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Paper Mario Any% No WW Route

Jan 28th, 2017
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  1. PAPER MARIO any% No WW ROUTE
  2.  
  3.  
  4. Version 4.1, with Mirror Clip
  5.  
  6.  
  7. -- Prologue --
  8.  
  9. - Talk to Goompapa, then to Goompa
  10. - Get 3 coins from the first 3 bushes in Jr. Troopa's playground
  11. - Get Hammer
  12. - Get a coin from the tree next to the Hammer bush
  13. - Get 10 coins from block
  14. - Jr. Troopa: Jump 5x
  15. - Hammer the coin block
  16. - Jump on the trampoline for 4 Coins and a Fire Flower
  17. - Say NO to tutorials
  18. - Equip Power Jump ASAP
  19. - Get coins from the two boxes
  20. - Get Close Call
  21. - Red/Blue Goombas: Power Jump Blue/Headbonk Red, Power Jump Red/Do Nothing, Fire Flower
  22. - Go back and hit the Heart Block
  23. - Goomba King: Power Jump King/Headbonk Tree, Power Jump/Headbonk
  24. - Get a coin from the tree across the bridge
  25. - Shooting Star Summit
  26. - Say NO to tutorials
  27. - Magikoopa: Power Jump/Headbonk, Jump
  28. - Talk to Black Toads, talk to Merlon, talk to Black Toads
  29. - OPTIONAL: Merlon Clip or Black Toads Skip
  30.  
  31.  
  32. -- Chapter 1 --
  33.  
  34. - Coin from coin block
  35. - Fright Jar from block
  36. - Pow Block from block
  37. - 10 coins from last block
  38. - Koopa Village
  39. - Get Kooper
  40. - Fuzzies: Pow Block/Untimed Power Shell
  41. - Get HP-Plus
  42. - Head for the Fortress
  43. - 5 coins on the path
  44. - Use Kooper to get the Thunder Bolt
  45. - No need to get the invisible Fire Flower
  46. - Koopa Troopa: Power Jump/Untimed Power Shell (Untimed Shell Toss if you got a First Strike)
  47. - LEVEL UP: FP
  48. - Get Power Bounce
  49. - Do the Stair-Switch skip & Fortress Key skip
  50. - Get Bombette
  51. - Koopa, Bob-omb 2x: Fright Jar
  52. - Get all the coins that are dropped.
  53. - Return to Toad Town
  54.  
  55.  
  56. -- Chapter 2 --
  57.  
  58. - Log Skip
  59. - Get the Seed
  60. - To Mt. Rugged
  61. - Get Parakarry's Letters
  62. - Get 3 Whacka's Bumps
  63. - There's a coin block a bit before the 3rd letter if you lost one somewhere along the way
  64. - If you lost too many coins, you can opt for getting another Whacka's Bump and selling it I guess
  65. - Get Parakarry
  66. - Get the Seed
  67. - Get 3 Coins on the slide
  68. - All the bushes at the train station, except the Egg, have coins, if you're short.
  69. - Back to Toad Town
  70. - Buy Speedy Spin. If it's not there, head one screen down and one screen left and come back to reset the badge shop
  71. - Unequip Power Jump. Equip Speedy Spin and Power Bounce
  72. - Blue House Skip
  73.  
  74. ---
  75.  
  76. Blooper (30 HP)
  77.  
  78. Turn 1:
  79. Power Bounce 1+1+1+1+1+1+1+1+1+1+1+1=12 (18 HP), 7 FP
  80. Sky Dive (16 HP) - Shell Shot now instead if you got at least 11 bounces. Possible to skip Parakarry's attack next turn if you get good bounces.
  81.  
  82. Turn 2:
  83. Power Bounce 1+1+1+1+1+1+1+1+1+1+1=11 (5 HP), 4 FP
  84. Shell Shot (0 HP), 1 FP - Another Sky Dive if you got less than 19 bounces (21 damage) total
  85.  
  86. - If you failed to quick-kill -
  87. Turn 3:
  88. Jump (-2 HP) - Power Bounce if you haven't used a Shell Shot yet.
  89. Sky Dive (-4 HP) - If he's still alive.
  90.  
  91. - If you fail to kill blooper, you can just keep attacking him with normal jumps and sky dives, but you don't have Refresh if things go even worse than that.
  92. - I've seen bounce caps on Blooper between 8 and 17. The range might be larger than that. If you get 18, instead Jump / Shell Shot on turn 2.
  93.  
  94. ---
  95.  
  96. - Unequip Power Bounce and Equip Power Jump. Equipping Close Call now is a bit slower but I guess there's a chance it could save you if you mess up on some blocks.
  97. - Take the Pipe to Ch 5
  98.  
