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SMRPG Peach Chart v1.07

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  1. 0 Death, Fight Pandorite, Peach Chart
  2. Version 1.07 by Claude, last updated March 6th, 2016
  3.  
  4. 1.07 CHANGE LOG LOCATED HERE:
  5.  
  6. http://pastebin.com/gYnJrmkh
  7.  
  8. ***** THERE IS A WIKI NOW - CLICK BELOW *****
  9.  
  10. https://sites.google.com/site/supermariorpgspeedruns/
  11.  
  12. ***** THERE IS A WIKI NOW - CLICK ABOVE *****
  13.  
  14. SAVESTATE PACK HERE:
  15.  
  16. https://drive.google.com/file/d/0B3yPRhL2ylswQnJ1RzRnQzVGNTA/view?pref=2&pli=1
  17.  
  18. Table of Contents:
  19. I: Intro
  20. II: Main Route
  21. III: Miscellaneous Info
  22. IV: Trade Consistency for Speed
  23. V: Backup Strategies
  24. VI: To Do
  25.  
  26. ===== SECTION I: INTRO =====
  27.  
  28. *** CLICK THE BELOW IMAGE, IT IS VERY IMPORTANT ***
  29.  
  30. http://i.imgur.com/yhZWsey.jpg
  31.  
  32. *** CLICK THE ABOVE IMAGE, IT IS VERY IMPORTANT ***
  33.  
  34. 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).
  35.  
  36. 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).
  37.  
  38. 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.
  39.  
  40. 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.
  41.  
  42. 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.
  43.  
  44. Note 4: This route assumes you are playing on the Japanese version. However, almost everything will work on the English version as well.
  45.  
  46. Credits to 0xwas, Alanim, Albrecht, iateyourpie, lackattack, millnium, 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.
  47.  
  48. Old route (Skip Pandorite):
  49. http://pastebin.com/n4SkJFGW
  50.  
  51. Old route (Fight Pandorite):
  52. http://pastebin.com/TvpKgU6h
  53.  
  54. Excel Spreadhsheet showing a general timing comparison between this route and the old route:
  55.  
  56. https://drive.google.com/file/d/0B3yPRhL2ylswUU9nZW1ta1RRRTA/view?usp=sharing
  57.  
  58. 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):
  59.  
  60. https://drive.google.com/file/d/0B3yPRhL2ylswam9BNC1OQ29Pc2M/view?usp=sharing
  61.  
  62. Final Note: The Super Jump numbers in this document do NOT count the initial jump (as it has different base damage than the others). This is different from other versions of this route, so keep this in mind.
  63.  
  64. *** HERE IS A LINK TO THE WIKI AGAIN (Work in Progress) ***
  65.  
  66. https://sites.google.com/site/supermariorpgspeedruns/
  67.  
  68. It covers everything in here (and much, much more)
  69.  
  70. *** SAVESTATE PACK HERE ***
  71.  
  72. https://drive.google.com/file/d/0B3yPRhL2ylswQnJ1RzRnQzVGNTA/view?pref=2&pli=1
  73.  
  74. So you can practice movement, menus, timings, etc. (just not Super Jumps)
  75.  
  76. -----------------------------
  77.  
  78. ===== SECTION II: MAIN ROUTE =====
  79.  
  80. - File name = LCC (Shikuku)
  81.  
  82. ***Koopa's Keep**
  83.  
  84. TERRAPINS
  85.  
  86. - Attempt Terrapin manipulation on the first round (no penalty for missing it):
  87. http://www.twitch.tv/millnium/v/47941768
  88.  
  89. - 1 untimed attack, 3 untimed jumps
  90.  
  91. KOOPA
  92.  
  93. (Advance in-battle dialogue with D-pad rotations)
  94.  
  95. - 2 untimed jumps to Kinklink
  96.  
  97. ***Mario's Pad***
  98.  
  99. - Talk to Toad
  100. - Attempt to leave
  101. - Mash through Save tutorial
  102. - Leave
  103.  
  104. - Cutscenes
  105. - 2nd option for both text prompts
  106.  
  107. ***Mushroom Way***
  108.  
  109. - In the second screen, get the flower in the chest by jumping slightly left of the Goomba on the rotating flower
  110.  
  111. HAMMER BROS
  112.  
  113. - Jump (43 damage)
  114. - Jump on other (45 damage)
  115. - Untimed attack (if 43 on 1st jump. Timed otherwise)
  116. - Untimed jump
  117.  
  118. ***Mushroom Kingdom***
  119.  
  120. Sell:
  121. 1 Mushroom
  122. 1 Flower Jar
  123. Buy:
  124. 5 Honey Syrups
  125. 4 Pick Me Ups
  126. 4 Able Juices
  127. 1 Shirt
  128. 1 Jump Shoes (Kaiten Shuzu)
  129. Equip (In Shop menu):
  130. Hammer, Shirt, Jump Shoes
  131. - Get frog coin in castle
  132. - [CAMERA: Down right, down after leaving castle]
  133. - [CAMERA: After getting Mallow, walk in center of walkway and jump constantly until reaching Toad]
  134.  
  135. [Cutscenes]
  136. - Pick top option
  137.  
  138. ***Bandit's Way***
  139.  
  140. - Jump straight down and land on left petal of the rotating flower
  141. - Skipping stepping on very first platform
  142. - Don't get platform coins, they lag
  143. - Get KeroKeroCola in 2nd screen
  144. - Use star, attempt enemy jump (doge jump) for the flower
  145. - Kill 10 K-9s (No need to count, just leave as soon as Mario levels up)
  146. * Note: You can opt to kill 15 K9s here instead, if you don't want to worry about the Flame Orb RNG during the Moleville Mines Star
  147.  
  148. [Optimal 10 Dogs: http://puu.sh/hsHku/54e3f185d8.gif ]
  149.  
  150. [LEVEL]
  151. Mario [2] : SP
  152.  
  153. CROCO 1 (11 FP)
  154.  
  155. - Jump (46) / Defend
  156. - Jump (46) / Defend
  157. - Jump (48) / Honey Syrup
  158. - Jump (48) / Defend
  159. - Jump (49) / Defend
  160. - Jump (49) / Honey Syrup
  161. - Jump (51) / Defend
  162. - Jump (51)
  163.  
  164. CROCO 1 (12 FP)
  165.  
  166. - Jump (46) / Defend
  167. - Jump (46) / Defend
  168. - Jump (48) / Honey Syrup
  169. - Jump (48) / Honey Syrup
  170. [Let Mallow die if Mario has not taken damage yet]
  171. - Jump (49) / Defend
  172. - Jump (49) / Defend
  173. - Jump (51) / Defend
  174. - Jump (51)
  175.  
  176. *Use Pick-Me-Ups if need be.
  177.  
  178. [LEVEL]
  179. Mallow [3] : SP
  180.  
  181. - Save before going into Mushroom Kingdom 2 in case you miss Mack Skip
  182.  
  183. ***Mushroom's Kingdom 2***
  184.  
  185. - Enter from Mushroom Way, not Bandit's Way
  186. - Mack Skip (Video: www.youtube.com/watch?v=WhjNbMW7P10 )
  187. - Leave through the left path of Mushroom Kingdom (do not get Cricket Pie)
  188.  
  189. ***Kero Sewers***
  190.  
  191. PANDORITE
  192.  
  193. - Jump / Defend
  194. - Jump / Defend
  195. - Jump if alive and not feared (Pandorite dies)
  196.  
  197. * 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.
  198.  
  199. ---
  200.  
  201. - Get Flower in same room as Pandorite if you did not get the enemy jump in Bandit's Way
  202. - Use star, kill 8 rats (or 7 rats + boo if you prefer)
  203.  
  204. [LEVEL]
  205. Mario [3] : SP
  206.  
  207. - Get recovery mushroom from chest before save point
  208.  
  209. BELOME
  210.  
  211. *Note - this assumes an ideal fight (i.e., no Sleep Sauce used on Belome's 2nd turn).
  212.  
  213. Turn 1:
  214. Jump / Thunderbolt
  215.  
  216. [Half-block Belome's 1st attack is optimal so you can choose when Mallow dies. Full block is safe]
  217.  
  218. Turn 2:
  219. Jump / Honey Syrup
  220. Turn 3:
  221. Jump / Thunderbolt
  222.  
  223. [Scarecrow]
  224.  
  225. Turn 4:
  226. Jump / Honey Syrup
  227.  
  228. [Swallow]
  229.  
  230. Turn 5:
  231. Jump
  232. Turn 6:
  233. Jump / Thunderbolt
  234. Turn 7:
  235. Jump
  236.  
  237. * If Mario is slept on turn 2, Thunderbolt with Mallow and let Belome wake up Mario.
  238. * If Mallow is slept on Turn 2, Mario uses an Able Juice on Mallow, and then Mallow uses Thunderbolt
  239. * 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.
  240.  
  241. ---
  242.  
  243. [LEVEL]
  244. Mallow [4] : ATK
  245.  
  246. ***Midas River***
  247.  
