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0 Death, Fight Pandorite, Dual Peach-Koopa Chart
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ANT CUSTOM NOTES
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Version 1.08 by Claude, last updated March 17th, 2017
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-----------------------------
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== 1.08 CHANGE LOG ==
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READ THIS so you know what's actually changed:
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http://pastebin.com/Ycg67cW5
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[[[ TERRAPINS ]]]
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***** THERE IS A WIKI NOW - CLICK BELOW *****
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- Attempt Terrapin manipulation on the first round:	(front, front, back)
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- 1 untimed attack (hit D-pad right), 3 untimed jumps
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https://sites.google.com/site/supermariorpgspeedruns/
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13
[[[ KOOPA ]]] 
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***** THERE IS A WIKI NOW - CLICK ABOVE *****
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(Advance in-battle dialogue with D-pad rotations)
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SAVESTATE PACK HERE:
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- 2 untimed jumps to Kinklink
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https://drive.google.com/open?id=0B3yPRhL2ylswUVQzNjNUeGFNZm8
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19
***Mario's Pad***
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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:  Trade Consistency for Speed
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	V:   Backup Strategies
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	VI:  To Do
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- 2nd option for both text prompts
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===== SECTION I: INTRO =====
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29
***Mushroom Way***
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*** CLICK THE BELOW IMAGE, IT IS VERY IMPORTANT ***
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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
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http://i.imgur.com/yhZWsey.jpg
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[[[ HAMMER BROS ]]]
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*** CLICK THE ABOVE IMAGE, IT IS VERY IMPORTANT ***
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- Jump (43 damage)
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This route has overtaken the old 1 Death + Mallow route, and will likely be the mainstay for SMRPG Any% in one form or another. It involves getting the Experience Booster as soon as possible, skipping the death abuse, and using ability swap to put Shocker & Geno Blast onto Peach (obsoleting Mallow entirely past Punchinello). 
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- Untimed attack (if 43 on 1st jump. Timed otherwise)
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If followed correctly, this EXP route will get you Level 11 Peach by Yaridovich (allowing for a much stronger Shocker during that fight), and Level 15 Mario by Czar Dragon (making the fight much safer). New to 1.08, following the experience route will also get you Level 14 Koopa for Countdown, which will allow him to survive Dark Star with 1 HP.
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Note 1: This route plans for consistency over speed. To complete the game with minimal time loss using this route, you only need 1 Fire Bomb freebie OR 1 Ice Bomb freebie. If you would like to plan around getting better luck, there are a list of options you can explore at the end of this document.
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Note 2: This route now 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.
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	1 Mushroom
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Note 3: This pastebin is extremely detailed. It is recommended you copy it to your own notes, and then delete things as you become more familiar with it.
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Buy:
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Note 4: This route assumes you are playing on the Japanese version. However, almost everything will work on the English version as well.
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	4 Pick Me Ups (ANT: Buy 5)
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Credits to 0xwas, Alanim, Albrecht, iateyourpie, lackattack, millnium, pidge, x_the_char, and everyone else in #mariorpg for helping me 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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	1 Shirt
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Old route (Skip Pandorite): 
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http://pastebin.com/n4SkJFGW
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	Hammer, Shirt, Jump Shoes
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Old route (Fight Pandorite):
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http://pastebin.com/TvpKgU6h
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- [CAMERA: After getting Mallow, walk in center of walkway and jump constantly until reaching Toad]
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Excel Spreadhsheet showing a general timing comparison between this route and the old route:
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[Cutscenes]
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https://drive.google.com/file/d/0B3yPRhL2ylswUU9nZW1ta1RRRTA/view?usp=sharing
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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/open?id=0B3yPRhL2ylswY2ZBOF8xb1JZZEE
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- Jump straight down and land on LEFT PETAL of the rotating flower
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- Skipping stepping on very first platform
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Damage calculator created by pidge that was used to route many components of the most recent update:
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- Use star, attempt enemy jump (doge jump) for the flower
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http://pidgezero.one/damagecalc.html
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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.
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	Mario [2] : SP
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*** HERE IS A LINK TO THE WIKI AGAIN ***
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[[[ CROCO 1 (11 FP) ]]]
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https://sites.google.com/site/supermariorpgspeedruns/
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- Jump (46) / Defend
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It covers everything in here (and much, much more)
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- Jump (48) / Honey Syrup 
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*** SAVESTATE PACK HERE ***
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- Jump (49) / Defend
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https://drive.google.com/open?id=0B3yPRhL2ylswUVQzNjNUeGFNZm8
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- Jump (51) / Defend 
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So you can practice movement, menus, timings, etc. (just not Super Jumps)
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[[[ CROCO 1 (12 FP) ]]]
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===== SECTION II: MAIN ROUTE =====
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- Jump (46) / Defend 
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- File name = LCC (Shikuku)
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- Jump (48) / Honey Syrup
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[Let Mallow die if Mario has not taken damage yet]
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- Jump (49) / Defend
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TERRAPINS
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- Jump (51) / Defend 
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- Attempt Terrapin manipulation on the first round:
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https://sites.google.com/site/supermariorpgspeedruns/techniques/terrapin-manip
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[LEVEL] 
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	Mallow [3] : SP
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KOOPA
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99
- SAVE before going into Mushroom Kingdom 2 in case you miss Mack Skip
100
	
101
***Mushroom's Kingdom 2***
102
 
103
- Enter from Mushroom Way, not Bandit's Way
104
- Mack Skip 
105
- Leave through the left path of Mushroom Kingdom 
106
 
107
***Kero Sewers***
108
 
109
PANDORITE
110
111
- Jump / Defend
112
- Jump / Defend
113
- Jump if alive and not feared (Pandorite dies)
114
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* Use Able Juice / Mushroom / Pick-Me Up if Mario is feared or dies. If you got enemy jump and have 12 FP, Mario can Jump twice through fear to kill Pandorite without Mallow having to use an Able Juice.
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117
---
118-
HAMMER BROS 
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- Get Flower in same room as Pandorite if you did not get the enemy jump in Bandit's Way
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- Use star, kill 8 rats 
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[LEVEL] 
123
	Mario [3] : SP
124
 
125
- Get recovery mushroom from chest before SAVE point
126
 
127
[[[ BELOME ]]]
128
129
*Note - this assumes an ideal fight (i.e., no Sleep Sauce used on Belome's 2nd turn).
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131
Turn 1:
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	4 Pick Me Ups
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133
	
134
[Half-block Belome's 1st attack is optimal so you can choose when Mallow dies. Full block is safe]
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136
Turn 2:
137
	Jump / Honey Syrup
138
Turn 3:
139
	Jump / Thunderbolt
140
	
141
[Scarecrow]
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143
Turn 4:
144
	Jump / Honey Syrup
145
	
146
[Swallow]
147-
- Jump straight down and land on left petal of the rotating flower
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148
Turn 5:
149-
- Don't get platform coins, they lag
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150
Turn 6:
151
	Jump / Thunderbolt
152
Turn 7:
153-
	* Note: You can opt to kill 10 K9s here instead, and perform the "Boo Jump" in Kero Sewers to get 2 more EXP. This method is 
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	roughly 1 second faster than killing 12 K9s.
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* If Mario is slept on turn 2, Thunderbolt with Mallow and let Belome wake up Mario.
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Easy 12 Dog Method: http://puu.sh/uMe8J/f3ca135106.gif
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* No matter what, just remember to always alternate between using Thunderbolt & Honey Syrup with Mallow, until Mallow has used 3 Thunderbolts. Then either defend with him, or let him die. If Mallow is slept / unable to use his 3rd Thunderbolt, just Jump with Mario.
158
 
159
---
160
		
161-
CROCO 1 (11 FP)
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162
	Mallow [4] : ATK
163
 
164
***Midas River***
165
166
Waterfall Section
167
168
- 2nd Option
169
- Go left at branching path
170
- Go right of the hole
171
- Bounce off rock to get Frog Coin
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CROCO 1 (12 FP)
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[Collect 4 frog coins during waterfall segment]
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Barrel Section
176
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- 2nd Option
178
- Bounce off 1st barrel
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- Jump on rest
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- Get at least 60 coins in mini-game for Frog Coin (Exactly 60 is preferable to skip one text box)
182
- 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 
185
during the coming cutscene. Collect 13 regular coins during waterfall segment. Proceed as normal in river section, but skip the 
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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 
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clusters assuming you do not get hit by any fish."
188
 
189-
- Save before going into Mushroom Kingdom 2 in case you miss Mack Skip
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[CAMERA: Approach stone from upper right] 
192
[Cutscenes]
193
	- Pick 2nd option
194-
- Mack Skip (Video: www.youtube.com/watch?v=WhjNbMW7P10 )
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- Leave through the left path of Mushroom Kingdom (do not get Cricket Pie)
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		2 Froggie Drinks
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- Go to Frog Coin Emporium (left Tadpole) 
198
	- Buy:
199
		2 Sleepy Bombs (#1) 
200
		1 Energizer (#3)
201
 
202
***Rose Way***
203
 
204
- Get 10-coin on the way to upper right
205
- Get 10-coin on the way to lower right
206
- Hit 5 coin chests once each (optional)
207
208
[Cutscenes]
209
 
210-
- Use star, kill 8 rats (and the boo if you only killed 10 dogs in Bandit's Way)
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211
 
212-
Boo Jump: http://puu.sh/uMevn/cfc851c833.gif
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- Buy:
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	- 2 Wake-Up Pins
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- Get Frog coin in upper left of the shop
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- Go to elevated house and get frog coin (above bed) and 2 flowers
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- Get recovery mushroom from chest before save point
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218
 
