attack
  682. - [M] Untimed attack
  683. Turn 4+:
  684. - Untimed attack with all characters until Raspberry phase starts (If Geno is KO'd / slept, Pick Me Up / Able Juice him with Koopa. If Koopa is slept, Able Juice him with Geno)
  685. Rest of turns (during Raspberry phase, must deal 600 damage to end the fight):
  686. - [G] Attack (if not KO'd) (~134)
  687. - [K] Attack (150)
  688. - [M] Jump (if not KO'd) (~150)**
  689.  
  690. * If you freebie the Red Essence, you can sell it at Seaside to afford an extra Fire Bomb
  691. ** Ideally Mario Jumps twice on Bundt to guarantee enough Jump Power for King Calamari. If he is KO'd after only 1 Jump, you will have to do an Untimed Jump during the Tentacle phase of King Calamari if you did no extra Jumps elsewhere in the run.
  692.  
  693. [LEVEL]
  694. Mallow [6] : HP
  695.  
  696. - {Cutscenes. Leave the chapel, then take bottom exit leaving Marrymore (left exit is impossible, at this point, as cutscenes stop you from taking it}
  697.  
  698. ***Mushroom Kingdom 3***
  699.  
  700. - Get Cricket Pie in the shop
  701. - [Return Wallet during this segment if you are doing that strat]
  702. - {Proceed into the castle, and witness a very long cutscene sequence. Leave the castle afterwards}
  703. - {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.}
  704. - {Leave Mushroom Kingdom from the same exit as after skipping Mack, to the south]
  705.  
  706. ***Tadpole Pond 2***
  707.  
  708. [CAMERA: Jump onto the stone that triggers the tadpoles, instead of walking onto it]
  709. - {Talk to Frogfucious to give him the Cricket Pie, and automatically receive *Froggie Stick*}
  710. - {Talk to Frogfucius again to learn about the star on Star Hill}
  711. - {Leave}
  712.  
  713. (Go to Booster Pass Secret now if doing that strat)
  714.  
  715. ***Star Hill***
  716.  
  717. - {Talk to leftmost Star Flower, go in big Star}
  718. - {Talk to the Star Flowers in the right order, then proceed in each Big Star that opens}
  719. {- Section 1
  720. - Bottom middle
  721. - Rightmost
  722. - Bottom left
  723. - Upper left
  724. - Upper right
  725. - Section 2
  726. - Upper right
  727. - Bottom right
  728. - Bottom middle
  729. - Lower left
  730. - Middle
  731. - Upper left
  732. - Section 3
  733. - Bottom middle
  734. - Lower left
  735. - Middle
  736. - Upper left
  737. - Upper middle (Interact with top left of star and walk up right for good camera)
  738. - STAR (Upper right of screen)
  739. - Middle right }
  740.  
  741. ***Seaside Town***
  742.  
  743. - {Go inside topmost house and talk to Fake Elder}
  744. - {Go up the stairs and talk to Frog Disciple}
  745. - Buy:
  746. - Experience Booster (3rd Item)
  747. - {Leave Elder's house, enter the leftmost door in the house with the Mushroom symbol outside it}
  748. - {Talk to clerk behind the counter}
  749.  
  750. {Optimal Seaside Clerk talk method:
  751.  
  752. https://youtu.be/gCbxGoViSJ0?t=88 }
  753.  
  754. 1. Equip:
  755. - Mario:
  756. - Unequip Mario's weapon
  757. - Amulet down to Koopa's Fearless Pin, then equip Experience Booster
  758. - Koopa:
  759. - Unequip accessory
  760. - Geno:
  761. - Unequip weapon, equip Amulet over Fearless Pin
  762. - Peach: Unequip weapon
  763. - Peach & Mallow swap armor (Polka Dress on Mallow to get Work Pants on Peach)
  764. - Mallow: Unequip weapon
  765.  
  766. OPTIMAL SEASIDE BUYING & SELLING
  767.  
  768. - 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.
  769.  
  770. - *BUY*
  771. 3 ICE | 1 FRIGHT
  772. - *SELL*
  773. ALL SMALL ITEMS (EXCEPT MID MUSHROOM), FLOWER TAB, FLOWER JAR, GOODIE BAG
  774. - *BUY*
  775. 1 ICE | 3 FIRE | 1 FRIGHT | 1 BAD MUSHROOM (if possible)
  776. - *SELL*
  777. ALL EQUIPS, FLOWER BOX
  778. - *BUY*
  779. 2 ICE | 2 FIRE
  780. - *SELL*
  781. WALLET, FREEBIED FLOWER BOX (if available), FREEBIED RED ESSENCE (if available)
  782. - *BUY*
  783. 1 FIRE (+2 ICE, +1 FIRE if available)*
  784.  
  785. - This will give you 2930 coins worth of bombs, consisting of 1 Bad Mushroom, 2 Fright Bombs, 6 Fire Bombs, and 6 Ice Bombs.
  786. - 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.
  787.  
  788. * If Croco 2 Flower Box, buy 2 more Ice Bombs. If Red Essence freebie, buy 1 more Fire Bomb
  789.  
  790. - {Leave Seaside Town}
  791.  
  792. ***Sea***
  793.  
  794. - {Leave first room, then take bottom-right path in the room with the shop keeper}
  795. - Get underneath the chest containing the Star, jump, then press X before you hit the chest:
  796. - Switch:
  797. - Mallow & Peach (sets up Ability Swap glitch to put Shocker on Peach)
  798. - Defeat every Starslap in the 1st & 2nd rooms
  799.  
  800. [LEVEL]
  801. Mario [6] : ATK
  802. Mario [7] : SP
  803. Mario [8] : SP
  804. Koopa [9] : ATK
  805. Geno [8] : HP
  806. Mallow [7] : HP
  807. Peach [10] : HP
  808.  
  809. 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. :)
  810.  
  811. - Equip:
  812. - Mario & Geno swap accessories (Experience Booster on Geno)
  813.  
  814. - {Take the south exits of the cave until reaching the area with water. Jump in the whirlpool, then enter the Sunken Ship}
  815.  
  816. ***Sunken Ship***
  817.  
  818. - {Left door}
  819. - {Proceed through north door}
  820. - {In 3rd room, hold up and then up-right to avoid an encounter with the Dry Bones, then leave through nort door}
  821. - Get *Flower* in crates in corner of next room if you have 24 or less, then leave south
  822. - {Proceed through bottom left exit}
  823. - {Bottom door}
  824. - {Hold up-right to proceed into the next door without getting into an encounter with the Greaper}
  825. - {Proceed past the room with two buttons and into the password room. Hit the blocks accordingly, then proceed to fight Calamari}
  826.  
  827. ---Password hit pattern---
  828. 0 3 2
  829. 4 2 0
  830.  
  831. KING CALAMARI
  832.  
  833. - Phase 1:
  834. - [G] Untimed Boost Koopa
  835. - [K] Fire Bomb
  836. - Phase 2:
  837. - [M] Fire Bomb
  838. - [G] Defend
  839. - [M] Attack (Partial timed attack = OK) OR Untimed Jump if need extra Jump power as a result of bad Bowyer / Croco 2 / Bundt)
  840. - Phase 3:
  841. - [K] Fire Bomb
  842. - [G] Defend
  843. - [M] Jump (81) OR 3 SJs if off Jump Power route
  844. - [K] Fire Bomb
  845.  
  846. [LEVEL]
  847. Geno [9] : ATK
  848.  
  849. - {Proceed through the door. Then take the top door, and proceed through the linear path, being careful not to get knocked off by the Bullet Bills}
  850. - In the Clone room, obtain the *KeroKeroCola* by jumping on the Clone's head after revealing the hidden chest in the middle of the room
  851. - {Leave Clone room, head south, proceed through the linear path. When reaching a dead end, jump into the whirlpool and continue through the door underwater}
  852. - {Proceed down through underwater staircase room, being careful not to encounter any enemies}
  853. - {In the Blooper room, go to the left of the barrel and enter the hidden door}
  854. - Obtain *Safety Ring* and...
  855.  
  856. - Switch:
  857. - Koopa -> Peach
  858. -Equip:
  859. - Mario & Geno swap accessories (Amulet on Geno)
  860. - Safety Ring on Peach
  861.  
  862. - {Leave Safety Ring room, proceed up the barrels and through the door}
  863.  
  864. BANDANDA REDS 1
  865.  
  866. - [P] Fire Bomb
  867.  
  868. - {Proceed up the stairs}
  869.  
  870. BANDANA REDS 2
  871.  
  872. - [P] Fire Bomb (Or, use an Ice Bomb if you only have 1 Fire Bomb remaining)
  873.  
  874. [LEVEL]
  875. Mario [9] : ATK
  876. Koopa [10] : HP
  877. Mallow [8] : HP
  878.  
  879. - Equip:
  880. - Mario & Geno swap accessories (Experience Booster on Geno)
  881. - Geno & Peach swap accessories (Experience Booster on Peach)
  882.  
  883. - {Proceed through the door and fight your boy Johnny}
  884.  
  885. JOHNNY
  886.  
  887. - [G] Untimed Boost Mario (Can time the boost for safety if you're not confident in blocking the Bandana Blue attacks)
  888. - (Bandana Blues attack)
  889. - [P] Defend
  890. - [M] 100 SJs (864)
  891.  
  892. [LEVEL]
  893. Peach [11] : SP
  894.  
  895. Equip:
  896. - Mario & Peach swap accessories (Amulet on Peach)
  897.  
  898. - {Leave through north door and then hop on springboard}
  899.  
  900. ***Seaside Town 2***
  901.  
  902. - {Pick 1st option during the cutscene}
  903. - {Go to upper left exit}
  904. - {Go up left, enter the cutscene, and fight Yaridovich}
  905.  
  906. YARIDOVICH [1500 HP]
  907.  
  908. 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)
  909.  
  910. Turn 1:
  911. - [G] Geno Boost Peach
  912. - [M] Defend
  913. - [P] Shocker (237)
  914. [Yaridovich uses Water Blast]
  915. - Turn 2:
  916. - [G] Self Geno Boost
  917. - [M] Mid Mushroom Geno (unless Water Blast missed Geno, in which case, Defend)
  918. - [P] Shocker
  919. - Turn 3:
  920. - [G] Fire Bomb (Ice Bomb if only 1 remaining) if Mario is not KO'd; Kero Kero Cola if Mario is KO'd
  921. - [M] Kero Kero Cola (or KO'd)
  922. - [P] Shocker
  923. - Turn 4:
  924. - [G] Fright Bomb if Fire / Ice Bomb already used; Fire / Ice Bomb if Geno had to Kero Turn 3
  925. - [M] Defend (or KO'd)
  926. - [P] Shocker
  927. [Mirage Phase]
  928. - Turn 5:
  929. - [G] Defend OR use Fright Bomb (if Geno had to Kero on Turn 3)
  930. - [M] Defend (or KO'd)
  931. - [P] Shocker
  932.  
  933. - The goal of this fight is just to make sure both bombs are boosted when used, 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).
  934. - 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.
  935. - You will always automatically target the real Yaridovich during the Mirage Phase, as long as you don't move the cursor.
  936.  
  937. ---
  938.  
  939. - {Get Shed Key, leave the current screen, and go inside shed (house at the bottom of the stairs)
  940. - {Cutscenes, automatically receive *Flower Box*}
  941. - {Leave shed and go to the Elder's house again. Talk to the Elder, and then enter the middle door of the house with the Mushroom symbol outside of it}
  942. - {Talk to leftmost clerk and...}
  943. - Buy
  944. - 1 Troopa Shell (1st Item)
  945. - 1 Hurly Glove (3rd Item)
  946. - 1 Double Punch (4th Item)
  947. - Sell
  948. - All Mushrooms
  949. - Flower Box
  950. - Equip:
  951. - Mario: Troopa Shell
  952. - Geno: Double Punch
  953. - Peach & Geno swap accessories (Amulet on Geno)
  954.  
