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1
Super Mario RPG Any% 2019 Route
2
Version 2.00
3
Route information compiled by Claude, last updated December 28th, 2018
4
5-
== 2.00 CHANGE LOG ==
5+
6
 
7-
READ THIS so you know what's actually changed:
7+
8
	Everything
9-
https://pastebin.com/iZkS6LKM
9+
10
	5 Honey Syrups (2nd Item)
11-
***** THERE IS A WIKI NOW - CLICK BELOW *****
11+
12
	3 Able Juices (4th Item)
13-
https://sites.google.com/site/supermariorpgspeedruns/
13+
14
	1 Jump Shoes (7th Item)
15-
***** THERE IS A WIKI NOW - CLICK ABOVE *****
15+
16
	Hammer, Shirt, Jump Shoes
17-
SD2SNES SAVES:
17+
18
***Bandit's Way***
19-
https://drive.google.com/open?id=1pNgbPTHNb56LkT8g6tezmFoMyJIN3767
19+
20
 
21-
Requires the latest SD2SNES firmware (1.9.0 as of this writing). 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.
21+
22
	Mario [2] : SP
23-
Keep in mind, the 1.9.0 firmware 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.
23+
24
CROCO 1 (11 FP)
25-
UPDATED SAVESTATE PACK HERE (For Bizhawk 2.2.1):
25+
26
- Jump (46) / Defend
27-
https://drive.google.com/file/d/18AqdxogkhM6BmWMb6wBkKxmdJjRoveWc/view?usp=sharing
27+
28
- Jump (48) / Honey Syrup 
29-
So you can practice movement, menus, timings, etc. (just not Super Jumps)
29+
30
- Jump (49) / Defend
31-
SNES9X SAVESTATE PACK HERE (Outdated (Version 1.08), but on SNES9X, which has better access to scripts & fast forward):
31+
32
- Jump (51) / Defend 
33-
https://drive.google.com/open?id=0B3yPRhL2ylswUVQzNjNUeGFNZm8
33+
34
35-
Table of Contents:
35+
36-
	I:   Intro
36+
37-
	II:  Main Route
37+
38-
	III: Miscellaneous Info
38+
39-
	IV:  Alternate Strategies
39+
40-
	V:   Backup Strategies
40+
41-
	VI:  To Do
41+
42
- Jump (49) / Defend
43-
===== SECTION I: INTRO =====
43+
44
- Jump (51) / Defend 
45-
Hello and welcome. https://static-cdn.jtvnw.net/emoticons/v1/215970/3.0
45+
46
47-
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 thorough compilation of the mainstream route for completing this fine video game as fast as possible.
47+
48
49-
In general, this route aims for consistency, rather than crazy gambles that are reliant on impeccable boss RNG & freebie luck. The idea behind the 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 / blocking 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 manipulate one of the boss battles. If you wish to perform a much easier route, please check other resources for a "No Super Jump / Ultra Jump" route.
49+
50
	Mallow [3] : ATK
51-
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 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, and Smithy to name some examples).
51+
52
***Kero Sewers***
53-
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 prepared if something bad happens to you. There is also information on alternate strategies you can employ to either save time, or make the route even more consistent.
53+
54
- Obtain the Flower Chest in the Sewers if you did not get Enemy Jump (left of the initial pipe in the screen where you used to fight Pandorite)
55-
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 well over 8 and a half minutes, and it's easier to get over the language barrier than you would think (except perhaps for Dr. Topper's Quiz).
55+
56
 
57-
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.
57+
58
59-
2014 route (Skip Pandorite): 
59+
60-
http://pastebin.com/n4SkJFGW
60+
61
- Jump (49) / Thunderbolt (30)
62-
2014 route (Fight Pandorite):
62+
63-
http://pastebin.com/TvpKgU6h
63+
64
- Jump (51) / Honey Syrup
65-
2017 route (Peach Chart 1.08):
65+
66-
http://pastebin.com/iGeCsbZg
66+
67
[Belome Scarecrows Mario]
68-
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):
68+
69
- Jump (52)
70-
https://drive.google.com/file/d/1NrE0661WQjZq52G9BjTdgJz5nLxsH05p/view?usp=sharing
70+
71
- Jump (54)
72-
Damage calculator created by pidge that was used to route many components of the run:
72+
73
	
74-
http://pidgezero.one/damagecalc.html
74+
75
* If Mallow is slept on Turn 2, Mario uses an Able Juice on Mallow, and then Mallow uses a Honey Syrup. When Mallow is spat back out, Defend on his turn, and then Belome will Scarecrow Mario. Mallow should then use a Honey Syrup on this turn
76-
Final Note: 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.
76+
77
 
78-
-----------------------------
78+
79
80-
===== SECTION II: MAIN ROUTE =====
80+
81
	Mario [3] : ATK
82-
- File name = LCC (Shikuku)
82+
83
 
84-
***Koopa's Keep**
84+
85
- Get at least 60 coins in mini-game for Frog Coin (Exactly 60 is preferable to skip one text box)
86-
TERRAPINS
86+
87
***Tadpole Pond***
88-
- Attempt some form of Terrapin manipulation on the first round:
88+
89
- Go to Frog Coin Emporium (left Tadpole) 
90-
https://sites.google.com/site/supermariorpgspeedruns/techniques/terrapin-manip
90+
91
		1 Sleepy Bomb (1st Item)
92-
- 1 Untimed Attack (hit D-pad right), 3 Untimed Jumps
92+
93
 
94-
KOOPA
94+
95
 
96-
(Advance in-battle dialogue with D-pad rotations)
96+
97
- Get 10-coin on the way to lower right
98-
- 2 Untimed Jumps to Kinklink
98+
99
100-
***Mario's Pad***
100+
101
 
102-
- Talk to Toad
102+
103-
- Attempt to leave
103+
104-
- Mash through Save tutorial
104+
105-
- Leave
105+
106
***Forest Maze***
107-
- Cutscenes
107+
108-
- 2nd option for both text prompts
108+
- 7 Wiggler Jumps
109
110-
***Mushroom Way***
110+
111
112-
- Hit the first chest along your way once for 1 coin
112+
Turn 1: Geno Beam (60) / Defend / Energizer Geno (hit right on item menu)
113-
- In the second screen, get the flower in the chest by jumping slightly left of the Goomba on the rotating flower
113+
Turn 2: Geno Beam (90) / Defend / Honey Syrup
114
Turn 3: Geno Beam / Defend / Defend
115-
HAMMER BROS 
115+
Turn 4: Geno Beam / Defend / Defend
116
Turn 5: Geno Beam / Defend / Defend
117-
- Jump (43 damage)
117+
Turn 6: Geno Beam / Defend / Defend
118-
- Jump on other (45 damage)
118+
Turn 7: Defend / Defend / Defend
119-
- Untimed attack (if 43 on 1st jump. Timed otherwise)
119+
Turn 8: Geno Beam / Defend / Defend
120-
- Untimed jump
120+
Turn 9: Attack (60) / Defend / Defend
121
Turn 10: Attack (60)
122
123
[LEVEL] 
124
	Mallow [4] : HP
125
 
126
 ***Moleville***
127
 
128
- Go to shop and...
129
	- Sell:
130
		- 1 Flower Tab
131
		- 3 Kerokero Colas
132
	- Buy:
133
		- 1 Punch Glove
134-
(Exit all menus from this point onward by simply pressing "X", instead of backing out twice)
134+
135-
- Get frog coin in castle
135+
136-
- [CAMERA: Down right, down after leaving castle]
136+
137-
- [CAMERA: After getting Mallow, walk in center of walkway and jump constantly until reaching Toad]
137+
138
	- Equip:
139
		- Mario: Punch Glove, Work Pants
140
		- Mallow: Cymbals, Work Pants, Fearless Pin
141
		- Geno: Finger Shot, Work Pants, Fearless Pin
142
143
CROCO 2 (Check guidelines listed below to ensure a cleaner fight)
144-
- Jump straight down and land on left petal of the rotating flower
144+
145-
- Skipping stepping on very first platform
145+
Turn 1: Attack (~64) / Jump (28) / Attack or Energizer Geno
146-
- Skipping the coins on the platforms saves 20 - 30 frames; however, the coin route is tight enough to the point where picking them up could be worthwhile.
146+
Rest: 	Attack / Jump (Or Attack, ~36) / Attack
147-
- Get KeroKeroCola in 2nd screen
147+
148-
- Use star, attempt enemy jump (doge jump) for the flower
148+
149
	Mario [4] : SP
150
151
- Use star, kill 9 enemies (9 Bombs)
152
153
[LEVEL] 
154-
- Catch Croco, he's a wily one.
154+
155
	Mallow [5] : ATK
156
	Geno   [7] : HP
157
158
PUNCHINELLO 
159
160
Turns: Attack / Attack / Attack (Energizer)
161
 
162
***Booster Tower***
163
 
164
Switch:
165
	- Mallow -> Koopa
166
Equip:
167
	- Mario: Amulet
168
	- Koopa: Work Pants
169
	- Koopa & Geno swap accessories (Nothing on Geno to get Fearless Pin on Koopa)
170
	- Mallow & Geno swap accessories (Fearless Pin on Geno)
171
	
172
173
- Backtrack to the previous room, goodie bag, frog coin, +1 manip
174
175
KNIFE GUY & GRATE GUY [700 HP / 900 HP]
176
 
177
Turn 1: Attack KG / Terrorize / Rock Candy (Freebie)
178
Turn 2: Rock Candy (Freebie) / Attack GG (164 damage) / Attack GG (120+ damage)
179
180
***Marrymore***
181
182
BUNDT 
183
184-
[Save either in Bandit's Way or in Mushroom Kingdom if you're not confident in Mack Skip]
184+
185
	- Attack
186-
***Mushroom's Kingdom 2***
186+
187
	- Attack
188-
- Enter from Mushroom Way, not Bandit's Way
188+
189-
- Mack Skip (Video: www.youtube.com/watch?v=WhjNbMW7P10 )
189+
190-
- Leave through the left path of Mushroom Kingdom (do not get Cricket Pie)
190+
191
	- Red Essence on Mario*
192
Turn 3:
193
	- Attack (Candle phase starts)
194-
- Proceed through the dungeon, don't fight Pandorite, no one likes that guy 
194+
195
	- Untimed attack
196
Turn 4+:
197
	- Untimed attack with all characters until Raspberry phase starts (If Geno dies / is slept, Pick Me Up / Able Juice him with Koopa. 
198
	If Koopa is slept, Able Juice him with Geno)
199
Rest of turns (during Raspberry phase, must deal 600 damage to end the fight):
200
	- Attack (if alive)
201
	- Attack
202
	- Jump (if alive)**
203
204
* If you freebie the Red Essence, you can sell it at Seaside to afford an extra Fire Bomb
205
206
** Mario must Jump at least once to have enough Jump power for King Calamari IF Mario died on Croco 2's first turn, or if you chose to attack him past the first turn.
207
 