  99.  
  100. -- Chapter 5 --
  101.  
  102. - Go Right and talk to Kalarado
  103. - Get Jammin' Jelly behind tree
  104. - Get Sushie
  105. - Yoshi Skip
  106. - Ultra Stone Skip
  107. - Go for the 1-Cycle on the platforms in the first room
  108. - Get Life Shroom from invisible block
  109. - Half-Baked Jump
  110. - Only need to push one block to get across in the next room
  111. - Get Ultra Hammer
  112. - Fall off the zip-line and UPGRADE BOMBETTE
  113. - You can use the Fire Bars to get invincibility from the Lava Bubbles without wasting any time.
  114. - Use Parakarry to touch the loading zone through the rock thing
  115. - Go to the next room and grab the Super Shroom in the block
  116. - Lava Piranha skip and finish out the chapter
  117. - Get the last question of the quiz wrong so that nobody wins
  118. - Get the Volcano Vase and the Seed
  119. - Get the Repel Gel
  120. - Return to Toad Town through the sewers
  121.  
  122.  
  123. -- Chapter 3 --
  124.  
  125. - To Forever Forest
  126. - Right 2, Left 1, Left 1, Left and Get the Seed, return to Toad Town
  127. - Open the Flower Gate
  128.  
  129.  
  130. -- Chapter 6 --
  131.  
  132. Go East
  133. - Get a Stinky Herb
  134. - Talk to Petunia
  135. - Fight the Moles top-left and clockwise
  136. -- 1 Mole: Hammer / Bomb
  137. -- 3 Moles: Starstorm / Power Bomb
  138. -- Use a Stinky Herb
  139. -- 4 Moles: Starstorm / Power Bomb
  140. -- Level Up: FP
  141. -- 2 Moles: Hammer / Power Bomb, Hammer -- It's best if you block the Mole's attack, but it doesn't matter too much.
  142. - Talk to Petunia and get the Bean
  143. - Get a Red Berry
  144. - You could get a 2nd Red Berry for safety. Eat it if ever you don't have enough HP to survive a first-strike.
  145. Go South-West
  146. - Get a Yellow Berry
  147. Go South-East
  148. - Talk to Lily
  149. - Get a Blue Berry
  150. Go West
  151. - Hit the invisible coin block
  152. - Lakitus: Starstorm/Shell Shot, Shell Shot. -- If he spawns a Spiny, kill it with the Thunder Bolt.
  153. - Eat a Whacka's Bump. If he spawned a Spiny, you should save the Whacka's Bump for Crystal King instead.
  154. - Talk to Rosie
  155. - On the way back, get the Shooting Star from the invisible block using the trampoline.
  156. Go South-West
  157. - Talk to Posie and get Fertile Soil and Crystal Berry
  158. Go West
  159. - Talk to Rosie and get Water Stone
  160. Go South-East
  161. - Talk to Lily, put the Water Stone in the hole, and get Miracle Water
  162. - If you're saving a Whacka's Bump for Crystal King, pick up and eat the invisible Maple Syrup
  163. - Grab a Bubble Berry
  164. - If you ate your Red Berry from earlier, you can pick up a 2nd Bubble Berry for safety. Again, eat it whenever you find yourself without enough HP to survive a first-strike.
  165. Go North-West
  166. - After passing the Bzzap!, if you took any damage, heal to at least 7HP using a Berry. If you have full FP, you should heal to full HP; it's fine if you need to use a Super Shroom for that. If you don't have a Berry (or if it's not going to be enough to get you to 7HP) but you're saving a Whacka's Bump for Crystal King, eat the Whacka's Bump now instead. If you have neither a Berry nor an extra Whacka's Bump, you'll have to eat your Super Shroom, which will leave you without a good option to heal again after the Lakilester fight.
  167. - Get the Shooting Star hiding in the flowers
  168. - Blow up the rock and talk to the Sun
  169. - Be sure to switch back to Parakarry
  170.  
  171. ---
  172.  
  173. Lakilester (50 HP)
  174. Items: Whacka's Bump
  175.  
  176. - You must have at least 7HP and 13FP before starting this fight. Anything less than 9HP and you will have to block attacks in the first half of the fight. You must block all 3 attacks in the 2nd half of the fight.
  177. - If you have full HP and FP (this is what should happen when the Lakitus don't spawn a Spiny and everything else goes according to plan), Power Jump on turn 3 (don't turn swap) and instead use the Whacka's Bump at the start of turn 4. You will have to block 3 for 3 in the first half of the fight rather than the 2nd half. If you fail one of the first 2 blocks, you can switch back to the non-full HP/FP version of the fight (but hopefully you have an extra healing item left that's stronger than a Berry).