219-
BELOME
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220
 
221
- Get KeroKeroCola in 1st room (leftside)
222
- Jump on Wiggler 7x for 63 coins & 7 Frog Coins
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224
WIGGLER JUMPIN'
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226
- Align Mario by running right towards the nook in the bushes (This image: http://puu.sh/ngo39/7e16f91f49.png )
227
- Slightly after the Wiggler turns his head (going either up or down), jump on his head. After this initial jump, hit slight 
228
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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- Get frog coin in room after 1st underground section (upper left)
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- Get KeroKeroCola behind sleeping Wiggler
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- Get Red Essence right after save box (upper right)
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- Bottom right
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- Upper right
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- Upper right
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- Bottom right
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- Upper right
239
- Upper left
240
241
[CAMERA: Up-right, then up-left entering Bowyer cutscene]
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243
[[[ BOWYER ]]]
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245
Turn 1:
246
	- Attack (40)
247
	- Jump (39)
248
	- Energizer Geno (hit right on item menu)
249
Turn 2:
250
	- Attack (60)
251
	- Jump (39) (or 40 if Mario jumped 8+ times during Belome)
252
    	- Timed Attack (2) IF Mario only did 39 damage with his 2nd Jump; Untimed attack otherwise (1)
253
Turn 3:
254
	- Geno Beam (90)
255
	- Froggie Drink (Geno & at least 1 other character are damaged) OR Mushroom Geno (Only Geno is damaged) OR Mario self-
256
Mushroom (both non-Geno characters are damaged but Geno isn't) OR Defend (Only 1 non-Geno character is damaged) [ANT: OR Honey 
257
Syrup (Mallow is Dead)]
258
	- Honey Syrup
259
Turn 4 (Note: If both Mario & Mallow are alive and Geno needs healing, Mario should defend & Mallow should heal, as he has a 
260
faster item use animation): 
261
	- Geno Beam 
262
	- Mushroom Geno OR Defend
263
	- Mushroom Geno OR Defend
264
Turn 5:
265
	- Geno Beam 
266
	- Defend
267
	- Defend
268
Turn 6:
269
	- Geno Beam
270
	- Defend
271
	- Defend
272
Turn 7:
273
	- Geno Beam (Or Attack if Mario is alive)
274
	- Jump
275
	- Defend
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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."
276+
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- Automatically receive NokNok Shell
277+
278
	- Jump (If everything was timed perfectly until this point, this Jump can be untimed to save ~19 frames)
279
	- [Defend]
280
[Turn 9:
281
	- Attack with Geno (if messed up a timing)]
282
283
[LEVEL] 
284
	Mario [4] : SP
285
 
286
 ***Moleville***
287
 
288
- Go to shop and...
289
	- Buy:
290
		- 1 Punch Glove
291
		- 1 Finger Shot 
292
		- 1 Cymbals
293
		- 4 Work Pants (last armor)
294
	- Equip:
295
		- Mario: Punch Glove, Work Pants
296
		- Mallow: Cymbals, Work Pants
297
		- Geno: Finger Shot, Work Pants, Wake-Up Pin
298
299
[Cutscenes]
300
301
- Top option for both prompts
302
- Chase Croco
303
 
304
[[[ CROCO 2 ]]]
305
ANT: **** PAY ATTENTION AT END ABOUT FLOWER BOX!!!! ****
306
307
Turn 1:
308
	- Attack (~64)
309
	- Jump
310
	- Energizer Geno if possible; Attack otherwise (~34)
311
Rest of turns:
312
	- Attack
313
	- Jump
314
	- Attack
315
- (Croco 2 randomly causes misses)
316
- (25% chance of Flower Box) 
317-
- 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.
317+
318
**Croco 2 Guidelines (Assumes no Misses before Croco steals your items)**
319-
*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
319+
320
- Pick-Me-Up Mallow with Mario if Mallow dies Turn 1
321
- Pick-Me-Up Mario with Mallow if Mario dies Turn 1
322
- Do NOT Pick-Me-Up Mallow or Mario if they die on Turn 2
323
	- EXCEPTION: Pick-Me-Up Mario with Mallow if Mallow died on Turn 1 and was revived
324
- Do not revive anyone past Croco's 3rd turn (even if this means using solo Geno once your items are stolen)
325
- If you use the Energizer on Geno, do not revive anyone
326
327
---
328
  
329
- Go backwards and towards the railroad tracks
330
- Use star, kill 7 enemies (6 bombs + Flame Orb)
331
******
332
* Note - there is a chance the Flame Orb will not spawn in time for you to kill him with the star. If you're afraid of this, 
333-
BOWYER
333+
kill 1 bomb in the next room if you don't see the orb spawn, and then backtrack for the coin chest.
334
335
[LEVEL] 
336
	Mario  [5] : SP
337
	Mallow [5] : ATK
338
	Geno   [7] : HP
339
340
- Get 150 Coin chest
341
- SAVE
342-
    - Timed Attack (2) IF Mario only did 39 damage with his 2nd Jump; Untimed attack otherwise (1)
342+
343
- Jump at Punchinello after you pass the bomb on the right to avoid being pushed back
344
345-
	- Froggie Drink (Geno & at least 1 other character are damaged) OR Mushroom Geno (Only Geno is damaged) OR Mario self-Mushroom (both non-Geno characters are damaged but Geno isn't) OR Defend (Only 1 non-Geno character is damaged)
345+
[[[ PUNCHINELLO ]]]
346
347-
Turn 4 (Note: If both Mario & Mallow are alive and Geno needs healing, Mario should defend & Mallow should heal, as he has a faster item use animation): 
347+
348
- Mario Attack (~58)
349
- Mallow Energizer Geno if possible; Attack otherwise (~56)
350
351
**Punchinello Guidelines (Assumes no Energizer)**
352
353
- If Punchinello uses Sandstorm, all 3 characters use an Able Juice on themselves
354
	- EXCEPTION: If Punchinello Sandstorms on his last turn, only Geno & Mallow use Able Juices on themselves (Mario attacks with Punch Glove through Fear on his final 2 turns)
355
	- NOTE: To be safe, you want at least 1 Able Juice for Bundt. If you are low on Able Juices, skip either Mario or Mallow's self-Able Juice
356
	
357
* Note: These guidelines assume no one dies, which is possible by perfect blocking every attack
358
359
---
360
 
361
- Mine Cart minigame (pick 2nd option to skip instructions)
362
	- In the 2nd screen of the minigame, you can take the bottom path instead of the top path (extra coins aren't needed, 
363
and bottom path is slightly faster)
364
 
365
***Booster Pass***
366
 
367
- Get Frog Coin from first plant on the right
368
- Get Rock Candy in upper left corner near top exit in 1st area
369
 
370
***Booster Tower***
371
372
[Cutscenes]
373
374
- 2nd option for switch allies text prompt
375
- Get Frog Coin in upper right corner of 2nd room
376
- Get Flower Tab in back corner of 3rd room
377
- Press green exclamation switch if you are going to Booster Pass
378
- Get Frog Coin in lower left corner of room after Thwomp see-saw room
379
- Get Frog Coin in the crevice in same area
380
- Get all Frog Coins in checkerboard room
381
- Skip Zoom Shoes [If you want Zoom Shoes for more coins, pick up key and use it to unlock door in checkerboard room]
382
- Get Goody Bag and Frog Coin in last room before curtain room (hidden chest above visible one)
383
- Do not fail curtain minigame and automatically receive Amulet
384
 
385
386
***********************[MENU:]***********************
387
Switch:
388-
- Top option for both promps
388+
389
Equip:
390
	- Mario: Amulet
391-
CROCO 2 (Check guidelines listed below to ensure a cleaner fight)
391+
392
******************************************************
393
 
394
[[[ KNIFE GUY & GRATE GUY [700 HP / 900 HP]]]
395
 
396
Turn 1
397
	- Attack KG  
398
	- Terrorize 
399
	- Fire Orb KG
400
Turn 2:
401
	- Attack GG
402-
- (25% chance of Flower Box)
402+
403
	- Fire Orb KG
404
Rest of turns:
405
	- Attack with Koopa / Geno until GG dies
406
	- Defend with Mario unless you miss a timing or had to Able Juice Mario with Koopa
407
	
408
*  If Terrorize misses Grate Guy, you can still follow the notes (you'll only lose a bit of time from Grate Guy living longer)	
409
** If Terrorize misses Knife Guy, all characters physically attack Grate Guy until he dies (they will team up, but they will 
410
not perform a Double Tech). Then Mario uses Fire Orb + other 2 characters attack until KG dies.
411
	- Alternate strat: Honey Syrup with Mario, Geno & Koopa physically attack Grate Guy while Mario Fire Orbs Knife Guy. 
412
413
Will be slightly faster assuming Terrorize doesn't miss again (assumes you freebie 1 Honey Syrup)
414
** If Terrorize misses both Guys, use a Honey Syrup with Geno and Terrorize again (assumes you freebie 1 Honey Syrup)
415
416
***Booster Hill***
417
418-
* Note - there is a chance the Flame Orb will not spawn in time for you to kill him with the star. If you're afraid of this, kill 1 bomb in the next room if you don't see the orb spawn, and then backtrack for the coin chest.
418+
419
- 10 Flowers is ideal to be set for the rest of the run (You need 24 by Yaridovich; 27 is useful if you want to Jump on him if 
420
you mistime a Shocker. 26 is required by Countdown, but more FP may be useful in case of bad luck (36 is ideal for a worst case 
421
scenario on Countdown))
422
423
ANT: REMEMBER WHAT YOU GET!
424
6 is goal for 24!
425
 
