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Vynneve

Any% Japanese Route (No Pianta Parlor/Super Boots)

Feb 18th, 2019
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  1. This route was made by Zephiles and Vynneve. Credits go to Almolicious and GigaDB for providing useful information from previous routes that has been carried over to this route.
  2.  
  3. Note: Leave the memory card out to skip the autosave at the start of the game. There are no autosaves after this so you can put it in any time after the curtain pulls.
  4.  
  5. Note 2: This route only allows for 1 encounter (excluding the forced Dull Bones encounter in Hooktail Castle) before the end of Chapter 1. Any more and you will need to collect the coins when you run away, as you need 5 coins after completing Chapter 1 to buy the Courage Shell. You can avoid this by buying it earlier, but this will make some menus slower.
  6. [section=Prologue]
  7. **Lord Crump**
  8. ● Mario: Jump x2
  9. ● Superguard Crump's attack
  10. ● Mario: Jump x2
  11.  
  12. Note: It's always faster to fail the Action Command for the second Jump.
  13.  
  14. Goombella joins your party
  15. Break the Contact Lens
  16.  
  17. **Toad Bros. Bazaar**
  18. ● Order Contact Lens
  19. ● Buy 5 Fright Masks (Optionally, you can buy 4 fright masks, if you plan on dodging the X-Naut in the bubble room later on)
  20. ● Buy 4 Fire Flowers
  21.  
  22. If you plan on saving during the run, hit the Save Block and select the bottom option. If not, it is faster to have Goombella explain saving to you, so jump into her cutscene.
  23.  
  24. Robbed by the Bandit (Don't chase him to get the coins back, you make them back later)
  25. Meet Frankly
  26. Say "No" to the Action Command tutorial (choose the top dialogue option first (scroll up and press A) and the bottom option second (press B.))
  27.  
  28. **Goomba Trio**
  29. ● Fright Mask
  30.  
  31. Get the **Star Piece** from behind the block
  32. Get the Black Key and the Plane Curse
  33. Use HRG to get to the Petal Meadows pipe early
  34.  
  35.  
  36. [section=Petal Meadows]
  37. Go to Petalburg
  38. Talk to Mayor Kroop
  39. E-mail on the way to the gate (Don't check it yet, it is faster to do so later)
  40.  
  41. Get the **Star Piece** in first bush in the first area east of Petalburg
  42. Get the **POW block** in the box
  43.  
  44. **Bald Clefts**
  45. ● Mario: POW Block
  46.  
  47. Get the **POW Block** from the bush
  48.  
  49. **Bristles**
  50. ● Mario: POW Block
  51.  
  52. Get the **Fire Flower** from the Block
  53. Super Fun Quirk Quiz 65 (1, 3, 4, 2, 3)
  54. Get the Moon Stone
  55.  
  56. **Fuzzy Battle**
  57. ● Mario: Fire Flower
  58.  
  59. Get the Sun Stone
  60.  
  61. **Fuzzy Battle**
  62. ● Mario: Fire Flower
  63.  
  64. **Gold Fuzzy Battle**
  65. ● Mario: Jump x2 on Gold Fuzzy
  66. ● Goombella: Fire Flower
  67. ● (Fuzzy horde appears)
  68. ● Guard Fuzzy horde
  69. ● Superguard Gold Fuzzy
  70. ● Mario: Jump x2 on Gold Fuzzy
  71. ● Goombella: Headbonk x2 on Gold Fuzzy
  72.  
  73. Get the **Multibounce** from the block
  74. Go back to Petal Meadows
  75. Koops joins your party
  76. Get the **Fire Flower** from the block
  77. Go to Hooktail Castle
  78.  
  79.  
  80. [section=Hooktail Castle]
  81. Get the **Power Bounce** in first hall from the block
  82. Koops’ Dad letter (don’t read)
  83.  
  84. **Red Bones Battle**
  85. ● Mario: Fire Flower
  86. ● Koops: Fire Flower
  87. ● Level Up FP
  88.  