  955. - {Leave the shop and then leave Seaside Town}
  956.  
  957. ***Land's End***
  958.  
  959. - {Hop in cannon, and then fire all the way forward to skip the Red Essence in the invisible chest at the peak of the platform's height. Leave north}
  960. [NOTE: You can grab this for safety if you want, and use it during Czar, Axem Rangers, Count Down, or Smithy 2]
  961. - {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, saves ~1 second). Leave to the right}
  962. - {For Gecko area, can either wait for geckos to walk off or do fast geckos (jump between them as they stay up top). Leave north again}
  963. - {Jump on the rotating flowers from the bottom, and then wait for one "tick" before jumping off. Do this 3 times and leave north}
  964. - {In the platform room, can skip first 2 platforms with an angled jump. Leave upper right}
  965. - {In desert area, take the north exit}
  966. - {Go in every whirlpool where you see a Shogun pop out, fight the Shogun, and then go in his whirlpool again}
  967.  
  968. SHOGUNS (Done 4 times, level-ups condensed)
  969.  
  970. - [P] Ice Bomb
  971.  
  972. [LEVEL]
  973. Mario [10] : SP
  974. Geno [10] : ATK
  975. Mallow [9] : HP
  976. Koopa [11] : ATK
  977.  
  978. NOTE: The Shoguns may drop Pick-Me-Ups. Pay attention to this, so you know if you have to move the cursor to reselect Ice Bombs, or if you can skip buying 1 during the Nimbus Land shop.
  979.  
  980. - Once in the underground section, obtain 1st Land's End star, and defeat all the enemies on the top floor + 2 geckos on bottom floor (19 enemies total)
  981.  
  982. [NOTE: To accomplish this, you will need to use this tech: https://www.youtube.com/watch?v=dtjlWBCKsJE ]
  983.  
  984. [LEVEL]
  985. Mario [11] : SP
  986. Mario [12] : ATK
  987. Peach [12] : SP
  988. Geno [11] : ATK
  989. Koopa [12] : ATK
  990. Mallow [10] : HP
  991.  
  992. - Go to the left, purchase the 2nd star for 400 coins, and defeat the rest of the geckos
  993.  
  994. [LEVEL]
  995. Mario [13] : SP
  996. Mallow [11] : HP
  997.  
  998. (NOTE: If you fail to defeat the 2nd gecko with the 1st star, defeat him with the 2nd star instead. Then defeat 7 blue birds + Dodo with the Nimbus Palace star, instead of 6 + Dodo. OR, if you are very lucky, use the invincibility star to defeat the Formless (white cloud) that may randomly appear in the Trampoline room)
  999.  
  1000. - {Talk to Shaman on the springboard and pay him 100 coins to use his springboard. Leave via the right exit after doing so}
  1001. - {Talk to Fortune Teller Shaman and pay him 50 coins to know your fortune}
  1002. - {The correct statue order when receiving your fortune is Left -> Middle -> Right}
  1003. - {Jump on the pillar, receive fortune scroll, and then leave north. Proceed through the linear path down the pipe}
  1004. - {Open the chest to receive a Mushroom (full party restore, not the item) or a Yoshi Cookie, and then leave north}
  1005. - {Proceed through the linear path until you encounter another wall device. Hit it, read your fortune, and reset the room + do it again until it displays:
  1006.  
  1007. https://i.imgur.com/TIOafJs.png
  1008.  
  1009. - {Go down the elevator, proceed down the pipe, and engage Belome 2}
  1010.  
  1011. BELOME 2 (1200 HP)
  1012.  
  1013. - [P] Fright Bomb (Same page or 1 right in the menu)
  1014. - [G] Attack (170 - 200 damage range)
  1015. - [M] Super Jumps (See below) (114 base, 14 damage a Super Jump)
  1016.  
  1017. Geno's Attack = 170 - 174 : 59 SJs (938)
  1018. Geno's Attack = 176 - 188 : 58 SJs (924)
  1019. Geno's Attack = 190 - 200 : 57 SJs (910)
  1020.  
  1021. [LEVEL]
  1022. Peach [13] : SP
  1023. Geno [12] : ATK
  1024.  
  1025. NOTE: If you get the Geno Clone, it will be +10 total EXP. If this happens, defeat 1 less bird during the Nimbus Star, or else Peach will be overleveled and be unable to learn Geno Blast.
  1026.  
  1027. {Press the switch, proceed north, and go down the pipe}
  1028.  
  1029. ***Monstro Town***
  1030.  
  1031. - {Go in 1st door}
  1032. - {Talk to Melody Star on the 2nd floor, then go downstairs and talk to Monstermama}
  1033. - {Leave Monstermama's house, go to the house right next door, and talk to the Chow}
  1034. - Obtain *Attack Scarf* & *Super Suit* if 30 SJs & 100 SJs were successfully performed
  1035. - {Leave the house and leave Monstro Town the same way you entered (can jump on the sign on the way out to get a better line}
  1036. - {Backtrack many screens, 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}
  1037.  
  1038. - Switch:
  1039. - Peach -> Koopa
  1040. - Equip:
  1041. - Koopa: Hurly Glove
  1042. - Geno: Super Suit, Troopa Pin
  1043. - Peach & Koopa swap accessories (Safety Ring on Koopa)
  1044.  
  1045. - {Leave via top exit}
  1046.  
  1047. ***Bean Valley***
  1048.  
  1049. - {In 1st screen, hold up right until underneath bee's shadow, then slight left to bait him, then head into the right pipe}
  1050. - {In 2nd screen hug northern wall and go into top pipe}
  1051. - {In 3rd screen, take north exit}
  1052. - {In 4th screen, take north exit}
  1053. - {In the 5th screen, stand on top of the little Smilax, and then move back and forth as it's being watered so you can start the fight immediately}
  1054.  
  1055. MEGASMILAX (1000 HP for Megasmilax itself; 200 per Smilax)
  1056.  
  1057. Phase 1:
  1058. - [G] Attack (294 to 324)
  1059. Phase 2:
  1060. - [K] Attack (98 to 118)
  1061. - [M] Attack (100 to 120) (1st Smilax defeated unless minimum rolls on both characters)
  1062. - [G] Attack (2nd Smilax defeated)
  1063. Phase 3:
  1064. - [K] Ice Bomb
  1065. Phase 4:
  1066. - [M] Ice Bomb
  1067. - Attack until defeated (2 Geno attacks + 1 Koopa attack with good rolls; 2 Geno attacks + 2 Koopa attacks otherwise (2nd Koopa attack can be untimed). Need 720 damage total)
  1068.  
  1069. NOTE - there is a possibility that Mario may be slept on the Smilax's turn. If this happens to you, consider ragequitting. Alternatively, do this:
  1070. - If the Smilax puts Mario to sleep during the 2nd phase, defeat 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).
  1071. NOTE 2 - If you only have 1 Bomb remaining due to terrible freebie luck, you should consider keeping it for Axems instead of using it in this fight. If this happens, just use physicals for the entire fight, slowly taking out the Smilaxes, followed by Megasmilax
  1072.  
  1073. - {Go down the pipe}
  1074. - {Hit the block to spawn the vine, then hit the block again to climb it}
  1075. - {In 1st screen, climb green, then yellow, then blue}
  1076. - {In 2nd screen, climb yellow, then blue, then green}
  1077. - {In 3rd screen, climb red, then yellow, then green, then blue}
  1078. - You will need about 3 or 4 *10 Coins* to afford the safety items.
  1079. - {Jump on leftmost springboard to enter Nimbus Land}
  1080.  
  1081. ***Nimbus Land***
  1082.  
  1083. - {Go to the shop (the house with the Mushroom symbol outside of it)}
  1084. - {Talk to shopkeeper}
  1085. - Some notes on the shopping: The Mid Mushrooms & Maple Syrup are optional items, and if the route is followed properly, they 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.
  1086.  
  1087. - Buy:
  1088. - [1 Mid Mushroom if high coin count]
  1089. - [1 Maple Syrup if high coin count]
  1090. - [1 Pick-Me-Up if none dropped from the Shoguns]
  1091. - 1 Able Juice
  1092. - 1 Mega Glove
  1093.  
  1094. - Equip:
  1095. - Mario: Mega Glove, Attack Scarf
  1096. - Mario & Geno swap armor (Work Pants on Geno)
  1097. - Swap Koopa & Geno's accessories (Safety Ring on Geno)
  1098. - Amulet on Geno
  1099. - Experience Booster on Peach
  1100.  
  1101. - {Leave the shop, Go to Garro's house towards the upper part of the screen}
  1102. - {Talk to Mallow statue from the upper left for good camera}
  1103. - {Talk to Garro from the front for good camera}
  1104.  
  1105. - {Massive cutscene sequence}
  1106.  
  1107. **Nimbus Castle**
  1108.  
  1109. - Successfully complete Dodo minigame by jumping when he's trying to polish the statues
  1110. - {Leave upper left}
  1111. - Get *Feather* (unless you're doing the "No RC Axems" strat), then leave upper left
  1112. - {Upper left after Mario no longer looks like a statue}
  1113. - {In 1st screen with enemies, hop over gap and then run along rightmost tiles to leave via upper right exit}
  1114. - {Go straight to enter leftmost door (can also obtain a *Flower* from the chest if you want it}
  1115. - {Proceed through the linear path until you reach the room with the imprisoned Nimbus people. In the room with the staircase, you want stay aligned to the left as you descend}
  1116. - {Obtain the Castle Key from the NPC in the upper left corner (select 1st option). You can also talk to the blue NPC for a *Flower Jar* if you really need more FP, or want a free means of restoring FP, but this shouldn't be needed)}
  1117. - {Backtrack the way you came until you're in the room with the Flower chest, jump over the Shaman, and then sneak past the Heavy Troopa by inching towards the middle door from the right side, opening it, and then proceeding without fighting him}
  1118. - {Interact with the egg, select 1st option}
  1119.  
  1120. BIRDO (777 HP)
  1121.  
  1122. Mario damage range : 236 - 272
  1123. Geno's damage range: 30 - 50
  1124. (Mario's 3 damage rolls need to average 249 to be able to skip the Bad Mushroom)
  1125.  
  1126. Turn 1:
  1127. - [M] Untimed Attack
  1128. - [K] Untimed Attack
  1129. - [G] Untimed Boost Mario
  1130. Turn 2:
  1131. - [M] Untimed Attack
  1132. - [K] Untimed Attack
  1133. - [G] Untimed Attack
  1134.  
  1135. (Birdo phase starts)
  1136.  
  1137. Turn 3:
  1138. - [M] Attack (236 - 272)
  1139. - [K] Defend
  1140. - [G] Defend
  1141. Turn 4:
  1142. - [M] Attack
  1143. - [K] Defend
  1144. - [G] Defend
  1145. Turn 5:
  1146. - [M] Attack
  1147. - [K] Defend if Mario dealt 747+ damage; Bad Mushroom otherwise
  1148. - [G] Attack (30 - 50) if Mario dealt 747+ damage
  1149.  
  1150. - {Acquire the key, go left of Birdo egg, and up through the top door}
  1151. - {In fan room, hold Y going in (but don't move). When it loads, tap right, then full jump up and right over him. A visual image of this setup:}
  1152.  
  1153. https://i.imgur.com/xaqv0qX.png
  1154.  
  1155. - {For the Fork enemy, get as close to the fork as possible, then as soon as it retracts, run up + right}
  1156. - {Hold up right through next room}
  1157. - {Skip the Heavy Troopa in this room by holding right for a bit, then hold up-right (Mario should automatically align)}
  1158. - {Cutscenes, leave through top door}
  1159. - {For blue bird room with save point, hold up until corner, then down right until next corner, then up right}
  1160. - {In star room, quick down right to avoid first bird. Then jump beneath the chest to reveal the invisible platform}
  1161. - Get Star, defeat the 4 blue birds in the first room, then the 2 blue birds + Dodo in the 2nd room (NOTE: Remember if you failed to defeat a Gecko with the 1st star, or got a Geno Clone during Belome 2, and adjust how many birds you defeat accordingly. If you defeat too many, Peach will be too high level and be unable to learn Geno Blast during the Volcano star)
  1162.  
