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Super Mario RPG Any% 2021 Route
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Version 2.01
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Route information compiled by Claude, last updated on December 22nd, 2020
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NOTE: THIS IS AN INTERMEDIATE / ADVANCED ROUTE. IF YOU WANT A BEGINNER ROUTE, CLICK HERE:
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https://docs.google.com/document/d/1GGv3H_p64WisOnGTgiMilPs2gBIAJceU3BDZvLfn7uM/edit?pref=2&pli=1
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== 2.01 CHANGE LOG ==
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Read this so you know what's actually changed:
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https://pastebin.com/YmF5Dhzf
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***** THERE IS A WIKI NOW - CLICK BELOW *****
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https://sites.google.com/site/supermariorpgspeedruns/
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***** THERE IS A WIKI NOW - CLICK ABOVE *****
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SD2SNES SAVES:
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https://drive.google.com/open?id=1pNgbPTHNb56LkT8g6tezmFoMyJIN3767
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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.
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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.
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PRACTICE ROMS:
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https://drive.google.com/file/d/1TdYUQZ2xxOCIX7PihIB1_-sCnCvgT8Zp/view?usp=sharing
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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.
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SAVESTATE PACK HERE (For Bizhawk 2.2.1):
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https://drive.google.com/file/d/18AqdxogkhM6BmWMb6wBkKxmdJjRoveWc/view?usp=sharing
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So you can practice movement, menus, timings, etc. (just not Super Jumps)
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SNES9X SAVESTATE PACK HERE (Outdated (Version 1.08), but on SNES9X, which has better access to scripts & fast forward):
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https://drive.google.com/open?id=0B3yPRhL2ylswUVQzNjNUeGFNZm8
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Table of Contents:
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	I:   Intro
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	II:  Main Route
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	III: Miscellaneous Info
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	IV:  Alternate Strategies
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	V:   Backup Strategies
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	VI:  To Do
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===== SECTION I: INTRO =====
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Hello and welcome. https://static-cdn.jtvnw.net/emoticons/v1/215970/3.0
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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.
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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:
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1. https://sites.google.com/site/supermariorpgspeedruns/beginners-guide/about-this-guide?authuser=0
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2. https://pastebin.com/BpQUepug
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3. https://docs.google.com/document/d/1GGv3H_p64WisOnGTgiMilPs2gBIAJceU3BDZvLfn7uM/edit?pref=2&pli=1
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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.).
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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.
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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.
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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.
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2017 route (Peach Chart 1.08):
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http://pastebin.com/iGeCsbZg
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2019 route (Peach Chart 2.00):
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https://pastebin.com/8Rnj8QcV
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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):
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https://drive.google.com/file/d/1NrE0661WQjZq52G9BjTdgJz5nLxsH05p/view?usp=sharing
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Damage calculator created by pidge, which was used to route many components of this run:
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http://pidgezero.one/damagecalc.html
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Links to LazyShell, the SMRPG romhacking program (useful for looking at enemy stats / abilities)
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https://github.com/jpmac26/LazyShell
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https://www.romhacking.net/utilities/773/
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Timed Hits Database:
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https://pidgezero.one/timings/index.html#Geno_Unarmed
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Practice App (for use with cellular telephones? I think the kids these days all have one of those):
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https://sites.google.com/site/supermariorpgspeedruns/techniques/memorization-practice-app
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Some final notes:
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- 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.
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- Characters are labeled as such during battles (after Belome 1):
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[M] = Mario
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[A] = Mallow
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[G] = Geno
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[K] = Koopa
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[P] = Peach
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- Things listed in {} are room directions / story triggers, and can be ignored if you are already familiar with the game
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-----------------------------
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===== SECTION II: MAIN ROUTE =====
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- File name = LCC (Shikuku) for good luck!!
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***Koopa's Keep**
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TERRAPINS
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- Attempt some form of Terrapin manipulation on the first round:
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https://sites.google.com/site/supermariorpgspeedruns/techniques/terrapin-manip
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0 PUNCH MANIP
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https://youtu.be/gCbxGoViSJ0
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- {Proceed forward until Koopa}
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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)
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- 2 Untimed Jumps to Kinklink
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***Mario's Pad***
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- {Press B to jump off the hook, and then leave Mario's house}
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- {Talk to Toad}
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- {Attempt to leave}
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- {Mash through Save tutorial}
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- {Leave}
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**Vista Hill**
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- {Cutscenes}
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**Mario's Pad**
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- {Go in Mario's house, mash through text, and then leave}
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- {Attempt to leave, then 2nd option for both text prompts}
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***Mushroom Way***
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- Hit the first chest once for 1 coin
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- In the second screen, get the *Flower* in the chest by jumping slightly left of the Goomba on the rotating flower, then exit right
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- {In third screen, go right until Hammer Bros fight starts (he'll push you out at once, so just go back in after)}
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HAMMER BROS 
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- Jump on left Hammer Bro (43 damage)
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- Jump on right Hammer Bro (45 damage)
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- Untimed attack on left Hammer Bro (if 43 on 1st jump. Timed otherwise)
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- Untimed jump on remaining Hammer Bro
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- {Automatically acquire *Flower Jar* and *Hammer* and leave north}
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***Mushroom Kingdom***
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- {Head right and enter house with the spinning Mushroom symbol}
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- Talk to shopkeeper and...