  248. Waterfall Section
  249.  
  250. - 2nd Option
  251. - Go left at branching path
  252. - Go right of the hole
  253. - Bounce off rock to get Frog Coin
  254. - Go right at branching path
  255. [Collect 4 frog coins during waterfall segment]
  256.  
  257. Barrel Section
  258.  
  259. - 2nd Option
  260. - Bounce off 1st barrel
  261. - Jump on rest
  262.  
  263. - Get at least 60 coins in mini-game for Frog Coin (Exactly 60 is preferable to skip one text box)
  264. - Notes from old pastebin on how to get 60
  265. coins:
  266. "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."
  267. - Automatically receive NokNok Shell
  268.  
  269. ***Tadpole Pond***
  270.  
  271. [CAMERA: Approach stone from upper right]
  272. [Cutscenes]
  273. - Pick 2nd option
  274. - Go to Juice Bar (right Tadpole)
  275. - Buy:
  276. 2 Froggie Drinks
  277. - Go to Frog Coin Emporium (left Tadpole)
  278. - Buy:
  279. 2 Sleepy Bombs (#1)
  280. 1 Energizer (#3)
  281.  
  282. ***Rose Way***
  283.  
  284. - Get 10-coin on the way to upper right
  285. - Get 10-coin on the way to lower right
  286. - Hit 5 coin chests twice each (optional if you get good small item freebie luck)
  287.  
  288. [Cutscenes]
  289.  
  290. ***Rose Town***
  291.  
  292. - Enter shop through chimney and get the flower in the invisible chest.
  293. - Buy:
  294. - 2 Wake-Up Pins
  295. - Get Frog coin in upper left of the shop
  296. - Go to elevated house and get frog coin (above bed) and 2 flowers
  297. - 2nd option for text prompt preceding Geno cutscene (in Rose Town inn)
  298.  
  299. ***Forest Maze***
  300.  
  301. - Get KeroKeroCola in 1st room (leftside)
  302. - Jump on Wiggler 7x for 63 coins & 7 Frog Coins
  303.  
  304. WIGGLER JUMPIN'
  305.  
  306. - Align Mario by running right towards the nook in the bushes (This image: http://puu.sh/ngo39/7e16f91f49.png )
  307. - 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.
  308.  
  309. *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
  310.  
  311. - Get frog coin in room after 1st underground section (upper left)
  312. - Get KeroKeroCola behind sleeping Wiggler
  313. - Get Red Essence right after save box (upper right)
  314. - Bottom right
  315. - Upper right
  316. - Upper right
  317. - Bottom right
  318. - Upper right
  319. - Upper left
  320.  
  321. [CAMERA: Up-right, then up-left entering Bowyer cutscene]
  322.  
  323. BOWYER
  324.  
  325. Turn 1:
  326. - Attack (40)
  327. - Jump (39)
  328. - Energizer Geno (hit right on item menu)
  329. Turn 2:
  330. - Attack (60)
  331. - Jump (39) (or 40 if Mario jumped 8+ times during Belome)
  332. - Timed Attack (2) IF Mario only did 39 damage with his 2nd Jump; Untimed attack otherwise (1)
  333. Turn 3:
  334. - Geno Beam (90)
  335. - Froggie Drink (Geno & at least 1 other character are damaged) OR Mushroom Geno (Only Geno is damaged) OR Defend (Only 1 non-Geno character is damaged)
  336. - Honey Syrup
  337. 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):
  338. - Geno Beam
  339. - Mushroom Geno OR Defend
  340. - Mushroom Geno OR Defend
  341. Turn 5:
  342. - Geno Beam
  343. - Defend
  344. - Defend
  345. Turn 6:
  346. - Geno Beam
  347. - Defend
  348. - Defend
  349. Turn 7:
  350. - Geno Beam (Or Attack if Mario is alive)
  351. - Jump
  352. - Defend
  353. Turn 8:
  354. - Geno Beam (Or Attack if Mario is alive)
  355. - Jump
  356. - [Defend]
  357. [Turn 9:
  358. - Attack with Geno (if messed up a timing)]
  359.  
  360. [LEVEL]
  361. Mario [4] : SP
  362.  
  363. ***Moleville***
  364.  
  365. - Go to shop and...
  366. - Buy:
  367. - 1 Punch Glove
  368. - 1 Finger Shot
  369. - 1 Cymbals
  370. - 4 Work Pants (last armor)
  371. - Equip:
  372. - Mario: Punch Glove, Work Pants
  373. - Mallow: Cymbals, Work Pants
  374. - Geno: Finger Shot, Work Pants, Wake-Up Pin
  375.  
  376. [Cutscenes]
  377.  
  378. - Top option for both promps
  379. - Chase Croco
  380.  
  381. CROCO 2 (Check guidelines listed below to ensure a cleaner fight)
  382.  
  383. Turn 1:
  384. - Attack (~64)
  385. - Jump
  386. - Energizer Geno if possible; Attack otherwise (~34)
  387. Rest of turns:
  388. - Attack
  389. - Jump
  390. - Attack
  391. - (Croco 2 randomly causes misses)
  392. - (25% chance of Flower Box)
  393.  
  394. **Croco 2 Guidelines (Assumes no Misses before Croco steals your items)**
  395.  
  396. - Pick-Me-Up Mallow with Mario if Mallow dies Turn 1
  397. - Pick-Me-Up Mario with Mallow if Mario dies Turn 1
  398. - Do NOT Pick-Me-Up Mallow or Mario if they die on Turn 2
  399. - EXCEPTION: Pick-Me-Up Mario with Mallow if Mallow died on Turn 1 and was revived
  400. - Do not revive anyone past Croco's 3rd turn (even if this means using solo Geno once your items are stolen)
  401. - If you use the Energizer on Geno, do not revive anyone
  402.  
  403. ---
  404.  
  405. - Go backwards and towards the railroad tracks
  406. - Use star, kill 7 enemies (6 bombs + Flame Orb)
  407.  
  408. * 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 (or kill 15 K9s during the Bandit's Way star)
  409.  
  410. [LEVEL]
  411. Mario [5] : SP
  412. Mallow [5] : ATK
  413. Geno [7] : HP
  414.  
  415. - Get 150 Coin chest no matter what
  416. - Get Flower before Punchinello
  417. - Jump at Punchinello after you pass the bomb on the right to avoid being pushed back
  418.  
  419. PUNCHINELLO
  420.  
  421. - Geno Attack (~90)
  422. - Mario Attack (~58)
  423. - Mallow Energizer Geno if possible; Attack otherwise (~56)
  424.  
  425. **Punchinello Guidelines (Assumes no Energizer)**
  426.  
  427. - If Punchinello uses Sandstorm, all 3 characters use an Able Juice on themselves
  428. - 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)
  429. - 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
  430.  
  431. * Note: These guidelines assume no one dies, which is possible by perfect blocking every attack
  432.  
  433. ---
  434.  
  435. - Mine Cart minigame (pick 2nd option to skip instructions)
  436. - 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)
  437. - Good minecart tape: http://www.twitch.tv/thelcc/v/47768376
  438.  
  439. ***Booster Pass***
  440.  
  441. - Get Frog Coin from first plant on the right
  442. - Get Rock Candy in upper left corner near top exit in 1st area
  443.  
  444. ***Booster Tower***
  445.  
  446. [Cutscenes]
  447.  
  448. - 2nd option for switch allies text prompt
  449. - Get Frog Coin in upper right corner of 2nd room
  450. - Get Flower Tab in back corner of 3rd room
  451. - Press green exclamation switch if you are going to Booster Pass
  452. - Get Frog Coin in lower left corner of room after Thwomp see-saw room
  453. - Get Frog Coin in the crevice in same area
  454. - Get all Frog Coins in checkerboard room
  455. - Skip Zoom Shoes
  456. - Get Goody Bag and Frog Coin in last room before curtain room (hidden chest above visible one)
  457. - Do not fail curtain minigame and automatically receive Amulet
  458.  
  459. Switch:
  460. - Mallow -> Koopa
  461. Equip:
  462. - Mario: Amulet
  463. - Koopa: Work Pants, Wake-Up Pin
  464.  
  465. KNIFE GUY & GRATE GUY [700 HP / 900 HP]
  466.  
  467. Turn 1
  468. - Attack KG
  469. - Terrorize
  470. - Fire Orb KG
  471. Turn 2:
  472. - Attack GG
  473. - Attack GG OR use Able Juice on Mario
  474. - Fire Orb KG
  475. Rest of turns:
  476. - Attack with Bowser / Geno until GG dies
  477. - Defend with Mario unless you miss a timing or had to Able Juice Mario with Koopa
  478.  
  479. * If Terrorize misses Grate Guy, you can still follow the notes (you'll only lose a bit of time from Grate Guy living longer)
  480. ** 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
  481. ** If Terrorize misses both Guys, use a Honey Syrup with Geno and Terrorize again (assumes you freebie 1 Honey Syrup)
  482.  
  483. ***Booster Hill***
  484.  