  1163. [LEVEL]
  1164. Mario [14] : SP
  1165.  
  1166. - {Proceed along the linear path, fall down, then jump on the left springboard, then jump on the left springboard again to re-enter Nimbus Land}
  1167.  
  1168. - {Cutscenes}
  1169.  
  1170. VALENTINA
  1171.  
  1172. Dodo (Must deal 400 HP worth of damage to end this phase)
  1173.  
  1174. If 2+ Fire Bombs remaining (or only 1 and willing to gamble on not having one for Axems):
  1175. - [K] Fire Bomb
  1176. - [K] Untimed Attack
  1177.  
  1178. If no Fire Bomb but Bad Mushroom & a Fright Bomb is available:
  1179.  
  1180. - [K] Bad Mushroom
  1181. - [K] Defend
  1182. - [K] Fright Bomb
  1183.  
  1184. If Bad Mushroom only:
  1185. - [K] Bad Mushroom
  1186. - [K] Attack (86 - 116)
  1187. - [K] Attack
  1188.  
  1189. Otherwise:
  1190. - [K] Just attack (86 - 116) until the next phase begins
  1191.  
  1192. Valentina (2000 HP)
  1193.  
  1194. Turn 1:
  1195. - [G] Untimed Boost Mario
  1196. - [M] Attack (402 - 438)
  1197. Turn 2:
  1198. - [G] Attack (130 to 150)
  1199. - [M] Attack (Dodo is summoned)
  1200. - [K] Attack (146 - 176) (can skip this and attack a 2nd time with Geno if he looks healthy, it's a bit faster)
  1201. - [G] Attack
  1202.  
  1203. [Do not guard any attacks during the next phase & let Koopa + Geno get KO'd if possible UNLESS you are trying to skip a turn, which requires above average damage rolls and good HP on Geno + Koopa so they aren't KO'd during the next turn. Doing approximately ~1280 damage to Valentina will allow for turn skip with average damage rolls]
  1204.  
  1205. Turn 3:
  1206. - [M] Attack
  1207. - [K] Defend (or attack if going for turn skip)
  1208. - [G] Defend (or attack if going for turn skip)
  1209. Turn 4:
  1210. - [M] Attack (if no turn skip)
  1211.  
  1212. [LEVEL]
  1213. Koopa [13] : HP
  1214.  
  1215. - {Cutscene sequence. During the middle of it, you will want to manually press the Jump button, otherwise you will lose 2 seconds}
  1216.  
  1217. - {Jump over Mallow's mom and leave through top door}
  1218. - {Proceed through the linear path similar to before. When you reach the ground, talk to the NPCs guarding the next area, then enter the next area}
  1219. - {Go straight right in hot springs room and jump over the water, then proceed to the volcano}
  1220.  
  1221. ***Barrel Volcano***
  1222.  
  1223. - {South exit}
  1224. - {Climb up, take top exit}
  1225. - {Climb up, take top right exit}
  1226. - {Right exit}
  1227. - In this screen, get underneath the chest (contains a Star), jump, and then immediately open the menu (same method as the Sea star):
  1228. - Switch:
  1229. - Geno -> Peach
  1230. - Equip:
  1231. - Mario & Peach swap accessories (Jumper's Scarf on Peach to get EXP Booster on Mario)
  1232. - Peach & Mario swap armor (Work Pants on Mario to get Super Suit on Peach)*
  1233.  
  1234. *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
  1235.  
  1236. - Proceed along the linear path while defeating at least 8 enemies
  1237. - {For the 3rd room where you have a star, hold up in the corner until skeleton on the left walks toward you, then straight jump up}
  1238.  
  1239. [LEVEL]
  1240. Peach (Looks like Geno) [14] : SP
  1241. Mallow [12] : HP
  1242.  
  1243. *NOTE: If you defeat too many enemies with the star, Geno will level up as well. He will appear first, and will look like Peach - so don't get confused. This will also cause Geno to learn the "Come Back" ability, so be aware of that.
  1244.  
  1245. - {Top exit after star concludes}
  1246. - {In Pyrosphere room after star runs out, hug leftmost wall for good alignment, and then just jump across (you can't get hit)}
  1247. - {In room with platforms, can jump on the two platforms and then make it to the left side with an angled jump (or simply jump straight ahead if you want an easier method). Leave left}
  1248. - {Left exit}
  1249. - {In room with save box, can open the 1st chest containing a *Flower* if you need it (this will typically happen anyways with normal movement). Then take top right exit}
  1250. - {Top right exit}
  1251. - {In the next room, hug the rightmost wall and jump over the enemies to avoid get an encounter, then proceed through the exit}
  1252. - Fight the Corkpedite, being careful to avoid the Oerlikons (Spinys) it drops
  1253.  
  1254. CORKPEDITE
  1255.  
  1256. - If 3+ Ice Bombs remaining (with Fire Bomb for Axems):
  1257. - [M] Defend
  1258. - [K] Ice Bomb
  1259.  
  1260. Otherwise:
  1261. - [P] Geno Blast
  1262.  
  1263. [LEVEL]
  1264. Mario [15] : SP
  1265. Geno [13] : ATK
  1266.  
  1267. NOTE: The way in which the Oerlikons drop are random. If there are too many guarding the exit, you can reload the room and they will all be gone.
  1268.  
  1269. - After the Corkpedite...
  1270. - Equip:
  1271. - Attack Scarf on Mario
  1272. - Mario & Peach swap armor (Work Pants on Peach)*
  1273. - Peach: Experience Booster
  1274. - Geno: Feather (or Safety Ring if doing the "No RC Axems" strat)
  1275. - Switch:
  1276. Koopa -> Peach
  1277. Peach -> Geno
  1278. [Character order is now Mario, Geno, Koopa]
  1279.  
  1280. * If you swapped armor before the Volcano star (i.e., the typical case, in which you aren't loaded on Ice Bombs)
  1281.  
  1282. - (Use Maple Syrup / Flower Jar in the menu if you're low on Ice Bombs and want to have full FP for Czar Dragon)
  1283.  
  1284. (NOTE: 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)
  1285.  
  1286. - {Proceed forward to leave the Corkpedite room}
  1287. - {In the Stumpet Room, you'll want to do some awkward jumps below him to avoid the encounter. If you accidentally get the encounter, you cannot run away (See Section V for details). Exit top right}
  1288. - {Proceed upwards, then talk to Hinopio from the upper-left for good camera to enter his cave, don't buy anything, then proceed along the linear path, crossing the bridge, to fight Czar Dragon}
  1289.  
  1290. TAS Czar Bridge movement if you feel like tryharding:
  1291.  
  1292. https://youtu.be/gCbxGoViSJ0?t=94
  1293.  
  1294. CZAR DRAGON (SJs = 190 base, 23 damage a jump)
  1295.  
  1296. Useful video for doing SJs on Czar:
  1297.  
  1298. https://www.youtube.com/watch?v=ueERLi09A3o
  1299.  
  1300. 2 ICE BOMB STRAT
  1301.  
  1302. Turn 1:
  1303. - [M]: Attack (238 to 262)
  1304. - [G]: Geno Boost Mario
  1305. - [K]: Ice Bomb
  1306. Turn 2:
  1307. - [M]: Attack (356 - 392)
  1308. - [G]: Defend (OR Pick Me Up Koopa if he's KO'd OR Able Juice Koopa if he's feared)
  1309. - [K]: Ice Bomb
  1310. Zombone Phase (Note: Zombone always does Boulder on his 1st turn):
  1311. - [M]: Attack (476 to 512)
  1312. - [M]: Attack
  1313. - [M]: Ultra Jump
  1314. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1315. - 11 Ultra Jumps if 977 - 1019 damage with first 2 punches
  1316. - 12 otherwise
  1317.  
  1318. 1 ICE BOMB STRAT (Revert to 2 ICE BOMB STRAT if 1 is freebied)
  1319.  
  1320. Turn 1:
  1321. - [M]: Attack (238 to 262)
  1322. - [G]: Geno Boost Mario
  1323. - [K]: Ice Bomb
  1324. Turn 2:
  1325. - [M]: 24 SJs (742) (do a few more if Mario is Level 14)
  1326. - [G]: Defend (attack if you dropped Super Jumps)
  1327. - [K]: Defend (attack if you dropped Super Jumps)
  1328. Zombone Phase (Note: Zombone always does Boulder on his 1st turn):
  1329. - [M]: Attack (476 to 512) until Zombone is defeated, Mid Mushroom if in danger of being KO'd. If Geno & Koopa survive to the Zombone phase, they should attack to try and skip a Zombone turn (need 372 damage to accomplish this, guaranteed with 1 Geno & 1 Koopa attack or 2 Koopa attacks)
  1330. [- Alt strat for Mario's 3rd turn if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1331. - [M]: 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1332. - [M]: 11 Ultra Jumps if 977 damage with first 2 punches
  1333. - [M]: 12 otherwise
  1334.  
  1335. 0 ICE BOMB STRAT
  1336.  
  1337. Turn 1:
  1338. - [M]: Attack (238 to 262)
  1339. - [G]: Geno Boost Mario
  1340. - [K]: Defend
  1341. Turn 2:
  1342. - [M]: 42 SJs (1156) if Mario's attack was 244 or higher; 43 (1179) otherwise (do a few more if Mario is Level 14)
  1343. - [G]: Defend (can attack if dropped Super Jumps and Czar is closed to being defeated)
  1344. - [K]: Defend (can attack if dropped Super Jumps and Czar is close to being defeated)
  1345. Zombone Phase (Note: Zombone always does Boulder on his 1st turn):
  1346. - [M] Attack (476 to 512) until Zombone is defeated, Mid Mushroom if in danger of being KO'd. If Geno & Koopa survive to the Zombone phase, they should attack to try and skip a Zombone turn (need 372 damage to accomplish this, guaranteed with 1 Geno & 1 Koopa attack or 2 Koopa attacks)
  1347. [- Alt strat for Mario's 3rd turn if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1348. - [M]: 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1349. - [M]: 11 Ultra Jumps if 977 damage with first 2 punches
  1350. - [M]: 12 otherwise
  1351.  
  1352. NOTE: It is HIGHLY recommended have at least 1 Ice Bomb for Axem Rangers if you do not have a Fire Bomb
  1353.  
  1354. ***
  1355.  
  1356. Post Czar Dragon (with Rock Candy)
  1357.  
  1358. - Equip:
  1359. - Mario & Koopa exchange armor (Super Suit on Koopa)
  1360. - Koopa: Remove Hurly Glove
  1361.  
  1362. If no Rock Candy, just skip this menu (and the one after Magikoopa)
  1363.  
  1364. {Proceed along the linear path, watching the cutscenes, and jump on the springboard}
  1365.  
  1366. AXEM RANGERS
  1367.  
  1368. Ship = 999
  1369. Axem Red = 800
  1370. Axem Pink = 400
  1371. Axem Black = 550
  1372. Axem Yellow = 600
  1373. Axem Green = 450
  1374.  
  1375. FIRE BOMB & ICE BOMB
  1376.  
  1377. Turn 1:
  1378. - [K]: Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1379. - [G]: Fire Bomb (Axem Pink defeated)
  1380. - [M]: Ultra Jump Axem Black; land on the 4 Rangers at least once (137 to Black, 97 to Red, 234 to Yellow, 57 to Green)
  1381.  
  1382. Turn 2:
  1383. - [K]: Ice Bomb
  1384. - [G]: Geno Boost Mario
  1385. - [M]: Attack (236 to 272)
  1386.  