208
[LEVEL] 
209
	Mallow [6] : HP
210
 
211
***Mushroom Kingdom 3***
212
 
213
- Get Cricket Pie in the shop on the way to the cutscenes
214
- [Return Wallet during this segment if you are doing that strat]
215
216
[Very long cutscene sequence]
217
218
- After the "Mario!" textbox, where Peach begins her descent after escaping the castle, go back inside the castle, then leave, then go talk to her.
219
 
220
***Tadpole Pond 2***
221
222
[CAMERA: Jump onto the stone that triggers the tadpoles, instead of walking onto it]
223
- Give Cricket Pie to Frogfucius
224
- Talk to Frogfucius again to learn about the star on Star Hill
225
 
226
***Seaside Town***
227-
Waterfall Section
227+
228
- Talk to Fake Elder (topmost house)
229-
- 2nd Option
229+
230-
- Go left at branching path
230+
231-
- Go right of the hole
231+
232-
- Bounce off rock to get Frog Coin
232+
233-
- Go right at branching path
233+
234-
[Collect 4 total frog coins during waterfall segment]
234+
235
		- Amulet down to Koopa's Fearless Pin, then equip Experience Booster
236-
Barrel Section
236+
237
		- Unequip accessory
238-
- 2nd Option
238+
239-
- Bounce off 1st barrel
239+
240-
- Jump on rest
240+
241
	- Peach & Mallow swap armor (Polka Dress on Mallow to get Work Pants on Peach)
242
	- Mallow: Unequip weapon 
243-
- Notes from old pastebin on how to get 60
243+
244-
coins: 
244+
245-
	"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."
245+
246-
- Automatically receive NokNok Shell
246+
247
248
- *BUY* 
249
	3 ICE | 1 FRIGHT
250-
[CAMERA: Approach stone from upper right] 
250+
251
	ALL SMALL ITEMS (except Mid Mushroom), FLOWER TAB, FLOWER JAR, GOODIE BAG
252-
	- Pick 2nd option
252+
253
	1 ICE | 3 FIRE | 1 FRIGHT | 1 BAD MUSHROOM (if possible)
254
- *SELL* 
255
	ALL EQUIPS, FLOWER BOX
256
- *BUY*  
257
	2 ICE | 2 FIRE
258
- *SELL* 
259
	WALLET, FREEBIED FLOWER BOX (if available), FREEBIED RED ESSENCE (if available)
260
- *BUY* 
261
	1 FIRE (+2 ICE, +1 FIRE if available)*
262
	
263
- This will give you 2930 coins worth of bombs, consisting of 1 Bad Mushroom, 2 Fright Bombs, 6 Fire Bombs, and 6 Ice Bombs. 
264
- Depending on small item freebie luck, plus miscellaneous things like how many times you hit the Rose Way Chests, Mine Cart coins, etc., you may not be able to afford the Bad Mushroom.
265
	
266
* If Croco 2 Flower Box, buy 2 more Ice Bombs. If Red Essence freebie, buy 1 more Fire Bomb
267
 
268-
- Enter shop through chimney and get the flower in the invisible chest.
268+
269-
- Get Frog coin in upper left of the shop
269+
270
-  Get underneath Star, jump, then press X before you hit the chest:
271
- Switch:
272-
- Go to elevated house and get 2 flowers and Frog Coin (invisible chest above the bed on the 2nd floor)
272+
273-
- Go to Rose Town Inn
273+
274-
- 2nd option for text prompt preceding Geno cutscene
274+
275
[LEVEL] 
276
	Mario  [6]  : ATK
277
	Mario  [7]  : SP
278-
- Get KeroKeroCola in 1st room (leftside in a hidden chest)
278+
279-
- 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)
279+
280
	Geno   [8]  : HP
281-
WIGGLER JUMPIN'
281+
282
	Peach  [10] : HP
283-
- Align Mario by running right towards the nook in the bushes
283+
284-
- 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.
284+
285
286-
*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
286+
287
	- Mario & Geno swap accessories (Experience Booster on Geno)
288-
- Get frog coin in room after 1st underground section (upper left)
288+
289-
- Get KeroKeroCola behind sleeping Wiggler
289+
290-
- Get Red Essence right after save box in hidden chest (upper right)
290+
291-
- Solve the maze:
291+
292-
- Bottom right
292+
293-
- Upper right
293+
294-
- Upper right
294+
295-
- Bottom right
295+
296-
- Upper right
296+
297-
- Upper left
297+
298
299-
[CAMERA: Up-right, then up-left entering Bowyer cutscene]
299+
300
301
- Phase 1:
302
	- Untimed Boost Koopa
303
	- Fire Bomb
304-
	- Geno Beam (60)
304+
305
	- Fire Bomb
306-
	- Energizer Geno (hit right on item menu)
306+
307
	- Timed Attack (Partial time = OK) (Untimed Jump instead if Mario died early to Croco 2 / Mario attacked instead)
308-
	- Geno Beam (90)
308+
309
	- Fire Bomb with Koopa
310-
    - Honey Syrup
310+
311
	- Timed Jump (81)
312-
	- Geno Beam
312+
313
	
314
[LEVEL] 
315-
Turn 4: 
315+
316-
	- Geno Beam 
316+
317
- Top path 
318
- Get KeroKeroCola in Clone room
319
- Get Safety Ring in room attached to Blooper room
320-
	- Geno Beam 
320+
321
- Switch:
322
	- Koopa -> Peach
323-
Turn 6:
323+
324-
	- Geno Beam
324+
325
	- Safety Ring on Peach
326
 
327-
Turn 7:
327+
328
329
- Use Fire Bomb
330
331-
Turn 8:
331+
332-
	- Geno Beam
332+
333
- Use Fire Bomb (Or, use an Ice Bomb if you only have 1 Fire Bomb remaining)
334
335-
Turn 9:
335+
336-
	- Attack (60)
336+
337
	Koopa  [10] : HP
338
	Mallow [8]  : HP
339-
Turn 10:
339+
340-
	- Attack (60)
340+
341
	- Mario & Geno swap accessories (Experience Booster on Geno)
342-
(Note: Mario & Mallow are not needed at all past the first two turns. If you are keen enough to see which target Bowyer will hit with his arrow, feel free to not block and let them die.)
342+
343
344
JOHNNY
345
 
346
Turn 1: 
347
	- Untimed Boost Mario (Can time the boost for safety if you're not confident in blocking the Bandana Blue attacks)
348
	(Bandana Blues attack)
349
	- Defend
350
	- 100 SJs (864)
351
	
352
[LEVEL] 
353
	Peach [11] : SP
354
355
Equip:
356
	- Mario & Peach swap accessories (Amulet on Peach)
357
 
358
***Seaside Town 2***
359
360
- Pick top option
361
- Go to upper left exit
362
 
363
YARIDOVICH [1500 HP]
364
365
Shocker should do 237 damage; if it does 197, it was mistimed. Shocker is a 6 frame timing window around when the sound effect ends (~3 seconds after selecting the target)
366-
- Top option for both promps
366+
367-
- Chase Croco
367+
368
	- Geno Boost Peach
369
	- Defend
370
	- Shocker (237)
371
[Yaridovich uses Water Blast]
372-
	- Attack (~64)
372+
373-
	- Jump (28)
373+
374-
	- Energizer Geno if possible; Attack otherwise (~38)
374+
375
	- Shocker
376
- Turn 3:
377-
	- Jump (Or Attack, ~36)
377+
378
	- Kero Kero Cola (or dead)
379-
- (If a character dies during the fight, don't bother reviving them)
379+
380-
- (Croco 2 randomly causes misses)
380+
381-
- (25% chance of Flower Box drop after the fight. If you get this, you can buy 2 more Ice Bombs at Seaside)
381+
382
	- Defend (or dead)
383-
**Croco 2 Guidelines**
383+
384
[Mirage Phase]
385-
- 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) to guarantee you have 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.
385+
386
	- Defend or use Fright Bomb (if Geno had to Kero on Turn 3). If Fright & Fire were both used, Geno can also use Geno Beam if 
387-
- It may be worth reviving Mario after Croco's 1st turn if he immediately dies to a bomb, simply because Jump cannot miss. However, because Mario's Jump contributes the least amount damage to the fight, this is likely not worth it.
387+
388
	- Defend (or dead)
389-
- If you use the Energizer on Geno, it's definitely not worth reviving Mario.
389+
390
	
391
- The goal of this fight is just to make sure both bombs used are boosted, and the Kero is used on Turn 3. Mario's item use animation is a bit faster, so it's optimal that he use the Kero (but not the bombs, as he's not boosted).
392
393
- If you mistime a Shocker, use can use the Bad Mushroom at some point in the fight to have enough damage (risk not having one for Birdo), or Geno Beam on the final turn.
394
395
- You will always automatically target the real Yaridovich during the Mirage Phase, as long as you don't move the cursor.
396-
- Go backwards and towards the railroad tracks
396+
397
---
398
399
- Get Shed Key, go to shed, and automatically receive Flower Box
400
- Go to Elder's house and talk to Elder
401
- Go to shop (middle door)
402
- Buy 
403
	- 1 Troopa Shell
404-
- 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)
404+
405-
- Jump at Punchinello after you pass the bomb on the right to avoid being pushed back
405+
406
- Sell 
407
	- All Mushrooms
408
	- Flower Box
409-
- Geno Attack (~90)
409+
410-
- Mario Attack (~64)
410+
411-
- Mallow Energizer Geno if possible; Attack otherwise (~60)
411+
412
	- Peach & Geno swap accessories (Amulet on Geno)
413-
Note: If Punchinello Sandstorms early, Mario should self Able Juice. Otherwise, don't bother.
413+
414
***Land's End***
415
416
- Fire all the way forward with the cannon to skip the Red Essence in the invisible chest
417-
- Mine Cart minigame (pick 2nd option to skip instructions)
417+
418-
	- In the 2nd screen of the minigame, you can take the bottom path instead of the top path (extra coins aren't needed, and bottom path is slightly faster)
418+
419-
- Good minecart tape:  http://www.twitch.tv/thelcc/v/47768376
419+
420
- Jump at rotating flowers from the bottom, and wait for one "tick" before jumping
421-
***Booster Pass***
421+
422
423-
- Get Frog Coin from first plant on the right
423+
424-
- Get Rock Candy in hidden chest in upper left corner near top exit in 1st area
424+
425
- Use 1 Ice Bomb per Shogun battle
426
427
[LEVEL]
428
	Mario  [10] : SP
429
	Geno  [10] : ATK
430-
- 2nd option for switch allies text prompt
430+
431-
- Get Frog Coin in hidden chest in upper right corner of 2nd room
431+
432-
- Get Flower Tab in back corner of 3rd room
432+
433-
- Skip hitting Green Exclamation switch
433+
434-
- Get Frog Coin in hidden chest in lower left corner of room after Thwomp see-saw room
434+
435-
- Get Frog Coin in the crevice in same area
435+
436-
- Get 5 regular coins & all Frog Coins in checkerboard room
436+
437-
- Skip Zoom Shoes [If you want Zoom Shoes for more coins, pick up key and use it to unlock door in checkerboard room]
437+
438-
- Do not fail curtain minigame and automatically receive Amulet
438+
439
	Mario  [12] : ATK
440
	Peach  [12] : SP
441
	Geno   [11] : ATK
442
	Koopa  [12] : ATK
443
	Mallow [10] : HP
444
	