426
***Marrymore***
427
428
[CAMERA: Walk along the rightmost side of center staircase, jump over flower bushes] 
429-
PUNCHINELLO 
429+
430
- Take back entrance
431
[CAMERA: Enter the cutscene with the Snifit by walking on the 2nd black circle on the front of the carpet]
432
433
[Cutscenes]
434
 
435
- 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 
436
his little speech (this is faster than talking to the door)
437
438
[[[ BUNDT ]]]
439
440
Turn 1:
441
	- Attack
442
	- Attack
443
	- Attack
444
Turn 2:
445
	- Attack
446-
	- 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)
446+
447-
- Good minecart tape:  http://www.twitch.tv/thelcc/v/47768376
447+
448
Turn 3:
449
	- Attack (Candle phase starts)
450
	- Untimed attack
451
	- Untimed attack
452
Turn 4+:
453
	- Untimed attack with all characters until Raspberry phase starts (if Geno dies, revive him with Koopa)
454
Rest of turns (during Raspberry phase):
455
	- Attack
456
	- Attack
457
	- Jump
458
459
* If Koopa is feared during Raspberry phase, Geno cures it with an Able Juice (if alive)	
460
* If Geno dies during Raspberry phase...
461
	- Safe: Use a Pick-Me-Up with Koopa to revive him
462
	- Optimal: Continue the fight and hope no one else dies / gets feared
463
* If you freebie the Red Essence, you can sell it at Seaside to have more bombs to work with (ANT: PAY ATTENTION TO THIS)
464
 
465
[LEVEL] 
466
	Mallow [6] : HP
467
 
468
***Mushroom Kingdom 3***
469
 
470
- Get Cricket Pie in the shop on the way to the cutscenes
471
[ANT: **** IF 4 OR FEWER ON BOOSTER HILL, GET BASEMENT FLOWER! ****]
472
473
[Cutscenes]
474
475-
KNIFE GUY & GRATE GUY [700 HP / 900 HP]
475+
- After the "Mario!" textbox, where Peach begins her descent after escaping the castle, go back inside the castle, then leave, 
476
then go talk to her.
477
 
478
***Tadpole Pond 2***
479
480
[CAMERA: Jump onto the stone that triggers the tadpoles, instead of walking onto it]
481
- Give Cricket Pie to Frogfucius
482
- Talk to Frogfucius again to learn about the star on Star Hill
483
484
***Booster Pass Secret***
485
486
[ANT: **** IF 5 OR FEWER ON BOOSTER HILL, GET EXTRA FLOWER! ****]
487
- Get KeroKeroCola, frog coin, & Flower (if you have less than 28 FP)
488
489
[ANT: **** IF 3 OR FEWER ON BOOSTER HILL, GET WORST EXTRA FLOWER! ****]
490-
** If Terrorize misses Knife Guy, all characters physically attack Grate Guy until he dies (they will team up, but they will not perform a Double Tech). Then Mario uses Fire Orb + other 2 characters attack until KG dies.
490+
491-
	- Alternate strat: Honey Syrup with Mario, Geno & Koopa physically attack Grate Guy while Mario Fire Orbs Knife Guy. Will be slightly faster assuming Terrorize doesn't miss again (assumes you freebie 1 Honey Syrup)
491+
492
 
493
- Section 1
494
	- Bottom middle
495
	- Rightmost
496
	- Bottom left
497-
- 10 Flowers is ideal to be set for the rest of the run (You need 24 by Yaridovich; 27 is useful if you want to Jump on him if you mistime a Shocker. 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))
497+
498
	- Upper right
499
- Section 2
500
	- Upper right
501
	- Bottom right
502
	- Bottom middle
503
	- Lower left
504
	- Middle
505
	- Upper left
506
- Section 3
507
	- Bottom middle
508-
- 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)
508+
509
	- Middle
510-
- Get items quickly to be kissed by Peach
510+
511-
	- If you don't get the kiss, reset
511+
512
	- STAR (Upper right of screen)
513-
BUNDT 
513+
514
 
515
***Seaside Town***
516
517
- Talk to Fake Elder (topmost house)
518
- Buy Experience Booster from Frog Disciple on top floor
519
 
520
Optimal Selling & Buying for no RE / FB (remember, the game caps you to only having 999 coins at once, so don't oversell!)
521
522
- *SELL* 
523
	SMALL ITEMS + 3 COLAS (Leave 1 Froggie Drink for Yaridovich)
524
- *BUY* 
525
	1 BAD | 3 ICE | 1 FRIGHT
526
- *SELL* 
527
	1 COLA, GOODIE BAG, WALLET
528
- *BUY*  
529
	2 ICE | 2 FIRE
530
- *SELL* 
531
	1 BOX, 1 JAR, 1 TAB
532
- *BUY*  
533
	1 ICE | 3 FIRE
534
535
1. Equip:
536
	- Mario:
537
		- Unequip Mario's weapon
538-
* If you freebie the Red Essence, you can sell it at Seaside to have more bombs to work with
538+
539
	- Koopa:
540
		- Unequip accessory
541
	- Geno:
542
		-  Unequip weapon, equip Amulet over Wake-Up Pin
543
	- Peach: Unequip weapon 
544
	- Peach & Mallow swap armor (Polka Dress on Mallow to get Work Pants on Peach)
545
	- Mallow: Unequip weapon 
546-
- [Return Wallet during this segment if you are doing that strat]
546+
547
- *SELL* 
548
	1 TAB, 1 JAR, ALL EQ
549
- *BUY* 
550-
- 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.
550+
	2 ICE | 2 FIRE | 1 BAD (if enough coins)
551
	
552
- This will give you 3530 coins worth of bombs, consisting of 1 Bad Mushroom, 1 Fright Bomb (Bibiri Bomb), 7 Fire Bombs 
553
(Kaendama), and 8 Ice Bombs (Koridama).
554
	
555
*** If Croco 2 Flower Box, buy 2 more Ice Bombs 
556
*** If Red Essence freebie, buy 1 more Fire Bomb
557
 
558
***Sea***
559
 
560
[ANT: SAVE]
561
562
-  Get underneath Star, jump, then IMMEDIATELY PRESS X:
563
- Switch:
564
	- Mallow & Peach
565
- Kill every Starslap
566
567
[LEVEL] 
568
	Mario [6] : ATK
569
	Mario [7] : SP
570
	Mario [8] : SP
571
	Koopa [9] : ATK
572
	Geno  [8] : HP
573
	Mallow (NOT PEACH) [7] : HP
574
	Peach (NOT MALLOW) [10] : SP
575
576
***IMPORTANT NOTE*** - In the level-up screen, the character that looks like Peach is actually Mallow, and the character that 
577
looks like Mallow is actually Peach. Make sure to choose level-ups correctly.
578
579
***********************[MENU:]***********************
580
	- Mario & Geno swap accessories (Experience Booster on Geno)
581
	- Peach & Geno swap accessories (Nothing on Geno to get Experience Booster on Peach)
582
******************************************************
583
 
584
***Sunken Ship***
585
586
- Left door
587
- Straight through 2 rooms
588
- Get Flower in crates in corner of next room if you have 25 or less [ie, skip if you got 9 or more on Booster!]
589
 
590
---Password hit pattern---
591
0 3 2
592
4 2 0
593
594
[[[ KING CALAMARI ]]]
595
596
- Phase 1:
597
	- Untimed Boost Koopa
598
	- Fire Bomb
599
- Phase 2:
600
	- Fire Bomb
601
	- Defend
602
	- Timed Attack (or Jump)
603
- Phase 3:
604
	- Fire Bomb with Koopa
605
	- Defend
606
	- Timed Jump
607
	- Fire Bomb
608
609
- Top path 
610
- Get KeroKeroCola in Clone room
611
- Get Safety Ring in room attached to Blooper room
612
613
***********************[MENU:]***********************
614
- Switch:
615
	- Koopa -> Peach
616
-Equip:
617
	- Mario & Peach swap accessories (Amulet on Peach)
618
	- Peach's Amulet down to Geno, then hit right to equip Safety Ring
619
    - Amulet on Geno
620
*****************************************************
621
 
622-
- This will give you 3530 coins worth of bombs, consisting of 1 Bad Mushroom, 1 Fright Bomb (Bibiri Bomb), 7 Fire Bombs (Kaendama), and 8 Ice Bombs (Koridama).
622+
623
BANDANDA REDS 1
624-
*** If Croco 2 Flower Box, buy 2 more Ice Bombs (or consult Section IV for an alt strat)
624+
625
- Use Fire Bomb
626
627
BANDANA REDS 2
628
629
- Use Fire Bomb
630
631
[LEVEL] 
632
	Mario  [9]  : ATK
633
	Geno   [9]  : ATK
634
	Koopa  [10] : HP
635
	Mallow [8]  : HP
636
	
637
638
***********************[MENU:]***********************
639
- Equip:
640
	- Mario & Geno swap accessories (Experience Booster on Geno)
641
******************************************************
642
643-
***IMPORTANT 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.
643+
[[[ JOHNNY ]]]
644
 
645-
-  Equip:
645+
646
	- Untimed Boost Mario
647
	- Sleepy Bomb
648
	- 100 SJs (866)
649
	