  1387. Rest of Turns:
  1388. [M]: Attack and [K]: Attack (174) until victory.
  1389.  
  1390. ICE BOMB ONLY:
  1391.  
  1392. Turn 1:
  1393. - [K]: Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1394. - [G]: Ice Bomb (Axem Green defeated)
  1395. - [M]: Ultra Jump Axem Pink; you must land on her at least 4 times, and all other Rangers at least once
  1396.  
  1397. Turn 2:
  1398. - [K]: Attack Red (174)
  1399. - [G]: Geno Boost Mario
  1400. - [M]: Attack (236 to 272)
  1401.  
  1402. Rest of turns:
  1403. - [M]: Attack and [K]: Attack (174) until victory.
  1404.  
  1405. FIRE BOMB ONLY
  1406.  
  1407. Turn 1:
  1408. - [K]: Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1409. - [G]: Fire Bomb (Axem Pink defeated)
  1410. - [M]: Ultra Jump Axem Black, land on every ranger at least once
  1411. Turn 2:
  1412. - [K]: Attack Red (174)
  1413. - [G]: Geno Boost Mario
  1414. - [M]: Untimed Attack Red (NOTE: Skip this if you land on Axem Red 6+ times)
  1415. (Axem Red attacks. Let Geno be KO'd if he is the one targeted)
  1416. Turn 3:
  1417. - [K]: Attack Red (Blade phase starts)
  1418. - [G]: Mid Mushroom Mario if he has 60 HP or less OR Mid Mushroom Koopa if he is not at full HP; Defend otherwise (or KO'd)
  1419. - [M]: Attack (236 to 272)
  1420. Rest of turns:
  1421. - [M]: Attack and Koopa Attack (174) until victory.
  1422.  
  1423. ROCK CANDY FREEBIE*:
  1424.  
  1425. Turn 1:
  1426. - [K]: Rock Candy
  1427. - [G]: Geno Boost Mario
  1428. - [M]: Rock Candy
  1429.  
  1430. Turn 2:
  1431. - [K]: Attack Red
  1432. - [G]: Untimed Attack Red
  1433. - [M]: Attack (236 to 272)
  1434.  
  1435. Rest of turns:
  1436. - [M]: Attack and [K]: Attack (174) until victory.
  1437.  
  1438. * 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.
  1439.  
  1440. NOTE: If Mario deals ~502 damage or more to the Axem Ship with his first 2 punches (fairly 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
  1441.  
  1442. ROCK CANDY ONLY (NO FIRE OR ICE) (Uses same equips as Czar Dragon, and ideally Geno has the Safety Ring equipped so you can skip the menu after Magikoopa)
  1443.  
  1444. Turn 1:
  1445. - [M]: Punch Green
  1446. - [G]: Geno Boost Mario
  1447. - [K]: Rock Candy
  1448. (The Axem Rangers get a turn. Ideally, Geno and Koopa are both KO'd to speed up the fight, since only Mario is needed)
  1449. Turn 2:
  1450. - [M]: Ultra Jump Axem Pink, land on each ranger at least once
  1451. Turn 3:
  1452. - [M]: Attack Red
  1453. Turn 4:
  1454. - [M]: Attack Ship until victory, use a Mid Mushroom if Mario is in danger of being KO'd (Breaker Beam does 37 damage)
  1455.  
  1456. NOTE: This strategy is fairly consistent, but MUCH slower than just hoping for a Rock Candy freebie with the normal set of equips. Use at your own discretion.
  1457.  
  1458. NO ROCK CANDY (1 Fire + 1 Ice very useful, uses same equips as Czar Dragon)
  1459.  
  1460. NOTE: These are intended as backup strategies, since it's assumed you performed the KG + GG Manip successfully and will always have a Rock Candy for this fight. However, because it skips both the menu after Czar Dragon and the menu before Magikoopa, it's not as slow as it initially seems.
  1461.  
  1462. Turn 1:
  1463. - If Fire & Ice
  1464. - [M]: Fire Bomb
  1465. - [G]: Geno Boost Mario
  1466. - [K]: Ice Bomb
  1467. - If Fire Only:
  1468. - [M]: Attack Axem Green
  1469. - [G]: Geno Boost Mario
  1470. - [K]: Fire Bomb
  1471. - If Ice Only:
  1472. - [M]: Attack Axem Pink
  1473. - [G]: Geno Boost Mario
  1474. - [K]: Ice Bomb
  1475. - If No Bombs:
  1476. - [M]: Attack Axem Green
  1477. - [G]: Geno Boost Mario
  1478. - [K]: Attack Axem Pink
  1479. (Koopa probably gets blown the heck out by Petal Blast here. Geno will likely survive because he has the Safety Ring. Regardless, you can either Defend or attack Axem Pink / Axem Green if they're close to being defeated. Ideally, you let both Geno & Koopa get KO'd during the fight, since Mario is the only one that's truly needed)
  1480. Turn 2:
  1481. - [M]: Ultra Jump, land on each Axem once (or as many times as it takes if one is close to being defeated)
  1482. Turn 3:
  1483. - [M]: Attack Red
  1484. Rest of Turns:
  1485. - [M]: Attack Ship until victory. Use a Mid Mushroom if Mario is in danger of being KO'd (Breaker Beam does 37 damage)
  1486.  
  1487. NOTE: If you don't have a Fire Bomb / Ice Bomb, do a 2nd round of Ultra Jumps and heal accordingly.
  1488. NOTE 2: xthechar has developed some alternate No RC Axem Rangers strategies if you're interested. You can view them here:
  1489.  
  1490. https://pastebin.com/FwEp1Ah3
  1491.  
  1492. ---
  1493.  
  1494. **Nimbus Land 2**
  1495.  
  1496. - {Jump on left springboard, enter castle, take left path, proceed forward, jump on the NPC's head, proceed forward, head in middle door, then proceed forward until throne room}
  1497. - [CAMERA: Slight up right, the hold right going into the cutscene with the King & Queen]
  1498.  
  1499. - {Cutscenes}
  1500. - {Backtrack through the castle to where you obtained the Feather}
  1501. - Save if you are doing Nimbus manip (ignore if doing Mario's Pad)]
  1502. - Soft reset if you are doing Nimbus manip
  1503. - {Leave the same way you entered the castle}
  1504. - {Take the northwest exit (the small cloud staircase)
  1505. - {Talk to the NPC to take the Royal Bus}
  1506.  
  1507. *MARIO'S PAD MANIP*
  1508.  
  1509. - Leave Koopa's Keep, go to Mario's Pad, save, and soft reset
  1510. - Hold Y, down, and right, then do a quick down input to manipulate Battle Doors to 3 & 6
  1511. - Do the doors in this order: 1, 2, 4, 5
  1512.  
  1513. *NIMBUS MANIP [EASY] (JP Version; NA Version is not covered)*
  1514.  
  1515. - If you are good at using audio cues, simply listen to the cue described in the below flowchart:
  1516.  
  1517. Flowchart: http://i.imgur.com/M9Wmtby.png
  1518.  
  1519. - If you're bad at audio cues, follow this poorly made tutorial and press the button at the right time (flowchart is still used):
  1520.  
  1521. http://www.twitch.tv/claude/v/4837000
  1522.  
  1523. - Go in Door 5
  1524. - Coin Box
  1525. - 4
  1526. - Invis
  1527. - 3, 2
  1528. - Platform
  1529. - 1, 3
  1530. - Quiz
  1531. - 6
  1532. - Invis
  1533. - 1
  1534. - Platform
  1535. - 2
  1536. - Quiz
  1537. - 6, 3
  1538. - Invis
  1539. - 2
  1540. - Platform
  1541. - 1
  1542.  
  1543. Full Chart (in case you mistime it so badly that you can still recover):
  1544. http://i.imgur.com/qOvn49h.png
  1545.  
  1546. *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)
  1547.  
  1548. Follows the same principles as the easy Nimbus Manip, but it's a bit tighter to reach the frame window.
  1549.  
  1550. Here's a quick demonstration that showcases an easy visual cue:
  1551.  
  1552. https://www.youtube.com/watch?v=FMHcVybUqUk
  1553.  
  1554. Another image of an alternate visual cue:
  1555.  
  1556. https://i.imgur.com/Zk0glCd.jpg
  1557.  
  1558. Here's swinch's full video tutorial:
  1559.  
  1560. https://www.twitch.tv/videos/331993838
  1561.  
  1562. And pastebin explaining the details:
  1563.  
  1564. https://pastebin.com/EubpwG26
  1565.  
  1566. (This is "Method 2" as described in his pastebin)
  1567.  
  1568. This is an image of the flowchart:
  1569.  
  1570. https://i.imgur.com/fiarnVH.png
  1571.  
  1572. But here it is in text form just in case:
  1573.  
  1574. - Go in Door 2
  1575. - Coin Box
  1576. - 4
  1577. - Invis
  1578. - 1, 6
  1579. - Platform
  1580. - 3, 6 (Bad WW setup)
  1581. - Quiz
  1582. - 5
  1583. - Invis
  1584. - 3
  1585. - Platform
  1586. - 1
  1587. - Quiz
  1588. - 5, 3
  1589. - Invis
  1590. - 1
  1591. - Platform
  1592. - 6
  1593. - Platform
  1594. - 1, 6, 5 (Bad WW setup)
  1595. - Invis
  1596. - 3, 5, 1
  1597.  
  1598. *NIMBUS MANIP (HARDEST) (Saves ~140 frames over the "EASY" method)
  1599.  
  1600. - 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.
  1601.  
  1602. Image:
  1603.  
  1604. https://i.imgur.com/cbWKYEe.jpg
  1605.  
  1606. Video:
  1607.  
  1608. https://www.twitch.tv/videos/331945063
  1609.  
  1610. Pastebin explaining the details:
  1611.  
  1612. https://pastebin.com/EubpwG26
  1613.  
  1614. (This is "Method 1" as described in his pastebin)
  1615.  
  1616. The very simple flowchart:
  1617.  
  1618. - Go in Door 1
  1619. - Coin Box
  1620. - 5, 3, 2
  1621. - Quiz
  1622. - 4, 3, 2
  1623.  
  1624. And that covers Nimbus Manipulation (for now). If you wish to create your own manip, check out swinch's spreadsheet:
  1625.  
  1626. https://docs.google.com/spreadsheets/d/1EeajEKoPn8tGgK6aTekRG873rMmzPyJge0h4yvu4JDs/edit#gid=0
  1627.  
  1628. ***Koopa's Keep 2***
  1629.  
  1630. - {Proceed forward through the linear path}
  1631. - {In the darkened room, take the right path, but beware the enemies}
  1632. - {Proceed forward, past Croco}
  1633. - {2nd Option to skip Door tutorial, and 2nd option in general to skip all individual tutorials}
  1634.  
  1635. *WRONG WARP EXPLANATION*
  1636.  
  1637. 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.
  1638.  
  1639. The criteria for setting up the wrong warp are as follows:
  1640.  
  1641. 1. Perform both sections that contain Dr. Topper (the quiz door & coin box door) before the Platform door.*
  1642. 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.
  1643. 3. When you reach the room in the Abyss containing the conveyor belts & Boos, simply hold up, fall off, get back on the trampoline, and you'll skip to the end of the screen.
  1644.  
  1645. * NOTE: If you do the door containing the relay race last, it's possible to get lucky and still 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...
  1646.  
  1647. Goomba in 1st: WW doesn't work
  1648. Goomba in 2nd: WW takes you halfway, breaking even with normal movement
  1649. Goomba in 3rd: WW takes you close to the end, saving ~5.5 seconds
  1650. Goomba in 4th: WW works properly, saving the full 7 seconds
  1651.  
  1652. 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.
  1653.  
  1654. ---
  1655.  