445
- 2nd star: Kill the rest of the geckos
446
447
[LEVEL] 
448-
- Backtrack to the previous room
448+
449-
- Get Goodie Bag (hidden chest above visible one) and Frog Coin (visible chest) in last room before curtain room
449+
450-
- Save and perform some version of the Knife Guy + Grate Guy RNG manipulation
450+
451
* (Note: If you fail to kill the 2nd gecko with the 1st star, kill him with the 2nd star instead. Then kill 7 blue birds + Dodo with the Nimbus Palace star, instead of 6 + Dodo. OR, if you are very lucky, use the invincibility star to kill the Formless (white cloud) that may randomly appear in the Trampoline room)
452-
Pastebin detailing how the KG + GG Manip works: 
452+
453
- Pay 100 coins to trampoline Shaman
454-
https://pastebin.com/VkPDEAT5
454+
455
- The correct statue order when receiving your fortune is Left -> Middle -> Right
456-
Video explanation of how the KG + GG Manip works:
456+
457
458-
https://www.youtube.com/watch?v=fmC0e1_zA7M
458+
459
460-
Addendum video of the KG + GG Manip featuring easier audio cues:
460+
461
- Attack (170 - 200 damage range)
462-
https://www.youtube.com/watch?v=VUTwWeVqrq4
462+
463
464-
Commentated video, also showcases the timer method:
464+
465
Geno's Attack = 176 - 188 : 58 SJs (924)
466-
https://www.twitch.tv/videos/339921855
466+
467
468-
Note: The non-RNG manipulation strategy will no longer be covered. Please check older versions of the route for information on this, and adjust your level-up bonuses / accessories correctly.
468+
469
	Peach [13] : SP
470
	Geno  [12] : ATK
471
472-
Turn 1
472+
473-
	- Attack KG  (54+ damage)
473+
474-
	- Terrorize
474+
475-
	- Rock Candy (Freebie)
475+
476
 - Go in 1st door
477-
	- Rock Candy (Freebie)
477+
478-
	- Attack GG (164 damage)
478+
479-
	- Attack GG (120+ damage)
479+
480
	
481-
***Booster Hill***
481+
482
	- Peach -> Koopa
483-
- 2nd option
483+
484-
- 11 Flowers is ideal to be set for the rest of the run (You need 24 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))
484+
485
	- Geno: Super Suit, Troopa Pin
486
	- Peach & Koopa swap accessories (Safety Ring on Koopa)
487
 
488-
[CAMERA: Walk along the rightmost side of center staircase, jump over flower bushes] 
488+
489-
- Talk to rightmost Toad in front of chapel
489+
490-
- Take back entrance
490+
491-
[CAMERA: Enter the cutscene with the Snifit by walking on the 2nd black circle on the front of the carpet]
491+
492
- Screen 2
493-
[Cutscenes, make sure to jump during the first portion]
493+
494
- Take north exit
495-
- After the door to the main room closes in the save box room, exit and reenter, making sure not to talk to Koopa again after his little speech (this is faster than talking to the door)
495+
496
MEGASMILAX
497-
- Get items quickly to be kissed by Peach
497+
498-
	- If you don't get the kiss, consider resetting. You wouldn't possibly be able to live with the embarrassment if you continued the 
498+
499-
	run after that.
499+
500
Phase 2:
501
	- Attack (98 to 118)
502
	- Attack (100 to 120) (1st Smilax defeated unless minimum rolls on both characters)
503
	- Attack (2nd Smilax defeated)
504
Phase 3:
505
	- Ice Bomb
506
Phase 4:
507
	- Ice Bomb
508
	- Attack until dead (2 Geno attacks + 1 Koopa attack with good rolls; 2 Geno attacks + 2 Koopa attacks otherwise)
509
	
510
* Note - there is a possibility that Mario may be slept on the Smilax's turn. If this happens to you, consider ragequitting. Alternatively, check Section V for a backup strat.
511
	
512
[LEVEL] 
513
	Peach [13] : SP
514
	
515
- Climb the vines quickly. You will need about 3 or 4 vine coins to afford the safety items.
516
 
517
***Nimbus Land***
518
519
- Go to the shop (upper left house)
520
- Note: The Mid Mushrooms & Maple Syrup are optional items, and if the route is followed properly, these should not be needed. You should be able to afford them if you got enough coins on the vines. The Pick Me Up & Able Juice are required if you get bad luck, and the Mega Glove is always required.
521
522
- Buy: 
523
	- [1 Mid Mushrooms if high coin count]
524
	- [1 Maple Syrup if high coin count]
525
	- [1 Pick-Me-Up if none dropped from the Shoguns]
526
	- 1 Able Juice
527
	- 1 Mega Glove
528
	
529
- Equip:
530
	- Mario: Mega Glove, Attack Scarf
531
	- Mario & Geno swap armor (Work Pants on Geno)
532
	- Swap Koopa & Geno's accessories (Safety Ring on Geno)
533
	- Amulet on Geno
534
	- Experience Booster on Peach
535
536
- Go to Garro's house (upper right)	
537
- Talk to Mallow statue from the upper left
538
- Talk to Garro from the front
539
540
- Massive cutscene sequence
541
542
- Successfully complete Dodo minigame
543
- Get Feather
544
- Hop over gap and then run along rightmost tiles in next room with enemies
545-
***Star Hill***
545+
546
- Get Castle Key from cloud guy in upper left (Can talk to blue cloud guy for a Flower Jar if you really need more FP, or a free means of restoring FP)
547-
- Section 1
547+
548-
	- Bottom middle
548+
549-
	- Rightmost
549+
550-
	- Bottom left
550+
551-
	- Upper left
551+
552-
	- Upper right
552+
553-
- Section 2
553+
554-
	- Upper right
554+
555-
	- Bottom right
555+
556-
	- Bottom middle
556+
557-
	- Lower left
557+
558-
	- Middle
558+
559-
	- Upper left
559+
560-
- Section 3
560+
561-
	- Bottom middle
561+
562-
	- Lower left
562+
563-
	- Middle
563+
564-
	- Upper left
564+
565-
	- Upper middle (Interact with top left of star and walk up right for good camera)
565+
566-
	- STAR (Upper right of screen)
566+
567-
	- Middle right
567+
568
	- Attack
569
	- Defend
570
	- Defend
571
Turn 4:
572
	- Attack
573
	- Defend
574
	- Defend
575
Turn 5:
576
	- Attack
577
	- Bad Mushroom (or defend if Mario dealt 747+ damage)
578
	- Attack if Mario dealt 747+ damage
579
580
- Go left of Birdo egg
581
- In fan room, hold Y going in (but don't move). When it loads, tap right, then full jump up and right over him
582
- For fork man, get as close to the form as possible, then as soon as it retracts, run up + right
583
- Heavy Troopa can be skipper
584
- For blue bird room with save point, hold up until corner, then down right until next corner, then up right
585
- In star room, quick down right to avoid first bird
586
- Get Star, kill 6 Blue Birds + Dodo
587
588
[LEVEL] 
589
	Mario  [14] : SP
590
	
591
VALENTINA
592
593
Dodo (400 HP to end the fight) 
594
595
If 2+ Fire Bombs remaining (or only 1 and willing to gamble on not having one for Axems):
596
	- Fire Bomb
597
	- Untimed Attack
598
	
599
If no Fire Bomb but Bad Mushroom & a Fright Bomb is available:
600
601
	- Bad Mushroom
602
	- Defend
603
	- Fright Bomb
604
	
605
If no Fire Bomb but Bad Mushroom is available:
606
	- Bad Mushroom
607
	- Attack
608
	- Attack
609
	
610
Otherwise:
611
	- Just attack
612
 
613
Valentina (2000 HP)
614
615
Turn 1:
616
	- Untimed Boost Mario
617
	- Mario Attack
618
Turn 2:
619
	- Geno Attack
620
	- Mario Attack (Dodo is summoned)
621
	- Koopa Attack (can skip this and attack a 2nd time with Geno if he looks healthy, it's a bit faster)
622
	- Geno Attack
623
	
624
[Do not guard any attacks during the next phase & let Koopa + Geno die if possible UNLESS you are trying to skip a turn, which requires above average damage rolls and good HP on Geno + Koopa so they don't die]	
625
626
Turn 3:
627
	- Mario Attack
628
	- Defend (or attack if going for turn skip)
629
	- Defend (or attack if going for turn skip)
630
Turn 4:
631
	- Mario Attack
632
	
633
[LEVEL] 
634
	Koopa  [13] : HP
635
636
[Cutscene sequence. During the middle of it, you will want to manually press the Jump button, otherwise you will lose 2 seconds]
637
638
- Leave through top door, talk to cloud men after The Fall
639
- Go straight right in hot springs room and jump over the water
640
 
641
***Barrel Volcano***
642
643
- Get underneath Star in the Volcano, jump and then IMMEDIATELY OPEN THE MENU!
644
	- Switch:
645
		- Geno -> Peach
646
	- Equip:
647
		- Mario & Peach swap accessories (Jumper's Scarf on Peach to get EXP Booster on Mario)
648
		- Peach & Mario swap armor (Work Pants on Mario to get Super Suit on Peach)*
649
		
650
*NOTE - If you have 3+ Ice Bombs remaining (and at least 1 Fire Bomb for Axems), do not swap Peach & Mario's Armor, since you will defeat the Corkpedite with an Ice Bomb instead
651
		
652
- Kill 8 enemies	
653
- For 3rd room w/ star, hold up in the corner until skeleton on the left walks toward you, then straight jump up
654
655
[LEVEL]
656
	Peach (Looks like Geno)  [14] : SP
657
	Mallow [12] : HP
658
659
Note 1: "Geno" is actually Peach in the level-up screen. Please don't be alarmed.
660
 