  485. - 2nd option
  486. - 12 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. 28 is required by Countdown)
  487.  
  488. ***Marrymore***
  489.  
  490. [CAMERA: Walk along the rightmost side of center staircase, jump over flower bushes]
  491. - Talk to rightmost Toad in front of chapel
  492. - Take back entrance
  493. [CAMERA: Enter the cutscene with the Snifit by walking on the 2nd black circle on the front of the carpet]
  494.  
  495. [Cutscenes]
  496.  
  497. - 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)
  498.  
  499. - Get items quickly to be kissed by Peach
  500. - If you don't get the kiss, reset
  501.  
  502. BUNDT
  503.  
  504. Turn 1:
  505. - Attack
  506. - Attack
  507. - Attack
  508. Turn 2:
  509. - Attack
  510. - Attack (Dialogue)
  511. - Red Essence (Red Yoshi) on Mario
  512. Turn 3:
  513. - Attack (Candle phase starts)
  514. - Untimed attack
  515. - Untimed attack
  516. Turn 4+:
  517. - Untimed attack with all characters until Raspberry phase starts (if Geno dies, revive him with Koopa)
  518. Rest of turns (during Raspberry phase):
  519. - Attack
  520. - Attack
  521. - Jump
  522.  
  523. * If Koopa is feared during Raspberry phase, Geno cures it with an Able Juice (if alive)
  524. * If Geno dies during Raspberry phase...
  525. - Safe: Use a Pick-Me-Up with Koopa to revive him
  526. - Optimal: Continue the fight and hope no one else dies / gets feared
  527. * If you freebie the Red Essence, you can sell it at Seaside to have more bombs to work with
  528.  
  529. [LEVEL]
  530. Mallow [6] : HP
  531.  
  532. ***Mushroom Kingdom 3***
  533.  
  534. - Get Cricket Pie in the shop on the way to the cutscenes
  535.  
  536. [Cutscenes]
  537.  
  538. - 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.
  539.  
  540. ***Tadpole Pond 2***
  541.  
  542. [CAMERA: Jump onto the stone that triggers the tadpoles, instead of walking onto it]
  543. - Give Cricket Pie to Frogfucius
  544. - Talk to Frogfucius again to learn about the star on Star Hill
  545.  
  546. ***Booster Pass Secret***
  547.  
  548. - Get KeroKeroCola, frog coin, & Flower (if you have less than 28 FP)
  549.  
  550. ***Star Hill***
  551.  
  552. - Section 1
  553. - Bottom middle
  554. - Rightmost
  555. - Bottom left
  556. - Upper left
  557. - Upper right
  558. - Section 2
  559. - Upper right
  560. - Bottom right
  561. - Bottom middle
  562. - Lower left
  563. - Middle
  564. - Upper left
  565. - Section 3
  566. - Bottom middle
  567. - Lower left
  568. - Middle
  569. - Upper left
  570. - Upper middle (Interact with top left of star and walk up right for good camera)
  571. - STAR (Upper right of screen)
  572. - Middle right
  573.  
  574. ***Seaside Town***
  575.  
  576. - Talk to Fake Elder (upper right house)
  577. - Buy Experience Booster from Frog Disciple on top floor
  578.  
  579. *1. Sell (Until 999 coins, then proceed):
  580. - All Mushrooms
  581. - All Honey Syrups
  582. - All Pick-Me Ups (can choose not to sell for safety, but very likely you won't need these)
  583. - All Able Juices
  584. - All KeroKeroColas
  585. - All Flower Tabs / Jars / Boxes
  586. - The Goody Bag
  587. - The Wallet
  588. - The Red Essence (if freebied)
  589. - (Leave 1 Froggie Drink for Yaridovich)
  590. 2. Equip:
  591. - Mario:
  592. - Experience Booster over Amulet
  593. - Koopa:
  594. - Unequip accessory
  595. - Geno:
  596. - Unequip weapon, Amulet over Wake-Up Pin
  597. - Peach: Unequip weapon
  598. - Peach & Mallow swap armor (Polka Dress on Mallow to get Work Pants on Peach)
  599. - Mallow: Unequip weapon
  600. 3. Sell all equipment (Sells for 401 Coins) (Can sell Punch Glove too if need more coins)
  601. 4. If no FB or RE, Buy: (3530 coins worth of bombs)
  602. - 1 Bad Mushroom
  603. - 1 Fright Bomb (Bibiri Bomb)
  604. - 7 Fire Bombs (Kaendama)
  605. - 8 Ice Bombs (Koridama)
  606. *** If FB, buy 2 more Ice Bombs (or consult Section IV for an alt strat)
  607. *** If Red Essence, buy 1 more Fire Bomb
  608.  
  609. Optimal Selling / Buying for no RE / FB
  610.  
  611. - *SELL*
  612. SMALL ITEMS + 3 COLAS
  613. - *BUY*
  614. 1 BAD | 1 FRIGHT | 3 ICE
  615. - *SELL*
  616. 1 COLA, GOODIE BAG, WALLET
  617. - *BUY*
  618. 2 ICE | 2 FIRE
  619. - *SELL*
  620. 1 BOX, 1 JAR, 1 TAB
  621. - *BUY*
  622. 1 ICE | 3 FIRE
  623. - *SELL*
  624. 1 TAB, 1 JAR, ALL EQ
  625. - *BUY*
  626. 2 ICE | 2 FIRE
  627.  
  628. ***Sea***
  629.  
  630. - Get underneath Star, jump, then IMMEDIATELY PRESS X:
  631. - Switch:
  632. - Mallow & Peach
  633. - Kill every Starslap
  634.  
  635. [LEVEL]
  636. Mario [6] : ATK
  637. Mario [7] : SP
  638. Mario [8] : SP
  639. Koopa [9] : ATK
  640. Geno [8] : HP
  641. Mallow (NOT PEACH) [7] : HP
  642. Peach (NOT MALLOW) [10] : SP
  643.  
  644. ***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.
  645.  
  646. - Equip:
  647. - Mario & Geno swap accessories (Experience Booster on Geno)
  648. - Peach & Geno swap accessories (Nothing on Geno to get Experience Booster on Peach)
  649.  
  650. ***Sunken Ship***
  651.  
  652. - Left door
  653. - Straight through 2 rooms
  654. - Get Flower in crates in corner of next room if you have less than 28
  655.  
  656. ---Password hit pattern---
  657. 0 3 2
  658. 4 2 0
  659.  
  660. KING CALAMARI
  661.  
  662. - Phase 1:
  663. - Untimed Boost Koopa
  664. - Fire Bomb
  665. - Phase 2:
  666. - Fire Bomb
  667. - Defend
  668. - Untimed Attack (Assumes you have Punch Glove. Timed unarmed attack otherwise)
  669. - Phase 3:
  670. - Fire Bomb with Koopa
  671. - Defend
  672. - Timed Jump
  673. - Fire Bomb
  674.  
  675. - Top path
  676. - Get KeroKeroCola in Clone room
  677. - Get Safety Ring in room attached to Blooper room
  678.  
  679. - Switch:
  680. - Koopa -> Peach
  681. -Equip:
  682. - Mario & Peach swap accessories (Amulet on Peach)
  683. - Peach & Geno swap accessores (Amulet on Geno)
  684. - Safety Ring on Peach
  685.  
  686. BANDANDA REDS 1
  687.  
  688. - Use Fire Bomb
  689.  
  690. BANDANA REDS 2
  691.  
  692. - Use Fire Bomb
  693.  
  694. [LEVEL]
  695. Mario [9] : ATK
  696. Geno [9] : ATK
  697. Koopa [10] : ATK
  698. Mallow [8] : HP
  699.  
  700. - Equip:
  701. - Mario & Geno swap accessories (Experience Booster on Geno)
  702.  
  703. JOHNNY
  704.  
  705. Turn 1:
  706. - Untimed Boost Mario
  707. - Sleepy Bomb
  708. - 100 SJs (866)
  709.  
  710. [LEVEL]
  711. Peach [11] : SP
  712.  
  713. Equip:
  714. - Mario & Geno swap accessories (EXP Booster on Mario)
  715. - Geno & Peach swap accessories (Amulet on Peach)
  716.  
  717. ***Seaside Town 2***
  718.  
  719. - Pick top option
  720.  
  721. YARIDOVICH [1500 HP]
  722.  
  723. 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)
  724.  
  725. 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)
  726.  
  727. Turn 1:
  728. - Timed Boost Peach
  729. - Defend
  730. - Shocker (243)
  731. - Turn 2:
  732. - Timed Boost Mario
  733. - Use Kero-Kero Cola (if freebied, skip the one in Koopa's Keep 2)
  734. - Shocker
  735. - Turn 3:
  736. - 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
  737. - Ice Bomb if Geno just used a Fire Bomb; Fire Bomb otherwise
  738. - Shocker
  739. - Turn 4:
  740. - Ice Bomb (Defend if Geno Fire Bombed previous turn)
  741. - Ice Bomb
  742. - Shocker
  743.  