  89. Perform “Lock Jump” and “Flip Skip” in the Yellow/Purple Block Puzzle
  90. Get the **Star Piece** while doing Flip Skip
  91. Go all the way to the right and get the Black Key from the chest
  92. Get the Paper Curse
  93. Get **Attack FX R** by going through the bars
  94.  
  95. **As you unspin from bars (Pause Menu will cut this animation short)**
  96. ● Equip Attack FX R
  97. ● Equip Power Bounce
  98. ● Check the e-mail
  99.  
  100. Backtrack to the Red Bones room and get the Castle Key
  101. Go back to the Save Block/Big Green block room and ride the block up to unlock the door
  102. In Upper Hallway, hit the first “!” block
  103. Use Koops to hit the second “!” block
  104.  
  105. Note: You can Jump to the window without hitting the second block. It saves 8 seconds. However, if you mess up and fall below, you waste about 30 seconds.
  106.  
  107. In big green block room, grab the **Life Shroom** on the way up with Koops. (This is necessary)
  108. Ms. Mowz Cutscene
  109. Get the Castle Key from the chest
  110.  
  111. **Dry Bones**
  112. ● Mario: Run Away
  113.  
  114. Go through the locked door
  115. Get the last Castle Key and go through the big locked door
  116.  
  117. **Boss: Hooktail**
  118. ● Mario: Power Bounce x9
  119. ● Koops: Shell Toss
  120. ● Guard Hooktail's Fire attack
  121. ● Mario: Power Bounce x8
  122. ● Koops: Shell Toss
  123. ● Hooktail Cutscene (Answer “Yes” for 1000 coins to take 5 HP of damage)
  124. ● Mario: Power Bounce x8
  125. ● Koops: Shell Toss
  126.  
  127.  
  128. [section=Pre-Chapter 2]
  129. **Peach Segment**
  130. ● Enter the shower area and leave immediately to open the door (you don’t have to take a shower)
  131. ● Visit TEC
  132.  
  133. **Bowser Segment**
  134. ● Walk to the end of the hall
  135.  
  136. Get **Mega Rush P** beside Kroop's house
  137.  
  138. Go to Niff T.'s Shop and buy a **Courage Shell** (receive the Mushroom from Shop Points if you bout 5 fright masks)
  139.  
  140. (Peach Email before the bridge in Petal Meadows)
  141. Get the **Star Piece** in the tree to the left of the pipe to Rogueport Sewers
  142. Optional: Speed Swap to skip waiting for the last platform to move to the pipe
  143.  
  144. Go back to the Thousand-Year Door
  145. Go into the sewers to the room with Dazzle
  146. Get the **Star Piece** behind the pillar next to Dazzle
  147. Buy **Item Hog** from Dazzle
  148. Go to Boggly Woods
  149.  
  150.  
  151. [section=Boggly Woods]
  152. Go right for the Shadow Sirens cutscene
  153. Go to the Great Tree
  154. Talk to Punio by the door
  155. Talk to Punio again
  156.  
  157. Leave the Great Tree for the Flurrie cutscene
  158. Go to Flurrie’s House
  159. Get **P-Down, D-Up P** in the hidden block on the way to Flurrie’s house
  160. Raise the Plane Panel
  161.  
  162. Talk to Flurrie
  163. Leave Flurrie’s house for the Shadow Sirens cutscene
  164. Go back to the Shadow Sirens
  165. Get the **Quake Hammer** in the block on the way to the Shadow Sirens
  166.  
  167. **Shadow Sirens**
  168. ● Mario: Jump x2 on Marilyn
  169. ● Koops: Power Shell
  170. ● Superguard Vivian's attack
  171. ● Superguard Marilyn's attack
  172. ● Guard Beldam's attack
  173. ● Mario: 4-bar Earth Tremor (5-bar if you failed one or both of the Superguards)
  174. ● Koops: Power Shell
  175.  