661
- In fireball room after star runs out, hug leftmost wall for good alignment, and then just jump across (you can't get hit)
662
- Get flower in room with save box if you have 25 or less
663
- In room before Corkpedite, hug rightmost wall and jump over
664
 
665
CORKPEDITE
666
667
- If 3+ Ice Bombs remaining (with Fire Bomb for Axems):
668
	- Defend
669
	- Ice Bomb
670
	
671
Otherwise:
672
	- Geno Blast
673
674
[LEVEL] 
675
	Mario  [15] : SP
676
	Geno   [13] : ATK
677
	
678
- After the Corkpedite...
679
	- Equip:
680
		- Attack Scarf on Mario
681
		- Mario & Peach swap armor (Work Pants on Peach)*
682
		- Peach: Experience Booster
683
		- Geno: Feather
684
	- Switch:
685
		Koopa -> Peach
686
		Peach -> Geno
687
		[Character order is now Mario, Geno, Koopa]
688
		
689
* If you swapped armor before the Volcano star
690
691
- [If you failed to follow the EXP route perfectly until this point, Mario will not be Level 15 for Czar, and Koopa will not be 14 for Count Down. However, it's faster to just continue the run without trying to fix your EXP]
692
- [Use Maple Syrup / Flower Jar in the menu if you're low on Ice Bombs and aren't confident in Super Jumps]
693
694
- Dodge Stumpet, he's kind of tricky
695
- Talk to Hinopio from the upper-left to enter his cave, don't buy anything, then proceed across the bridge...
696
697
CZAR DRAGON (SJs = 190 base, 23 damage a jump)
698
699
2 ICE BOMB STRAT
700
701
Turn 1:
702
	- Mario: Attack
703
	- Geno: Geno Boost Mario
704
	- Koopa: Ice Bomb
705
Turn 2:
706
	- Mario: Attack
707
	- Geno: Defend (OR Pick Me Up Koopa if he's dead OR Able Juice Koopa if he's feared)
708
	- Koopa: Ice Bomb
709
Zombone Phase:
710
 	- Mario: Attack
711
	- Mario: Attack
712
	- Mario: Ultra Jump
713
		- 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
714
		- 11 Ultra Jumps if 977 - 1019 damage with first 2 punches 
715
		- 12 otherwise
716
		
717
1 ICE BOMB STRAT (Revert to 2 ICE BOMB STRAT if 1 is freebied)
718
719
Turn 1:
720
	- Mario: Attack
721
	- Geno: Geno Boost Mario
722
	- Koopa: Ice Bomb
723
Turn 2:
724
	- Mario: 24 SJs (do a few more if Mario is Level 14)
725
	- Geno: Defend (attack if you dropped Super Jumps)
726
	- Koopa: Defend (attack if you dropped Super Jumps)
727
Zombone Phase:
728
	- Attack until dead, Mid Mushroom if in danger of dying
729
	[- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
730
		- 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
731
		- 11 Ultra Jumps if 977 damage with first 2 punches 
732
		- 12 otherwise
733
	
734
0 ICE BOMB STRAT
735
736
Turn 1:
737
	- Mario: Attack
738
	- Geno: Geno Boost Mario
739
	- Koopa: Defend
740
Turn 2:
741
	- Mario: 42 SJs if Mario's attack was 244 or higher; 43 otherwise (do a few more if Mario is Level 14)
742
	- Geno: Defend (can attack if dropped Super Jumps and close to death)
743
	- Koopa: Defend (can attack if dropped Super Jumps and close to death)
744
Zombone Phase:
745
	- Attack until dead, Mid Mushroom if in danger of dying
746
	[- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
747
		- 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
748
		- 11 Ultra Jumps if 977 damage with first 2 punches 
749
		- 12 otherwise
750
	
751
*Note - You MUST have at least 1 Ice Bomb for Axem Rangers if you do not have a Fire Bomb
752
753
***
754
755
Post Czar Dragon (with Rock Candy)
756
757
- Equip:
758
	- Mario & Koopa exchange armor (Super Suit on Koopa)
759
	- Koopa: Remove Hurly Glove
760
		
761
If no Rock Candy, just go into the fight without menuing.
762
763
AXEM RANGERS
764
765
Ship = 999
766
Axem Red = 800 
767
Axem Pink = 400
768
Axem Black = 550
769
Axem Yellow = 600
770
Axem Green = 450
771
772
FIRE BOMB & ICE BOMB
773
774
Turn 1:
775
	- Rock Candy (Skip to Rock Candy freebie strats if freebied)
776
	- Fire Bomb
777
	- Ultra Jump Axem Black; hit all 4 Rangers at least once
778
779
Turn 2:
780
	- Ice Bomb
781
	- Geno Boost Mario
782
	- Attack
783
	
784
Rest of Turns:
785
	Attack until dead
786
	
787
ICE BOMB ONLY:
788
789
Turn 1:
790
	- Rock Candy (Skip to Rock Candy freebie strats if freebied)
791
	- Ice Bomb
792
	- Ultra Jump Axem Pink; you must land on her at least 4 times (and all other Rangers at least once)
793
	
794
Turn 2:
795
	- Attack Red
796
	- Geno Boost Mario
797
	- Attack
798
799
Rest of turns:
800
	- Attack until dead
801
	
802
FIRE BOMB ONLY
803
804
Turn 1:
805
	- Rock Candy (Skip to Rock Candy freebie strats if freebied)
806
	- Fire Bomb
807
	- Ultra Jump Axem Black, hit every ranger at least once
808
Turn 2:
809
	- Attack Red
810
	- Geno Boost Mario
811
	- Untimed Attack Red
812
Turn 3:
813
	- Attack Red (Blade phase starts)
814
	- Heal Mario if he has 60 HP or less OR Heal Koopa if he is not at full HP; Defend otherwise
815
	- Attack
816
Rest of turns:
817
	- Attack with Mario & Koopa until dead (Geno keeps defending)
818
	
819
ROCK CANDY FREEBIE*:
820
821
Turn 1:
822
	- Rock Candy
823
	- Geno Boost Mario
824
	- Rock Candy
825
	
826
Turn 2:
827
	- Attack Red
828
	- Untimed Attack Red
829
	- Attack Ship
830
	
831
Rest of turns:
832
	- Attack until dead
833
834
* The Rock Candy freebie strat conserves an Ice Bomb, which is more useful on Gunyolk. It also conserves a Fire Bomb, which may potentially be useful on Smithy 2.
835
836
NOTE: If Mario deals ~502 damage or more to the Axem Ship with his first 2 punches (very likely at Level 15), you do not have to time Koopa's final attack (saves ~0.6 seconds). However, you must be confident that you can perfectly time Mario's final attack
837
838
NO ROCK CANDY (1 Fire + 1 Ice very useful, uses same equips as Czar Dragon)
839
840
NOTE: This strategy is not optimized, since it's assumed you performed the KG + GG Manip successfully and will always have a Rock Candy. This is mostly intended as a very easy solution if you wish to continue a run in a race / no reset setting.
841
842
Turn 1:
843
	- Fire Bomb
844
	- Geno Boost Mario
845
	- Ice Bomb
846
(Geno & Koopa get blown the heck out, don't worry about them anymore)
847
Turn 2:
848
	- Ultra Jump, land on each Axem once
849
Turn 3:
850
	- Attack Red
851
Rest of Turns:
852
	- Attack Ship until dead, use a Mid Mushroom if Mario is about to die (Breaker Beam does 37 damage)
853
	
854
* If you don't have a Fire / Ice, do a 2nd round of Ultra Jumps and heal accordingly.
855
856
---
857
858
- Go back to Nimbus Land, go back to Throne Room (take the left path getting back there)	
859
- [CAMERA: Slight up right, the hold right going into the cutscene with the King & Queen]
860
861
[Cutscenes]
862
863
- [Go back to the save point near where you fought Dodo and save if you are doing Nimbus manip (ignore if doing Mario's Pad)]
864
	[- Save & soft reset if you are doing Nimbus manip]
865
- Leave the same way you entered the castle
866
- Take the Royal Bus
867
868
*MARIO'S PAD MANIP*
869
870
- Leave Koopa's Keep, go to Mario's Pad, save, and soft reset
871
- Hold Y, down, and right, then do a quick down input to manipulate Battle Doors to 3 & 6
872
- Do the doors in this order: 1, 2, 4, 5
873
874
*NIMBUS MANIP [EASY] (JP Version; NA Version is not covered)*
875
876
- If you are good at using audio cues, simply listen to the cue described in the below flowchart:
877
878
Flowchart: http://i.imgur.com/M9Wmtby.png
879
880
- If you're bad at audio cues, follow this tutorial and press the button at the right time (flowchart is still used):
881
882
http://www.twitch.tv/claude/v/4837000
883
884
- Go in Door 5
885
	- Coin Box
886
		- 4
887
			- Invis
888
				- 3, 2
889
			- Platform
890
				- 1, 3
891
			- Quiz
892
				- 6
893
					- Invis
894
						- 1
895
					- Platform
896
						- 2
897
	- Quiz
898
		- 6, 3
899
			- Invis
900
				- 2
901
			- Platform
902
				- 1
903
904
Full Chart (in case you mistime it so bad you can still recover): 
905
http://i.imgur.com/qOvn49h.png
906
907
*NIMBUS MANIP (HARD) (Saves ~70 frames on its own over the "EASY" method, and gives you a better set up for the wrong warp in the Abyss)
908
909
Follows the same principles as the easy Nimbus Manip, but it's a bit tighter to reach the frame window.
910
911
Here's a quick demonstration that showcases an easy visual cue:
912
913
https://www.youtube.com/watch?v=FMHcVybUqUk
914
915
Another image of an alternate visual cue:
916
917
https://i.imgur.com/Zk0glCd.jpg
918
919
Here's swinch's full video tutorial:
920
921
https://www.twitch.tv/videos/331993838
922
923
And pastebin explaining the details:
924
925
https://pastebin.com/EubpwG26
926
927
(This is "Method 2" as described in his pastebin)
928
929
This is an image of the flowchart:
930
931
https://i.imgur.com/fiarnVH.png
932
933
But here it is in text form just in case:
934
935
- Go in Door 2
936
	- Coin Box
937
		- 4
938
			- Invis
939
				- 1, 6
940
			- Platform
941
				- 3, 6 (Bad WW setup)
942
			- Quiz
943
				- 5
944
					- Invis
945
						- 3
946
					- Platform
947
						- 1
948
	- Quiz
949
		- 5, 3
950
			- Invis
951
				- 1
952
			- Platform
953
				- 6
954
	- Platform
955
		- 1, 6, 5 (Bad WW setup)
956
	- Invis
957
		- 3, 5, 1
958
959
*NIMBUS MANIP (HARDEST) (Saves ~140 frames over the "EASY" method)
960
961
- This requires both optimal movement getting to the Royal Bus, as well as either a turbo controller or very good text advancement. This is the fastest known method, and also guarantees the Wrong Warp regardless of which frame you enter on.
962
963
Image: 
964
965
https://i.imgur.com/cbWKYEe.jpg
966
967
Video:
968
969
https://www.twitch.tv/videos/331945063
970
971
Pastebin explaining the details:
972
973
https://pastebin.com/EubpwG26
974
975
(This is "Method 1" as described in his pastebin)
976
977
The very simple flowchart:
978
979
- Go in Door 1
980
	- Coin Box
981
		- 5, 3, 2
982
	- Quiz
983
		- 4, 3, 2
984
985
And that covers Nimbus Manipulation (for now). If you wish to create your own manip, check out swinch's spreadsheet:
986
987
https://docs.google.com/spreadsheets/d/1EeajEKoPn8tGgK6aTekRG873rMmzPyJge0h4yvu4JDs/edit#gid=0
988
		