  744. * 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
  745. * 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 only one Shocker, you can use a Jump to kill him (requires 27 FP), or a Bad Mushroom (risk not having one for Birdo).
  746.  
  747. [LEVEL]
  748. Geno [10] : ATK
  749.  
  750. - Get Shed Key, go to shed, and automatically receive Flower Box
  751. - Go to Elder's house and talk to Elder
  752. - Go to shop (middle door)
  753. - Buy
  754. - 1 Troopa Shell
  755. - 1 Hurly Glove (Bunnage Gloves)
  756. - 1 Super Double Punch
  757. - Sell
  758. - All Mushrooms
  759. - Flower Box
  760. - Froggie Drink if unused / freebied
  761. - Equip:
  762. - Mario: Troopa Shell
  763. - Geno: Super Double Punch
  764. - Peach & Geno swap accessories (Amulet on Geno)
  765.  
  766.  
  767. ***Land's End***
  768.  
  769. - Skip Red Essence in first screen (fire all the way forward with the cannon)
  770. [*Note: You can grab this for safety if you want, and use it during Czar, Countdown, or Smithy 2]
  771. - Jump at rotating flowers from the bottom, and wait for one "tick" before jumping
  772. - Can skip first 2 platforms after flower section with an angled jump
  773.  
  774. ARMORED ANTS
  775.  
  776. - Use 1 Ice Bomb per Armored Ant battle
  777.  
  778. [LEVEL]
  779. Mario [10] : SP
  780. Mallow [9] : HP
  781. Koopa [11] : ATK
  782.  
  783. - Don't save
  784. - Kill all the enemies on the top floor + 1 gecko on bottom floor
  785.  
  786. [LEVEL]
  787. Mario [11] : SP
  788. Mario [12] : ATK
  789. Peach [12] : SP
  790. Geno [11] : ATK
  791. Koopa [12] : ATK
  792. Mallow [10] : HP
  793.  
  794. - 2nd star: Kill the rest of the geckos
  795.  
  796. [LEVEL]
  797. Mario [13] : SP
  798. Mallow [11] : HP
  799.  
  800. * (Note: If you fail to kill the gecko with the 1st star, kill him with the 2nd star instead. Then kill 8 blue birds + Dodo with the Nimbus Palace star, instead of 6 + Dodo)
  801.  
  802. - Pay 100 coins to trampoline Shaman
  803. - Talk to fortune teller man
  804. - The correct statue order when receiving your fortune is Left -> Middle -> Right
  805. - Reset fortune until it displays: http://puu.sh/jFoA0/65a7267991.png
  806.  
  807. BELOME 2 (1200 HP)
  808.  
  809. - Fright Bomb (Same page or 1 right in the menu)
  810. - Attack (170 - 200 damage range)
  811. - Super Jumps (See below) (114 base, 14 damage a Super Jump)
  812.  
  813. Geno's Attack = 170 - 173 : 59 SJs (940)
  814. Geno's Attack = 174 - 187 : 58 SJs (926)
  815. Geno's Attack = 188 - 200 : 57 SJs (912)
  816.  
  817. [LEVEL]
  818. Geno [12] : ATK
  819.  
  820. (Clones alter total experience gained, but should not matter in this route)
  821.  
  822. ***Monstro Town***
  823.  
  824. - Talk to Melody Star and then talk to Monstermama
  825. - Get Super Suit and Jumper's Scarf (Attack Scarf) from dog next door
  826. - Scale the cliff and automatically obtain Patapata Medal (Troopa Pin) if your time is better than 12.00 seconds
  827.  
  828. - Switch:
  829. - Peach -> Koopa
  830. - Equip:
  831. - Koopa: Hurly Glove
  832. - Geno: Super Suit, Patapata Medal
  833. - Peach & Koopa swap accessories (Safety Ring on Koopa)
  834.  
  835. ***Bean Valley***
  836.  
  837. - Screen 1
  838. - Hold up right until underneath bee's shadow, then slight left and into pipe
  839. - Screen 2
  840. - Hug northern wall
  841.  
  842. MEGASMILAX
  843.  
  844. Phase 1:
  845. - Attack
  846. Phase 2:
  847. - Attack
  848. - Attack
  849. - Attack
  850. Phase 3:
  851. - Ice Bomb
  852. Phase 4:
  853. - Ice Bomb
  854. - Attack until dead (2 Geno attacks + 1 Koopa attack with good rolls; 2 Geno attacks + 2 Koopa attacks otherwise)
  855.  
  856. [LEVEL]
  857. Peach [13] : SP
  858.  
  859. - Climb the vines quickly
  860.  
  861. ***Nimbus Land***
  862.  
  863. - Sell:
  864. - Punch Glove
  865. - Work Pants
  866. - Amulet
  867. - Buy:
  868. - 2 Mid Mushrooms (Super Mushrooms)
  869. - 2 Maple Syrups
  870. - [1 Pick-Me-Up if none dropped during Armored Ants]
  871. - [1 Able Juice if you want to be 100% safe for Czar]
  872. - 1 Mega Glove (Deka Panchi Gurobu)
  873.  
  874. - Equip:
  875. - Mario: Mega Glove, Jumper's Scarf
  876. - Mario & Geno swap armor (Work Pants on Geno)
  877. - Geno & Koopa swap accessories (Patapata Medal on Koopa)
  878. - Peach: EXP Booster
  879.  
  880. - Go to Garro's house (upper right)
  881. - Talk to Mallow statue from the upper left
  882. - Talk to Garro from the front
  883.  
  884. - Massive cutscene sequence
  885.  
  886. - Get Feather
  887. - Hop over gap and then run along rightmost tiles in next room with enemies
  888. - In room right before key, hug lower walls
  889. - 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)
  890. - During return trip in next room, hold up + left
  891. - 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)
  892.  
  893. BIRDO
  894.  
  895. Mario damage range: 230 - 266
  896.  
  897. Turn 1:
  898. - Untimed Attack
  899. - Untimed Attack
  900. - Untimed Boost Mario
  901. Turn 2:
  902. - Untimed Attack
  903. - Untimed Attack
  904. - Untimed Attack
  905.  
  906. (Birdo phase starts)
  907.  
  908. Turn 3:
  909. - Attack
  910. - Defend
  911. - Defend
  912. Turn 4:
  913. - Attack
  914. - Defend
  915. - Defend
  916. Turn 5:
  917. - Attack
  918. - Bad Mushroom
  919. - (Attack if you got the world's worst damage rolls)
  920.  
  921. - Go left of Birdo egg
  922. - In fan room, hold Y going in (but don't move). When it loads, tap right, then full jump up and right over him
  923. - For fork man, get as close to the form as possible, then as soon as it retracts, run up + right
  924. - For blue bird room with save point, hold up until corner, then down right until next corner, then up right
  925. - In star room, quick down right to avoid first bird
  926. - Get Star, kill 6 Blue Birds + Dodo
  927.  
  928. [LEVEL]
  929. Mario [14] : SP
  930.  
  931. VALENTINA
  932.  
  933. Dodo (400 HP)
  934.  
  935. If Fire Bomb:
  936. - Fire Bomb
  937. - Untimed Attack
  938.  
  939. If no Fire Bomb and Bad Mushroom was freebied during Birdo:
  940. - Bad Mushroom
  941. - Attack
  942. - Attack
  943.  
  944. Otherwise:
  945. - Just attack
  946.  
  947. Valentina (2000 HP)
  948.  
  949. Turn 1:
  950. - Untimed Boost Mario
  951. - Mario Attack
  952. Turn 2:
  953. - Geno Attack
  954. - Mario Attack (Dodo is summoned)
  955. - Koopa Attack
  956. - Geno Attack
  957.  
  958. [Do not guard any attacks during the next phase & let Koopa + Geno die if possible]
  959.  
  960. Turn 3:
  961. - Mario Attack
  962. - Defend
  963. - Defend
  964. Turn 4:
  965. - Mario Attack
  966.  
  967. [LEVEL]
  968. Koopa [13] : ATK
  969.  
  970. - Cutscenes, leave through top door
  971. - Go straight right in hot springs room and jump over the water
  972.  
  973. ***Barrel Volcano***
  974.  
  975. - Get underneath Star in the Volcano, jump and then IMMEDIATELY OPEN THE MENU!
  976. - Switch:
  977. - Geno -> Peach
  978. - Equip:
  979. - Mario & Peach swap accessories (Jumper's Scarf on Peach to get EXP Booster on Mario)
  980. - Peach & Mario swap armor (Work Pants on Mario to get Super Suit on Peach)*
  981.  
  982. *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
  983.  
  984. - Kill 8 enemies
  985. - For 3rd room w/ star, hold up in the corner until skeleton on the left walks toward you, then straight jump up
  986.  
  987. [LEVEL]
  988. Geno (NOT PEACH) [13] : ATK
  989. Peach (NOT GENO) [14] : SP
  990. Mallow [12] : HP
  991.  
  992. - *Note 1: "Geno" is actually Peach in the level-up screen. Remember this when choosing your level-ups
  993. - *Note 2: If you missed an enemy and Geno does not level with Peach & Mallow, it's okay. Peach will still have Geno Blast.