650
[LEVEL] 
651
	Peach [11] : SP
652
653-
- Get Flower in crates in corner of next room if you have 25 or less
653+
654
***********************[MENU:]***********************
655
Equip:
656
	- Mario & Geno swap accessories (EXP Booster on Mario)
657
	- Geno & Peach swap accessories (Amulet on Peach)
658
******************************************************
659-
KING CALAMARI
659+
660
***Seaside Town 2***
661
662
- Pick top option
663
 
664
[[[ YARIDOVICH [1500 HP]]]
665
666
Shocker should do 243 damage - if it does 202, it was mistimed. Shocker is a 6 frame timing window around when the sound effect 
667
ends (~3 seconds after selecting the target)
668
669
Optimal bomb order is Fire -> Ice -> Ice (2 of these bombs must be boosted). If you are forced to use a Froggie Drink, the 
670
optimal order is Ice -> Ice -> Fire (Again, 2 of those bombs must be boosted)
671
672
Turn 1:
673
	- Timed Boost Peach
674
	- Defend
675
	- Shocker (243)
676
- Turn 2:
677
	- Timed Boost Mario
678
	- Use Kero-Kero Cola (if freebied, skip the one in Koopa's Keep 2)
679
	- Shocker
680
- Turn 3:
681
	- Froggie Drink if he used Water Blast, Mushroom if Mario or Peach were Willy Wisp'd or if Mario was Flame Stoned (if 
682
no Mushrooms available, use Froggie Drink); Fire Bomb otherwise
683-
	- Amulet on Geno
683+
684
	- Shocker
685
- Turn 4:
686
	- Ice Bomb (Defend if Geno Fire Bombed previous turn)
687
	- Ice Bomb
688
	- Shocker
689
	
690
* Note #1: Geno may die before being able to use a Fire Bomb. If this happens, you will have to use one with either character 
691
(boosted or unboosted) during the Mirage Form phase	
692
* Note #2: If you mistime a Shocker, use another Ice Bomb to kill him (risk not having one for Megasmilax / Axems). If you only 
693
mistime one Shocker, you can use a Jump to kill him (requires 27 FP), or a Bad Mushroom (risk not having one for Birdo). If you 
694
mistime the 1st or 2nd Shocker, it may be more beneficial to have Mario throw all 3 (boosted) bombs to make up damage while 
695
Geno defends or heals.
696
697
[LEVEL] 
698
	Geno  [10] : ATK
699
700
- Get Shed Key, go to shed, and automatically receive Flower Box
701
- Go to Elder's house and talk to Elder
702-
JOHNNY
702+
703
- Go to shop (middle door)
704
- Buy 
705
	- 1 Troopa Shell
706
	- 1 Hurly Glove (Bunnage Gloves)
707
	- 1 Super Double Punch
708
- Sell 
709
	- All Mushrooms
710
	- Flower Box
711
	- Froggie Drink if unused / freebied
712
- Equip:
713
	- Mario: Troopa Shell
714
	- Geno: Super Double Punch
715
	- Peach & Geno swap accessories (Amulet on Geno)
716
717
 
718
***Land's End***
719
720-
YARIDOVICH [1500 HP]
720+
721
	[*Note: You can grab this for safety if you want, and use it during Czar, Countdown, or Smithy 2]
722-
Shocker should do 243 damage - if it does 202, it was mistimed. Shocker is a 6 frame timing window around when the sound effect ends (~3 seconds after selecting the target)
722+
- For 2nd screen, you can either reveal the platform and then fire onto it (standard & safe method) or fire straight from the 
723
cannon into dog pit and dodge dogs (risky)
724-
Optimal bomb order is Fire -> Ice -> Ice (2 of these bombs must be boosted). If you are forced to use a Froggie Drink, the optimal order is Ice -> Ice -> Fire (Again, 2 of those bombs must be boosted)
724+
725
- Jump at rotating flowers from the bottom, and wait for one "tick" before jumping
726
- Can skip first 2 platforms after flower section with an angled jump
727
728
[[[ ARMORED ANTS ]]]
729
730
ANT: PAY ATTENTION TO PICK ME UP DROPS
731
732
- Use 1 Ice Bomb per Armored Ant battle
733
734
[LEVEL]
735-
	- Froggie Drink if he used Water Blast, Mushroom if Mario or Peach were Willy Wisp'd or if Mario was Flame Stoned (if no Mushrooms available, use Froggie Drink); Fire Bomb otherwise
735+
736
	Mallow [9]  : HP
737
	Koopa  [11] : ATK
738
739
- Obtain 1st Land's End star, and kill all the enemies on the top floor + 2 geckos on bottom floor (19 enemies total)
740
741
[NOTE: To accomplish this, you will need to use this tech:  https://www.youtube.com/watch?v=dtjlWBCKsJE ]
742
743-
* Note #1: Geno may die before being able to use a Fire Bomb. If this happens, you will have to use one with either character (boosted or unboosted) during the Mirage Form phase	
743+
744-
* Note #2: If you mistime a Shocker, use another Ice Bomb to kill him (risk not having one for Megasmilax / Axems). If you only mistime one Shocker, you can use a Jump to kill him (requires 27 FP), or a Bad Mushroom (risk not having one for Birdo). If you mistime the 1st or 2nd Shocker, it may be more beneficial to have Mario throw all 3 (boosted) bombs to make up damage while Geno defends or heals.
744+
745
	Mario  [12] : ATK
746
	Peach  [12] : SP
747
	Geno   [11] : ATK
748
	Koopa  [12] : ATK
749
	Mallow [10] : HP
750
	
751
- 2nd star: Kill the rest of the geckos
752
753
[LEVEL] 
754
	Mario  [13] : SP
755
	Mallow [11] : HP
756
757
* (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 
758
with the Nimbus Palace star, instead of 6 + Dodo. OR, if you are very lucky, use the invincibility star to kill the Formless 
759
760
(white cloud) that may randomly appear in the Trampoline room)
761
762
- Pay 100 coins to trampoline Shaman
763
- Talk to fortune teller man
764
- The correct statue order when receiving your fortune is Left -> Middle -> Right
765
- Hit 2nd 10-coin chest once (or more if you don't want to worry about vine coins) [ANT: 5 TIMES]
766
- Reset 2nd fortune until it displays: http://puu.sh/jFoA0/65a7267991.png
767
768
[[[ BELOME 2 (1200 HP) ]]]
769
770-
- For 2nd screen, you can either reveal the platform and then fire onto it (standard & safe method) or fire straight from the cannon into dog pit and dodge dogs (risky)
770+
771
- Attack (170 - 200 damage range)
772
- Super Jumps (See below) (114 base, 14 damage a Super Jump)
773
774
Geno's Attack = 170 - 173 : 59 SJs (940) [ANT: 15 - 2 - 3]
775-
ARMORED ANTS
775+
Geno's Attack = 174 - 187 : 58 SJs (926) [ANT: 15 - 2]
776
Geno's Attack = 188 - 200 : 57 SJs (912) [ANT: yPress on 15]
777
778
- If you drop SJs and are forced to fight clones...
779
	*Peach Clone*
780
		- Peach Defend
781
		- Geno timed attack clone
782
		- Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
783
	*Mario or Geno Clone*
784
		- Peach Shocker clone
785
		- Geno timed attack clone
786
		- Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
787
788
- If you did not get the Super Suit off of Johnny, you can get it off of Belome. If that's the case...
789
	- Peach Defend
790
	- Geno untimed boost Mario
791
	- Mario does 100 SJs (1514 damage)
792
	(This conserves a Fright Bomb, which you can either use against Birdo, or keep (so you can skip the one in Koopa's Keep 
793
794
[LEVEL] 
795
	Geno [12] : ATK
796
797
(Clones alter total experience gained, but should not matter in this route)
798
 
799
***Monstro Town***
800
 
801
- Talk to Melody Star and then talk to Monstermama
802-
* (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)
802+
803
- Scale the cliff and automatically obtain Patapata Medal (Troopa Pin) if your time is better than 12.00 seconds
804
805-
- Hit 1st 10-coin chest once
805+
806
***********************[MENU:]***********************	
807
- Switch:
808-
- Hit 2nd 10-coin chest once (or more if you don't want to worry about vine coins)
808+
809
- Equip:
810
	- Koopa: Hurly Glove
811-
BELOME 2 (1200 HP)
811+
812
	- Peach & Koopa swap accessories (Safety Ring on Koopa)
813
*****************************************************
814
815
***Bean Valley***
816
817-
Geno's Attack = 170 - 173 : 59 SJs (940)
817+
818-
Geno's Attack = 174 - 187 : 58 SJs (926)
818+
819-
Geno's Attack = 188 - 200 : 57 SJs (912)
819+
820
	- Hug northern wall
821
 
822
[[[ MEGASMILAX ]]]
823
824
Phase 1:
825
	- Attack
826
Phase 2:
827
	- Attack (98 to 118)
828
	- Attack (96 to 116) (1st Smilax defeated)
829
	- Attack (2nd Smilax defeated)
830
Phase 3:
831
	- Ice Bomb (skip if used extra and no freebie on Yarid, unless you got Flower Box)
832
Phase 4:
833
	- Ice Bomb
834
	- Attack until dead (2 Geno attacks + 1 Koopa attack with good rolls; 2 Geno attacks + 2 Koopa attacks otherwise)
835
	