  176. Grab the necklace
  177. Go back to Flurrie’s House
  178. Flurrie joins your party
  179. Go back to the Great Tree
  180. (Email on the screen with Great Tree)
  181. Blow away the secret entrance and enter the Great Tree
  182.  
  183.  
  184. [section=The Great Tree]
  185. **X-Nauts**
  186. ● Mario: Fright Mask
  187.  
  188. Go to the top of the tree (where the cells are)
  189. Enter the Storage Room
  190.  
  191. **X-Naut**
  192. ● Mario: Power Bounce x4
  193.  
  194. Get the Red Key and unlock the Red Cell
  195. Get the **Power Punch** on the way back to the tree entrance
  196. Get the 10 Punies and the Puni Orb
  197. Use the Puni Orb to make the pipe appear
  198.  
  199. (Ignore this next fight if you are skipping the bubble room X-Naut)
  200.  
  201. **X-Nauts**
  202. ● Mario: Fright Mask
  203.  
  204. Blow the Punies across the gap (unlock the door while they are in the bubbles)
  205. 10 Jabbi fight
  206. Get the Blue Key
  207.  
  208. Use Flurrie to stun the Pider on the way back. You can also walk on the southernmost part of the screen, but the Punies may fall down, so stunning the Pider is safer.
  209.  
  210. Pick up the **Thunder Rage** from the bush in the Bubble Room (leave the Punies here)
  211. Go back to the cells and release all of the Punies
  212. “Puni Glitch” down to the pipe below. It is luck if your count drops to 75 or 45 right away.
  213. Go back to the Bubble Room and blow the 91 Punies across
  214.  
  215. Puni Glitch down to the next pipe
  216. Reveal the Hidden block below the Damage Dodge P with Koops (switch fast) (you do not need to collect Damage Dodge P)
  217.  
  218. Note: You can hit the invisible block with your Hammer, but you have to be in a very specific spot. If you waste too much time setting up, the Pider will scare the Punies. Using Koops is recommended.
  219.  
  220. Switch back to Flurrie and use her in the 100 Jabbi Squad fight
  221.  
  222. Either Goombella buffer into the right Loading Zone in the room after the Jabbi fight, or walk against the bottom wall, moving right slowly to bypass the Loading Zone. Move right until you can hear a collision noise when moving against the north wall in Paper Mode. Switch from up to up-left and release R to clip onto the seam. Maneuver around to the left side of the Puni Orb pedestal and drop down to the pipe on the stump.
  223.  
  224. Jump to the pipe in the next room with all 101 Punies
  225.  
  226. Either use Koops to hit Blue Switch in water room, or jump across the platforms in the lower room to keep the Punies with you as you enter the pipe to the basement. If you use Koops, return and take the Punies over the lily pads.
  227.  
  228. Note: If you time it right, you can hit the switch at the same time you go down the pipe, which saves time on the pipe traversing cutscene. This is somewhat risky if you time it too early.
  229.  
  230. Note 2: It is luck-based, but you can use Puni Glitches across the platforms and go down the pipe, skipping the scene to lower the water. This is not recommended.
  231.  
  232. Go down the pipe and place the Puni Orb in the next 2 spots to reveal the Crystal Star. Leave the Punies in at the pillar and start the first escape
  233.  
  234. **X-Nauts**
  235. ● Mario: Fright Mask
  236.  
  237. During the first escape, go and grab the Super Boots
  238. Get **Charge** with Koops on the way back
  239. Return back to the escape room (via the red door) and re-trigger the escape
  240. Chase Crump back to the tree entrance (leave the Punies, you don’t need them)
  241.  
  242. **X-Nauts**
  243. ● Mario: Jump x2
  244. ● Koops: Fright Mask
  245. ● Level Up BP
  246.  
  247. Escape to the front of the tree
  248.  