  994.  
  995. - In fireball room after star runs out, hug leftmost wall for good alignment, and then just jump across (you can't get hit)
  996. - Get flower in room with save box if you have 28 or less
  997. - In room before Jitanda, hug rightmost wall and jump over
  998.  
  999. JITANDA
  1000.  
  1001. - If 3+ Ice Bombs remaining (with Fire Bomb for Axems):
  1002. - Defend
  1003. - Ice Bomb
  1004.  
  1005. Otherwise:
  1006. - Geno Blast
  1007.  
  1008. [LEVEL]
  1009. Mario [15] : ATK
  1010.  
  1011. - After the Jitanda...
  1012. - Equip:
  1013. - Jumper's Scarf on Mario
  1014. - [Mario & Peach swap armor (Work Pants on Peach)]*
  1015. - Peach: Experience Booster
  1016. - Geno: Feather
  1017. - Switch:
  1018. Peach -> Geno
  1019.  
  1020. * If you swapped armor before the Volcano star
  1021.  
  1022. - [If you failed to follow the EXP route perfectly until this point, Mario will not be Level 15 for Czar. However, it's faster to just continue the run without trying to fix your EXP]
  1023. - [Use Maple Syrup in the menu if you're low on Ice Bombs and aren't confident in Super Jumps]
  1024.  
  1025. - Talk to Hinopio from the upper-left to enter his cave, don't buy anything, then proceed across the bridge...
  1026.  
  1027. CZAR DRAGON (SJs = 190 base, 23 damage a jump)
  1028.  
  1029. 2 ICE BOMB STRAT
  1030.  
  1031. Turn 1:
  1032. - Mario: Attack
  1033. - Geno: Boost Mario
  1034. - Koopa: Ice Bomb
  1035. Turn 2:
  1036. - Mario: Attack
  1037. - Geno: Defend (OR Pick Me Up Koopa if he's dead OR Able Juice Koopa if he's feared)
  1038. - Koopa: Ice Bomb
  1039. Zombone Phase:
  1040. - Attack
  1041. - Attack
  1042. - 11 Ultra Jumps if 977 damage with first 2 punches; 12 otherwise
  1043.  
  1044. 1 ICE BOMB STRAT (Revert to 2 ICE BOMB STRAT if 1 is freebied)
  1045.  
  1046. Turn 1:
  1047. - Mario: Attack
  1048. - Geno: Boost Mario
  1049. - Koopa: Ice Bomb
  1050. Turn 2:
  1051. - Mario: 24 SJs (do a few more if Mario is Level 14)
  1052. - Geno: Defend (attack if you dropped Super Jumps)
  1053. - Koopa: Defend (attack if you dropped Super Jumps)
  1054. Zombone Phase:
  1055. - Attack until dead, Super Mushroom if in danger of dying
  1056. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1057. - 11 Ultra Jumps if 977 damage with first 2 punches; 12 otherwise]
  1058.  
  1059. 0 ICE BOMB STRAT
  1060.  
  1061. Turn 1:
  1062. - Mario: Attack
  1063. - Geno: Boost Mario
  1064. - Koopa: Defend
  1065. Turn 2:
  1066. - Mario: 42 SJs if Mario's attack was 244 or higher; 43 otherwise (do a few more if Mario is Level 14)
  1067. - Geno: Defend (can attack if dropped Super Jumps and close to death)
  1068. - Koopa: Defend (can attack if dropped Super Jumps and close to death)
  1069. Zombone Phase:
  1070. - Attack until dead, Super Mushroom if in danger of dying
  1071. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1072. - 11 Ultra Jumps if 977 damage with first 2 punches; 12 otherwise]
  1073.  
  1074. *Note - You MUST have at least 1 Ice Bomb for Axem Rangers if you do not have a Fire Bomb
  1075.  
  1076. ***
  1077.  
  1078. Post Czar Dragon...
  1079. - Equip:
  1080. - Mario & Koopa exchange armor (Super Suit on Koopa)
  1081. - Koopa: Remove Hurly Glove
  1082.  
  1083. AXEM RANGERS
  1084.  
  1085. Ship = 999
  1086. Axem Red = 800
  1087. Axem Pink = 400
  1088. Axem Black = 550
  1089. Axem Yellow = 600
  1090. Axem Green = 450
  1091.  
  1092. FIRE BOMB & ICE BOMB
  1093.  
  1094. Turn 1:
  1095. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1096. - Fire Bomb
  1097. - Ultra Jump Axem Black; hit all 4 Rangers at least once
  1098.  
  1099. Turn 2:
  1100. - Ice Bomb
  1101. - Geno Boost Mario
  1102. - Attack
  1103.  
  1104. Rest of Turns:
  1105. Attack until dead
  1106.  
  1107. ICE BOMB ONLY:
  1108.  
  1109. Turn 1:
  1110. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1111. - Ice Bomb
  1112. - Ultra Jump Axem Pink; you must land on her at least 4 times (and all other Rangers at least once)
  1113.  
  1114. Turn 2:
  1115. - Attack Red
  1116. - Geno Boost Mario
  1117. - Attack
  1118.  
  1119. Rest of turns:
  1120. - Attack until dead
  1121.  
  1122. FIRE BOMB ONLY
  1123.  
  1124. Turn 1:
  1125. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1126. - Fire Bomb
  1127. - Ultra Jump Axem Black, hit every ranger at least once
  1128. Turn 2:
  1129. - Attack Red
  1130. - Geno Boost Mario
  1131. - Untimed Attack Red
  1132. Turn 3:
  1133. - Attack Red (Blade phase starts)
  1134. - Heal Mario if he has 60 HP or less OR Heal Koopa if he is not at full HP; Defend otherwise
  1135. - Attack
  1136. Rest of turns:
  1137. - Attack until dead
  1138.  
  1139. ROCK CANDY FREEBIE*:
  1140.  
  1141. Turn 1:
  1142. - Rock Candy
  1143. - Geno Boost Mario
  1144. - Rock Candy
  1145.  
  1146. Turn 2:
  1147. - Attack Red
  1148. - Untimed Attack Red
  1149. - Attack Ship
  1150.  
  1151. Rest of turns:
  1152. - Attack until dead
  1153.  
  1154. * The Rock Candy freebie strat conserves an Ice Bomb, which is more useful on Gunyolk
  1155.  
  1156. * NOTE: If Mario deals ~490 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
  1157.  
  1158. - Left path getting back to Throne Room
  1159. - [CAMERA: Slight up right, the hold right going into the cutscene with the King & Queen]
  1160.  
  1161. [Cutscenes]
  1162.  
  1163. - [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)]
  1164. [- Save & soft reset if you are doing Nimbus manip]
  1165. - Leave the same way you entered the castle
  1166. - Take Jugemu's Bus (Royal Bus)
  1167.  
  1168. *MARIO'S PAD MANIP*
  1169.  
  1170. - Leave Koopa's Keep, go to Mario's Pad, save, and soft reset
  1171. - Hold Y, down, and right, then do a quick down input to manipulate Battle Doors to 3 & 6
  1172.  
  1173. *NIMBUS MANIP (JP Version; NA Version is not covered)*
  1174.  
  1175. - If you are good at using audio cues, simply listen to the cue described in the below flowchart:
  1176.  
  1177. Flowchart: http://i.imgur.com/M9Wmtby.png
  1178.  
  1179. - If you're bad at audio cues, follow this tutorial and press the button at the right time (flowchart is still used):
  1180.  
  1181. http://www.twitch.tv/claude/v/4837000
  1182.  
  1183. - Go in Door 5
  1184. - Coin Box
  1185. - 4
  1186. - Invis
  1187. - 2, 3
  1188. - Platform
  1189. - 1, 3
  1190. - Quiz
  1191. - 6
  1192. - Invis
  1193. - 1
  1194. - Platform
  1195. - 2
  1196. - Quiz
  1197. - 3
  1198. - Invis
  1199. - 2, 6
  1200. - Platform
  1201. - 1, 6
  1202.  
  1203. Full Chart (in case you mistime it so bad you can still recover):
  1204. http://i.imgur.com/qOvn49h.png
  1205.  
  1206. ***Koopa's Keep 2***
  1207.  
  1208. - 2nd option to all tutorials
  1209. - Trivia Room
  1210. Dr. Topper Questions / Race Answers:
  1211. http://pastebin.com/E8rpirmg
  1212. Barrel Puzzle:
  1213. 1. 12 Base (just add the different colored barrels to this number for your final answer)
  1214. 2. 43 Base (just add the different colored barrels to this number for your final answer)
  1215. Race Puzzle:
  1216. - Talk to Goomba, then talk to Dry Bones, then talk to Cheep Cheep to figure out the order
  1217. - Take Rock Candy
  1218. - Puzzle Room
  1219. - For Coin Puzzle, count total coins and take 4 at a time until 10, then until 15.
  1220. - For Button Puzzle...
  1221.  