836
837
*Megasmilax*
838
839
- If you mistime Koopa's Hurly Glove attack during the 2nd phase of Megasmilax (or are really afraid of damage rolls), do 8 SJs 
840
with Mario to kill it
841
- 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 
842
with Mario, then with Geno, and then finish the 3rd cycle with Koopa like you normally would.
843
- 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 
844
next 2 turns, and then attack on his 3rd turn (Geno still attacks Megasmilax throughout).
845
846-
MEGASMILAX
846+
847
[LEVEL] 
848
	Peach [13] : SP
849
	
850
- Climb the vines quickly. You will need about 2 or 3 vine coins to consistently afford the War Fan (these are easiest to get 
851
on the final vine).
852
 
853
***Nimbus Land***
854
 
855
- Sell:
856
	- Work Pants
857
	- Amulet
858
- Buy: 
859
	- 2 Mid Mushrooms  (Super Mushrooms)
860
	- 1 Maple Syrup
861
	- [5 Pick-Me-Ups total]
862
	- 1 Able Juice
863-
- Climb the vines quickly. You will need about 2 or 3 vine coins to  consistently afford the War Fan (these are easiest to get on the final vine).
863+
864
	- 1 War Fan (Sensu)
865
	
866
- Equip:
867
	- Mario: Mega Glove, Jumper's Scarf
868
	- Mario & Geno swap armor (Work Pants on Geno)
869
	- Select Peach's empty accessory slot, bring it up to Geno's accessory and equip EXP Booster
870
	- Peach: War Fan
871
	- Geno & Koopa swap accessories (Troopa Pin on Koopa)
872
873-
	- [1 Pick-Me-Up if none dropped from the Armored Ants]
873+
874
- Talk to Mallow statue from the upper left
875
- Talk to Garro from the front
876
877
- Massive cutscene sequence
878
879
- Get Feather
880
- Hop over gap and then run along rightmost tiles in next room with enemies
881
[ANT: Get flower in chest!]
882
- In room right before key, stay aligned to the left as you descend staircase
883
- Get Castle Key from cloud guy in upper left 
884
- [ANT: Get FLOWER JAR if < 8 on Booster Hill!]
885
- During return trip in next room, hold up + left
886
- For Heavy Troopa room, run in a "V" shape, jump over Shaman, and open door (you want to skip the Heavy Troopa guarding the 
887
door)
888
 
889
[[[ BIRDO  ]]]
890
891
Mario damage range: 230 - 266
892
893
Turn 1:
894-
- 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)
894+
895
	- Untimed Attack
896-
- For Heavy Troopa room, run in a "V" shape, jump over Shaman, and open door (you want to skip the Heavy Troopa guarding the door)
896+
897
Turn 2:
898-
BIRDO 
898+
899
	- Untimed Attack
900
	- Untimed Attack
901
	
902
(Birdo phase starts)
903
904
Turn 3:
905
	- Attack
906
	- Defend
907
	- Defend
908
Turn 4:
909
	- Attack
910
	- Defend
911
	- Defend
912
Turn 5:
913
	- Attack
914
	- Bad Mushroom
915
	- (Attack if you got the world's worst damage rolls)
916
917
- Go left of Birdo egg
918
- In fan room, hold Y going in (but don't move). When it loads, tap right, then full jump up and right over him
919
- For fork man, get as close to the form as possible, then as soon as it retracts, run up + right
920
- For blue bird room with save point, hold up until corner, then down right until next corner, then up right
921
- In star room, quick down right to avoid first bird
922
- Get Star, kill 6 Blue Birds + Dodo
923
924
[LEVEL] 
925
	Mario  [14] : SP
926
	
927
[[[ VALENTINA ]]]
928
929
Dodo (400 HP) 
930
931
If Fire Bomb:
932
	- Fire Bomb
933
	- Untimed Attack
934
	
935
If no Fire Bomb but Bad Mushroom is available:
936-
VALENTINA
936+
937
	- Attack
938
	- Attack
939
	
940
Otherwise:
941
	- Just attack
942
 
943
Valentina (2000 HP)
944
945
Turn 1:
946
	- Untimed Boost Mario
947
	- Mario Attack (> 400)
948
Turn 2:
949
	- Geno Attack
950
	- Mario Attack (Dodo is summoned)
951
	- Koopa Attack
952
	- Geno Attack
953
	
954
[Do not guard any attacks during the next phase & let Koopa + Geno die if possible]	
955
956
Turn 3:
957
	- Mario Attack
958
	- Defend
959
	- Defend
960
Turn 4:
961
	- Mario Attack
962
963
964
*Valentina / Dodo*
965
966
- 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 
967
ability to lower Dodo's damage. You can heal with Super Mushrooms as well.
968
969
	
970
[LEVEL] 
971
	Koopa  [13] : HP
972
973
- Cutscenes, leave through top door
974
- Go straight right in hot springs room and jump over the water
975
 
976
***Barrel Volcano***
977
978
[ANT: Get flower in chest!]
979
- Get underneath Star in the Volcano, jump and then IMMEDIATELY OPEN THE MENU!
980
	- Switch:
981
		- Geno -> Peach
982
	- Equip:
983
		- Mario & Peach swap accessories (Jumper's Scarf on Peach to get EXP Booster on Mario)
984
		- Peach & Mario swap armor (Work Pants on Mario to get Super Suit on Peach)*
985
		
986
*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 
987-
*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 kill the Jitanda with an Ice Bomb instead
987+
will kill the Jitanda with an Ice Bomb instead
988
		
989
- Kill 8 enemies	
990
- For 3rd room w/ star, hold up in the corner until skeleton on the left walks toward you, then straight jump up
991
992
[LEVEL]
993
	Geno  (NOT PEACH) [13] : ATK
994
	Peach (NOT GENO)  [14] : SP
995
	Mallow [12] : HP
996
997
- *Note 1: "Geno" is actually Peach in the level-up screen. Remember this when choosing your level-ups
998
- *Note 2: If you missed an enemy and Geno does not level with Peach & Mallow, it's okay. Peach will still have Geno Blast.
999
 
1000
- In fireball room after star runs out, hug leftmost wall for good alignment, and then just jump across (you can't get hit)
1001
- Get flower in room with save box if you have 25 or less
1002
- In room before Jitanda, hug rightmost wall and jump over
1003
 
1004-
JITANDA
1004+
[[[ JITANDA ]]]
1005
1006
- If 3+ Ice Bombs remaining (with Fire Bomb for Axems):
1007
	- Defend
1008
	- Ice Bomb
1009
	
1010
Otherwise:
1011
	- Geno Blast
1012
1013
[LEVEL] 
1014
	Mario  [15] : ATK
1015
	
1016
1017
***********************[MENU:]***********************
1018
***************[ANT]: Item**************************
1019
		USE MAPLE SYRUP/FLOWER JAR!
1020
- After the Jitanda...
1021
	- Equip:
1022
		- Jumper's Scarf on Mario
1023
		- [Mario & Peach swap armor (Work Pants on Peach)]*
1024
		- Peach: Experience Booster
1025
		- Geno: Feather
1026
	- Switch:
1027
		Koopa -> Peach
1028
		Peach -> Geno
1029
		[Character order is now Mario, Geno, Koopa]
1030-
- [Use Maple Syrup in the menu if you're low on Ice Bombs and aren't confident in Super Jumps]
1030+
*****************************************************
1031
1032
* If you swapped armor before the Volcano star
1033
1034-
CZAR DRAGON (SJs = 190 base, 23 damage a jump)
1034+
1035
1036
- Talk to Hinopio from the upper-left to enter his cave, don't buy anything, then proceed across the bridge...
1037
1038
[[[ CZAR DRAGON (SJs = 190 base, 23 damage a jump) ]]]
1039
1040
2 ICE BOMB STRAT
1041
1042
Turn 1:
1043
	- Mario: Attack
1044
	- Geno:	Boost Mario
1045
	- Koopa: Ice Bomb
1046
Turn 2:
1047
	- Mario: Attack
1048
	- Geno: Defend (OR Pick Me Up Koopa if he's dead OR Able Juice Koopa if he's feared)
1049
	- Koopa: Ice Bomb
1050
Zombone Phase:
1051
 	- Mario: Attack
1052
	- Mario: Attack
1053
	- Mario: Ultra Jump
1054
		- 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
1055
		- 11 Ultra Jumps if 977 - 1019 damage with first 2 punches 
1056
		- 12 otherwise
1057
		
1058
1 ICE BOMB STRAT (Revert to 2 ICE BOMB STRAT if 1 is freebied)
1059
1060
Turn 1:
1061-
	- Mario: 24 SJs (do a few more if Mario is Level 14)
1061+
1062
	- Geno: Boost Mario
1063
	- Koopa: Ice Bomb
1064
Turn 2:
1065
	- Mario: 24 SJs (do a few more if Mario is Level 14) [ANT: 6 full rotations]
1066
	- Geno: Defend (attack if you dropped Super Jumps)
1067
	- Koopa: Defend (attack if you dropped Super Jumps)
1068
Zombone Phase:
1069
	- Attack until dead, Super Mushroom if in danger of dying
1070
	[- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
1071
		- 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
1072
		- 11 Ultra Jumps if 977 damage with first 2 punches 
1073
		- 12 otherwise
1074
	