  1656. - Quiz Door
  1657. Dr. Topper Questions / Race Answers: http://pastebin.com/E8rpirmg
  1658. Barrel Puzzle:
  1659. 1. 12 Base (just add the different colored barrels to this number for your final answer)
  1660. 2. 43 Base (just add the different colored barrels to this number for your final answer)
  1661. Race Puzzle:
  1662. - Talk to Goomba, then talk to Dry Bones, then talk to Cheep Cheep to figure out the order. If you can memorize 4 Japanese
  1663. characters, simply look at the first character of the final line to determine their position:
  1664. Nu = 1
  1665. Su = 2
  1666. Fu = 3
  1667. Na = 4
  1668. - Take Rock Candy from prize chest
  1669.  
  1670. - Coin Box Door
  1671. - 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.
  1672. - For Button Puzzle...
  1673.  
  1674. 0 1 2 3
  1675. 4 5 6 7
  1676. 8 9 10 11
  1677. 12 13 14 15
  1678.  
  1679. - Hit buttons 13, 11, 4, and 2 (in that order) to be truly optimal.
  1680.  
  1681. - For Ball Puzzle...
  1682.  
  1683. 0 1 2* 3
  1684. 4 5 6 7
  1685. 8 9 10 11
  1686. 12 13 14 15
  1687.  
  1688. 10 UP
  1689. 4 RIGHT
  1690. 12 UP
  1691. 13 UP
  1692. 1 DOWN
  1693. 3 LEFT
  1694. 7 LEFT
  1695. 15 LEFT
  1696. 0 RIGHT
  1697. 4 RIGHT
  1698. 13 UP
  1699. 5 RIGHT
  1700. 11 UP
  1701. 3 LEFT
  1702.  
  1703. - Take *Rock Candy* from prize chest
  1704.  
  1705. - Invisible Floor Door
  1706. - Get *Fright Bomb*, get *Ice Bomb*, and get *Rock Candy* (all 3 chests on left side) in 1st room
  1707. - 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 right (wastes about ~2.7 seconds to get) for a *Fire Bomb*
  1708. - Can skip Donkey if you're really far left on the edge running towards him (saves 2 - 3 seconds)
  1709. - Get *Super Slap* in prize chest
  1710.  
  1711. - Platform Door
  1712. - (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 a *KeroKeroCola* (slower but easier than the one in the final room))
  1713. - In cannonball/bob-ombs room, get *Rock Candy* (middle right chest). If setting up the wrong warp, MAKE SURE you are holding down (causing the cannonball to move up) when you jump off it for the final time.
  1714.  
  1715. https://youtu.be/gCbxGoViSJ0?t=99
  1716.  
  1717. - In paired rotating platforms room, get *Royal Syrup* if you want it & *KeroKeroCola* (last 2 chests in middle column). Additionally, 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
  1718.  
  1719. https://youtu.be/gCbxGoViSJ0?t=107
  1720.  
  1721. - Do NOT get Sonic Cymbals in prize chest
  1722.  
  1723. MAGIKOOPA (1600 HP)
  1724.  
  1725. Turn 1:
  1726. - [K] Fright Bomb (with unsorted items, this will usually be 1 - 2 page turns left, depending on when you did the Invisible Floor door)
  1727. - [G] Attack (248 to 278)
  1728. - [M] Attack (356 - 392)
  1729. Turn 2:
  1730. - [K] Attack (294)
  1731. - [G] Attack
  1732. - [M] Attack
  1733.  
  1734. (Note: This is the same strat for No RC Axems as well, just the characters get their turns in a different order. You will also have Hurly Glove equipped to Koopa, so don't forget that)
  1735.  
  1736. After beating Magikoopa (assumes you had an RC for Axems):
  1737. - Go into your Items, then immediately back out (Item Sort)
  1738. - Equip:
  1739. - Mario & Koopa swap armor (Work Pants on Koopa)
  1740. - Koopa: Hurly Glove
  1741. - Geno: Safety Ring
  1742.  
  1743. - {Proceed forward through the linear path, jumping to avoid getting slowed down by the Thwomps}
  1744.  
  1745. BOOMER
  1746.  
  1747. Turn 1:
  1748. - [M] Jump (~247 damage)
  1749. - [G] Untimed Boost to Mario
  1750. - [K] Defend
  1751. Turn 2:
  1752. - [M] 47 Super Jumps (1760)
  1753.  
  1754. EXOR
  1755.  
  1756. - [M] Jump on Left Eye (As in, the eye on the rightmost side of the screen) (~336)
  1757. - [G] Use Geno Whirl on Exor (9999)
  1758.  
  1759. [LEVEL]
  1760. Koopa [14] : ATK
  1761. Peach [15] : SP
  1762.  
  1763. **Abyss**
  1764.  
  1765. - {Cutscenes. Proceed forward after}
  1766. - {Jump on screw once, then proceed forward}
  1767. - {Jump on 1st screw 4 times. After this, you can either take the upper-right path or the lower right path to the next room (lower right is a bit easier, upper right is a bit faster)
  1768. - {Jump on switch, proceed forward}
  1769. - {Proceed forward to room with Ultra Hammer, do NOT get Ultra Hammer, jump on springboard, jump on 1st screw once, jump straight right until next springboard, and proceed to Count Down}
  1770.  
  1771. COUNT DOWN (2400 HP) & 2x DING-A-LINGS (1200 HP)
  1772. Phase 1 UJs
  1773. Ding-A-Ling: 167, 20 DMG UJs
  1774. Countdown: 274, 34 DMG UJs
  1775. Phase 2 UJs:
  1776. Ding-A-Ling: 250, 31 DMG UJs
  1777. Countdown: 410, 51 DMG UJs
  1778. Character Damage to Count Down:
  1779. Mario: 416 - 452
  1780. Geno: 126 - 146
  1781. Koopa: 174 - 204
  1782.  
  1783. Turn 1:
  1784. - [M] Ultra Jump on Countdown, land on each enemy at least once
  1785. - [G] Untimed Geno Boost Mario (Timed Boost is safe, but will likely only be needed if both Geno & Koopa are KO'd / disabled before Turn 2)
  1786. - [K] Rock Candy
  1787. ---
  1788. Turn 2 (Optimal, no characters are KO'd or are disabled):
  1789. - [M] Ultra Jump Count Down, land on each enemy at least once
  1790. - [G] Rock Candy
  1791. - [K] Rock Candy
  1792. Rest of Turns:
  1793. - Attack until victory. If extra UJs were done on Count Down, you can skip Geno and / or Koopa's attack, or possibly do an untimed attack with Koopa.
  1794. ---
  1795.  
  1796. Turn 2 (Koopa is disabled, but can be restored by Geno OR only Geno is KO'd)
  1797. - [M] Ultra Jump the Ding-A-Ling that was most damaged during first UJ set, and then continue UJs until a Rock Candy will defeat the weakened Ding-A-Ling (must land on a Ding-A-Ling 7 times to defeat it without additional damage from the first UJ set). If it looks likely that you will do enough damage to both Ding-A-Lings to defeat both with a Rock Candy, continue Ultra Jumping until this can be accomplished.
  1798. - [G] Restore Koopa (Pick-Me-Up / Able Juice)
  1799. - [K] Rock Candy
  1800. Rest of Turns:
  1801. - Attack until victory. Depending on the situation, Koopa should throw a 3rd Rock Candy (it is typically faster to do so, but if you have dealt significant damage to the remaining enemies with Ultra Jumps, conserving it may be more beneficial)
  1802.  
  1803. ---
  1804.  
  1805. Turn 2 (Geno & Koopa are KO'd or disabled)
  1806. - [M] 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 was healed by Recover)
  1807. Turn 3
  1808. - [M] 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 was healed by Recover) OR heal with a Mid Mushroom if Mario is in danger of being KO'd
  1809. Turn 4
  1810. - Attack / heal until victory. If you have the FP to Super Jump Countdown and skip his attacks and self-heals, do so. (Requires 36 FP)
  1811.  
  1812. NOTE: The above are merely general guidelines. If you want more details, please read x_the_char's more comprehensive notes on this fight:
  1813. https://app.simplenote.com/publish/JVL1c3
  1814. https://app.simplenote.com/publish/pwbw4l
  1815.  
  1816. NOTE 2: In very rare circumstances, you may defeat 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.
  1817.  
  1818. [LEVEL]
  1819. Mallow [13] : HP
  1820.  
  1821. ***
  1822.  
  1823. - {Jump on springboard, proceed forward until room with conveyor belts}
  1824. - {In 1st room with conveyor belts, it's possible to do some quick jumps across the platforms to avoid waiting for their entire cycle}
  1825. - {In 2nd room with conveyor belts, it's possible to ride the conveyors for a bit to get some extra speed while proceeding forward}
  1826. - {In 3rd room with conveyor belts, 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)}
  1827. - {In 4th room with conveyor belts, you can avoid the battle with Machine Made Bowyer by hugging the left or right side of the 2nd large conveyor, and then jumping over him. After that, move quickly while jumping over all the Machine Made Axems to avoid encounters with them, then proceed quickly up final conveyor staircase to avoid a 2nd Machine Made Bowyer from spawning}
  1828. - {Proceed forward and engage in the battle with Machine Made Yaridovich}
  1829.  
  1830. MACHINE MADE YARIDOVICH (147 Damage base, 18 damage per SJ)
  1831.  
  1832. If you got 2 Rock Candy freebies from Countdown OR double RC freebie on Axem + 1 RC freebie from Countdown:
  1833.  
  1834. - [M] 20 SJs (507)
  1835. - [G] Defend
  1836. - [K] Rock Candy
  1837.  
  1838. If Fright Bomb available, and want to risk not having a Bomb to use on Smithy:
  1839.  
  1840. - [M] 28 SJs (651)
  1841. - [G] Defend
  1842. - [K] Fright Bomb
  1843.  
  1844. Otherwise:
  1845.  
  1846. - [M] 37 SJs (813)
  1847.  
  1848. [LEVEL]
  1849. Geno [14] : ATK
  1850.  
  1851. CLOAKER (1200) & DOMINO (900) + EARTH LINK (2500)
  1852.  
  1853. Turn 1:
  1854. - [G] Geno Boost Mario
  1855. - [K] Attack Domino (174 - 204)
  1856. Turn 2:
  1857. - [M] Attack Domino (416 to 452)
  1858. - [G] Attack Domino (138 - 158)
  1859. - [K] Attack Domino (Earth Link phase start)
  1860. Turn 3:
  1861. - [M] 64 SJs on Earth Link (2520)
  1862.  
  1863. [LEVEL]
  1864. Peach [16] : SP
  1865.  
  1866. Before Clerk....
  1867.  
  1868. Switch:
  1869. - Koopa -> Peach
  1870. Equip:
  1871. - Mario & Peach exchange Super Suit & Work Pants (Super Suit on Peach)
  1872. - Peach: Amulet
  1873. - Koopa & Peach exchange accessories (Troopa Pin on Peach)
  1874.  
  1875. - {Proceed in a linear path throughout the rest of the game}
  1876.  
  1877. MAD MALLETS
  1878.  
  1879. - If 3+ Ice Bombs remaining:
  1880. - [P] Ice Bomb
  1881.  
  1882. - If 4+ Rock Candy remaining:
  1883. - [P] Rock Candy
  1884.  
  1885. - Otherwise:
  1886. - [P] Geno Blast (278)
  1887.  
  1888. CLERK [500 HP]
  1889.  
  1890. - [P] Geno Blast (354 to Clerk)
  1891. - [M] Attack (158 - 182)
  1892.  
  1893. [LEVEL]
  1894. Mario [16] : SP
  1895.  
  1896. - {Don't buy anything from Toad, automatically receive *Rock Candy*}
  1897.  
  1898. MANAGER [800 HP]
  1899.  
  1900. Turn 1:
  1901. - [P] Geno Blast (324)
  1902. - [M] Attack (150 - 174)
  1903. - [G] Defend if Mario did 152+ damage; Attack otherwise
  1904. Turn 2:
  1905. - [P] Geno Blast
  1906.  