  1222. 0 1 2 3
  1223. 4 5 6 7
  1224. 8 9 10 11
  1225. 12 13 14 15
  1226.  
  1227. - Hit buttons 13, 11, 4, and 2 (in that order)
  1228.  
  1229. - For Ball Puzzle...
  1230.  
  1231. 0 1 2* 3
  1232. 4 5 6 7
  1233. 8 9 10 11
  1234. 12 13 14 15
  1235.  
  1236. 10 UP
  1237. 4 RIGHT
  1238. 12 UP
  1239. 13 UP
  1240. 1 DOWN
  1241. 3 LEFT
  1242. 7 LEFT
  1243. 15 LEFT
  1244. 0 RIGHT
  1245. 4 RIGHT
  1246. 13 UP
  1247. 5 RIGHT
  1248. 11 UP
  1249. 3 LEFT
  1250.  
  1251. - Take Rock Candy
  1252.  
  1253. - Donkey Room
  1254. - Get Fright Bomb (if you don't already have one), get Ice Bomb, and get Rock Candy (all 3 chests on left side) in 1st room
  1255. - Can skip Donkey if you're really far left on the edge running towards him (saves 2 - 3 seconds)
  1256. - Get Super Slap
  1257.  
  1258. - Platform Room
  1259. - In cannonball/bob-ombs room, get Rock Candy (middle right chest)
  1260. - In paired rotating platforms room, get Royal Syrup if you want it & KeroKeroCola (last 2 chests in middle column)
  1261. - Do NOT get Sonic Cymbals
  1262.  
  1263. - Right before Magikoopa...
  1264. - Go into your Items, then immediately back out (Item Sort)
  1265. - Equip:
  1266. - Mario & Koopa swap armor (Work Pants on Koopa)
  1267. - Koopa & Geno swap accessories (Patapata Medal on Geno)
  1268. - Peach: Super Slap
  1269. - Swap:
  1270. - Koopa -> Peach
  1271.  
  1272. [*NOTE - You must time all attacks perfectly to kill Magikoopa. If you have trouble with this, move the equipment + swap menu to after Magikoopa, and perform Item Sort then)]
  1273.  
  1274. MAGIKOOPA (1600 HP)
  1275.  
  1276. Turn 1:
  1277. - Mario Attack
  1278. - Geno Attack
  1279. - Peach Fright Bomb (page left if you performed Item Sort)
  1280. Turn 2:
  1281. - Mario Attack
  1282. - Geno Attack
  1283. - Peach Attack
  1284.  
  1285. BOOMER
  1286.  
  1287. Turn 1:
  1288. - Jump (~250 damage)
  1289. - Untimed Boost to Mario
  1290. - Defend
  1291. Turn 2:
  1292. - 47 Super Jumps (1760)
  1293.  
  1294. EXOR
  1295.  
  1296. - Jump on Left Eye (As in, the eye on the rightmost side of the screen)
  1297. - Use Geno Whirl on Exor
  1298.  
  1299. [LEVEL]
  1300. Peach [15] : SP
  1301.  
  1302. **ABYSS**
  1303.  
  1304. - Get Ultra Hammer
  1305. - Equip:
  1306. - Mario: Ultra Hammer
  1307. - Mario & Peach exchange armor (Super Suit on Peach)
  1308. - Peach & Geno exchange accessories (Experience Booster on Geno)
  1309. - Geno: Safety Ring
  1310.  
  1311. COUNT DOWN (2400 HP)
  1312.  
  1313. Turn 1:
  1314. - Geno Blast
  1315. - Rock Candy
  1316. - Self Geno Boost
  1317. Turn 2:
  1318. - Geno Blast
  1319. - Attack Countdown (Or attack Ding-A-Ling if healed (Jump if you have 31 FP))
  1320. - Rock Candy (both Ding-a-Lings die if not healed)
  1321. Rest of Turns:
  1322. - If Mario is alive & Ding-A-Ling wasn't healed:
  1323. - Attack until dead
  1324. - If Mario died or Ding-A-Ling was healed:
  1325. - Attack until dead (May need to use Group Hug if you have the FP for it / heal with Super Mushrooms)
  1326.  
  1327. [LEVEL]
  1328. Koopa [14] : HP
  1329. Mallow [13] : HP
  1330.  
  1331. ***
  1332.  
  1333. - After Countdown:
  1334. Equip:
  1335. - Mario & Peach swap armor (Work Pants on Peach)
  1336.  
  1337. MACHINE MADE YARIDOVICH (147 Damage base, 18 damage per SJ)
  1338.  
  1339. If you freebied a Rock Candy off Countdown (or got double Rock Candy freebie off Axem Rangers):
  1340.  
  1341. - 20 SJs (507)
  1342. - Rock Candy
  1343.  
  1344. Otherwise:
  1345.  
  1346. - 25 SJs (597)
  1347. - Shocker (211)
  1348.  
  1349. (Can also kill with 37 SJs, but this is very slightly slower)
  1350.  
  1351. [LEVEL]
  1352. Geno [14] : ATK
  1353.  
  1354. CLOAKER (1200) & DOMINO (900) + EARTH LINK (2500)
  1355.  
  1356. Turn 1:
  1357. - Attack Domino
  1358. - Geno Boost Mario
  1359. Turn 2:
  1360. - Attack Domino
  1361. - Attack Domino
  1362. - Untimed attack Domino if Mario & Peach dealt 831 damage or more; Timed attack otherwise (Earth Link phase start)
  1363. Turn 3:
  1364. - 64 SJs on Earth Link (2520)
  1365.  
  1366. Before Clerk....
  1367.  
  1368. Equip:
  1369. - Mario & Peach exchange Super Suit & Work Pants (Super Suit on Peach)
  1370.  
  1371. MAD MALLETS
  1372.  
  1373. If 4+ Ice Bombs remaining:
  1374. - Ice Bomb
  1375.  
  1376. If 4+ Rock Candy remaining:
  1377. - Rock Candy
  1378.  
  1379. Otherwise:
  1380. - Geno Blast
  1381.  
  1382. CLERK [500 HP]
  1383.  
  1384. - Geno Blast
  1385. - Attack
  1386.  
  1387. [LEVEL]
  1388. Mario [16] : SP
  1389.  
  1390. MANAGER [800 HP]
  1391.  
  1392. Turn 1:
  1393. - Geno Blast
  1394. - Attack
  1395. - Untimed attack if Mario did 175 damage or less; Defend otherwise
  1396. Turn 2:
  1397. - Geno Blast
  1398.  
  1399. - After Manager....
  1400. - Equip:
  1401. - Mario & Peach swap Super Suit & Work Pants (Super Suit on Mario)
  1402. - Peach & Geno swap accessories (Patapata Medal on Geno)
  1403.  
  1404. - [CAMERA: Slight left, then up doing into the Director fight]
  1405.  
  1406. DIRECTOR [1000 HP]
  1407.  
  1408. - 39 Super Jumps (707)
  1409. - Rock Candy
  1410.  
  1411. [LEVEL]
  1412. Peach [16] : HP
  1413. Koopa [15] : HP
  1414. Mallow [14] : HP
  1415.  
  1416. [CAMERA: Enter the Gunyolk fight by going as left as possible into the battle trigger]
  1417.  
  1418. GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP)
  1419.  
  1420. 3 Ice Bombs / 2 Rock Candies
  1421.  
  1422. Turn 1:
  1423. - Sleepy Bomb
  1424. - Ice Bomb
  1425. - Ice Bomb
  1426. Turn 2:
  1427. - Defend
  1428. - Ice Bomb
  1429. - Rock Candy
  1430. Turn 3:
  1431. - Defend
  1432. - Rock Candy
  1433.  
  1434. 3 Ice Bombs / 1 Rock Candy
  1435.  
  1436. Turn 1:
  1437. - Sleepy Bomb
  1438. - Ice Bomb
  1439. - Ice Bomb
  1440. Turn 2:
  1441. - Jump on Gunyolk
  1442. - Ice Bomb
  1443. - Defend
  1444. Turn 3:
  1445. - Attack Factory Chief
  1446. - Rock Candy
  1447.  
  1448. 2 Ice Bombs / 2 Rock Candy
  1449.  
  1450. Turn 1:
  1451. - Sleepy Bomb
  1452. - Untimed Boost Peach
  1453. - Ice Bomb
  1454. Turn 2:
  1455. - Defend
  1456. - Ice Bomb
  1457. - Rock Candy
  1458. Turn 3:
  1459. - Untimed Attack Gunyolk
  1460. - Rock Candy
  1461.  
  1462. 2 Ice Bombs / 1 Rock Candy
  1463.  
  1464. Turn 1:
  1465. - Sleepy Bomb
  1466. - Ice Bomb
  1467. - Shocker Gunyolk
  1468. Turn 2:
  1469. - Jump on Gunyolk
  1470. - Ice Bomb
  1471. - Attack Factory Chief
  1472. Turn 3:
  1473. - Attack Factory Chief
  1474. - Rock Candy
  1475.  