  249. **Boss: Magnus Von Grapple**
  250. ● Koops: Power Punch on Mario
  251. ● Mario: Power Bounce x7
  252. ● Superguard Magnus' attack
  253. ● Koops: Shell Toss
  254. ● Mario: Power Bounce x6
  255. ● Magnus creates fists
  256. ● Mario: Power Bounce x6
  257. ● Koops: Shell Toss (if needed)
  258.  
  259. Note: You can get capped at 6 bounces here, so if you miss the Superguard, the fists may attack you. Just make sure to do 30 damage as soon as possible.
  260.  
  261.  
  262. [section=Pre-Chapter 3]
  263. **Peach Segment**
  264. ● Visit TEC for dancing (just walk around the door until it opens)
  265.  
  266. **Bowser Segment**
  267. ● Beat 1-1 (161 is the best possible time, 160 if you get the meats)
  268.  
  269. (Peach Email outside the Great Tree)
  270. Go to The Thousand-Year Door
  271.  
  272. Perform a Flurrie Slide off of Frankly's door to get **Double Dip**, and then either fall into the water or Jump onto the chest to get back up to the main area. If you are going to fall into the water, you need to make sure you do not walk onto the Boat Panel, otherwise you will need to Jump onto the chest.
  273.  
  274. **Howz of Badges**
  275. ● Sell P-Down, D-Up P
  276. ● Sell Quake Hammer
  277. ● Sell Attack FX R
  278. ● Buy Power Rush
  279.  
  280. **Toad Bros Bazaar**
  281. ● Buy Contact Lens (receive the Mushroom from Shop Points)
  282.  
  283. **Charlieton**
  284. ● Buy Boo's Sheet
  285. ● Buy Mega Rush
  286.  
  287. (Alternatively, you can skip Charlieton and instead get the Boo's Sheet from Twilight Town later. This will cost around 1 minute to do.)
  288.  
  289. Note: If Charlieton isn’t selling the Boo's Sheet/Mega Rush, go to the Glitzville Blimp/Excess Express area to reset what he’s selling.
  290.  
  291. *Safety saving isn't a bad idea here if you're not confident with the Flurrie Superslide method of Ultra Hammer Early. The Super Jump storage is a one-shot trick.*
  292.  
  293. **West Side Goods**
  294. ● Buy Dried Shroom
  295. ● Buy Dizzy Dial
  296.  
  297. Answer anything for the first question, and “Yellow” for second question (third option)
  298. Store a Super Jump with Koops while talking to Don Pianta
  299.  
  300. **West Side Goods**
  301. ● Store Dizzy Dial
  302. ● Store Dried Shroom
  303. ● Store Mushroom
  304. ● Store Courage Shell
  305.  
  306. **Toad Bros Bazaar**
  307. ● Buy 6 Fright Masks (1 is an extra)
  308.  
  309. Super Jump up to the Ultra Hammer chest (if you didn't get a super jump, UHE can be done with a Flurrie Superslide)
  310.  
  311. Go to the harbor and talk to Francesca
  312. Check Charlieton on the way back to the west side if you still need Mega Rush/Boo's Sheet
  313.  
  314. Go back to Don Pianta and get the Blimp Ticket
  315. (Email on the way to the sewers)
  316. Enter the vent into the sewers
  317. Perform Teleporter Room Early
  318.  
  319. Go 2 rooms to the right
  320. Read the Red Note
  321. Take the teleporter back to Rogueport Sewers
  322.  
  323.  
  324. [section=Glitzville]
  325. Go to Glitzville
  326.  
  327. **Inventory should currently be**
  328. ● 6 Fright Masks
  329. ● (Boo's Sheet if you got it)
  330. ● 1 Thunder Rage
  331. ● 1 Life Shroom
  332. ● 1 Fire Flower
  333.  
  334. Take the Blimp back to Rogueport (this is necessary)
  335. Go back to Glitzville
  336. Move backwards against the Minor League door to be able to open it
  337.  
  338. **Notes**
  339. ● Jumping while waiting for the Guards delays him from entering the room. Try to avoid doing any actions during this time aside from equipping badges/changing Partners.