989
***Koopa's Keep 2***
990
991
- Proceed through the castle until the door room
992
- 2nd option to all tutorials 
993
994
*WRONG WARP EXPLANATION*
995
996
Although very peculiar, it is possible to wrong warp in the Abyss section of Smithy's domain shortly after defeating Count Down, saving 7 seconds. Specifically, the screen directly after the conveyor room that produces Machine Made Mack, which contains many conveyor belts & Boos. In order for the wrong warp to work, the order in which you do the doors, as well as what happens within them, matters.
997
998
The criteria for setting up the wrong warp are as follows:
999
1000
1. Perform both sections that contain Dr. Topper (the quiz door & coin box door) before the Platform door.*
1001
1002
2. In the Platform door, in the room where Mario moves the cannonball around by moving on top of it, hold down (moving up) when you jump off it for the final time.
1003
1004
3. When you reach the room in the Abyss containing the conveyor belts & Boos, simply hold up, fall off, go back on the trampoline, and you'll skip to the end of the screen.
1005
1006
* NOTE: If you do the door containing the relay race last, it's possible to get lucky and be able to perform the wrong warp anyways, even if you were unable to do the Platform door after the Topper doors. The coordinates of where the wrong warp will take you are dependent on how poorly the Goomba does in the relay race, with a worse position meaning the warp takes you further. Yes, this is real. Specifically...
1007
1008
Goomba in 1st: WW doesn't work
1009
Goomba in 2nd: WW takes you halfway, breaking even with normal movement
1010
Goomba in 3rd: WW takes you close to the end, saving ~5.5 seconds
1011
Goomba in 4th: WW works properly, saving the full 7 seconds
1012
1013
So, keep all of this in mind while doing the Doors, so you can determine whether or not the wrong warp will work when you get to the Abyss.
1014
1015
---
1016
1017
- Quiz Door
1018
	Dr. Topper Questions / Race Answers:
1019
	http://pastebin.com/E8rpirmg
1020
	Barrel Puzzle:
1021
		1. 12 Base (just add the different colored barrels to this number for your final answer)
1022
		2. 43 Base (just add the different colored barrels to this number for your final answer)
1023
	Race Puzzle:	
1024
		- Talk to Goomba, then talk to Dry Bones, then talk to Cheep Cheep to figure out the order. If you can memorize 4 Japanese 
1025
		characters, simply look at the first character of the final line to determine their position:
1026
			Nu = 1
1027
			Su = 2
1028
			Fu = 3
1029
			Na = 4
1030
	- Take Rock Candy from prize chest
1031
	
1032
- Coin Box Door
1033
	- For Coin Puzzle, count total coins and take 4 at a time until 10, then until 15. Topper must take the 21st coin for you to win the game.
1034
	- For Button Puzzle...
1035
1036
	0  1  2  3
1037
	4  5  6  7
1038
	8  9  10 11
1039
	12 13 14 15
1040
1041
	- Hit buttons 13, 11, 4, and 2 (in that order)
1042
	
1043
	- For Ball Puzzle...
1044
	
1045
	0  1  2* 3
1046
	4  5  6  7
1047
	8  9  10 11
1048
	12 13 14 15
1049
1050
	10 UP
1051
	4 RIGHT
1052
	12 UP
1053
	13 UP
1054
	1 DOWN
1055
	3 LEFT
1056
	7 LEFT
1057
	15 LEFT
1058
	0 RIGHT
1059
	4 RIGHT
1060
	13 UP
1061
	5 RIGHT
1062
	11 UP
1063
	3 LEFT
1064
1065
	- Take Rock Candy from prize chest
1066
1067
- Invisible Floor Door 
1068
	- Get Fright Bomb, get Ice Bomb, and get Rock Candy (all 3 chests on left side) in 1st room
1069
	- In the 2nd room, if you are going for Chest Head Gamble and have 0 or 1 Fire Bombs at the moment, grab the chest in the upper 
1070
	right (wastes about ~2.7 seconds to get)
1071
	- Can skip Donkey if you're really far left on the edge running towards him (saves 2 - 3 seconds) 
1072
	- Get Super Slap in prize chest
1073
1074
- Platform Door
1075
	- [In the first room with the levitating platforms, if you ride the final platform to the top and run all the way back, you can get 
1076
	a KeroKeroCola (slower but easier than the one in the final room)]
1077
	- In cannonball/bob-ombs room, get Rock Candy (middle right chest). If setting up the wrong warp, make sure you are holding down 
1078
	(causing the cannonball to move up) when you jump off it the final time.
1079
	- In paired rotating platforms room, get Royal Syrup if you want it & KeroKeroCola (last 2 chests in middle column). Additionally, 
1080
	obtain the Fire Bomb chest in the far right middle if you are going for Chest Head Gamble and have 0 or 1 Fire Bombs at the moment 
1081
	(wastes about ~4 seconds to get).
1082
	- Do NOT get Sonic Cymbals in prize chest
1083
1084
MAGIKOOPA (1600 HP)
1085
1086
Turn 1:
1087
	- Koopa Fright Bomb (with unsorted items, this will usually be 1 - 2 page turns left, depending on when you did the Invisible Floor door)
1088
	- Geno Attack
1089
	- Mario Attack
1090
Turn 2:
1091
	- Koopa Attack
1092
	- Geno Attack
1093
	- Mario Attack
1094
	
1095
(Note: If you did the No RC Axem strat, just have Geno throw the Fright Bomb and attack with all characters. Remember, you have Hurly Glove equipped on Koopa)
1096
	
1097
After beating Magikoopa (assumes you did the RC Axem strat, adjust accordingly if no RC Axem strat):
1098
	- Go into your Items, then immediately back out (Item Sort)
1099
	- Equip:
1100
		- Mario & Koopa swap armor (Work Pants on Koopa)
1101
		- Koopa: Hurly Glove
1102
		- Geno: Safety Ring
1103
	
1104
BOOMER
1105
1106
Turn 1:
1107
	- Jump  (~247 damage)
1108
	- Untimed Boost to Mario
1109
	- Defend
1110
Turn 2:
1111
	- 47 Super Jumps (1760)
1112
 
1113
EXOR
1114
1115
- Jump on Left Eye (As in, the eye on the rightmost side of the screen)
1116
- Use Geno Whirl on Exor
1117
1118
[LEVEL] 
1119
	Koopa  [14] : ATK
1120
	Peach  [15] : SP
1121
1122
**Abyss**
1123
 
1124
- Don't fall down anywhere. In the room with an upper right path & lower right path, you can take either one (lower right is a bit easier, upper right is a bit faster). Do NOT get Ultra Hammer, and proceed to Count Down.
1125
1126
COUNT DOWN (2400 HP) & 2x DING-A-LINGS (1200 HP)
1127
Phase 1 UJs
1128
	Ding-A-Ling: 167, 20 DMG UJs
1129
	Countdown: 274, 34 DMG UJs
1130
Phase 2 UJs:
1131
	Ding-A-Ling: 250, 31 DMG UJs
1132
	Countdown: 410, 51 DMG UJs
1133
1134
Turn 1:
1135
	- Ultra Jump on Countdown, land on each enemy at least once
1136
	- Untimed Geno Boost Mario (Timed Boost is safe, but will likely only be needed if both Geno & Koopa die before Turn 2)
1137
	- Rock Candy
1138
---
1139
Turn 2 (Optimal, no characters die or are disabled):
1140
	- Ultra Jump Countdown, land on each enemy at least once
1141
	- Rock Candy
1142
	- Rock Candy
1143
Rest of Turns:
1144
	- Attack until dead. If extra UJs were done on Countdown, you can skip Geno and / or Koopa's attack, or possibly do an untimed attack with Koopa.
1145
---
1146
1147
Turn 2 (Koopa is disabled, but can be restored by Geno OR only Geno is dead)
1148
	- Ultra Jump the Ding-A-Ling that was most damaged during first UJ set, and then continue UJs until a Rock Candy will kill the 
1149
	weakened Ding-A-Ling (must land on a Ding-A-Ling 7 times to kill without additional damage from the first UJ set). If it looks 
1150
	likely that you will do enough damage to both Ding-A-Lings to kill both with a Rock Candy, continue Ultra Jumping until this can be 
1151
	accomplished.
1152
	- Restore Koopa (Pick-Me-Up / Able Juice)
1153
	- Rock Candy
1154
Rest of Turns:
1155
	- Attack until dead. Depending on the situation, Koopa should throw a 3rd Rock Candy (it is typically faster to do so, but if you 
1156
	have dealt significant damage to the remaining enemies with Ultra Jumps, conserving it may be more beneficial)
1157
	
1158
---
1159
	
1160
Turn 2 (Geno & Koopa are dead or disabled)
1161
	- Super Jump a Ding-A-Ling 19 times (assumes you only landed on each Ding-A-Ling once with the initial UJ set) (26 SJs if the bell 
1162
	was healed by Recover)
1163
Turn 3 
1164
	- Super Jump a Ding-A-Ling 19 times (assumes you only landed on each Ding-A-Ling once with the initial UJ set) (26 SJs if the bell 
1165
	was healed by Recover) OR heal with a Super Mushroom if Mario is in danger of dying
1166
Turn 4
1167
	- Attack / heal until dead. If you have the FP to Super Jump Countdown and skip his attacks and self-heals, do so. (Requires 36 FP)
1168
	
1169
Note: The above are merely general guidelines. If you want more details, please read x_the_char's more comprehensive notes on this fight:
1170
	https://app.simplenote.com/publish/JVL1c3
1171
	https://app.simplenote.com/publish/pwbw4l
1172
	