  1476. 1 Ice Bomb / 2 Rock Candy
  1477.  
  1478. Turn 1:
  1479. - Sleepy Bomb
  1480. - Ice Bomb
  1481. - Shocker Gunyolk
  1482. Turn 2:
  1483. - Jump on Gunyolk
  1484. - Rock Candy
  1485. - Shocker Gunyolk
  1486. Turn 3:
  1487. - Attack Factory Chief
  1488. - Rock Candy
  1489.  
  1490. 1 Ice Bomb / 1 Rock Candy
  1491.  
  1492. Turn 1:
  1493. - Use Sleepy Bomb
  1494. - Untimed Boost Peach
  1495. - Geno Blast
  1496. Turn 2:
  1497. - Timed Jump Gunyolk
  1498. - Rock Candy
  1499. - Ice Bomb
  1500. Turn 3:
  1501. - Attack Factory Chief
  1502. - Attack Factory Chief
  1503. - Shocker Gunyolk
  1504. Turn 4:
  1505. - Attack Gunyolk
  1506.  
  1507. * Note: You MUST have at least 1 Rock Candy for Smithy 1
  1508.  
  1509. SMITHY 1 (2000 HP) [1 SJ = 19 DMG]
  1510.  
  1511. Turn 1:
  1512. - Attack / Boost Mario / Defend
  1513. Turn 2:
  1514. - 236 Damage:
  1515. 69 SJs / Boost Peach / Rock Candy
  1516. - 218 Damage:
  1517. 70 SJs / Boost Peach / Rock Candy
  1518. - Any other value (assuming properly timed hammer):
  1519. 71 SJs / Boost Peach / Rock Candy
  1520.  
  1521. SMITHY 2 (8000 HP)
  1522.  
  1523. - Attack
  1524. - Attack OR Geno Boost Self (Safe)
  1525. - Attack
  1526.  
  1527. [* 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.]
  1528.  
  1529. TANKHEAD
  1530.  
  1531. - 100 SJs (3028)
  1532. - Kero Kero Cola / Rock Candy / misc. healing + bombs
  1533. - Shocker
  1534.  
  1535. MAGEHEAD
  1536.  
  1537. - Attack
  1538. - Attack
  1539. - Group Hug OR Attack
  1540.  
  1541. CHESTHEAD
  1542.  
  1543. - Super Flame
  1544. - Attack OR Fire Bomb / Rock Candy / Fright Bomb OR FP Restoral
  1545. - Group Hug OR Fire Bomb / Rock Candy / Fright Bomb
  1546.  
  1547. SAFEHEAD
  1548.  
  1549. - Attack
  1550. - Geno Boost Mario (after Shredder) OR Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1551. - Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1552.  
  1553. ---
  1554.  
  1555. OPTIMAL SMITHY 2 FIGHT:
  1556.  
  1557. Turn 1:
  1558. - Attack
  1559. - Attack
  1560. - Attack (~900 total damage to unformed Smithy head)
  1561.  
  1562. Turn 2:
  1563. - 100 SJs (3028)
  1564. - Kero Kero Cola
  1565. - Shocker (441)
  1566. Turn 3:
  1567. - 96 SJs (2916) [95 SJs (2888) with good damage rolls]
  1568. - Rock Candy (300)
  1569. - Shocker (441)
  1570.  
  1571. ***
  1572.  
  1573. You win!
  1574.  
  1575. ***
  1576.  
  1577. ===== SECTION III: MISCELLANEOUS INFO =====
  1578.  
  1579. - 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.
  1580.  
  1581. - If you opt to learn Poison Gas (swap Peach & Koopa during the 1st Land's End star), Geno Blast will cost 2 FP during Countdown, and Shocker will cost 4 FP.
  1582.  
  1583. ---
  1584.  
  1585. Smithy Head Info (Taken from SDA forums):
  1586.  
  1587. - There's a 50% chance the body will use its turn to transform the head. It won't transform two turns in a row.
  1588. - Exception 1: the body will always transform the chest head after it has performed one status ailment attack
  1589. - Exception 2: it will always transform on its first turn
  1590. - being stunned (0 HP) will not prevent it from transforming -- it only prevents it from hammering/shooting you
  1591.  
  1592. Whenever Smithy's HP drops below a threshold, he changes to a new head cycle (starting with the first in the cycle).
  1593. - starting: tank -> magic -> shield -> repeat
  1594. - HP under 6000: magic -> shield -> shield -> chest -> repeat
  1595. - HP under 4000: chest -> tank -> chest -> shield -> repeat
  1596. - HP under 2000: randomly any of the 4 heads (can repeat)
  1597.  
  1598. ---
  1599.  
  1600. Frame count of item use per character:
  1601.  
  1602. [Fastest]
  1603. Koopa: 177
  1604. Mallow: 185
  1605. Peach: 188
  1606. Mario: 209
  1607. Geno: 220
  1608. [Slowest]
  1609.  
  1610. ---
  1611.  
  1612. Relevant Boss Evasion (according to the SMRPG patcher, may not translate to actual miss chance):
  1613.  
  1614. Hammer Bro: 10%
  1615. Croco: 20%
  1616. Valentina: 10%
  1617. Czar Dragon: 20%
  1618. Axem Red: 10%
  1619.  
  1620. ---
  1621.  
  1622. - Some physical attacks appears to have a ~1/256 chance to miss any enemy in the game. If this happens to you in a run, you are truly never lucky.
  1623.  
  1624. ----------------------------
  1625.  
  1626. ===== SECTION IV: TRADE CONSISTENCY FOR SPEED =====
  1627.  
  1628. - (J version only) Jump on the Wiggler one less time in the Forest Maze. Then return the Wallet to the Toad in Mushroom Kingdom before you enter the long cutscene sequence, and then talk to him again for a Frog Coin. This saves 2 - 3 seconds with J text compared to jumping on a Wiggler. -23 coins from selling a Flower Tab instead of the Wallet, and -9 coins from not jumping on another Wiggler (Buy 1 less Bad Mushroom OR skip Punch Glove).
  1629.  
  1630. - Jump on the Wiggler one extra time and skip Booster Pass Secret (1 more Fire Bomb freebie required, saves ~13 seconds. +9 coins from Wiggler, -200 from no KeroKeroCola)
  1631.  
  1632. - Skip Sleepy Bomb by jumping on the Wiggler one less time (Saves ~10 seconds, 1 more Fire Bomb freebie required since one will be used on Johnny (Or you can just watch the Bandana Blue attacks). -9 coins from one less Wiggler).
  1633. *NOTE - If you Fire Bomb Johnny, fail to get 100 SJs, and Johnny invites Mario to the 1 on 1 duel, you will gain less EXP from the fight. This means Peach will not be Level 11 for Yaridovich, and your entire EXP route will be messed up. Only do this if you are confident in your jumps.
  1634.  
  1635. - Skip Wake-Up Pins (Saves ~5-6 seconds from not talking to Rose Town shopkeeper + buying them + equipping them. Due to the way the coin chart works out in this current route, this currently can't be used to buy an extra meaningful (Fire / Ice) bomb. +42 coins)
  1636.  
  1637. - 0xwas Flower Box Strat (Saves ~21 - 23 seconds):
  1638. - If you get the Flower Box from Croco 2...
  1639. - Skip the 150 Coin Chest in Moleville Mines (~5 seconds saved)
  1640. - Skip hitting the switch in Booster Tower (~1.3 seconds saved)
  1641. - Skip Booster Pass (~22 seconds saved)
  1642. - Return the Wallet (~7 seconds lost)
  1643. - Do not buy 2 more Ice Bombs at Seaside (you will have ~130 extra coins)
  1644. - It's up to you if would like to do this strat, or simply take the extra 2 Ice Bombs.
  1645.  
  1646. - Alternate Flower Box Strat (Slightly slower, but more consistent)
  1647. - Do everything listed above, except DO get the 150 Coin Chest in Moleville Mines. Then buy 1 extra Ice Bomb instead of 0. You only need ~130 of the 150 coins.
  1648.  
  1649. - Skip Pandorite (Coming soon! However, the route will be so different, it will have its own set of notes)
  1650.  
  1651. ----------------------------
  1652.  
  1653. ===== SECTION V: BACKUP STRATEGIES ===== (Not listed elsewhere in the route)
  1654.  
  1655. =INESCAPABLE ENCOUNTERS=
  1656.  
  1657. *Fireballs* (Blue Orbs in Booster's Tower checkerboard room)
  1658.  
  1659. - Geno Defend
  1660. - Mario Defend
  1661. - Mallow untimed Thunderbolt
  1662.  
  1663. *Note 1: You will have to get the invisible Mushroom chest in the lower right corner of the room directly before the curtain game to replenish your FP
  1664. *Note 2: Winning this battle will mess up the EXP route, since it may cause an extra pause during the first Land's End star. It's currently unknown if this can be fixed
  1665.  
  1666. *Apprentice* (Blue Snifit in Booster Pass Secret)
  1667.  
  1668. - Geno Attack
  1669. - Koopa Attack
  1670.  