  340. ● The fastest way to end a non-attack turn is to swap Partners.
  341. ● The fastest way to fulfill "use at least one Special Move" is to fail an Earth Tremor. If you do this, it may be a good idea to appeal on turns where you can't attack, or to use stylish moves to refill your Star Power in case this condition comes up again.
  342. ● Jumping on spiky enemies DOES count towards "take damage at least 5 times." Swapping to Goombella might be a good idea before these fights.
  343. ● Superguarding DOES NOT count as an attack in the event of "don't attack for the first three turns."
  344. ● If you get "don't attack for the first three turns" on any fight, running away DOES NOT fail the condition.
  345. ● If you're overleveled already and you get "don't use items" on a fight where you'd normally use a Fright Mask, you can run from the fight and get a new condition. This wastes about a minute, so it's not recommended unless necessary.
  346. ● If you're ever running from a fight for a different reason, make sure that you fulfill the condition BEFORE running away, or else you will drop a rank and need to refight your last opponents.
  347. ● It's not too common, but the fight order can vary.
  348.  
  349. Note 2: You want to Level Up in Minor League. This means you will need 7-14 extra Star Points (8-15 if you dodged the X-Naut). Level Up BP.
  350.  
  351. *Each condition is on the fourth textbox*
  352.  
  353. Sleep in the bed and swap to Koops after setting up the match with the Goomba Bros.
  354.  
  355. **#19 Goomba Bros (5 Goombas)**
  356. ● Standard: Koops: Power Shell
  357. ● Don't Attack With Partners: Multibounce
  358. ● Don't Use FP: Earth Tremor
  359.  
  360. **#18 KP Koopas (2 KP Koopas, 1 KP Paratroopa)**
  361. ● Standard: Koops: Fright Mask, Mario: Jump (if 1 Koopa doesn’t run)
  362. ● No Items: Jumps + Shell Tosses
  363.  
  364. **#17 Pokey Triplets (3 Pokeys)**
  365. ● Standard: Fright Mask
  366. ● No Items: Ultra Hammer Spin + Power Shell
  367.  
  368. **#16 Dead Bones (3 Dull Bones)**
  369. ● Standard: Power Shell
  370. ● Don't Attack With Partners: Multibounce
  371. ● Dont Use FP: Hammer + Shell Toss
  372.  
  373. **#15 Spike Storm (2 Spinies and 1 Lakitu)**
  374. ● Standard: Koops: Fright Mask, Mario: Spin Jump (if the Lakitu doesn’t run)
  375. ● No Items: Earth Tremor
  376.  
  377. **#14 Mind Bogglers (1 Pale Piranha, 1 Dark Puff, 1 Pider)**
  378. ● Standard: Fright Mask, full Hammer (If the Piranha doesn't run)
  379. ● No Items: Hammer/Jumps + Shell Tosses
  380.  
  381. (Sleep in the bed if you **don't** get "Don't use your hammer" or "Don't use FP" and have less than 4 FP)
  382.  
  383. **#13 Punk Rocks (3 Hyper Bald Clefts)**
  384. ● Standard: Ultra Hammer Spin
  385. ● No Hammer/FP: Earth Tremor
  386. ● Don't Attack With Mario: Thunder Rage
  387.  
  388. **#12 Bomb Squad (4 Bob-ombs)**
  389. ● Standard: Fire Flower
  390. ● No Items: Multibounce + Power Shell
  391.  
  392. **#11 Hand-It-Overs (2 Red Bandits, 2 Green Bandits)**
  393. (You want to leave this fight with 0 to 7 Star Points)
  394. ● Standard: Koops: Fright Mask, Mario: Power Bounce (if 1 Bandit doesn’t run)
  395. ● No Items: Gale Force, Power Bounce if 1 is left
  396. (If they run into you, the Red Bandits can steal 5 coins each, and the Green Bandits can steal 10 coins each)
  397.  
  398. **#10 Armored Harriers**
  399. ● Mario: Run Away
  400.  