  178.  
  179. Turn 1:
  180. Power Jump (46 HP) 11 FP
  181. Shell Shot (41 HP) 8 FP
  182. Damage (4-6 HP)
  183.  
  184. Turn 2:
  185. Power Jump (37 HP) 6 FP
  186. Shell Shot (32 HP) 3 FP
  187. Damage (1-3 HP)
  188.  
  189. Turn 3:
  190. Shell Shot (27 HP) 0 FP
  191. Whacka's Bump (10 HP) 15 FP -- Do this at the start of the next turn if you started the fight with full HP and FP.
  192. Damage (7 HP) - Block
  193.  
  194. Turn 4:
  195. Power Jump (23 HP) 13 FP
  196. Shell Shot (18 HP) 10 FP
  197. Damage (4 HP) - Block
  198.  
  199. Turn 5:
  200. Power Jump (14 HP) 8 FP
  201. Shell Shot (9 HP) 5 FP
  202. Damage (1 HP) - Block
  203.  
  204. Turn 6:
  205. Power Jump (5 HP) 3 FP
  206. Shell Shot (0 HP) 0 FP
  207.  
  208. ---
  209.  
  210. - Eat the Super Shroom. Use a Berry if you used it already. If you're saving a Whacka's Bump for Crystal King, you can use that if you have to. You need at least 7 HP before starting the next fight. There's no good option for healing if you don't have enough HP at this point, as you cannot afford to eat any of the rest of your items. Go get and eat another Red Berry, I suppose.
  211. Leave Flower Fields
  212. - Lakilester Clip into the Blue House
  213. - Get Ultra Boots
  214. - Get Life Shroom from invisible block
  215. - Get Shooting Star from block
  216. - Might as well hit the coin blocks leading to Ch 7 now
  217. - Leave through the Blue House and return to the Flower Fields
  218. Go North-East
  219. - Solve the Puzzle
  220. - Grab the Thunder Rage from the invisible block. Now's when you will probably have to throw away your extra Berry, if you got one and did not use it.
  221. - Hammer the Machine twice to start the fight
  222. - Machine Fight: Thunder Rage/Do Nothing, Starstorm. -- You will need to block some attacks if not starting with full HP.
  223. - LEVEL UP: BP
  224. - Destroy the machine
  225. Return to the Central Area
  226. - Talk to the Wise Wisterwood
  227. - Put down the Soil, Bean, and Water
  228. Ride the beanstalk
  229. - Get S. Jump Charge - You can save a second if you leave and reload the area before jumping onto the cloud. You can save another second if you use a Tornado Jump to get up onto the upper cloud earlier.
  230. - Unequip Power Jump. Equip S. Jump Charge, Power Bounce, and Close Call.
  231.  
  232. ---
  233.  
  234. Huff N' Puff (60 HP)
  235. Badges: S. Jump Charge, Power Bounce, Close Call, Speedy Spin
  236. Items: Life Shroom
  237.  
  238. Turn 1:
  239. S. Jump Charge, 11 FP
  240. Do Nothing
  241. Damage (5 HP) - Don't Block for Danger
  242.  
  243. Turn 2:
  244. S. Jump Charge, 7 FP
  245. Do Nothing
  246. Damage (2 HP) - Mash it at least enough so that you don't die to it. Getting a 2 could potentially save time if you get a Close Call and 5 bounces and you can mash the babies away quickly.
  247.  
  248. Turn 3:
  249. S. Jump Charge, 3 FP
  250. Do Nothing
  251. Damage (0 HP) - Lose a Life Shroom if no Close Calls. Need to block if you got a Close Call on the wind.
  252.  
  253. Turn 4:
  254. Power Bounce 12+11+10+9+8+7=57 (3 HP), 0 FP
  255. Spiny Flip (0 HP) - 7 Bounces to skip
  256.  
  257. Less Bounces: - Note: Don't deviate from this plan or you'll risk activating Huff's desperation attack, probably costing you an extra Life Shroom.
  258. Babies Attack - If you've died or if you got 5 bounces, mash them away, if you can. If you didn't die yet and you got 4 bounces, let them kill you even if you could survive (it's fine if you get another Close Call though).
  259. He Charges Up - Unless you died to the babies
  260.  
  261. Turn 5:
  262. Jump - If he charged up, and you got 5 bounces or you only have 1 HP, use a Starstorm instead. If he's charged up and you're jumping, remember you can mash out a quick jump.
  263. Spiny Flip - He should be dead by now if you got 5 bounces.
  264. Babies Attack - Mash them away before you die, if possible.
  265. Ground Lightning... - If you see this attack, you definitely want a Close Call on it. If you end up losing a 2nd Life Shroom, this'll probably be where it happens.