1173
Note 2: There are some circumstances where you may kill Countdown before the Ding-A-Lings. If this happens, you will lose 47 EXP on all characters (94 EXP on Peach). This will affect Geno's damage for Cloaker / Domino, as well as Mario & Peach's damage to Clerk & Manager. Otherwise, the route will be unchanged.
1174
	
1175
[LEVEL] 
1176
	Mallow [13] : HP
1177
	
1178
***
1179
1180
- Proceed to Machine Made Yaridovich, don't get owned anywhere. Be sure to watch a video of the proper platforming techniques.
1181
- In the room with the conveyor belts & Boos, upon loading the room, perform the wrong warp by holding up and falling off (assuming you had the proper setup for it, see the Koopa's Keep 2 section for more details)
1182
 
1183
MACHINE MADE YARIDOVICH  (147 Damage base, 18 damage per SJ)
1184
1185
If you got 2 Rock Candy freebies from Countdown OR double RC freebie on Axem + 1 RC freebie from Countdown:
1186
1187
- 20 SJs (507)
1188
- Defend
1189
- Rock Candy
1190
1191
Otherwise:
1192
1193
- 37 SJs (813)
1194
1195
[LEVEL] 
1196
	Geno  [14] : ATK
1197
1198
CLOAKER (1200) & DOMINO (900) + EARTH LINK (2500)
1199
1200
Turn 1:
1201
	- Geno Boost Mario
1202
	- Attack Domino
1203
Turn 2:
1204
	- Attack Domino
1205
	- Attack Domino
1206
	- Attack Domino (Earth Link phase start)
1207
Turn 3:
1208
	- 64 SJs on Earth Link (2520)
1209
	
1210
[LEVEL] 
1211
	Peach  [16] : SP
1212
1213
Before Clerk....
1214
	
1215
Switch:
1216
	- Koopa -> Peach
1217
Equip: 
1218
	- Mario & Peach exchange Super Suit & Work Pants (Super Suit on Peach)
1219
	- Peach: Amulet
1220
	- Koopa & Peach exchange accessories (Troopa Pin on Peach)
1221
 
1222
MAD MALLETS
1223
1224
If 3+ Ice Bombs remaining:
1225
	- Ice Bomb
1226
	
1227
If 4+ Rock Candy remaining:
1228
	- Rock Candy
1229
	
1230
Otherwise:
1231
	- Geno Blast
1232
1233
CLERK [500 HP]
1234
1235
- Geno Blast
1236
- Attack
1237
1238
[LEVEL] 
1239
	Mario  [16] : SP
1240
	
1241
- Proceed forward through the cutscenes, don't buy anything from Toad, and automatically receive an extra Rock Candy
1242
1243
MANAGER [800 HP]
1244
1245
Turn 1:
1246
	- Geno Blast
1247
	- Attack
1248
	- Defend [Unless you mistimed Mario's attack, then attack]
1249
Turn 2:
1250
	- Geno Blast
1251
	
1252
- After Manager....
1253
	- Equip:
1254
		- Mario & Peach swap Super Suit & Work Pants (Super Suit on Mario)
1255
		- Peach: Super Slap
1256
		- Geno & Peach swap accessories (Safety Ring on Peach)
1257
1258
- [CAMERA: Slight left, then up doing into the Director fight]
1259
		
1260
DIRECTOR [1000 HP]
1261
1262
- 39 Super Jumps (707)
1263
- Rock Candy
1264
1265
[LEVEL] 
1266
	Koopa  [15] : HP
1267
	Mallow [14] : HP
1268
	
1269
[CAMERA: Enter the Gunyolk fight by going as left as possible into the battle trigger]
1270
 
1271
GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP)
1272
1273
Note: If you freebie an Ice Bomb, use that in any instance where it says to use Shocker.
1274
1275
Note 2: It is recommended, although not required, that you have 1 Rock Candy for Smithy.
1276
1277
4 Ice / 0 Rock Candy (Fastest known strategy)
1278
1279
Turn 1:
1280
	- Sleepy Bomb
1281
	- Ice Bomb
1282
	- Ice Bomb
1283
Turn 2:
1284
	- Defend
1285
	- Ice Bomb
1286
	- Untimed attack Factory Chief
1287
Turn 3:
1288
	- Attack Factory Chief
1289
	- Ice Bomb
1290
1291
3 Ice Bombs / 2 Rock Candies (Revert to 4 Ice / 0 Rock if any of the 3 Ice Bombs freebie)
1292
1293
Turn 1:
1294
	- Sleepy Bomb
1295
	- Ice Bomb
1296
	- Ice Bomb
1297
Turn 2:
1298
	- Defend
1299
	- Ice Bomb
1300
	- Rock Candy
1301
Turn 3:
1302
	- Defend
1303
	- Rock Candy
1304
	
1305
3 Ice Bombs / 1 Rock Candy (Revert to 4 Ice / 0 Rock if any of the 3 Ice Bombs freebie)
1306
1307
Turn 1:
1308
	- Sleepy Bomb
1309
	- Ice Bomb
1310
	- Ice Bomb
1311
Turn 2:
1312
	- Defend
1313
	- Ice Bomb
1314
	- Defend
1315
Turn 3:
1316
	- Attack Factory Chief
1317
	- Rock Candy
1318
	- Defend
1319
Turn 4:
1320
	- Untimed attack Gunyolk
1321
1322
2 Ice Bombs / 2 Rock Candy
1323
1324
Turn 1:
1325
	- Sleepy Bomb
1326
	- Untimed Boost Peach
1327
	- Ice Bomb
1328
Turn 2:
1329
	- Defend
1330
	- Ice Bomb
1331
	- Rock Candy
1332
Turn 3:
1333
	- Untimed Attack Gunyolk
1334
	- Rock Candy
1335
1336
2 Ice Bombs / 1 Rock Candy
1337
1338
Turn 1:
1339
	- Sleepy Bomb
1340
	- Ice Bomb
1341
	- Defend
1342
Turn 2:
1343
	- Ultra Jump on Gunyolk, land on him twice total & once on Factory Chief
1344
	- Ice Bomb
1345
	- Shocker Gunyolk
1346
Turn 3:
1347
	- Attack Factory Chief
1348
	- Rock Candy
1349
1350
1 Ice Bomb / 2 Rock Candy
1351
1352
Turn 1:
1353
	- Sleepy Bomb
1354
	- Untimed Boost Peach
1355
	- Ice Bomb
1356
Turn 2:
1357
	- Jump on Gunyolk
1358
	- Rock Candy
1359
	- Shocker Gunyolk
1360
Turn 3:
1361
	- Attack Factory Chief
1362
	- Rock Candy
1363
	
1364
1 Ice Bomb / 1 Rock Candy
1365
1366
Turn 1:
1367
	- Sleepy Bomb
1368
	- Untimed Boost Mario
1369
	- Defend
1370
Turn 2:
1371
	- Ultra Jump Gunyolk, land on Factory Chief once
1372
	- Untimed Boost Peach
1373
	- Ice Bomb
1374
Turn 3:
1375
	- Attack Factory Chief
1376
	- Rock Candy
1377
	- Shocker Gunyolk
1378
Turn 4:
1379
	- Attack Gunyolk
1380
1381
---
1382
1383
- Proceed towards Smithy. Use the strategy that corresponds to the most powerful bomb currently in your inventory. All damage numbers assume you will properly time Mario's initial Mega Glove attack (Damage Range: 190 to 214)
1384
1385
SMITHY 1 (2000 HP) [SJ Base = 153 DMG || 1 SJ = 19 DMG] 
1386
1387
ROCK CANDY:
1388
1389
Turn 1:
1390
	- Attack / Boost Mario / Defend
1391
Turn 2:
1392
	- 198 damage or higher:
1393
		71 SJs / Boost Peach / Rock Candy
1394
	- Any other value:
1395
		72 SJs / Boost Peach / Rock Candy
1396
		
1397
ICE BOMB:
1398
1399
Turn 1:
1400
	- Attack / Boost Mario / Defend
1401
Turn 2:
1402
	- 212 damage or higher:
1403
		75 SJs / Boost Peach / Ice Bomb
1404
	- 194 to 210 damage:
1405
		76 SJs / Boost Peach / Ice Bomb
1406
	- 192 damage or less:
1407
		77 SJs / Boost Peach / Ice Bomb
1408
		
1409
FIRE BOMB:
1410
1411
Turn 1:
1412
	- Attack / Boost Mario / Defend
1413
Turn 2:
1414
	- 204 damage or higher:
1415
		77 SJs / Boost Peach / Fire Bomb
1416
	- 202 damage or less:
1417
		78 SJs / Boost Peach / Fire Bomb
1418
		
1419
FRIGHT BOMB:
1420
1421
Turn 1:
1422
	- Attack / Boost Mario / Defend
1423
Turn 2:
1424
	- 196 damage or higher:
1425
		79 SJs / Boost Peach / Fright Bomb
1426
	- 194 damage or less:
1427
		80 SJs / Boost Peach / Fright Bomb
1428
		
1429
BAD MUSHROOM:
1430
1431
Turn 1:
1432
	- Attack / Boost Mario / Defend
1433
Turn 2:
1434
	- 214 damage:
1435
		82 SJs / Boost Peach / Bad Mushroom
1436
	- 196 to 212 damage:
1437
		83 SJs / Boost Peach / Bad Mushroom
1438
	- 194 damage or less:
1439
		84 SJs / Boost Peach / Bad Mushroom
1440
1441
NO BOMBS REMAINING (Timed Super Slap for 38+ DMG]):
1442
1443
Turn 1:
1444
	- Attack / Boost Mario / Defend
1445
Turn 2:
1446
	- 214 damage:
1447
		84 SJs / Boost Peach / Attack
1448
	- 194 to 212 damage:
1449
		85 SJs / Boost Peach / Attack
1450
	- 192 damage or less:
1451
		86 SJs / Boost Peach / Attack
1452
 
1453
SMITHY 2 (8000 HP) [SJ Base on Tankhead = 228 DMG || 1 SJ = 28 DMG] (Safe, gives strats for all 4 Heads)
1454
1455
- Attack
1456
- Attack OR Geno Boost Self (Safe)
1457
- Attack
1458
1459
[* Note - Geno boosting himself is just for defense. Only do this if you want him to be able to survive a bullet from Tank Head, or to survive Mage Head's spells.]
1460
 
1461
TANKHEAD
1462
1463
- As many SJs as you can do (maximum is 100 SJs (3028))
1464
- Kero Kero Cola / Rock Candy / misc. healing + bombs
1465
- Shocker
1466
1467
MAGEHEAD
1468
1469
- Attack
1470
- Attack
1471
- Group Hug OR Attack
1472
1473
CHESTHEAD
1474
1475
- Super Flame
1476
- Attack OR Fire Bomb / Rock Candy / Fright Bomb OR FP Restoral
1477
- Group Hug OR Fire Bomb / Rock Candy / Fright Bomb
1478
 