1075
0 ICE BOMB STRAT
1076
1077
Turn 1:
1078-
	- Mario: 42 SJs if Mario's attack was 244 or higher; 43 otherwise (do a few more if Mario is Level 14)
1078+
1079
	- Geno: Boost Mario
1080
	- Koopa: Defend
1081
Turn 2:
1082
	- Mario: 42 SJs if Mario's attack was 244 or higher; 43 otherwise (do a few more if Mario is Level 14) [ANT: 11 - 2 - 3]
1083
	- Geno: Defend (can attack if dropped Super Jumps and close to death)
1084
	- Koopa: Defend (can attack if dropped Super Jumps and close to death)
1085
Zombone Phase:
1086
	- Attack until dead, Super Mushroom if in danger of dying
1087
	[- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
1088
		- 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
1089
		- 11 Ultra Jumps if 977 damage with first 2 punches 
1090
		- 12 otherwise
1091
	
1092
*Note - You MUST have at least 1 Ice Bomb for Axem Rangers if you do not have a Fire Bomb
1093
1094
***
1095
1096
1097-
AXEM RANGERS
1097+
***********************[MENU:]***********************
1098
Post Czar Dragon...
1099
	- Equip:
1100
		- Mario & Koopa exchange armor (Super Suit on Koopa)
1101
		- Koopa: Remove Hurly Glove
1102
*****************************************************
1103
1104
[[[ AXEM RANGERS ]]]
1105
1106
Ship = 999
1107
Axem Red = 800 
1108
Axem Pink = 400
1109
Axem Black = 550
1110
Axem Yellow = 600
1111
Axem Green = 450
1112
1113
FIRE BOMB & ICE BOMB
1114
1115
Turn 1:
1116
	- Rock Candy (Skip to Rock Candy freebie strats if freebied)
1117
	- Fire Bomb
1118
	- Ultra Jump Axem Black; hit all 4 Rangers at least once
1119
1120
Turn 2:
1121
	- Ice Bomb
1122
	- Geno Boost Mario
1123
	- Attack
1124
	
1125
Rest of Turns:
1126
	Attack until dead
1127
	
1128
ICE BOMB ONLY:
1129
1130
Turn 1:
1131
	- Rock Candy (Skip to Rock Candy freebie strats if freebied)
1132
	- Ice Bomb
1133
	- Ultra Jump Axem Pink; you must land on her at least 4 times (and all other Rangers at least once)
1134
	
1135
Turn 2:
1136
	- Attack Red
1137
	- Geno Boost Mario
1138
	- Attack
1139
1140
Rest of turns:
1141
	- Attack until dead
1142
	
1143
FIRE BOMB ONLY
1144
1145
Turn 1:
1146
	- Rock Candy (Skip to Rock Candy freebie strats if freebied)
1147
	- Fire Bomb
1148
	- Ultra Jump Axem Black, hit every ranger at least once
1149
Turn 2:
1150
	- Attack Red
1151
	- Geno Boost Mario
1152
	- Untimed Attack Red
1153
Turn 3:
1154
	- Attack Red (Blade phase starts)
1155
	- Heal Mario if he has 60 HP or less OR Heal Koopa if he is not at full HP; Defend otherwise
1156
	- Attack
1157
Rest of turns:
1158
	- Attack until dead
1159
	
1160
ROCK CANDY FREEBIE*:
1161
1162
Turn 1:
1163
	- Rock Candy
1164
	- Geno Boost Mario
1165
	- Rock Candy
1166
	
1167
Turn 2:
1168
	- Attack Red
1169
	- Untimed Attack Red
1170-
* 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
1170+
1171
	
1172
Rest of turns:
1173
	- Attack until dead
1174
1175
* The Rock Candy freebie strat conserves an Ice Bomb, which is more useful on Gunyolk
1176
* 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 
1177
to time Koopa's final attack (saves ~0.6 seconds). However, you must be confident that you can perfectly time Mario's final 
1178
attack
1179
	
1180
- Left path getting back to Throne Room
1181
- [CAMERA: Slight up right, the hold right going into the cutscene with the King & Queen]
1182
1183
[Cutscenes]
1184
1185
- [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)]
1186
	[- Save & soft reset if you are doing Nimbus manip]
1187-
*NIMBUS MANIP (JP Version; NA Version is not covered)*
1187+
1188
- Take Jugemu's Bus (Royal Bus)
1189-
- If you are good at using audio cues, simply listen to the cue described in the below flowchart:
1189+
1190
*MARIO'S PAD MANIP*
1191-
Flowchart: http://i.imgur.com/M9Wmtby.png
1191+
1192
- Leave Koopa's Keep, go to Mario's Pad, save, and soft reset
1193-
- If you're bad at audio cues, follow this tutorial and press the button at the right time (flowchart is still used):
1193+
1194
1195-
http://www.twitch.tv/claude/v/4837000
1195+
1196
***Koopa's Keep 2***
1197-
- Go in Door 5
1197+
1198-
	- Coin Box
1198+
1199-
		- 4
1199+
1200-
			- Invis
1200+
1201-
				- 2, 3
1201+
1202-
			- Platform
1202+
1203-
				- 1, 3
1203+
1204-
			- Quiz
1204+
1205-
				- 6
1205+
1206-
					- Invis
1206+
1207-
						- 1
1207+
			1 - no gaps
1208-
					- Platform
1208+
			2 - has a 4
1209-
						- 2
1209+
			3 - gaps
1210-
	- Quiz
1210+
			4 - has a 3
1211-
		- 3
1211+
1212-
			- Invis
1212+
1213-
				- 2, 6
1213+
1214-
			- Platform
1214+
1215-
				- 1, 6
1215+
1216
	0  1  2  3
1217-
Full Chart (in case you mistime it so bad you can still recover): 
1217+
1218-
http://i.imgur.com/qOvn49h.png
1218+
1219
	12 13 14 15
1220
1221
	- Hit buttons 13, 11, 4, and 2 (in that order)
1222
	
1223
	- For Ball Puzzle...
1224
	
1225
	0  1  2* 3
1226
	4  5  6  7
1227
	8  9  10 11
1228
	12 13 14 15
1229
1230
	10 UP
1231-
			Nu = 1
1231+
1232-
			Su = 2
1232+
1233-
			Fu = 3
1233+
1234-
			Na = 4
1234+
1235
	3 LEFT
1236
	7 LEFT
1237
	15 LEFT
1238
	0 RIGHT
1239
	4 RIGHT
1240
	13 UP
1241
	5 RIGHT
1242
	11 UP
1243
	3 LEFT
1244
1245
	- Take Rock Candy
1246
1247
- Donkey Door 
1248
	- Get Fright Bomb, get Ice Bomb, and get Rock Candy (all 3 chests on left side) in 1st room
1249
	- Can skip Donkey if you're really far left on the edge running towards him (saves 2 - 3 seconds) 
1250
	- Do NOT get Super Slap
1251
1252
- Platform Door
1253
	- In cannonball/bob-ombs room, get Rock Candy (middle right chest) 
1254
	- In paired rotating platforms room, get Royal Syrup if you want it & KeroKeroCola (last 2 chests in middle column)
1255
	- Do NOT get Sonic Cymbals
1256
1257
[[[ MAGIKOOPA (1600 HP) ]]]
1258
1259
Turn 1:
1260
	- Koopa Fright Bomb (with unsorted items, this will usually be 1 - 2 page turns left, depending on when you did the 
1261
Donkey Door)
1262
	- Geno Attack (~200)
1263
	- Mario Attack (~350)
1264
Turn 2:
1265
	- Koopa Attack (~300)
1266
	- Geno Attack
1267
	- Mario Attack
1268
	
1269
After beating Magikoopa...
1270
1271
***********************[MENU:]***********************
1272
	- Go into your Items, then immediately back out (Item Sort)
1273-
	- In the 2nd room, if you want to be VERY safe and have a Fire Bomb for Smithy 1, there is one in the upper-right chest (wastes about ~2.7 seconds to get)
1273+
1274
		- Mario & Koopa swap armor (Work Pants on Koopa)
1275
		- Koopa: Hurly Glove
1276
		- Geno: Safety Ring
1277
******************************************************
1278-
	- [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)]
1278+
1279
[[[ BOOMER ]]]
1280
1281
Turn 1:
1282
	- Jump  (~250 damage)
1283-
MAGIKOOPA (1600 HP)
1283+
1284
	- Defend
1285
Turn 2:
1286-
	- Koopa Fright Bomb (with unsorted items, this will usually be 1 - 2 page turns left, depending on when you did the Donkey Door)
1286+
	- 47 Super Jumps (1760) [ANT: 12 - 2 - 3]
1287
 
1288
[[[ EXOR ]]]
1289
1290
- Jump on Left Eye (As in, the eye on the rightmost side of the screen)
1291
- Use Geno Whirl on Exor
1292
1293
[LEVEL] 
1294
	Koopa  [14] : ATK
1295
	Peach  [15] : SP
1296
1297
**ABYSS**
1298
 