  1907. - After Manager....
  1908. - Equip:
  1909. - Mario & Peach swap Super Suit & Work Pants (Super Suit on Mario)
  1910. - Peach: Super Slap
  1911. - Geno & Peach swap accessories (Safety Ring on Peach)
  1912.  
  1913. - [CAMERA: Slight left, then up going into the Director fight]
  1914.  
  1915. DIRECTOR [1000 HP]
  1916.  
  1917. - [M] 39 Super Jumps (707)
  1918. - [G] Rock Candy
  1919.  
  1920. [LEVEL]
  1921. Koopa [15] : HP
  1922. Mallow [14] : HP
  1923.  
  1924. [CAMERA: Enter the Gunyolk fight by going as left as possible into the battle trigger]
  1925.  
  1926. GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP)
  1927.  
  1928. NOTE: If you freebie an Ice Bomb, use that in any instance where it says to use Shocker.
  1929. NOTE 2: It is recommended, although not required, that you have 1 Rock Candy for Smithy.
  1930.  
  1931. 4 Ice + 0 Rock Candy (Fastest known strategy)
  1932.  
  1933. Turn 1:
  1934. - [M] Sleepy Bomb
  1935. - [G] Ice Bomb
  1936. - [P] Ice Bomb
  1937. Turn 2:
  1938. - [M] Defend
  1939. - [G] Ice Bomb
  1940. - [P] Untimed attack Factory Chief
  1941. Turn 3:
  1942. - [M] Attack Factory Chief (210 - 234)
  1943. - [G] Ice Bomb
  1944.  
  1945. 3 Ice Bombs + 2 Rock Candies (Revert to 4 Ice + 0 Rock if any of the 3 Ice Bombs freebie)
  1946.  
  1947. Turn 1:
  1948. - [M] Sleepy Bomb
  1949. - [G] Ice Bomb
  1950. - [P] Ice Bomb
  1951. Turn 2:
  1952. - [M] Defend
  1953. - [G] Ice Bomb
  1954. - [P] Rock Candy
  1955. Turn 3:
  1956. - [M] Defend
  1957. - [G] Rock Candy
  1958.  
  1959. 3 Ice Bombs + 1 Rock Candy (Revert to 4 Ice + 0 Rock if any of the 3 Ice Bombs freebie)
  1960.  
  1961. Turn 1:
  1962. - [M] Sleepy Bomb
  1963. - [G] Ice Bomb
  1964. - [P] Ice Bomb
  1965. Turn 2:
  1966. - [M] Defend
  1967. - [G] Ice Bomb
  1968. - [P] Defend
  1969. Turn 3:
  1970. - [M] Attack Factory Chief (210 - 234)
  1971. - [G] Rock Candy
  1972. - [P] Defend
  1973. Turn 4:
  1974. - [M] Untimed attack Gunyolk
  1975.  
  1976. 2 Ice Bombs + 2 Rock Candy
  1977.  
  1978. Turn 1:
  1979. - [M] Sleepy Bomb
  1980. - [G] Untimed Boost Peach
  1981. - [P] Ice Bomb
  1982. Turn 2:
  1983. - [M] Defend
  1984. - [G] Ice Bomb
  1985. - [P] Rock Candy
  1986. Turn 3:
  1987. - [M] Untimed Attack Gunyolk
  1988. - [G] Rock Candy
  1989.  
  1990. 2 Ice Bombs + 1 Rock Candy
  1991.  
  1992. Turn 1:
  1993. - [M] Sleepy Bomb
  1994. - [G] Ice Bomb
  1995. - [P] Defend
  1996. Turn 2:
  1997. - [M] Ultra Jump on Gunyolk, land on him twice total & once on Factory Chief
  1998. - [G] Ice Bomb
  1999. - [P] Shocker Gunyolk (204)
  2000. Turn 3:
  2001. - [M] Attack Factory Chief (210 - 234)
  2002. - [G] Rock Candy
  2003.  
  2004. 1 Ice Bomb + 2 Rock Candy
  2005.  
  2006. Turn 1:
  2007. - [M] Sleepy Bomb
  2008. - [G] Untimed Boost Peach
  2009. - [P] Ice Bomb
  2010. Turn 2:
  2011. - [M] Jump on Gunyolk (~177)
  2012. - [G] Rock Candy
  2013. - [P] Shocker Gunyolk (306)
  2014. Turn 3:
  2015. - [M] Attack Factory Chief (210 - 234)
  2016. - [G] Rock Candy
  2017.  
  2018. 1 Ice Bomb + 1 Rock Candy
  2019.  
  2020. Turn 1:
  2021. - [M] Sleepy Bomb
  2022. - [G] Untimed Boost Mario
  2023. - [P] Defend
  2024. Turn 2:
  2025. - [M] Ultra Jump Gunyolk, land on Factory Chief once
  2026. - [G] Untimed Boost Peach
  2027. - [P] Ice Bomb
  2028. Turn 3:
  2029. - [M] Attack Factory Chief (314 - 350)
  2030. - [G] Rock Candy
  2031. - [P] Shocker Gunyolk (306)
  2032. Turn 4:
  2033. - [M] Attack Gunyolk
  2034.  
  2035. ---
  2036.  
  2037. - Proceed towards Smithy. Use the strategy that corresponds to the most powerful bomb(s) currently in your inventory. All damage numbers assume you will properly time Mario's initial Mega Glove attack (Damage Range: 190 to 214). An additional word of warning: the "2 ROCK CANDYS" and "ROCK CANDY + ICE BOMB" strats only save ~2 seconds, so make sure you don't lose that time trying to find the bombs in your inventory.
  2038.  
  2039. SMITHY 1 (2000 HP) [SJ Base = 153 DMG || 1 SJ = 19 DMG]
  2040.  
  2041. 2 ROCK CANDYS:
  2042.  
  2043. Turn 1:
  2044. - [M] Attack (190 - 214)
  2045. - [G] Geno Boost Mario
  2046. - [P] Rock Candy
  2047. Turn 2:
  2048. - 208 damage or higher:
  2049. - [M] 60 SJs (1293)
  2050. - [G] Geno Boost Peach
  2051. - [P] Rock Candy
  2052. - Any other value:
  2053. - [M] 61 SJs (1312)
  2054. - [G] Geno Boost Peach
  2055. - [P] Rock Candy
  2056.  
  2057. ROCK CANDY + ICE BOMB:
  2058.  
  2059. Turn 1:
  2060. - [M] Attack (190 - 214)
  2061. - [G] Geno Boost Mario
  2062. - [P] Ice Bomb
  2063. Turn 2:
  2064. - 210 damage or higher:
  2065. - [M] 63 SJs (1350)
  2066. - [G] Geno Boost Peach
  2067. - [P] Rock Candy
  2068. - 192 to 208 damage:
  2069. - [M] 64 SJs (1369)
  2070. - [G] Geno Boost Peach
  2071. - [P] Rock Candy
  2072. - 190 damage:
  2073. - [M] 65 SJs (1388)
  2074. - [G] Geno Boost Peach
  2075. - [P] Rock Candy
  2076.  
  2077. ROCK CANDY ONLY:
  2078.  
  2079. Turn 1:
  2080. - [M] Attack (190 - 214)
  2081. - [G] Geno Boost Mario
  2082. - [P] Defend
  2083. Turn 2:
  2084. - 198 damage or higher:
  2085. - [M] 71 SJs (1502)
  2086. - [G] Geno Boost Peach
  2087. - [P] Rock Candy
  2088. - Any other value:
  2089. - [M] 72 SJs (1521)
  2090. - [G] Geno Boost Peach
  2091. - [P] Rock Candy
  2092.  
  2093. ICE BOMB ONLY:
  2094.  
  2095. Turn 1:
  2096. - [M] Attack (190 - 214)
  2097. - [G] Geno Boost Mario
  2098. - [P] Defend
  2099. Turn 2:
  2100. - 212 damage or higher:
  2101. - [M] 75 SJs (1578)
  2102. - [G] Geno Boost Peach
  2103. - [P] Ice Bomb
  2104. - 194 to 210 damage:
  2105. - [M] 76 SJs (1597)
  2106. - [G] Geno Boost Peach
  2107. - [P] Ice Bomb
  2108. - 192 damage or less:
  2109. - [M] 77 SJs (1616)
  2110. - [G] Geno Boost Peach
  2111. - [P] Ice Bomb
  2112.  
  2113. FIRE BOMB ONLY:
  2114.  
  2115. Turn 1:
  2116. - [M] Attack (190 - 214)
  2117. - [G] Geno Boost Mario
  2118. - [P] Defend
  2119. Turn 2:
  2120. - 204 damage or higher:
  2121. - [M] 77 SJs (1616)
  2122. - [G] Geno Boost Peach
  2123. - [P] Fire Bomb
  2124. - 202 damage or less:
  2125. - [M] 78 SJs (1635)
  2126. - [G] Geno Boost Peach
  2127. - [P] Fire Bomb
  2128.  
  2129. FRIGHT BOMB ONLY:
  2130.  
  2131. Turn 1:
  2132. - [M] Attack (190 - 214)
  2133. - [G] Geno Boost Mario
  2134. - [P] Defend
  2135. Turn 2:
  2136. - 196 damage or higher:
  2137. - [M] 79 SJs (1654)
  2138. - [G] Geno Boost Peach
  2139. - [P] Fright Bomb
  2140. - 194 damage or less:
  2141. - [M] 80 SJs (1673)
  2142. - [G] Geno Boost Peach
  2143. - [P] Fright Bomb
  2144.  
  2145. BAD MUSHROOM ONLY:
  2146.  
  2147. Turn 1:
  2148. - [M] Attack (190 - 214)
  2149. - [G] Geno Boost Mario
  2150. - [P] Defend
  2151. Turn 2:
  2152. - 214 damage:
  2153. - [M] 82 SJs (1711)
  2154. - [G] Geno Boost Peach
  2155. - [P] Bad Mushroom
  2156. - 196 to 212 damage:
  2157. - [M] 83 SJs (1730)
  2158. - [G] Geno Boost Peach
  2159. - [P] Bad Mushroom
  2160. - 194 damage or less:
  2161. - [M] 84 SJs (1749)
  2162. - [G] Geno Boost Peach
  2163. - [P] Bad Mushroom
  2164.  
  2165. NO BOMBS REMAINING (Timed Super Slap for 38+ DMG]):
  2166.  
  2167. Turn 1:
  2168. - [M] Attack (190 - 214)
  2169. - [G] Geno Boost Mario
  2170. - [P] Defend
  2171. Turn 2:
  2172. - 214 damage:
  2173. - [M] 84 SJs (1749)
  2174. - [G] Geno Boost Peach
  2175. - [P] Attack
  2176. - 194 to 212 damage:
  2177. - [M] 85 SJs (1768)
  2178. - [G] Geno Boost Peach
  2179. - [P] Attack
  2180. - 192 damage or less:
  2181. - [M] 86 SJs (1787)
  2182. - [G] Geno Boost Peach
  2183. - [P] Attack
  2184.  
  2185.  
  2186. SMITHY 2 (8000 HP) [SJ Base on Tankhead = 228 DMG || 1 SJ = 28 DMG]
  2187.  
  2188. CHEST HEAD GAMBLE (Optimal strat, check below for a safer strat) (Saves 5 seconds per Fire Bomb you have IF Smithy changes heads, which is a 50% chance for each turn past Turn 3) (NOTE: Requires 29 FP)
  2189.  
  2190. Note: Turn 1 & Turn 2 are always the same, so they're only written once.
  2191.  
  2192. Turn 1:
  2193. - [M] Attack (434 - 470) [452]
  2194. - [G] Attack (206 - 236) [221]
  2195. - [P] 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)
  2196.  
  2197. Turn 2:
  2198. - [M] 100 SJs (3028)
  2199. - [G] Use Kero Kero Cola
  2200. - [P] Shocker (441)
  2201.  