1479
SAFEHEAD
1480
1481
- Attack
1482
- Geno Boost Mario (after Shredder) OR Ice Bomb / Rock Candy / Fright Bomb OR Defend
1483
- Ice Bomb / Rock Candy / Fright Bomb OR Defend
1484
1485
---
1486
1487
SMITHY 2 (CHEST HEAD GAMBLE) (Saves 5 seconds per Fire Bomb you have IF Smithy changes heads, which is a 50% chance each turn past Turn 3)
1488
1489
Note: Turn 1 & Turn 2 are always the same, so they're only written once.
1490
1491
Turn 1:
1492
	- Attack (434 - 470) [452]
1493
	- Attack (206 - 236) [221]
1494
	- Attack (188 - 230) [209] (828 Min, 882 Avg, 936 Max. SJ numbers will assume you dealt the maximum damage (so as to not overdamage and trigger the "Random" head change) for 1 / 2 Fire strats; minimum damage assumed for 3 & 4 Fire strats)
1495
1496
Turn 2:
1497
	- 100 SJs (3028)
1498
	- Kero Kero Cola
1499
	- Shocker (441)
1500
	
1501
***
1502
	
1503
2 Fire + 0 RC Remaining / 1 Fire + Misc. Bombs Remaining:
1504
1505
Turn 3:
1506
	- 33 SJs (1152)
1507
	- Defend (If alive)
1508
	- Shocker (441) {5890 min / 5998 max}
1509
1510
(If he transforms to Chest Head)
1511
1512
Turn 4:
1513
	- Super Flame (770)
1514
	- Fire Bomb (If alive)
1515
	- Fire Bomb if possible; Rock Candy / Ice Bomb / Fright Bomb / Attack otherwise
1516
1517
Turn 5:
1518
	- Super Flame
1519
	- (Attack / use remaining bombs if not dead)
1520
1521
(If no transformation)
1522
1523
Turn 4:
1524
	- 68 SJs (2132) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying)
1525
1526
***
1527
	
1528
2 Fire Bombs + 1 RC / 1 Ice Remaining (assumes Geno survives until Turn 3):
1529
1530
Turn 3:
1531
	- 22 SJs (844) if RC /  25 SJs (928) if Ice
1532
	- Rock Candy (300) / Ice Bomb (210)
1533
	- Shocker (441) {5882 min  / 5990 max if RC || 5876 min / 5984 max if Ice}
1534
1535
(If he transforms to Chest Head)
1536
1537
Turn 4:
1538
	- Super Flame
1539
	- Fire Bomb
1540
	- Fire Bomb
1541
1542
Turn 5:
1543
	- Super Flame
1544
1545
(If no transformation)
1546
1547
Turn 4:
1548
	- 68 SJs (2128) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying)
1549
1550
***
1551
1552
3 Fire Bombs remaining (Assumes Geno is alive for Turn 3; revert to the 2 Fire Bomb strat if he's dead)
1553
1554
Turn 3:
1555
	- 15 SJs (648)
1556
	- Defend
1557
	- Shocker (441)
1558
1559
(If he transforms to Chest Head)
1560
1561
Turn 4:
1562
	- Super Flame (770)
1563
	- Fire Bomb (360)
1564
	- Fire Bomb (360)
1565
1566
Turn 5:
1567
	- Super Flame (770)
1568
	- Fire Bomb (360)
1569
	- [Attack if not dead]
1570
1571
(If not)
1572
1573
Turn 4:
1574
	- 86 SJs (2636) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying))
1575
1576
***
1577
1578
4 Fire Bombs remaining (Assumes Geno is alive for Turn 3; revert to the 2 Fire Bomb strat if he's dead)
1579
1580
Turn 3:
1581
	- Attack (284 minimum)
1582
	- Defend
1583
	- Shocker (441)
1584
1585
(If he transforms to Chest Head)
1586
1587
Turn 4:
1588
	- Super Flame (770)
1589
	- Fire Bomb (360)
1590
	- Fire Bomb (360)
1591
1592
Turn 5:
1593
	- Super Flame (770)
1594
	- Fire Bomb (360)
1595
	- Fire Bomb (360)
1596
1597
(If not)
1598
1599
Turn 3:
1600
	- 99 SJs (3000) (or mass defend and hope he transforms next turn, not advised if Mario / Peach are in danger of dying)
1601
1602
***
1603
1604
You win!
1605
1606
***
1607
1608
===== SECTION III: MISCELLANEOUS INFO =====
1609
1610
- Shocker consumes 2 FP once it is on the 2nd page of abilities (it uses the FP cost of Therapy). However, you still need 8 FP stocked in order to use it.
1611
1612
- If you opt to learn Poison Gas (swap Peach & Koopa during the 1st Land's End star), Geno Blast will cost 2 FP during Count Down, and Shocker will cost 4 FP (no longer relevant for the current route).
1613
1614
---
1615
1616
Smithy Head Info (Taken from SDA forums):
1617
1618
- There's a 50% chance the body will use its turn to transform the head.  It won't transform two turns in a row.
1619
- Exception 1: the body will always transform the chest head after it has performed one status ailment attack
1620
- Exception 2: it will always transform on its first turn
1621
- being stunned (0 HP) will not prevent it from transforming -- it only prevents it from hammering/shooting you
1622
1623
Whenever Smithy's HP drops below a threshold, he changes to a new head cycle (starting with the first in the cycle).
1624
- starting: tank -> magic -> shield -> repeat
1625
- HP under 6000: magic -> shield -> shield -> chest -> repeat
1626
- HP under 4000: chest -> tank -> chest -> shield -> repeat
1627
- HP under 2000: randomly any of the 4 heads (can repeat)
1628
1629
It's also possible to completely skip over a phase. swinch has this to say:
1630
1631
"We know that 0-2000: Random, 2000-4000: Chest, 4000-6000: Mage, 6000-8000: Tank. If you completely skip the range, then the next time that smithy transforms, he will act as though you hit the range that you skipped over.
1632
1633
Since super jumps can do more than 2000, it is possible to completely skip over a range. e.g skip over 4000-6000, and land in 2000-4000, he will transform to mage (if transforms) rather than the expected result of Chest."
1634
1635
One final thing about Smithy 2 - the Scarecrow spell in his Chest Head form actually deals a small amount of AoE damage, despite the fact that no damage values are displayed. So, don't get freaked out by this.
1636
1637
---
1638
1639
Run Away Chance
1640
1641
~50.5% per Run Away usage, regardless of character, enemy, etc. (Thanks KirkQ!)
1642
1643
---
1644
1645
Relevant Item Freebie Chance:
1646
1647
Red Essence: 13%
1648
Everything else: 26% (Thanks KirkQ!)
1649
1650
---
1651
1652
The amount of frames it takes for each character to use an item:
1653
1654
[Fastest]
1655
Koopa: 177
1656
Mallow: 185
1657
Peach: 188
1658
Mario: 209
1659
Geno: 220
1660
[Slowest]
1661
1662
---
1663
1664
Relevant Boss Evasion (according to the SMRPG patcher, may not translate to actual miss chance):
1665
1666
Hammer Bro:  10%
1667
Croco:       20%
1668
Valentina:   10%
1669
Czar Dragon: 20%
1670
Axem Red:    10%
1671
1672
---
1673
1674
- Player physical attacks appears to have a ~1/256 (possibly greater) chance to miss any enemy in the game. If this happens to you in a run, you are truly never lucky.
1675
- cleartonic also did some testing on enemy evasion. Check out his findings here if you are interested: https://docs.google.com/document/d/1R4ctlCKyCEO--ZUbAuoifaItP48Fe35VErGrAL1Mlc0/edit
1676
1677
----------------------------
1678
1679
===== SECTION IV: ALTERNATE STRATS =====
1680
1681
- (J version only) Jump on the Wiggler one less time in the Forest Maze. Then return the Wallet to the Toad in Mushroom Kingdom before you enter the long cutscene sequence, and then talk to him again for a Frog Coin. This saves 2 - 3 seconds with J text compared to jumping on a Wiggler. -23 coins from selling a Flower Tab instead of the Wallet, and -9 coins from not jumping on another Wiggler (skip Bad Mushroom)
1682
1683
- Jump on the Wiggler one less time and go to Booster Pass Secret (Gives you one more Fire Bomb, but wastes ~13 seconds. -9 coins from Wiggler, +200 from no KeroKeroCola). This allows you to complete the run with only one bomb freebie, instead of two. To perform this, simply hit the Green "!" switch in Booster's Tower, and then go to the secret area in Booster's Pass on your way to Star Hill. This will give you a Frog Coin, a Kero Kero Cola, and a Flower (if you need one).
1684
1685
- Obtain a 2nd Sleepy Bomb by jumping on a Wiggler an extra time, and use it on Geno's first turn of the Johnny fight (Wastes ~15 seconds now, most likely). +9 regular coins from jumping on an extra Wiggler.
1686
	- This strat allows you to attempt Super Jumps on Johnny a second time without much penalty, as the Bandana Blues will be asleep 
1687
	and only Johnny will be able to attack. If you do this, the fight will proceed as such...
1688
		Geno : Sleepy Bomb
1689
		Peach: Defend
1690
		Mario: Defend
1691
		~
1692
		Geno  : Untimed Boost Mario
1693
		Peach : Defend
1694
		Mario : 100 Super Jumps
1695
	This is quite a bit slower, however, so only do this if you really feel as though you can't get 100 SJs on your first attempt.
1696
1697
- Skip Fearless Pins (Saves ~5-6 seconds from not talking to Rose Town shopkeeper + buying them + equipping them. Due to the way the coin chart works out in this current route, this currently can't be used to buy an extra meaningful (Fire / Ice) bomb. +130 coins) 
1698
	