  401. Yoshi hatches and joins your party
  402. Sleep in the bed to restore your HP and FP
  403.  
  404. Go to the shop before leaving Glitzville
  405.  
  406. [big]**Souvenir Shop**[/big]
  407. ● If you have any, keep 1 Fright Mask/Fire Flower and store any extras
  408. ● Withdraw Courage Shell
  409. ● Buy 1 Point Swap (Buy 1 extra if you have no Fright Mask/Fire Flower)
  410. ● Buy 1 Power Punch
  411. ● Receive the Ice Storm from Shop Points
  412. ● (Buy 1 Earth Quake if you used the Thunder Rage earlier)
  413.  
  414. (You should be leaving this shop with exactly 8 items, or 7 if you didn't get the Boo's Sheet yet.)
  415.  
  416. Leave Glitzville
  417. If you still don't have the Boo's Sheet/Mega Rush, then you must keep reloading Charlieton's inventory until you have them.
  418.  
  419. **Note: There is a chance that the game can crash in X-Naut Fortress upon entering the door leading to Magnus 2.0. You can avoid this by entering Westside Goods in Rogueport. This will cost roughly 11 seconds to do.**
  420.  
  421. **While going into Paper Mode above the vent:**
  422. ● Equip Mega Rush
  423. ● Equip Power Rush
  424. ● Equip Double Dip
  425. ● Equip Mega Rush P
  426.  
  427. (If you didn't get the Boo's Sheet from Charlieton, then go to Twilight Town and get the **Boo's Sheet** from the Storage Room)
  428.  
  429. Go back to the sewers and through the teleporter
  430.  
  431.  
  432. [section=X-Naut Fortress pt. 2]
  433. Go into the far left room and get the Card Key
  434. Go in the first elevator on the left and go to Sublevel 1
  435.  
  436. Go right and enter the access code (014029)
  437. Super Fun Quirk Quiz 66 (3, 4, 2, 3, 1)
  438.  
  439. Get the Elevator Key
  440. Go right to Grodus’ office and get the Card Key
  441. Go to Sublevel 3
  442.  
  443. Go left to the third electric tile room and get the Card Key
  444.  
  445. Note: You can use Yoshi to make the tiles move quickly. Just hop on Yoshi, run on the tiles, and hop off. It helps to know the pattern of the room so you stay on the lit panels.
  446.  
  447. Go right and use the 3 Card Keys
  448. Get First Struck by the X-Naut PhD to do Conveyor Belt Skip
  449.  
  450. (You will want to try to Superguard the attack. Mario and Yoshi must be at the same health. If you need to heal, you can either use the Heal Block by the Yux, or use Sort Glitch to heal with the Life Shroom.)
  451.  
  452. Navigate the room and hit the switch to reveal the stairs
  453. Hover with Yoshi to get the Card Key
  454. Use the Card Key to enter the final room
  455.  
  456. Boss: Magnus Von Grapple 2.0
  457. (Magnus's attacks do 6 damage Unguarded)
  458.  
  459. [big]**If Mario/Partner have 10 HP**[/big]
  460. ● Mario: Defend
  461. ● Yoshi: Defend
  462. ● (Guard Magnus' attack)
  463. ● Mario: Defend
  464. ● Yoshi: Defend
  465. ● (DON'T Guard Magnus' attack)
  466. ● Mario: Power Bounce x5
  467. ● Yoshi: Ground Pound
  468. ● Magnus summons drills
  469. ● Mario: Power Bounce x5
  470. ● Yoshi: Ground Pound
  471.  
  472.  
  473. [section=Pre-Chapter 8]
  474. **Bowser Segment**
  475. ● Go into Poshley Sanctum
  476.  
  477. Intermission
  478. Go to Sublevel 4 and talk to TEC
  479. Head to Sublevel 2 and go 2 rooms to the left
  480. Leave X-Naut Fortress via the teleporter
  481.  