  266. ... or He Charges Up - If you died to the babies on turn 4, he'll charge up this turn instead.
  267.  
  268. Turn 6:
  269. Jump - If you died to the babies on the turn 5, he'll still be charged, so you'll do an Untimed Jump. If you jumped on him while he was charged last turn as well, you'll need to do a Starstorm instead.
  270. Spiny Flip - He should be dead by now unless you only got 3 bounces. I have no idea if you will live or die in that case.
  271.  
  272. ---
  273.  
  274. - Talk to Merlon to open the door to Chapter 7.
  275.  
  276.  
  277. -- Chapter 7 --
  278.  
  279. - Head to Chapter 7 through the Blue House.
  280. - Lakilester Clip into the warehouse and talk to Herringway.
  281. - It should save a second to switch to Sushie while the guy is going into the house.
  282. - Talk to the Mayor
  283. - If you lost both Life Shrooms to Huff N' Puff, you need to visit the shop, sell your Jammin' Jelly, and then buy a Life Shroom before continuing.
  284. - Sushie Glitch
  285.  
  286. ---
  287.  
  288. Jr. Troopa (50 HP)
  289.  
  290. Turn 1:
  291. S. Jump Charge, 11 FP
  292. Belly Flop (48 HP)
  293. Damage (3 HP) - Block
  294.  
  295. Turn 1.5: -- Skip this turn if you have 2 Life Shrooms or if you want to risk it to save a bit of time (normally you will want to risk it).
  296. Refresh 8 HP, 15 FP
  297. Belly Flop (46 HP)
  298. Damage (1 HP) - Block
  299.  
  300. Turn 2:
  301. S. Jump Charge, 11 FP
  302. Belly Flop (44 HP)
  303. Damage (0 HP) - Lose a Life Shroom without a Close Call
  304.  
  305. Turn 3:
  306. S. Jump Charge, 7 FP
  307. Belly Flop (42 HP)
  308. Damage (3 HP) - Lose a Life Shroom if you got a Close Call previous turn, unless you get another Close Call
  309.  
  310. Turn 4:
  311. Power Bounce 11+10+9+8=38 (4 HP), 4 FP - 5 Bounces needed if doing riskier strat.
  312. Squirt (0 HP), 1 FP - Belly Flop if using riskier strat. Extra bounce to skip if Safe Strat.
  313. Damage (0 HP) - Lose a Life Shroom without a Close Call somewhere in the fight. This should only be possible to occur if you're doing the riskier strat.
  314.  
  315. Turn 5:
  316. Jump (0 HP)
  317.  
  318. If a Spiny spawned or 2+ enemies didn't run from your Fright Jar, you will level up here. Level Up: FP
  319.  
  320. ---
  321.  
  322. - Sushie glitch your way into Shiver Mountain
  323. - Don't get stuck in the pit
  324. - Get into the next fight and run away so you can use Mario to move faster
  325. - Sushie Glitch around the Kooper-Duplighost thing
  326. - Get into a battle and immediately run away (no need to change partner)
  327. - UPGRADE PARAKARRY at the near-by Super Block
  328. - Be aware that using Parakarry or getting into another battle with the Clubba might softlock your game
  329. - Staircase Skip [JP-Only]. Hopefully this doesn't softlock you game either.
  330. - Get Mega Jump
  331. - Hit the Heart Block, unless you leveled on Jr. Troopa
  332. Crystal Palace
  333. - Take the lower door and get the Blue Key -- Somebody figure out how to make Blue Key Skip possible in real time.
  334. - Mirror Clip
  335. - Break the boards without falling down
  336. - If you're saving a Whacka's Bump for Crystal King and you don't have any Life Shrooms, pick up the Super Shroom in the block.
  337. - Unlock the Blue Door and head around to the other side
  338. - Head down the hole where the X used to be and get the Red Key
  339. - Unlock the Red Door and take the lower of the two doors first in the next room
  340. - Clubba 1: Jump/Bomb. Magikoopa runs away.
  341. - Level Up: FP, unless you leveled already on Jr. Troopa
  342. - Clubba 2: Starstorm/Power Bomb
  343. - Clubba 3: Starstorm/Power Bomb
  344. - Get Triple Dip
  345. - Kooper Skip [JP-Only]
  346. - Don't take the lower door yet, continue to the right
  347. - Get invisible Jammin' Jelly. Skip it if you're saving a Whacka's Bump for Crystal King, unless you had to sell your other one for a Life Shroom.
  348. - Try to push the Statue without falling down
  349. - Head back down through the larger statue and get the Palace Key
  350. - Switch to Parakarry while you unlock the next door
  351. - Solve the block puzzle
  352. - Hit the Heart Block
  353.  