  1671. *Mr. Kipper* (Fish in the stairway in Sunken Ship)*
  1672.  
  1673. - Geno uses Fire Bomb
  1674.  
  1675. *Note 1: This is technically not inescapable, but if he traps you in a corner, it may be impossible to avoid repeated encounters with him unless you actually win the fight
  1676. *Note 2: This also really messes up your EXP route
  1677.  
  1678. *Stumpet*
  1679.  
  1680. Turn 1:
  1681. - Mario untimed attack Mite (or Ice Bomb if one is available)
  1682. - Geno uses Geno Whirl on Stumpet
  1683. - Bowser defend
  1684. Turn 2:
  1685. - Mario attacks Mite after Valor up
  1686.  
  1687. *Note: Do not double your coins / EXP
  1688.  
  1689. ---------------------------------
  1690.  
  1691. =COINS=
  1692.  
  1693. - If you are 1 - 18 coins short, sell the Punch Glove at Seaside instead of keeping it. Mario times his unarmed attack against the Tentacle during the King Calamari fight.
  1694. - If you are 19 - 50 coins short, get the Zoom Shoes in Booster's Tower and then sell them at Seaside.
  1695.  
  1696. ---------------------------------
  1697.  
  1698. ==FROG COINS==
  1699.  
  1700. Afraid of the Wiggler or forget a Frog Coin? Here are some other (slower) coins you can use (REMEMBER - 1 less jump on the Wiggler is also 9 less regular coins!)
  1701.  
  1702. - Moleville Mines Shy Guy minecart (right before the room with the invincibility star, take the bottom path all the way to the end)
  1703. - 2nd floor of Marrymore Inn (in an invisible chest above the bookcase)
  1704. - Return the Wallet to the Toad in Mushroom Kingdom after Bundt (talk to him once for the Flower Tab, then again for the Frog Coin)*
  1705. * Note: This is actually faster than a Wiggler on the J version, but loses you 32 coins (9 from the Wiggler, 23 from selling the Flower Tab instead of Wallet)
  1706.  
  1707. ---------------------------------
  1708.  
  1709. =OVERWORLD STARS=
  1710.  
  1711. - If you are inconsistent with killing the "swag rat" in Kero Sewers, kill 12 K9s during the Bandit's Way Star and then skip the rat.
  1712. - If the Flame Orb doesn't spawn in Moleville Mines, IMMEDIATELY run to the next room and kill a bomb instead. Then backtrack to deplete the coin chest.
  1713. - If you miss one of the Starslaps during the Sea star, get into an encounter with the Starslap you missed, and then use a Fire Bomb to instantly win the fight. This will fix the EXP route and make Peach the correct level for Yaridovich.
  1714. - If you miss the Gecko on the 2nd floor with the 1st invincibility star in Land's End, kill 2 extra birds during the Nimbus star. This fixes the EXP route completely.
  1715. - If you did not kill 8 enemies with the Volcano star, it's faster to complete the rest of the game with your current EXP route rather than trying to fix it. Mario will not be Level 15 for Czar, but other battles will be unaffected (as long as Mario reaches Level 15 after Axem Rangers).
  1716.  
  1717. ---------------------------------
  1718.  
  1719. =BOSS BATTLES=
  1720.  
  1721. *Punchinello*
  1722.  
  1723. - If you get low damage rolls during the first round of attacks on Punchinello, use Jump with Mario on the 2nd round for a little extra damage (assumes you are attacking with Punch Glove otherwise).
  1724.  
  1725. *Bundt*
  1726.  
  1727. - If you mistime an attack during the 1st phase, Defend with Mario & Bowser as needed, and then kill on Geno's next turn (to ensure you get as many free hits during the Candle phase as possible).
  1728.  
  1729. *Note: With Punch Glove, there is a chance you can mistime 1 attack and still enter the Candle Phase on the proper turn
  1730.  
  1731. *Belome 2*
  1732.  
  1733. - If you drop SJs and are forced to fight clones...
  1734. *Peach Clone*
  1735. - Peach Defend
  1736. - Geno timed attack clone
  1737. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  1738. *Mario or Geno Clone*
  1739. - Peach Shocker clone
  1740. - Geno timed attack clone
  1741. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  1742.  
  1743. *Megasmilax*
  1744.  
  1745. - If you mistime Koopa's Hurly Glove attack during the 2nd phase of Megasmilax, do 8 SJs with Mario to kill it
  1746. - If for some reason you do not have 2 Ice Bombs for Megasmilax, you can use a Fire Bomb on the 3rd phase instead. Then attack with Mario, then with Geno, and then finish the 3rd cycle with Koopa like you normally would.
  1747. - If the Smilax puts Mario to sleep during the 2nd phase, kill the Smilax with Geno instead. Then use an Ice Bomb on Koopa's next 2 turns, and then attack on his 3rd turn (Geno still attacks Megasmilax throughout).
  1748.  
  1749. *Valentina / Dodo*
  1750.  
  1751. - If you are afraid of dying to Dodo's attacks during the 1 on 1 battle, you can use either a Fright Bomb or Bowser's Terrorize ability to lower Dodo's damage. You can heal with Super Mushrooms as well.
  1752.  
  1753. *Countdown*
  1754.  
  1755. - If Peach dies to Fear Roulette / 2x Dark Star, immediately use a Pick-Me-Up with Mario (if alive) or Geno. Peach then uses Geno Blast on her next turn, and Mario / Geno may have to heal with Super Mushrooms.
  1756. - Be aware of the different phases of the clock:
  1757. 1:00: Crystal or Ice Rock (Ice Rock instantly kills Mario)
  1758. 3:00: 170 HP heal on either Countdown or a Ding-A-Ling (Countdown will not take an action next turn)
  1759. 5:00: Aurora Flash (Note: This will put Mario to sleep. Consider using Group Hug if you have the FP for it)
  1760. 6:00: 320 HP heal (Countdown will not take an action next turn)
  1761. 7:00: Water Blast
  1762. 9:00: Nothing
  1763. 10:00: Petal Blast
  1764. 12:00: Corona (if you see this something has gone terribly wrong)
  1765.  
  1766. *Cloaker / Domino*
  1767.  
  1768. - If Peach dies before being able to attack Domino, just attack with both characters until Domino dies
  1769. - If Peach gets feared, and you have a spare Rock Candy, she should use that instead of attacking
  1770. - Peach can use Group Hug if you want to be able to survive more attacks, or Shocker to deal 301 damage to Earthlink
  1771.  
  1772. *Director*
  1773.  
  1774. - If you drop Super Jumps, AND you freebied the Sleepy Bomb against Johnny...
  1775. - Geno uses Sleepy Bomb
  1776. - Peach uses Geno Blast
  1777. - Mario uses SJs until dead (or attacks if very close to dead)
  1778. (This conserves a Rock Candy, which can be used against either Gunyolk or Smithy)
  1779.  
  1780. *Smithy 1*
  1781.  
  1782. - If you drop Super Jumps...
  1783. - Geno uses Geno Boost on Peach
  1784. - Peach uses Group Hug
  1785. (Smithy does either a physical, Meteor Swarm, or Mega Drain, and spawns a machine made Shy Guy)
  1786. - Mario does Super Jumps until Smithy has less than 300 HP left
  1787. - (Geno uses Maple Syrup / Kero Kero Cola if alive)
  1788. - Peach uses Rock Candy
  1789.  
  1790. *Note - if you took heavy damage going into Smithy 2, you should consider using Group Hug / Kero Kero Cola with Peach during the unformed Smithy phase
  1791.  
  1792. ---------------------------------
  1793.  
  1794. =SUPER SUIT=
  1795.  
  1796. - If you fail SJs on Johnny, you can either try SJs on him again, or use Mario's Jump + Bombs to kill him (make sure Johnny does NOT get a turn when the Bandana Blues are defeated, or it will mess up the EXP route).
  1797. - If you did not get the Super Suit off of Johnny, you can get it off of Belome. If that's the case...
  1798. - Peach Defend
  1799. - Geno untimed boost Mario
  1800. - Mario does 100 SJs (1514 damage)
  1801. (This conserves a Fright Bomb, which you can either use against Birdo, or keep (so you can skip the one in Koopa's Keep 2))
  1802. - If you did not get the Super Suit off of Johnny or Belome, you have infinite tries to get it off of Jagger. Go through the door on the 2nd floor in Monstro Town, perform Super Jumps, and then run away when you either succeed, or need more FP (HP / FP is automatically restored on run away).
  1803.  
  1804. ---------------------------------
  1805.  
  1806. ===== SECTION VI: TO DO =====
  1807.  
  1808. List of things to do for 1.08 (which may never happen):
  1809.  
  1810. - Figure out Punchinello backups if Energizer is used
  1811. - Fix minor typos / grammatical errors
  1812.  
  1813. (From this point onwards, however, almost all effort will go towards Skip Pandorite)
  1814.  
  1815. ---------------------------------
  1816.  
  1817. Pastebin over! Play FFT instead!
  1818.  
  1819. - Claude
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