  2202. ***
  2203.  
  2204. 2 Fire + 0 RC Remaining / 1 Fire + Misc. Bombs Remaining:
  2205.  
  2206. Turn 3:
  2207. - [M] 33 SJs (1152)
  2208. - [G] Defend (If not KO'd)
  2209. - [P] Shocker (441) {5890 min / 5998 max}
  2210.  
  2211. (If he transforms to Chest Head)
  2212.  
  2213. Turn 4:
  2214. - [M] Super Flame (770)
  2215. - [G] Fire Bomb (If not KO'd)
  2216. - [P] Fire Bomb if possible; Rock Candy / Ice Bomb / Fright Bomb / Attack otherwise
  2217.  
  2218. Turn 5:
  2219. - [M] Super Flame
  2220. - [G] (Attack / use remaining bombs if not KO'd)
  2221. - [P] (Attack / use remaining bombs if not KO'd)
  2222.  
  2223. (If no transformation)
  2224.  
  2225. Turn 4:
  2226. - [M] 68 SJs (2132) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of being KO'd)
  2227.  
  2228. ***
  2229.  
  2230. 2 Fire Bombs + 1 RC / 1 Ice Remaining (assumes Geno is not KO'd on Turn 3):
  2231.  
  2232. Turn 3:
  2233. - [M] 22 SJs (844) if RC / 25 SJs (928) if Ice
  2234. - [G] Rock Candy (300) / Ice Bomb (210)
  2235. - [P] Shocker (441) {5882 min / 5990 max if RC || 5876 min / 5984 max if Ice}
  2236.  
  2237. (If he transforms to Chest Head)
  2238.  
  2239. Turn 4:
  2240. - [M] Super Flame
  2241. - [G] Fire Bomb
  2242. - [P] Fire Bomb
  2243.  
  2244. Turn 5:
  2245. - [M] Super Flame
  2246. - [G] (Attack / use remaining bombs if not KO'd)
  2247. - [P] (Attack / use remaining bombs if not KO'd)
  2248.  
  2249. (If no transformation)
  2250.  
  2251. Turn 4:
  2252. - [M] 68 SJs (2132) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of being KO'd)
  2253.  
  2254. ***
  2255.  
  2256. 3 Fire Bombs remaining (Assumes Geno is not KO'd for Turn 3; revert to the 2 Fire Bomb strat if he is KO'd)
  2257.  
  2258. Turn 3:
  2259. - [M] 15 SJs (648)
  2260. - [G] Defend
  2261. - [P] Shocker (441)
  2262.  
  2263. (If he transforms to Chest Head)
  2264.  
  2265. Turn 4:
  2266. - [M] Super Flame (770)
  2267. - [G] Fire Bomb (360)
  2268. - [P] Fire Bomb (360)
  2269.  
  2270. Turn 5:
  2271. - [M] Super Flame (770)
  2272. - [G] Fire Bomb (360)
  2273. - [P] [Attack if Smithy is not yet defeated]
  2274.  
  2275. (If not)
  2276.  
  2277. Turn 4:
  2278. - [M] 86 SJs (2636) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of being KO'd)
  2279.  
  2280. ***
  2281.  
  2282. 4 Fire Bombs remaining (Assumes Geno is not KO'd for Turn 3; revert to the 2 Fire Bomb strat if he is KO'd)
  2283.  
  2284. Turn 3:
  2285. - [M] Attack (284 minimum)
  2286. - [G] Defend
  2287. - [P] Shocker (441)
  2288.  
  2289. (If he transforms to Chest Head)
  2290.  
  2291. Turn 4:
  2292. - [M] Super Flame (770)
  2293. - [G] Fire Bomb (360)
  2294. - [P] Fire Bomb (360)
  2295.  
  2296. Turn 5:
  2297. - [M] Super Flame (770)
  2298. - [G] Fire Bomb (360)
  2299. - [P] Fire Bomb (360)
  2300.  
  2301. (If not)
  2302.  
  2303. Turn 3:
  2304. - 99 SJs (3000) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of being KO'd)
  2305.  
  2306. ---
  2307.  
  2308. SMITHY 2 (Safe strat, gives strats for all 4 Heads)
  2309.  
  2310. - [M] Attack (434 - 470)
  2311. - [G] Attack (206 - 236) OR Geno Boost Self (Safe)
  2312. - [P] Attack (188 - 230)
  2313.  
  2314. [* 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.]
  2315.  
  2316. TANKHEAD
  2317.  
  2318. - [M] As many SJs as you can do (ideally 100 SJs for 3028)
  2319. - [G] Kero Kero Cola / Rock Candy / misc. healing + bombs
  2320. - [P] Shocker (441) OR Group Hug
  2321.  
  2322. MAGEHEAD
  2323.  
  2324. - [M] Attack
  2325. - [G] Attack
  2326. - [P] Group Hug OR Attack (Mage Head deals a lot of damage, so you mostly want to have Peach heal during this phase)
  2327.  
  2328. CHESTHEAD
  2329.  
  2330. - [M] Super Flame (770)
  2331. - [G] Attack OR Fire Bomb / Rock Candy / Fright Bomb / FP Restoral
  2332. - [P] Attack OR Group Hug OR Fire Bomb / Rock Candy / Fright Bomb
  2333.  
  2334. SAFEHEAD
  2335.  
  2336. - [M] Attack
  2337. - [G] Geno Boost Mario (after Shredder) OR Ice Bomb / Rock Candy / Fright Bomb OR Defend
  2338. - [P] Ice Bomb / Rock Candy / Fright Bomb OR Defend
  2339.  
  2340. ---
  2341.  
  2342. ***
  2343.  
  2344. You win! Timing ends when you see the "D" appear on "The End" after the credits have finished.
  2345.  
  2346. ***
  2347.  
  2348. ===== SECTION III: MISCELLANEOUS INFO =====
  2349.  
  2350. - 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.
  2351.  
  2352. - 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).
  2353.  
  2354. ---
  2355.  
  2356. Smithy Head Info (Taken from SDA forums):
  2357.  
  2358. - There's a 50% chance the body will use its turn to transform the head. It won't transform two turns in a row.
  2359. - Exception 1: the body will always transform the chest head after it has performed one status ailment attack
  2360. - Exception 2: it will always transform on its first turn
  2361. - being stunned (0 HP) will not prevent it from transforming -- it only prevents it from hammering/shooting you
  2362.  
  2363. Whenever Smithy's HP drops below a threshold, he changes to a new head cycle (starting with the first in the cycle).
  2364. - starting: tank -> magic -> shield -> repeat
  2365. - HP under 6000: magic -> shield -> shield -> chest -> repeat
  2366. - HP under 4000: chest -> tank -> chest -> shield -> repeat
  2367. - HP under 2000: randomly any of the 4 heads (can repeat)
  2368.  
  2369. It's also possible to completely skip over a phase. swinch has this to say:
  2370.  
  2371. "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.
  2372.  
  2373. 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."
  2374.  
  2375. 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. Keep this in mind.
  2376.  
  2377. ---
  2378.  
  2379. Run Away Chance
  2380.  
  2381. ~50.5% per Run Away usage, regardless of character, enemy, etc. (Thanks KirkQ!)
  2382.  
  2383. ---
  2384.  
  2385. Relevant Item Freebie Chance:
  2386.  
  2387. Red Essence: 13%
  2388. Everything else: 26% (Thanks KirkQ!)
  2389.  
  2390. ---
  2391.  
  2392. The amount of frames it takes for each character to use an item:
  2393.  
  2394. [Fastest]
  2395. Koopa: 177
  2396. Mallow: 185
  2397. Peach: 188
  2398. Mario: 209
  2399. Geno: 220
  2400. [Slowest]
  2401.  
  2402. ---
  2403.  
  2404. Relevant Boss Evasion (according to the SMRPG patcher, please see cleartonic's document for how this correlates to actual Miss chance):
  2405.  
  2406. Hammer Bro: 10%
  2407. Croco: 20%
  2408. Valentina: 10%
  2409. Czar Dragon: 20%
  2410. Axem Red: 10%
  2411.  
  2412. ---
  2413.  
  2414. - Player physical attacks appears to have a ~1/256 (possibly greater) chance of missing any enemy in the game. If this happens to you in a run, you are truly never lucky.
  2415. - cleartonic has done some testing on enemy evasion. Check out his findings here if you are interested: https://docs.google.com/document/d/1R4ctlCKyCEO--ZUbAuoifaItP48Fe35VErGrAL1Mlc0/edit
  2416.  
  2417. ----------------------------
  2418.  
  2419. ===== SECTION IV: ALTERNATE STRATS =====
  2420.  
  2421. - Fight Pandorite (Check older versions of the route for info on this)
  2422.  
  2423. - Skip Fearless Pins. This 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
  2424.  
  2425. - (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)
  2426.  
  2427. - 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).
  2428.  
  2429. - 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. +9 regular coins from jumping on an extra Wiggler.
  2430. - This strat allows you to attempt Super Jumps on Johnny a second time without much penalty, as the Bandana Blues will be asleep and only Johnny will be able to attack. If you do this, the fight will proceed as such...
  2431. Geno : Sleepy Bomb
  2432. Peach: Defend
  2433. Mario: Defend
  2434. ~
  2435. Geno : Untimed Boost Mario
  2436. Peach : Defend
  2437. Mario : 100 Super Jumps
  2438. This is quite a bit slower however, so only do this if you really feel you can't get 100 SJs on your first attempt.
  2439.  
  2440. - Alternate Bowyer ending. This is a bit slower, but makes it so you can't be put to sleep by his G'night attack:
  2441.  
  2442. Turns 1 - 6 are the same
  2443. Turn 7:
  2444. - Defend
  2445. - Defend
  2446. - Defend
  2447. Turn 8:
  2448. - Geno Beam
  2449. - Defend
  2450. - Defend
  2451. Turn 9:
  2452. - Attack (60)
  2453. - Defend
  2454. - Defend
  2455. Turn 10:
  2456. - Attack (60)
  2457.  
  2458. - Skip the Moleville Mines 150 Coin chest if you obtain the Flower Box. Then buy 1 Ice Bomb & 1 Fright Bomb instead of 2 Ice Bombs. The extra Fright Bomb can be used in combination with the Bad Mushroom in the Dodo phase of the Valentina fight, allowing for a Fire Bomb to be used elsewhere.
  2459.  
  2460. - Non-Manipulated KG + GG fight (non-optimized, requires 16 FP)
  2461.  
  2462. Turn 1
  2463. - Attack KG
  2464. - Terrorize (Rotate D-Pad to increase damage. There is a small chance that Terrorize will not land the Fear effect)
  2465. - Fire Orb KG
  2466. Turn 2:
  2467. - Attack GG
  2468. - Attack GG OR use Able Juice on Mario if he is slept / muted
  2469. - Fire Orb KG
  2470. Rest of turns:
  2471. - Attack with Bowser / Geno until GG is defeated
  2472.  
  2473. NOTE: Characters may get slept during this fight. You can either use Able Juices to wake them up, or just keep attacking.
  2474.  
  2475. - Optimal Troopa Climb (requires you be on the very far right of the shell, then press right and then jump while holding Y:
  2476.  
  2477. https://www.twitch.tv/videos/638366580
  2478.  
  2479. ----------------------------
  2480.  
  2481. ===== SECTION V: BACKUP STRATEGIES ===== (Not listed elsewhere in the route)
  2482.  
  2483. =INESCAPABLE ENCOUNTERS=
  2484.  
  2485. FIREBALLS (Blue Orbs in Booster's Tower checkerboard room)
  2486.  
  2487. - Geno Defend
  2488. - Mario Defend
  2489. - Mallow untimed Thunderbolt
  2490.  
  2491. *Note: Winning this battle may mess up the EXP route, due to an extra pause during the first Land's End star.
  2492.  