  354. ---
  355.  
  356. Crystal King (70 HP) - Standard
  357.  
  358. Stats: 10/20/6
  359. Badges: S. Jump Charge, Power Bounce, Close Call, Speedy Spin
  360. Items: Jammin' Jelly
  361.  
  362. - There are three different Crystal King strats to choose from. Which you use depends on your RNG up until this point. Typically if you got a Spiny, you will use the "Extra Whacka's Bump" strat, or if you've gotten lucky with Close Calls and still have a Life Shroom you will use the "Extra Life Shroom" strat.
  363. - Use this strategy if you have neither an extra Whacka's Bump nor a Life Shroom.
  364.  
  365. Turn 1:
  366. S. Jump Charge, 16 FP
  367. Shell Shot (66 HP), 13 FP
  368. Damage (1 HP) -- Block 9 of 9.
  369.  
  370. Turn 2:
  371. S. Jump Charge, 9 FP
  372. Shell Shot (62 HP), 6 FP
  373. Spawn
  374.  
  375. Turn 3:
  376. Chill Out
  377. Shell Shot (58 HP), 3 FP
  378. Damage (1 HP) -- Block 9 of 9. -- A Close Call could spare you from having to block these attacks.
  379.  
  380. Turn 4:
  381. Jammin' Jelly, 20 FP
  382. Shell Shot (54 HP), 17 FP
  383. Spawn
  384.  
  385. Turn 5:
  386. S. Jump Charge, 13 FP
  387. Shell Shot (50 HP), 10 FP
  388. Damage (1 HP) -- Block 9 of 9.
  389.  
  390. Turn 6:
  391. S. Jump Charge, 6 FP
  392. Shell Shot (46 HP), 3 FP
  393. Spawn
  394.  
  395. Turn 7:
  396. Power Bounce 13+12+11+10=46 (0 HP), 0 FP -- You will die if you get 3 bounces.
  397.  
  398. ---
  399.  
  400. Crystal King (70 HP) - Extra Whacka's Bump
  401.  
  402. Stats: 10/20/6
  403. Badges: S. Jump Charge, Power Bounce, Close Call, Speedy Spin
  404. Items: Whacka's Bump, Super Shroom
  405.  
  406. - Use this strategy if you saved the extra Whacka's Bump and picked up the Super Shroom.
  407. - If you've managed to also still have a Life Shroom at this point, you should do the Extra Life Shroom strat listed below. Technically it's 2-4s slower, but I think the 25% chance (it's only 6.5% when you don't have a Whacka's Bump) to be 12-14s faster instead is worth the risk.
  408.  
  409. Turn 1:
  410. S. Jump Charge, 16 FP
  411. Shell Shot (66 HP), 13 FP
  412. Damage (1 HP) -- Block 9 of 9.
  413.  
  414. Turn 2:
  415. S. Jump Charge, 9 FP
  416. Shell Shot (62 HP), 6 FP
  417. Spawn
  418.  
  419. Turn 3:
  420. Super Shroom (10 HP)
  421. Shell Shot (58 HP), 3 FP
  422. Damage (1 HP) -- Block 9 of 9.
  423.  
  424. Turn 4:
  425. Whacka's Bump (10 HP), 20 FP
  426. Shell Shot (54 HP), 17 FP
  427. Spawn
  428.  
  429. Turn 5:
  430. S. Jump Charge, 13 FP
  431. Shell Shot (50 HP), 10 FP
  432. Damage (1 HP) -- Block 9 of 9.
  433.  
  434. Turn 6:
  435. S. Jump Charge, 6 FP
  436. Shell Shot (46 HP), 3 FP
  437.  
  438. Turn 7:
  439. Power Bounce 13+12+11+10=46 (0 HP), 0 FP -- You will die if you get 3 bounces.
  440.  
  441. ---
  442.  
  443. Crystal King (70 HP) - Extra Life Shroom
  444.  
  445. Stats: 10/20/6
  446. Badges: S. Jump Charge, Power Bounce, Close Call, Speedy Spin
  447. Items: Jammin' Jelly / Whacka's Bump, Life Shroom
  448.  
  449. - Use this strat if you still have a Life Shroom.
  450. - It has a chance to save more time if you get lucky with the Close Calls.
  451.  
  452. Turn 1:
  453. S. Jump Charge, 16 FP
  454. Shell Shot (66 HP), 13 FP
  455. Damage (1 HP) -- Block 6 of 6.
  456.  
  457. Turn 2:
  458. S. Jump Charge, 9 FP
  459. Shell Shot (62 HP), 6 FP
  460. Spawn
  461.  