1699
- Fight Pandorite (Check older versions of the route for info on this! Perhaps you could make your own route and make Pandorite worth it again?)
1700
1701
----------------------------
1702
1703
===== SECTION V: BACKUP STRATEGIES ===== (Not listed elsewhere in the route)
1704
1705
=INESCAPABLE ENCOUNTERS=
1706
1707
*Fireballs* (Blue Orbs in Booster's Tower checkerboard room)
1708
1709
- Geno Defend
1710
- Mario Defend
1711
- Mallow untimed Thunderbolt
1712
1713
*Note: Winning this battle may mess up the EXP route, since it may cause an extra pause during the first Land's End star.
1714
1715
*Apprentice* (Blue Snifit in Booster Pass Secret)
1716
1717
- Geno Attack
1718
- Koopa Attack
1719
1720
*Mr. Kipper* (Fish in the stairway in Sunken Ship)*
1721
1722
- Geno uses Fire Bomb
1723
1724
*Note 1: This is technically not inescapable, but if he traps you in a corner, it may be impossible to avoid repeated encounters with him unless you actually win the fight
1725
*Note 2: This also really messes up your EXP route
1726
1727
*Stumpet*
1728
1729
Turn 1:
1730
	- Mario untimed attack Mite (or Ice Bomb if one is available)
1731
	- Geno uses Geno Whirl on Stumpet
1732
	- Koopa defend
1733
Turn 2:
1734
	- Mario attacks Mite after Valor up
1735
1736
*Note: Do not double your coins / EXP
1737
1738
---------------------------------
1739
1740
=COINS=
1741
1742
- If you need a few extra coins, feel free to get the coins in Bandit's Way that are a bit laggy (~25 frames for 3 extra coins)
1743
- Hit the Rose Way chests a few extra times for more coins to guarantee you have a Bad Mushroom (each extra hit wastes ~17 frames)
1744
- If you are 19 - 50 coins short for the Seaside Menu, get the Zoom Shoes in Booster's Tower and then sell them at Seaside.
1745
- If you are inconsistent at vine coins, you can hit the 10-coin chests in Belome 2 a few extra times.
1746
1747
---------------------------------
1748
1749
==FROG COINS==
1750
1751
Afraid of the Wiggler or forgot a Frog Coin? Here are some other (slower) coins you can use (REMEMBER - 1 less jump on the Wiggler is also 9 less regular coins!)
1752
1753
- Moleville Mines Shy Guy minecart (right before the room with the invincibility star, take the bottom path all the way to the end)
1754
- 2nd floor of Marrymore Inn (in an invisible chest above the bookcase)
1755
- Return the Wallet to the Toad in Mushroom Kingdom after Bundt (talk to him once for the Flower Tab, then again for the Frog Coin)*
1756
	* Note: This is actually faster than a Wiggler on the J version, but loses you 32 coins (9 from the Wiggler, 23 from selling the Flower Tab instead of Wallet)
1757
	
1758
---------------------------------
1759
1760
=OVERWORLD STARS=
1761
1762
- Do Boo Jump if you want to look cool:
1763
http://puu.sh/uMevn/cfc851c833.gif
1764
- If you are inconsistent with killing the "swag rat" in Kero Sewers, kill 12 K9s during the Bandit's Way Star, and then skip the rat.
1765
- For the Moleville Mines star, if a bomb seems very out of the way, you can simply kill the entirety of the pack in the final room, rather than 3 members of it.
1766
- If you miss one of the Starslaps during the Sea star, get into an encounter with the Starslap you missed, and then use a Fire Bomb to instantly win the fight. This will fix the EXP route (however, not as recommended due to how few bombs you have now)
1767
- If you miss the 2nd Gecko on the 2nd floor with the 1st invincibility star in Land's End, kill 1 extra bird during the Nimbus star. This fixes the EXP route completely.
1768
- If you did not kill 8 enemies with the Volcano star, it's faster to complete the rest of the game with your current EXP route rather than trying to fix it. Mario will not be Level 15 for Czar, and Koopa will not be 14 for Countdown, but other battles will be unaffected (as long as Mario reaches Level 15 after Axem Rangers).
1769
1770
---------------------------------
1771
1772
=BOSS BATTLES=
1773
1774
*Bundt*
1775
1776
- If you mistime an attack during the 1st phase, Defend with Mario & Koopa as needed, and then kill on Geno's next turn (to ensure you get as many free hits during the Candle phase as possible).
1777
1778
*Note: With Punch Glove & Level 3 ATK, there is a good chance you can mistime 1 attack and still enter the Candle Phase on the proper turn
1779
1780
*General Super Jumps*
1781
1782
- If you ever drop SJs on a boss and need to do a 2nd set, remember that your initial SJ is always 8x as strong as every SJ that follows it. So for example - if you drop at 30, your initial SJ will put you back to 38, then you count 39, 40, etc.
1783
1784
*Belome 2*
1785
1786
- If you drop SJs and are forced to fight clones...
1787
	*Peach Clone*
1788
		- Peach Defend
1789
		- Geno timed attack clone
1790
		- Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
1791
	*Mario or Geno Clone*
1792
		- Peach Shocker clone
1793
		- Geno timed attack clone
1794
		- Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
1795
		
1796
*Note: The Peach & Geno clone alter the amount of experience you gain. A Geno clone gives you +10 EXP, and a Peach clone gives you -3 EXP.
1797
1798
*Megasmilax*
1799
1800
- If you mistime Koopa's Hurly Glove attack during the 2nd phase of Megasmilax (or are really afraid of damage rolls), do 8 SJs with Mario to kill it
1801
- If for some reason you do not have 2 Ice Bombs for Megasmilax, you can use a Fire Bomb on the 3rd phase instead. Then attack with Mario, then with Geno, and then finish the 3rd cycle with Koopa like you normally would.
1802
- If the Smilax puts Mario to sleep during the 2nd phase, kill the Smilax with Geno instead. Then use an Ice Bomb on Koopa's next 2 turns, and then attack on his 3rd turn (Geno still attacks Megasmilax throughout).
1803
1804
*Valentina / Dodo*
1805
1806
- If you are afraid of dying to Dodo's attacks during the 1 on 1 battle, you can use either a Fright Bomb or Koopa's Terrorize ability to lower Dodo's damage. You can heal with a Mid Mushroom as well.
1807
1808
*Count Down*
1809
1810
- If you boost Mario's defense with the initial Geno Boost, he's pretty much unkillable. If he ever gets to low HP, just use a Mid Mushroom. That being said, you should still be aware of the different phases of the clock:
1811
	1:00: Crystal or Ice Rock
1812
	3:00: 170 HP heal on either Countdown or a Ding-A-Ling (Countdown will not take an action next turn)
1813
	5:00: Aurora Flash (Note: This will put Koopa to sleep & kill Geno)
1814
	6:00: 320 HP heal (Countdown will not take an action next turn)
1815
	7:00: Water Blast
1816
	9:00: Nothing (Break Time!)
1817
	10:00: Petal Blast
1818
	12:00: Corona (if you see this, something has gone terribly wrong)
1819
1820
*Cloaker / Domino*
1821
1822
- If Koopa gets feared, and you have a spare Rock Candy, he should use that instead of attacking
1823
1824
*Director*
1825
1826
- If you drop Super Jumps, AND you have a spare Sleepy Bomb (or are willing to gamble):
1827
	- Geno uses Sleepy Bomb
1828
	- Peach uses Geno Blast
1829
	- Mario uses SJs until dead (or attacks if very close to dead)
1830
	(This conserves a Rock Candy, which can be used against either Gunyolk or Smithy)
1831
	
1832
*Gunyolk*
1833
1834
3 Ice / 0 Rock Candy
1835
1836
https://www.youtube.com/watch?v=pmtEKJyYIVU
1837
1838
2 Ice / 0 Rock Candy
1839
1840
https://www.youtube.com/watch?v=-0eULg3w0Ao
1841
1842
1 Ice / 0 Rock Candy (32 FP Required)
1843
1844
Turn 1:
1845
	- Sleepy Bomb
1846
	- Untimed Boost Mario
1847
	- Defend
1848
Turn 2:
1849
	- Ultra Jump Gunyolk, land on Gunyolk 4 times total & Factory Chief once
1850
	- Untimed Boost Peach
1851
	- Shocker Gunyolk
1852
Turn 3:
1853
	- Ultra Jump Gunyolk, land on Factory Chief once
1854
	- Defend
1855
	- Ice Bomb
1856
Turn 4:
1857
	- Attack Gunyolk
1858
	- Attack Factory Chief
1859
	[Factory Chief takes a turn]
1860
	- Defend
1861
Turn 5:
1862
	- Attack Factory Chief
1863
	
1864
*Smithy 1*
1865
1866
- If you drop Super Jumps...
1867
	- Geno uses Geno Boost on Peach
1868
	- Peach uses Group Hug
1869
	(Smithy does either a physical, Meteor Swarm, or Mega Drain, and spawns a machine made Shy Guy)
1870
	- Mario does Super Jumps until Smithy can be defeated by a bomb used by Peach
1871
	- (Geno uses Maple Syrup / Kero Kero Cola if alive)
1872
	- Peach uses the strongest bomb in your inventory
1873
	
1874
*Note - if you took heavy damage going into Smithy 2, you should consider using Group Hug / Kero Kero Cola with Peach during the unformed Smithy phase
1875
1876
---------------------------------
1877
1878
=SUPER SUIT=
1879
1880
- If you fail SJs on Johnny, you can either try SJs on him again, or use Mario's Jump + Bombs to kill him (make sure Johnny does NOT get a turn when the Bandana Blues are defeated and Johnny is below 50% HP, or it will mess up the EXP route).
1881
- If you did not get the Super Suit off of Johnny, you can get it off of Belome. If that's the case...
1882
	- Peach Defend
1883
	- Geno untimed boost Mario
1884
	- Mario does 100 SJs (1514 damage)
1885
	(This conserves a Fright Bomb, which you can either use against Birdo / Dodo, or keep (so you can skip the one in Koopa's Keep 2, or potentially use for Smithy 1))
1886
- If you did not get the Super Suit off of Johnny or Belome, you have infinite tries to get it off of Jagger. Go through the door on the 2nd floor in Monstro Town, perform Super Jumps, and then run away when you either succeed, or need more FP (HP / FP is automatically restored on run away). 
1887
1888
---------------------------------
1889
1890
===== SECTION VI: TO DO =====
1891
1892
List of things to do for 2.01
1893
1894
- Fix all the errors that likely arose from 2.00, since it is by far the biggest rework of the SMRPG Any% route since Star Ability Swap was discovered 3 - 4 years ago.
1895
- Create a comprehensive bomb spreadsheet that contains information on exactly how much time each given bomb saves (this is easily the most debated topic, and I'd like there to be an objective resource with properly organized Bizhawk movies to answer any questions related to this)
1896
- On this topic, better optimize flowcharts for freebies (without creating a lot of useless clutter for far-fetched conditionals)
1897
- Do more research into the alternate EXP route in the Sea section, which also ties into a reworked coin route (skip 1 Ice Bomb, skip Moleville Mines chest, and have a Fright Bomb for Johnny?)
1898
- Add in more manips? You should contact swinch and beg him to manipulate your least favorite fight!
1899
- Speaking of begging, I need to beg 0xwas to translate the route into Japanese again, since it's been years since the route was last translated
1900
- Figure out Punchinello backups if Energizer is used (this note has been in the To Do for years, and even though it hardly matters anymore, it's tradition to leave it in)
1901
1902
--------------------------------
1903
1904
Pastebin over! Play Final Fantasy Tactics instead!
1905
1906
- Claude