  2493. APPRENTICE (Blue Snifit in Booster Pass Secret)
  2494.  
  2495. - Geno Attack
  2496. - Koopa Attack
  2497.  
  2498. MR. KIPPER (Fish in the stairway in Sunken Ship)
  2499.  
  2500. - Geno uses Fire Bomb
  2501.  
  2502. 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
  2503. NOTE 2: This also really messes up your EXP route
  2504.  
  2505. STUMPET
  2506.  
  2507. Turn 1:
  2508. - Mario untimed attack Mite (or Ice Bomb if one is available)
  2509. - Geno uses Geno Whirl on Stumpet
  2510. - Koopa defend
  2511. Turn 2:
  2512. - Mario attacks Mite after Valor up
  2513.  
  2514. NOTE: Do not double your coins / EXP
  2515.  
  2516. ---------------------------------
  2517.  
  2518. =COINS=
  2519.  
  2520. - 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)
  2521. - 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)
  2522. - 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.
  2523. - If you are inconsistent at vine coins, you can hit the 10-coin chests in Belome 2 a few extra times.
  2524.  
  2525. ---------------------------------
  2526.  
  2527. ==FROG COINS==
  2528.  
  2529. Afraid of the Wiggler or forgot a Frog Coin? Here are some other (slower) coins you can get (REMEMBER - 1 less jump on the Wiggler is also 9 less regular coins)
  2530.  
  2531. - Moleville Mines Shy Guy minecart (right before the room with the invincibility star, take the bottom path all the way to the end)
  2532. - 2nd floor of Marrymore Inn (in an invisible chest above the bookcase)
  2533. - 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)*
  2534. * 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)
  2535.  
  2536. ---------------------------------
  2537.  
  2538. =OVERWORLD STARS=
  2539.  
  2540. - Do Boo Jump if you want to look cool
  2541. - If you are inconsistent with defeating the "swag rat" in Kero Sewers, defeat 12 K9s during the Bandit's Way Star, and then skip the rat.
  2542. - For the Moleville Mines star, if a bomb seems very out of the way, you can simply defeat the entirety of the pack in the final room, rather than 3 members of it.
  2543. - 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, it is not recommended due to how few bombs you have now)
  2544. - If you miss the 2nd Gecko on the 2nd floor with the 1st invincibility star in Land's End, defeat 1 extra bird during the Nimbus star. This fixes the EXP route completely.
  2545. - If you did not defeat 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 mostly unaffected (as long as Mario reaches Level 15 after Axem Rangers).
  2546. - Here is a good overall chart of backup strats for fixing the EXP route (credits to DatXFire):
  2547.  
  2548. https://i.imgur.com/oknybOF.png
  2549.  
  2550. ---------------------------------
  2551.  
  2552. =BOSS BATTLES=
  2553.  
  2554. KNIFE GUY + GRATE GUY
  2555.  
  2556. Indicators that show whether you're early or late, but only for cues where the enemy gets a turn immediately afterwards:
  2557.  
  2558. **2 RC & 3 RC MANIP**
  2559.  
  2560. MARIO RC:
  2561.  
  2562. 7-8F EARLY: Physical on Koopa
  2563. 5-6F EARLY: Physical on Mario
  2564. 3-4F EARLY: Physical on Geno
  2565. 1-2F EARLY: Sleep Bubble on Koopa
  2566. 10F CORRECT: 2298 - 2307
  2567. 1-2F LATE: Physical on Mario
  2568. 3-4F LATE: Sleep Bubble on Koopa
  2569. 5-6F LATE: Physical on Geno
  2570. 7-8F LATE: Echofinder on Koopa
  2571.  
  2572. MARIO RC TEXT CLEAR:
  2573.  
  2574. 7-8F EARLY: Echofinder on Geno
  2575. 5-6F EARLY: Echofinder on Koopa
  2576. 1-4F EARLY: Echofinder on Geno
  2577. 1-4F CORRECT: Physical on Koopa
  2578. 5-6F CORRECT: Physical on Mario
  2579. 1-4F LATE: Sleep Bubble on Koopa
  2580. 5-8F LATE: Echofinder on Mario
  2581.  
  2582. MARIO PUNCH:
  2583.  
  2584. 1-2F EARLY: 116
  2585. CORRECT: 128
  2586. CORRECT: 128
  2587. CORRECT: 128
  2588. CORRECT: 122
  2589. CORRECT: 122
  2590. CORRECT: 126
  2591. CORRECT: 132
  2592. CORRECT: 122
  2593. CORRECT: 126
  2594. CORRECT: 122
  2595. CORRECT: 128
  2596. CORRECT: 132
  2597. CORRECT: 126
  2598. CORRECT: 132
  2599. CORRECT: 128
  2600. 1-2F LATE: 114
  2601.  
  2602. ** 4 RC MANIP **
  2603.  
  2604. GENO 1ST RC:
  2605.  
  2606. 7-8F EARLY: Juggle attack on Koopa
  2607. 5-6F EARLY: Juggle attack on Mario
  2608. 1-4F EARLY: Juggle attack on Koopa
  2609. 4F CORRECT = RC Freebie
  2610. 1-2F LATE: Juggle attack on Koopa
  2611. 3-6F LATE: Juggle attack on Geno
  2612. 7-8F LATE: Knife throw on Mario
  2613.  
  2614. MARIO RC
  2615.  
  2616. 7-8F EARLY: RC Freebie
  2617. 5-6F EARLY: Echofinder on Koopa
  2618. 3-4F EARLY: RC Freebie
  2619. 1-2F EARLY: Sleep Bubble on Koopa
  2620. 4F CORRECT: RC Freebie
  2621. 1-2F LATE: Echofinder on Koopa
  2622. 3-4F LATE: Sleep Bubble on Mario
  2623. 5-6F LATE: RC Freebie
  2624. 7-8F LATE: Sleep Bubble on Mario
  2625.  
  2626. MARIO RC TEXT CLEAR
  2627.  
  2628. 3-4F EARLY: Echofinder on Koopa
  2629. 1-2F EARLY: Sleep Bubble on Geno
  2630. 1-2F CORRECT: Physical on Koopa
  2631. 3-4F CORRECT: Physical on Mario
  2632. 1-2F LATE: Echofinder on Mario
  2633. 3-4F LATE: Echofinder on Koopa
  2634.  
  2635. -----
  2636.  
  2637. BUNDT
  2638.  
  2639. - If you mistime an attack during the 1st phase, Defend with Mario & Koopa as needed, and then enter the 2nd phase on Geno's next turn (to ensure you get as many free hits during the Candle phase as possible).
  2640.  
  2641. 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
  2642.  
  2643. GENERAL SUPER JUMP ADVICE
  2644.  
  2645. - 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.
  2646.  
  2647. BELOME 2
  2648.  
  2649. - If you drop SJs and are forced to fight clones...
  2650. *Peach Clone*
  2651. - Peach Defend
  2652. - Geno timed attack clone
  2653. - Mario SJs Belome until victory (or normal attack with Troopa Shell if he is close to being defeated)
  2654. *Mario or Geno Clone*
  2655. - Peach Shocker clone
  2656. - Geno timed attack clone
  2657. - Mario SJs Belome until victory (or normal attack with Troopa Shell if he is close to being defeated)
  2658.  
  2659. 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.
  2660.  
  2661. MEGASMILAX
  2662.  
  2663. - 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 defeat it.
  2664. - 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.
  2665.  
  2666. VALENTINA / DODO
  2667.  
  2668. - If you are afraid of losing the 1v1 battle versus Dodo, 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.
  2669.  
  2670. COUNT DOWN
  2671.  
  2672. - If you boost Mario's defense with the initial Geno Boost, it is extremely unlikely he will ever be KO'd. 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:
  2673. 1:00: Crystal or Ice Rock
  2674. 3:00: 170 HP heal on either Countdown or a Ding-A-Ling (Countdown will not take an action next turn)
  2675. 5:00: Aurora Flash (Note: This will put Koopa to sleep & KO Geno)
  2676. 6:00: 320 HP heal (Countdown will not take an action next turn)
  2677. 7:00: Water Blast
  2678. 9:00: Nothing (Break Time!)
  2679. 10:00: Petal Blast
  2680. 12:00: Corona (if you see this, something has gone terribly wrong)
  2681.  
  2682. CLOAKER / DOMINO
  2683.  
  2684. - If Koopa gets feared, and you have a spare Rock Candy, he should use that instead of attacking.
  2685.  
  2686. DIRECTOR
  2687.  
  2688. - If you drop Super Jumps, AND you have a spare Sleepy Bomb (or are willing to gamble):
  2689. - Geno uses Sleepy Bomb
  2690. - Peach uses Geno Blast
  2691. - Mario uses SJs until victory (or attacks if Director is very close to being defeated)
  2692. (This conserves a Rock Candy, which can be used against either Gunyolk or Smithy)
  2693.  
  2694. GUNYOLK
  2695.  
  2696. 3 Ice + 0 Rock Candy
  2697.  
  2698. https://www.youtube.com/watch?v=pmtEKJyYIVU
  2699.  
  2700. 1 Ice + 0 Rock Candy (32 FP Required)
  2701.  
  2702. Turn 1:
  2703. - Sleepy Bomb
  2704. - Untimed Boost Mario
  2705. - Defend
  2706. Turn 2:
  2707. - Ultra Jump Gunyolk, land on Gunyolk 4 times total & Factory Chief once
  2708. - Untimed Boost Peach
  2709. - Shocker Gunyolk
  2710. Turn 3:
  2711. - Ultra Jump Gunyolk, land on Factory Chief once
  2712. - Defend
  2713. - Ice Bomb
  2714. Turn 4:
  2715. - Attack Gunyolk
  2716. - Attack Factory Chief
  2717. [Factory Chief takes a turn]
  2718. - Defend
  2719. Turn 5:
  2720. - Attack Factory Chief
  2721.  
  2722. SMITHY 1
  2723.  
  2724. - If you drop Super Jumps...
  2725. - Geno uses Geno Boost on Peach
  2726. - Peach uses Group Hug
  2727. (Smithy does either a physical, Meteor Swarm, or Mega Drain, and spawns a machine made Shy Guy)
  2728. - Mario does Super Jumps until Smithy can be defeated by a bomb used by Peach
  2729. - (Geno uses Maple Syrup / Kero Kero Cola if not KO'd)
  2730. - Peach uses the strongest bomb in your inventory
  2731.  
  2732. 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
  2733.  
  2734. ---------------------------------
  2735.  
  2736. =SUPER SUIT=
  2737.  
  2738. - If you fail 100 SJs on Johnny, you can either try SJs on him again, or use Mario's Jump + Bombs to defeat 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).
  2739. - If you did not get the Super Suit off of Johnny, you can get it off of Belome. If that's the case...
  2740. - Peach Defend
  2741. - Geno Untimed Boost Mario
  2742. - Mario does 100 SJs (1514 damage)
  2743. (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))
  2744. - 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).
  2745.  
  2746. ---------------------------------
  2747.  
  2748. ===== SECTION VI: TO DO =====
  2749.  
  2750. List of things to do for 2.02
  2751.  
  2752. - Fix all the errors of 2.01 once people start pointing them out to me. Hopefully there won't be too many...
  2753. - 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 questions related to this).
  2754. - 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?).
  2755. - More dedicated research into Calamari manip to see if it's real or not.
  2756. - Beg 0xwas to translate the route into Japanese again, since it's been years since any version of the route was last translated.
  2757. - Convert everything over to a Google Doc instead of a pastebin, since the pastebin meme is kind of dead at this point.
  2758.  
  2759. --------------------------------
  2760.  
  2761. Pastebin over, you made it all the way to end! Congratulations, I'm so proud of you!
  2762.  
  2763. https://static.wikia.nocookie.net/megaman/images/a/af/MML2Data.jpg/revision/latest?cb=20110813040940
  2764.  
  2765. - Claude
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