  462. Turn 3:
  463. Shell Shot (58 HP), 3 FP
  464. Jammin' Jelly / Whacka's Bump (10 HP), 20 FP
  465. Damage (0 HP) -- Lose a Life Shroom without Close Call - Block 6 of 6, if you used a Whacka's Bump.
  466.  
  467. Turn 4:
  468. S. Jump Charge, 16 FP
  469. Shell Shot (54 HP), 13 FP
  470. Spawn
  471.  
  472. Turn 5:
  473. S. Jump Charge, 9 FP
  474. Shell Shot (50 HP), 6 FP
  475. Damage (1 HP) -- Block 6 of 6 - Lose a Life Shroom if you haven't died yet, unless you get a Close Call.
  476.  
  477. Turn 6:
  478. Power Bounce 13+12+11+10=46 (4 HP), 3 FP -- You will die if you get 3 bounces.
  479. Shell Shot (0 HP), 0 FP -- 5 Bounces to skip.
  480.  
  481. ---
  482.  
  483. - Level Up: BP
  484. - Equip HP-Plus
  485. - Get the Thunder Rage in the pillar. You will not have the item capacity to pick it up if you somehow still have a Life Shroom AND the Lakitus did not spawn a Spiny, so skip it in that case. You can also skip it when you did not get a Spiny if you want to risk using Up & Away on the Koopatrols, which saves 2s.
  486. - Get the Shooting Star in the pillar.
  487. - Get the Repel Gel behind the tree. If you get asked to throw something away, then you probably still have your safety Berry from Chapter 6, but possibly, miracle of miracles, you might still have 2 Life Shrooms.
  488.  
  489.  
  490. -- Chapter 8 --
  491.  
  492. - Get Star Beam
  493. To Bowser's Castle
  494.  
  495. ---
  496.  
  497. Koopatrol 2x: Thunder Rage / Power Bomb
  498.  
  499. - If you used your Thunder Bolt to kill a Spiny, then you need the Thunder Rage for final Bowser. Instead use Up & Away.
  500. - If you still have your Thunder Bolt but did not pick up the Thunder Rage for some reason (perhaps to try and save 2s), instead use Up & Away.
  501. - If you try Up & Away and it fails, try it again next turn.
  502.  
  503. ---
  504.  
  505. - Pick up the Life Shroom in the Jail Cell if you don't have one.
  506. - Ride Lakilester back toward the entrance.
  507. - Do the Block Clip.
  508. - Take the top-right door out of this first central area thing.
  509. - Use Lakilester clips to speed up the water puzzle section.
  510. - Bombshell Bill Cannon Skip aka Cannonless
  511. - The blocks you need to push are the last one, the first one, and then the middle one (must be pushed to the right). The door you use the key on is in the area you push the 2nd block.
  512. - That Hammer Bro. is a jerk, BTW.
  513. - The answers to the Quiz are 1st answer, 1st, 2nd, 1st, 1st.
  514. - If you don't have a Jammin' Jelly, fall off the stairs here and get one.
  515. - Again take the upper-right door in the central area.
  516. - Take the top door first in the room with the 2 Hammer Bros.
  517. - Up, Down, Down, Up, Down, Up
  518. - Hit the Heart Block if not full HP/FP.
  519.  
  520. ---
  521.  
  522. Duplighost 4x: Up & Away
  523.  
  524. - If some of them don't go away, but you have Bombette out (or you switch to Bombette right away) and then they all transform, you may be able to kill them in some cases.
  525. - If no Spiny spawned, then you probably killed the Koopatrols. You can afford to Bomb one Duplighost as long as at most 1 enemy didn't run from your Fright Jar. If you used Up & Away on the Koopatrols anyway, then you can afford to Power Bomb up to 2 Duplighosts no matter how many enemies ran from the Fright Jar. If you use Power Bomb, you will have to go back and hit the Heart Block.
  526. - If a Spiny spawned, then you did not kill the Koopatrols, so you can always afford to Bomb one Duplighost. You can afford to Power Bomb 2 Duplighosts if everything ran from your Fright Jar. If you use Power Bomb, you will have to go back and hit the Heart Block.
  527. - If there are untransformed Duplighosts or if you can't afford to kill them, instead try Up & Away again.
  528. - If you take any damage you will also have to go back and hit the Heart Block.
  529.  
  530. ---
  531.  
  532. - Switch to Parakarry immediately.
  533.  
  534. ---
  535.  
  536. Jr. Troopa (60 HP)
  537.  
  538. Stats: 10+5/20/9
  539. Badges: S. Jump Charge, Power Bounce, HP-Plus, Close Call, Speedy Spin
  540. Items: Whacka's Bump
  541.  
  542. Turn 1:
  543. S. Jump Charge, 16 FP
  544. Shell Shot (56 HP), 13 FP
  545. Damage 8 HP - Block
  546.  