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Sell:
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	- All consumable items (4 Mushrooms & Flower Jar)
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Buy:
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	5 Honey Syrups (2nd Item)
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	3 Pick Me Ups (3rd Item)
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	3 Able Juices (4th Item)
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	1 Shirt (5th Item)
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	1 Jump Shoes (7th Item)
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Equip (In Shop menu):
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	Hammer, Shirt, Jump Shoes
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(Exit all menus from this point onward by simply pressing "X", instead of backing out twice)
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- {Leave shop and go into the castle in the northern part of the town}
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- 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)
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- {Head into the royal chamber and watch cutscenes, and then leave the castle}
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- [CAMERA: Slight down-right & down after leaving castle]
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- {Talk to Mallow, press Jump during the cutscene to advance it, then select top option}
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- {Go towards the bottom-right exit}
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- [CAMERA: Run in the center of walkway and jump constantly until reaching Toad]
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- {Advance text and leave bottom-right}
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***Bandit's Way***
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- {Take bottom-right exit after some cutscenes}
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- {In 2nd screen, jump straight down and land on left petal of the rotating flower to fire off immediately}
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- {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}
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- Before leaving the second screen, jump on the red rotating flower and fire to the right to acquire a *KeroKeroCola*
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- {In 3rd screen, leave north}
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-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.
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- Defeat 10 K-9s (i.e., can leave bottom-right as soon as Mario levels up)
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[LEVEL] 
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	Mario [2] : SP
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- {Catch Croco by engaging with him 3 times while he's looking the other way. Careful, he's a wily one.}
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CROCO 1 (11 FP)
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- Jump (46) / Defend
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- Jump (46) / Defend 
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- Jump (48) / Honey Syrup 
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- Jump (48) / Defend
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- Jump (49) / Defend
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- Jump (49) / Honey Syrup 
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- Jump (51) / Defend 
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- Jump (51)
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CROCO 1 (12 FP)
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- Jump (46) / Defend
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- Jump (46) / Defend 
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- Jump (48) / Honey Syrup 
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- Jump (48) / Honey Syrup
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[Let Croco KO Mallow if Mario has not yet taken damage]
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- Jump (49) / Defend (or KO'd)
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- Jump (49) / Defend (or KO'd)
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- Jump (51) / Defend (or KO'd)
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- Jump (51)
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- Use Pick-Me-Ups if need be during the fight.
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{Automatically acquire *Flower Tab* and *Wallet* from the battle}
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[LEVEL] 
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	Mallow [3] : ATK
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- {Jump on springboard to leave the Croco screen, then leave Bandit's Way northwest}
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- (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)
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- {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}
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***Mushroom's Kingdom 2***
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- {Head to the royal chamber, avoiding all enemies along the way} 
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- Mack Skip - Video: www.youtube.com/watch?v=WhjNbMW7P10
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- {After cutscenes, leave the Mushroom Kingdom by holding down-left the entire time}
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***Kero Sewers***
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- {Enter pipe}
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- {Head right, enter next pipe}
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- {Slight right, enter next pipe}
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- {Head right, enter next pipe}
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- 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.
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- {Leave Pandorite room by going down topmost pipe}
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- 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) 
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- {In the room with the springboard, head up the stairs and hit the green switch, then backtrack through the pipe} 
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- {Take bottom pipe}
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- {Take rightmost pipe}
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- {Engage with Belome}
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BELOME
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*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
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- Jump (49) / Thunderbolt (30)
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(Don't block or partial block Belome's attack if you want to save 2 frames. Full block otherwise)
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- Jump (49) / Attack (4) (Mistimed for 3 = OK)
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- Jump (51) / Honey Syrup
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[Mallow is eaten]
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- Jump (51)
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[Belome Scarecrows Mario]
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- Jump (52), Honey Syrup (Mallow no longer relevant)
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- Jump (52)
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- Jump (54)
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- Jump (54)
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- Jump (55)
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* If Mario is slept on turn 2, use a Honey Syrup with Mallow and let Belome wake up Mario
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* 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
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* 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.
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*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.
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288
---
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[LEVEL] 
291
	Mario [3] : ATK	
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293
***Midas River***
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Waterfall Section
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- {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
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- {Go right at branching path}
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- Collect 4 total *Frog Coins* during the waterfall segment
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Barrel Section
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- {2nd Option to skip tutorial}
307
- {Bounce off 1st barrel}
308
- {Proceed normally on the rest by jumping across}
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- Get at least 60 total coins in this mini-game for 1 *Frog Coin* (Exactly 60 is preferable to skip one text box)
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- Notes from old pastebin on how to get 60
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coins: 
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	"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}
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317
***Tadpole Pond***
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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}
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- 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}
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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*
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https://youtu.be/gCbxGoViSJ0?t=23
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- {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***
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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)
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{WIGGLER JUMPIN'
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Video of the initial Wiggler jump:
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https://youtu.be/gCbxGoViSJ0?t=28
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- After jumping on the first Wiggler, align Mario by running right towards the nook in the bushes
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https://i.imgur.com/E0Qg1zm.png
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- 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.
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*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
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https://youtu.be/gCbxGoViSJ0?t=39 }
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- {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
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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)):	
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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