1299
- Don't fall down anywhere, and do NOT get Ultra Hammer. Proceed to Count Down without menuing.
1300
1301-
BOOMER
1301+
[[[ COUNT DOWN (2400 HP) & 2x DING-A-LINGS (1200 HP) ]]]
1302
Phase 1 UJs
1303
	Ding-A-Ling: 167, 20 DMG UJs
1304
	Countdown: 274, 34 DMG UJs
1305
Phase 2 UJs:
1306
	Ding-A-Ling: 250, 31 DMG UJs
1307
	Countdown: 410, 51 DMG UJs
1308-
	- 47 Super Jumps (1760)
1308+
1309
Turn 1:
1310-
EXOR
1310+
1311
	- Untimed Geno Boost Mario (Timed Boost is safe, but will likely only be needed if both Geno & Koopa die before Turn 2)
1312
	- Rock Candy
1313
---
1314
Turn 2 (Optimal, no characters die or are disabled):
1315
	- Ultra Jump Countdown, land on each enemy at least once
1316
	- Rock Candy
1317
	- Rock Candy
1318
Rest of Turns:
1319
	- Attack until dead. If extra UJs were done on Countdown, you can skip Geno and / or Koopa's attack, or possibly do an 
1320
untimed attack with Koopa.
1321
---
1322
Turn 2 (Koopa is disabled, but can be restored by Geno OR only Geno is dead)
1323-
COUNT DOWN (2400 HP) & 2x DING-A-LINGS (1200 HP)
1323+
	- Ultra Jump the Ding-A-Ling that was most damaged during first UJ set, and then continue UJs until a Rock Candy will 
1324
kill the weakened Ding-A-Ling (must land on a Ding-A-Ling 7 times to kill without additional damage from the first UJ set). If 
1325
it looks likely that you will do enough damage to both Ding-A-Lings to kill both with a Rock Candy, continue Ultra Jumping 
1326
until this can be accomplished.
1327
	- Restore Koopa (Pick-Me-Up / Able Juice)
1328
	- Rock Candy
1329
Rest of Turns:
1330
	- Attack until dead. Depending on the situation, Koopa should throw a 3rd Rock Candy (it is typically faster to do so, 
1331
but if you have dealt significant damage to the remaining enemies with Ultra Jumps, conserving it may be more beneficial)
1332
---
1333
Turn 2 (Geno & Koopa are dead or disabled)
1334
	- 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 
1335
if the bell was healed by Recover)
1336
Turn 3 
1337
	- 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 
1338
if the bell was healed by Recover) OR heal with a Super Mushroom if Mario is in danger of dying
1339
Turn 4
1340
	- Attack / heal until dead. If you have the FP to Super Jump Countdown and skip his attacks and self-heals, do so. 
1341-
	- 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.
1341+
(Requires 36 FP)
1342
	
1343
Note: The above are merely general guidelines. If you want more details, please read x_the_char's more comprehensive notes on 
1344
this fight:
1345-
	- 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 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 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 accomplished.
1345+
1346
	https://app.simplenote.com/publish/pwbw4l
1347
	
1348
Note 2: There are some circumstances where you may kill Countdown before the Ding-A-Lings. If this happens, you will lose 47 
1349-
	- Attack until dead. 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)
1349+
EXP on all characters (94 EXP on Peach). This will affect Geno's damage for Cloaker / Domino, as well as Mario & Peach's damage 
1350
to Clerk & Manager. Otherwise, the route will be unchanged.
1351
1352
*Countdown*
1353
1354-
	- 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)
1354+
- 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 
1355
Super Mushroom. That being said, you should still be aware of the different phases of the clock:
1356-
	- 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 Super Mushroom if Mario is in danger of dying
1356+
1357
	3:00: 170 HP heal on either Countdown or a Ding-A-Ling (Countdown will not take an action next turn)
1358-
	- 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)
1358+
1359
	6:00: 320 HP heal (Countdown will not take an action next turn)
1360-
Note: The above are merely general guidelines. If you want more details, please read x_the_char's more comprehensive notes on this fight:
1360+
1361
	9:00: Nothing (Break Time!)
1362
	10:00: Petal Blast
1363
	12:00: Corona (if you see this, something has gone terribly wrong)
1364-
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.
1364+
1365
	
1366
[LEVEL] 
1367
	Mallow [13] : HP
1368
	
1369
***
1370
1371
- Proceed to Machine Made Yaridovich, don't get owned anywhere.
1372
 
1373-
MACHINE MADE YARIDOVICH  (147 Damage base, 18 damage per SJ)
1373+
[[[ MACHINE MADE YARIDOVICH  (147 Damage base, 18 damage per SJ) ]]]
1374
1375
If you got 2 Rock Candy freebies from Countdown OR double RC freebie on Axem + 1 RC freebie from Countdown:
1376
1377-
- 20 SJs (507)
1377+
- 20 SJs (507) [ANT: 5 full rotations]
1378
- Defend
1379
- Rock Candy
1380
1381
Otherwise:
1382
1383-
- 37 SJs (813)
1383+
- 37 SJs (813) [ANT: 10th Y press]
1384
1385
[LEVEL] 
1386
	Geno  [14] : ATK
1387
1388-
CLOAKER (1200) & DOMINO (900) + EARTH LINK (2500)
1388+
[[[ CLOAKER (1200) & DOMINO (900) + EARTH LINK (2500) ]]]
1389
1390
Turn 1:
1391
	- Geno Boost Mario
1392
	- Attack Domino
1393
Turn 2:
1394
	- Attack Domino
1395
	- Attack Domino
1396
	- Attack Domino (Earth Link phase start)
1397
Turn 3:
1398-
	- 64 SJs on Earth Link (2520)
1398+
	- 64 SJs on Earth Link (2520) [ANT: 16 full rotations]
1399
1400
*Cloaker / Domino*
1401
1402
- If Koopa gets feared, and you have a spare Rock Candy, he should use that instead of attacking
1403
1404
	
1405
[LEVEL] 
1406
	Peach  [16] : SP
1407
1408
Before Clerk....
1409
	
1410
***********************[MENU:]***********************
1411
Switch:
1412-
MAD MALLETS
1412+
1413
Equip: 
1414
	- Mario & Peach exchange Super Suit & Work Pants (Super Suit on Peach)
1415
	- Peach: Feather
1416
	- Koopa & Peach exchange accessories (Troopa Pin on Peach)
1417
*****************************************************
1418
1419
[[[ MAD MALLETS ]]]
1420
1421
If 3+ Ice Bombs remaining:
1422
	- Ice Bomb
1423-
CLERK [500 HP]
1423+
1424
If 4+ Rock Candy remaining:
1425
	- Rock Candy
1426
	
1427
Otherwise:
1428
	- Geno Blast
1429
1430
[[[ CLERK [500 HP]]]
1431-
MANAGER [800 HP]
1431+
1432
- Geno Blast
1433
- Attack
1434
1435
[LEVEL] 
1436
	Mario  [16] : SP
1437
1438
[[[ MANAGER [800 HP]]]
1439
1440
Turn 1:
1441
	- Geno Blast
1442
	- Attack (~166)
1443
	- Defend [Unless you mistimed Mario's attack, then attack]
1444
Turn 2:
1445
	- Geno Blast
1446
	
1447-
DIRECTOR [1000 HP]
1447+
1448
***********************[MENU:]***********************
1449-
- 39 Super Jumps (707)
1449+
1450
	- Equip:
1451
		- Mario & Peach swap Super Suit & Work Pants (Super Suit on Mario)
1452
		- Peach & Geno swap accessories (Patapata Medal on Geno)
1453
*****************************************************
1454
1455
- [CAMERA: Slight left, then up doing into the Director fight]
1456
		
1457
[[[ DIRECTOR [1000 HP]]]
1458-
GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP)
1458+
1459
- 39 Super Jumps (707) [ANT: 10 - 2 - 3]
1460
- Rock Candy
1461
1462-
3 Ice Bombs / 2 Rock Candies
1462+
1463
1464
- If you drop Super Jumps, AND you freebied the Sleepy Bomb against Johnny...
1465
	- Geno uses Sleepy Bomb
1466
	- Peach uses Geno Blast
1467
	- Mario uses SJs until dead (or attacks if very close to dead)
1468
	(This conserves a Rock Candy, which can be used against either Gunyolk or Smithy)
1469
	
1470
1471
[LEVEL] 
1472
	Koopa  [15] : HP
1473
	Mallow [14] : HP
1474
	
1475
[CAMERA: Enter the Gunyolk fight by going as left as possible into the battle trigger]
1476-
3 Ice Bombs / 1 Rock Candy
1476+
1477
[[[ GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP) ]]]
1478
1479
(Note: If you freebie an Ice Bomb, use that in any instance where it says to use Shocker)
1480
1481
*******3 Ice Bombs / 2 Rock Candies*******
1482
1483
Turn 1:
1484
	- Sleepy Bomb
1485
	- Ice Bomb
1486
	- Ice Bomb
1487
Turn 2:
1488
	- Defend
1489
	- Ice Bomb
1490-
2 Ice Bombs / 2 Rock Candy
1490+
1491
Turn 3:
1492
	- Defend
1493
	- Rock Candy
1494
	
1495
******3 Ice Bombs / 1 Rock Candy*******
1496
1497
Turn 1:
1498
	- Sleepy Bomb
1499
	- Ice Bomb
1500
	- Ice Bomb
1501
Turn 2:
1502
	- Jump on Gunyolk
1503
	- Ice Bomb
1504-
2 Ice Bombs / 1 Rock Candy
1504+
1505
Turn 3:
1506
	- Attack Factory Chief
1507
	- Rock Candy
1508
1509
******2 Ice Bombs / 2 Rock Candy*******
1510
1511
Turn 1:
1512
	- Sleepy Bomb
1513
	- Untimed Boost Peach
1514
	- Ice Bomb
1515
Turn 2:
1516
	- Defend
1517
	- Ice Bomb
1518-
1 Ice Bomb / 2 Rock Candy
1518+
1519
Turn 3:
1520
	- Untimed Attack Gunyolk
1521
	- Rock Candy
1522
1523
*******2 Ice Bombs / 1 Rock Candy*******
1524
1525
Turn 1:
1526
	- Sleepy Bomb
1527
	- Ice Bomb
1528
	- Defend
1529
Turn 2:
1530
	- Ultra Jump on Gunyolk, land on him twice total & once on Factory Chief
1531
	- Ice Bomb
1532-
1 Ice Bomb / 1 Rock Candy
1532+
1533
Turn 3:
1534
	- Attack Factory Chief
1535
	- Rock Candy
1536
1537
*******1 Ice Bomb / 2 Rock Candy*******
1538
1539
Turn 1:
1540
	- Sleepy Bomb
1541
	- Untimed Boost Peach
1542
	- Ice Bomb
1543
Turn 2:
1544
	- Jump on Gunyolk
1545
	- Rock Candy
1546
	- Shocker Gunyolk
1547
Turn 3:
1548
	- Attack Factory Chief
1549
	- Rock Candy
1550
	