  547. Turn 2:
  548. S. Jump Charge, 9 FP
  549. Shell Shot (52 HP), 6 FP
  550. Damage 1 HP - Block
  551.  
  552. Turn 3:
  553. Whacka's Bump (15 HP), 20 FP
  554. Shell Shot (48 HP), 17 FP
  555. Damage 8 HP - Block
  556.  
  557. Turn 4:
  558. S. Jump Charge, 13 FP
  559. Shell Shot (44 HP), 10 FP
  560. Damage 1 HP - Block
  561.  
  562. Turn 5:
  563. Power Bounce 10+9+8+7+6=40 (4 HP), 7 FP
  564. Shell Shot (0 HP), 4 FP - 6 bounces to skip
  565. 4 Bounces: He transforms. Lose a Life Shroom without a Close Call.
  566.  
  567. Turn 6:
  568. Starstorm (0 HP) - Hopefully you still have enough Star Power to be able to do this. If not, you won't be able to attack him with Mario on this turn, next turn he will transform and attack again, and when he does that, he might heal. Saving the 3 wasted FP from earlier in the fight by doing a turn swap might help you in this scenario. But I think how much HP he heals is actually random?, so the best strat to use will vary and it might not always be possible to kill him. You will be in about the same boat if you could use Starstorm, but you only got 3 bounces.
  569.  
  570. ---
  571.  
  572. - Go back and heal at the heart block.
  573. - Go to the Library and get Power Rush.
  574. - You probably want to get the Life Shroom in here anyway, but you need to get it if you lost one to Jr. Troopa.
  575. - Unequip Close Call and Equip Power Rush.
  576.  
  577. ---
  578.  
  579. Hallway Bowser (50 HP)
  580.  
  581. Stats: 10+5/20/9
  582. Badges: S. Jump Charge, Power Bounce, HP-Plus, Power Rush, Speedy Spin
  583.  
  584. Turn 1:
  585. S. Jump Charge, 16 FP -- Use of Time Out on turn 1 only saves about 15s even under the best conditions, in this route.
  586. Shell Shot (45 HP), 13 FP
  587. Damage (8-10 HP) - Block
  588.  
  589. Turn 2:
  590. S. Jump Charge, 9 FP
  591. Shell Shot (40 HP), 6 FP
  592. Star Shield
  593.  
  594. Turn 3:
  595. Star Beam
  596. Shell Shot (35 HP), 3 FP
  597. Damage (1-5 HP) - Block
  598.  
  599. Turn 4:
  600. Power Bounce 10+9+8+7=34 (1 HP), 0 FP
  601. Sky Dive (0 HP) - 5 Bounces to skip
  602. Less Bounces: Damage (0 HP) - Lose a Life Shroom. Star Shield wastes time, so hopefully he doesn't do that.
  603.  
  604. Turn 5:
  605. Jump (2 HP) - If you failed to block the Wave, use Starstorm (if you can).
  606. Sky Dive (0 HP)
  607.  
  608. ---
  609.  
  610. - LEVEL UP: FP
  611. - If you don't have a Life Shroom, go back and get the one in the Library, if it's still there. If it's not, you can press on and hope that Bowser doesn't use Star Shield at all or that you get a Close Call.
  612. - Just before entering the final fight, Unequip Power Bounce, S. Jump Charge, HP-Plus, and Speedy Spin. Equip Power Jump, Mega Jump, Triple Dip, and Close Call. - To do that quickly, use R to scroll straight to the last badge and then start scrolling up, hitting A on every single one except for Power Rush.
  613.  
  614. ---
  615.  
  616. Final Bowser (99 HP)
  617.  
  618. Stats: 10/25/9
  619. Badges: Power Jump, Mega Jump, Triple Dip, Power Rush, Close Call
  620. Items: Repel Gel 2x, Shooting Star 4x, Thunder Rage/Thunder Bolt, Jammin' Jelly, Life Shroom
  621.  
  622.  
  623. - Phase 1 -
  624.  
  625. Turn 1:
  626. Triple Dip: Shooting Star 3x (81 HP), 19 FP - Sub the Thunder Rage/Thunder Bolt in whenever it's fastest to use it
  627. Shell Shot (77 HP), 16 FP
  628. Damage - Block
  629.  
  630. Turn 2:
  631. Mega Jump (67 HP), 10 FP
  632. Shell Shot (63 HP), 7 FP
  633. Star Shield
  634.  
  635. Turn 3:
  636. Star Beam
  637.  
  638.  
  639. - If he gives you a Turn 3 Star Shield, you probably won't win the fight. You'll need either a Close Call or to hope he doesn't heal.
  640. - Always be prepared to block the Wave attack with your partner.
  641.  
  642.  
  643. - Phase 2: Turn 4 or 5 Star Shield (This is what almost always happens) -
  644.  
  645. Turn 1:
  646. Peach Beam
  647. Shell Shot (59 HP), 22 FP
  648. Damage - Block
  649.  
  650. Turn 2:
  651. Triple Dip: Repel Gel, Shooting Star, Thunder Rage/Thunder Bolt (48 HP), 16 FP
  652. Shell Shot (44 HP), 13 FP
  653. Bowser Misses
  654.  
  655. Turn 3:
  656. Power Jump (36 HP), 11 FP
  657. Shell Shot (32 HP), 8 FP
  658. Bowser Misses
  659. Repel Gel Wears Off
  660.  
  661. Turn 4:
  662. Triple Dip: Repel Gel, Jammin' Jelly, Don't Triple, 2 FP
  663. Shell Shot (28 HP), 22 FP
  664. Star Shield
  665.  
  666. Turn 5:
  667. Peach Beam - Swap this with the next Mega Jump if Turn 5 Star Shield
  668. Shell Shot (24 HP), 19 FP
  669. Bowser Misses
  670. Repel Gel Wears Off
  671.  
  672. Turn 6:
  673. Mega Jump (14 HP), 13 FP
  674. Shell Shot (10 HP), 10 FP
  675. Damage, Lose a Life Shroom w/o Close Call
  676.  
  677. Turn 7:
  678. Mega Jump (2 HP), 4 FP -- Dies now, if Close Call
  679. Shell Shot (0 HP), 1 FP
  680.  
  681.  
  682. - Phase 2: Turn 6+ Star Shield (This pattern saves 40 seconds) -
  683.  
  684. Turn 1:
  685. Peach Beam
  686. Shell Shot (59 HP), 22 FP
  687. Damage - Block
  688.  
  689. Turn 2:
  690. Triple Dip: Repel Gel, Shooting Star, Thunder Rage/Thunder Bolt (48 HP), 16 FP
  691. Shell Shot (44 HP), 13 FP
  692. Bowser Misses
  693.  
  694. Turn 3:
  695. Power Jump (36 HP), 11 FP
  696. Shell Shot (32 HP), 8 FP
  697. Bowser Misses
  698. Repel Gel Wears Off
  699.  
  700. Turn 4:
  701. Triple Dip: Repel Gel, Jammin' Jelly, Don't Triple, 2 FP
  702. Shell Shot (28 HP), 22 FP
  703. Bowser Misses
  704.  
  705. Turn 5:
  706. Mega Jump (18 HP), 16 FP
  707. Shell Shot (14 HP), 13 FP
  708. Bowser Misses
  709. Repel Gel Wears Off
  710.  
  711. Turn 6:
  712. Mega Jump (4 HP), 7 FP
  713. Shell Shot (0 HP), 4 FP
  714.  
  715.  
  716. - Phase 2: Turn 3 Star Shield (This pattern doesn't work out) -
  717.  
  718. Turn 1:
  719. Peach Beam
  720. Shell Shot (59 HP), 22 FP
  721. Damage - Block
  722.  
  723. Turn 2:
  724. Triple Dip: Repel Gel, Shooting Star, Thunder Rage/Thunder Bolt (48 HP), 16 FP
  725. Shell Shot (44 HP), 13 FP
  726. Bowser Misses
  727.  
  728. Turn 3:
  729. Power Jump (36 HP), 11 FP
  730. Shell Shot (32 HP), 8 FP
  731. Star Shield
  732. Repel Gel Wears Off
  733.  
  734. Turn 4:
  735. Triple Dip: Repel Gel, Jammin' Jelly, Don't Triple, 2 FP
  736. Do Nothing
  737. Bowser Misses
  738.  
  739. Turn 5:
  740. Peach Beam
  741. Shell Shot (28 HP), 22 FP
  742. Bowser Misses
  743. Repel Gel Wears Off
  744.  
  745. Turn 6:
  746. Mega Jump (18 HP), 16 FP
  747. Shell Shot (14 HP), 13 FP
  748. Damage, Lose a Life Shroom w/o Close Call
  749.  
  750. Turn 7:
  751. Mega Jump (6 HP), 7 FP
  752. Shell Shot (2 HP), 4 FP -- Dies now, if Close Call
  753. Hopefully he doesn't heal - Be prepared to block whatever he throws out, including that tricky lightning attack.
  754.  
  755. Turn 8:
  756. Jump (0 HP) - Peach Beam / Shell Shot if he uses Star Shield.
  757.  
  758. ---
  759.  
  760. - Luigi Skip
  761. - T H E E N D
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