1551-
- 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)
1551+
*******1 Ice Bomb / 1 Rock Candy*******
1552
1553-
SMITHY 1 (2000 HP) [1 SJ = 19 DMG] 
1553+
1554
	- Sleepy Bomb
1555
	- Untimed Boost Mario
1556
	- Defend
1557
Turn 2:
1558
	- Ultra Jump Gunyolk, land on Factory Chief once
1559
	- Untimed Boost Peach
1560
	- Ice Bomb
1561-
		71 SJs / Boost Peach / Rock Candy
1561+
1562
	- Attack Factory Chief
1563-
		72 SJs / Boost Peach / Rock Candy
1563+
1564
	- Shocker Gunyolk
1565
Turn 4:
1566
	- Attack Gunyolk
1567
	
1568
* Note: It is recommended, although not required, that you have 1 Rock Candy for Smithy.
1569
1570
- Proceed towards Smithy. Use the strategy that corresponds to the most powerful bomb currently in your inventory. All damage 
1571-
		75 SJs / Boost Peach / Ice Bomb
1571+
numbers assume you will properly time Mario's initial Mega Glove attack (Damage Range: 190 to 214)
1572
1573-
		76 SJs / Boost Peach / Ice Bomb
1573+
[[[ SMITHY 1 (2000 HP) [1 SJ = 19 DMG]]] 
1574
1575-
		77 SJs / Boost Peach / Ice Bomb
1575+
1576
1577
Turn 1:
1578
	- Attack / Boost Mario / Defend
1579
Turn 2:
1580
	- 198 damage or higher:
1581
		71 SJs / Boost Peach / Rock Candy [ANT: 18 - 2 - 3]
1582
	- Any other value:
1583-
		77 SJs / Boost Peach / Fire Bomb
1583+
		72 SJs / Boost Peach / Rock Candy [ANT: 18 full rotations]
1584
		
1585-
		78 SJs / Boost Peach / Fire Bomb
1585+
1586
1587
Turn 1:
1588
	- Attack / Boost Mario / Defend
1589
Turn 2:
1590
	- 212 damage or higher:
1591
		75 SJs / Boost Peach / Ice Bomb [ANT: 19 - 2 - 3]
1592
	- 193 to 211 damage:
1593-
		79 SJs / Boost Peach / Fright Bomb
1593+
		76 SJs / Boost Peach / Ice Bomb [ANT: 19 full rotations]
1594
	- 192 damage or less:
1595-
		80 SJs / Boost Peach / Fright Bomb
1595+
		77 SJs / Boost Peach / Ice Bomb [ANT: y Press on 20]
1596
		
1597
FIRE BOMB:
1598
1599
Turn 1:
1600
	- Attack / Boost Mario / Defend
1601
Turn 2:
1602
	- 204 damage or higher:
1603-
		82 SJs / Boost Peach / Bad Mushroom
1603+
		77 SJs / Boost Peach / Fire Bomb [ANT: Y press on 20]
1604
	- 203 damage or less:
1605-
		83 SJs / Boost Peach / Bad Mushroom
1605+
		78 SJs / Boost Peach / Fire Bomb [ANT: 20 - 2]
1606
		
1607-
		84 SJs / Boost Peach / Bad Mushroom
1607+
1608
1609-
NO BOMBS REMAINING (TIMED WAR FAN [14 DMG or higher]):
1609+
1610
	- Attack / Boost Mario / Defend
1611
Turn 2:
1612
	- 196 damage or higher:
1613
		79 SJs / Boost Peach / Fright Bomb [ANT: 20 - 2 - 3]
1614-
	- 199 damage or higher:
1614+
1615-
		86 SJs / Boost Peach / Attack
1615+
		80 SJs / Boost Peach / Fright Bomb [ANT: 20 full rotations]
1616-
	- 198 damage or less:
1616+
1617-
		87 SJs / Boost Peach / Attack
1617+
1618
1619
Turn 1:
1620
	- Attack / Boost Mario / Defend
1621
Turn 2:
1622
	- 214 damage:
1623
		82 SJs / Boost Peach / Bad Mushroom [ANT: 21 - 2]
1624
	- 195 to 213 damage:
1625-
		86 SJs / Boost Peach / Untimed Attack
1625+
		83 SJs / Boost Peach / Bad Mushroom [ANT: 21 - 2 - 3]
1626
	- 194 damage or less:
1627-
		87 SJs / Boost Peach / Untimed Attack
1627+
		84 SJs / Boost Peach / Bad Mushroom [ANT: 21 full rotations]
1628
1629-
SMITHY 2 (8000 HP)
1629+
1630
NO BOMBS REMAINING (UNTIMED WAR FAN [7 DMG or higher]) (If you don't want to bet it all on timing War Fan):
1631
1632
Turn 1:
1633
	- Attack / Boost Mario / Defend
1634
Turn 2:
1635-
[* 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.]
1635+
1636
		86 SJs / Boost Peach / Untimed Attack [ANT: 22 - 2]
1637
	- 205 damage or less:
1638
		87 SJs / Boost Peach / Untimed Attack [ANT: 22 - 2 - 3]
1639
1640
*Smithy 1*
1641
1642
- If you drop Super Jumps...
1643
	- Geno uses Geno Boost on Peach
1644
	- Peach uses Group Hug
1645
	(Smithy does either a physical, Meteor Swarm, or Mega Drain, and spawns a machine made Shy Guy)
1646
	- Mario does Super Jumps until Smithy can be defeated by a bomb used by Peach
1647
	- (Geno uses Maple Syrup / Kero Kero Cola if alive)
1648
	- Peach uses the strongest bomb in your inventory
1649
	
1650
*Note - if you took heavy damage going into Smithy 2, you should consider using Group Hug / Kero Kero Cola with Peach during 
1651
the unformed Smithy phase
1652
 
1653
[[[ SMITHY 2 (8000 HP) ]]]
1654
1655
- Attack
1656
- Attack OR Geno Boost Self (Safe)
1657
- Attack
1658
1659
[* Note - Geno boosting himself is just for defense. Only do this if you want him to be able to survive a bullet from Tank 
1660
1661
Head, or to survive Mage Head's spells.]
1662
 
1663
TANKHEAD
1664
1665
- 100 SJs (3028)
1666
- Kero Kero Cola / Rock Candy / misc. healing + bombs
1667
- Shocker
1668
1669
MAGEHEAD
1670
1671
- Attack
1672
- Attack
1673
- Group Hug OR Attack
1674
1675
CHESTHEAD
1676-
		- 96 SJs (2916) if 868 to 900 damage to unformed Smithy head
1676+
1677-
		- 97 SJs (2944) if 840 to 867 damage to unformed Smithy head
1677+
1678
- Attack OR Fire Bomb / Rock Candy / Fright Bomb OR FP Restoral
1679
- Group Hug OR Fire Bomb / Rock Candy / Fright Bomb
1680
 
1681
SAFEHEAD
1682
1683
- Attack
1684
- Geno Boost Mario (after Shredder) OR Ice Bomb / Rock Candy / Fright Bomb OR Defend
1685-
You win!
1685+
1686
1687
---
1688
1689-
===== SECTION III: MISCELLANEOUS INFO =====
1689+
1690
1691-
- 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.
1691+
1692
	- Attack (434 - 470) [452]
1693-
- 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).
1693+
1694
	- Attack (164 - 194) [179] (~852 total damage to unformed Smithy head)
1695
1696
Turn 2:
1697
	- 100 SJs (3028)
1698
	- Kero Kero Cola
1699
	- Shocker (444)
1700
Turn 3:
1701
	- Super Jumps:
1702
		- 96 SJs (2916) if 868 to 900 damage to unformed Smithy head [ANT: 24 full rotations]
1703
		- 97 SJs (2944) if 840 to 867 damage to unformed Smithy head [ANT: 25th Y press - add one for each of these after]
1704
		- 98 SJs (2972) if 812 to 839 damage to unformed Smithy head
1705
		- 99 SJs (3000) otherwise
1706
	- Rock Candy (300)
1707
	- Shocker (444)
1708
1709
1710
---
1711
1712-
Frame count of item use per character:
1712+
1713
1714-
[Fastest]
1714+
1715-
Koopa: 177
1715+
1716-
Mallow: 185
1716+
1717-
Peach: 188
1717+
1718-
Mario: 209
1718+
1719-
Geno: 220
1719+
1720-
[Slowest]
1720+
1721
- HP under 6000: magic -> shield -> shield -> chest -> repeat
1722
- HP under 4000: chest -> tank -> chest -> shield -> repeat
1723
- HP under 2000: randomly any of the 4 heads (can repeat)
1724-
Relevant Boss Evasion (according to the SMRPG patcher, may not translate to actual miss chance):
1724+
1725
----------------------------
1726-
Hammer Bro:  10%
1726+
1727-
Croco:       20%
1727+
***********************Keep mashing through credits!!!