  482. (e-mail near the Loading Zone)
  483.  
  484. **While going through the bars while going to The Thousand-Year Door**
  485. ● Unequip Power Bounce
  486. ● Equip Item Hog
  487.  
  488. Open The Thousand-Year Door
  489.  
  490.  
  491. [section=Palace of Shadow]
  492. Note: This next section is done in Peril, so be careful. You can optionally Sort Glitch a Life Shroom on Mario for safety. Yoshi must stay in peril.
  493.  
  494. Run past the Swoopulas on the first staircase
  495. Get the **Shooting Star** from the Yellow Block
  496. Avoid the Bombshell Bills by running between them with Yoshi
  497.  
  498. Get **All or Nothing** in the Spike Room (hammer the block from the right side)
  499.  
  500. Get the **Boo's Sheet** in the Fire Bar room
  501. First Strike the Phantom Ember with Koops and use the invincibility frames to get past the last Fire Bars
  502.  
  503. **Dark Bones**
  504. ● Mario: Double Dip: Shooting Star + Thunder Rage/Earth Quake
  505. ● Yoshi: Ground Pound on the Dark Bones
  506. ● Level Up BP
  507.  
  508. Get the Palace Key
  509. Get the **Ultra Shroom** from the Yellow Block
  510. Run between the Bombshell Bills
  511.  
  512. **Bombshell Bill Blasters**
  513. ● Mario: Run Away
  514.  
  515. Run between the second set of Bombshell Bills
  516.  
  517. **Bombshell Bill Blasters**
  518. ● Mario: Run Away
  519.  
  520. Get the **P-Up, D-Down P** and the **Jammin' Jelly** from the blocks before the Endless Room
  521.  
  522. Endless Room
  523. Down - Down - Up - Up - Down - Up - Down
  524.  
  525. Fall in the water to take 1 damage
  526.  
  527. Go right to the room before Gloomtail
  528.  
  529. Perform Palace Skip (you should use the Jammin' Jelly for this)
  530.  
  531. Mario should take 1 damage from First Striking the Ember. You should also Ground Pound an Ember before running away so that Yoshi also takes 1 damage.
  532.  
  533. Hit the red “!” switch and use Yoshi to get to the Palace Key
  534.  
  535. Get the **Life Shroom** (toss the Jammin' Jelly)
  536. Get the **Shooting Star** (toss the extra item from Chapter 3)
  537.  
  538. Fall down and use the spring to get back up to the Plane Panel
  539. Fly across the room and unlock the door
  540. Enter the Throne Room
  541.  
  542.  
  543. [section=Grodus, Bowser, and Shadow Queen]
  544. **Before Grodus:**
  545. ● Unequip Item Hog
  546. ● Unequip Double Dip
  547. ● Equip All or Nothing
  548. ● Equip P-Up, D-Down P
  549. ● Equip Power Bounce
  550.  
  551. **Boss: Grodus**
  552. ● Yoshi: Ice Storm
  553. ● Mario: Power Bounce x5 (Must do 4 bounces that do damage)
  554. ● (Grodus' Unguarded Thunder attack puts Mario and Yoshi in Peril)
  555. ● Yoshi: Shooting Star
  556. ● Mario: Power Bounce x7 (Must do 6 bounces that do damage)
  557.  
  558. **Boss: Bowser / Kammy Koopa**
  559. ● Mario: Power Bounce Kammy x5 (Must do 4 bounces that do damage)
  560. ● Yoshi: Ground Pound on Kammy
  561. ● Bowser's Fire attack uses a Life Shroom
  562. ● Yoshi: Point Swap on Mario
  563. ● Mario: Power Bounce x7 (Must do 6 bounces that do damage)
  564. ● (Try to Guard Bowser's Bite attack to avoid the poison animation)
  565. ● Yoshi: Gulp
  566. ● Mario: Power Bounce x7 {x6 if Yoshi is in Peril} (Must do 6/{5} bounces that do damage)
  567.  
  568. [big]**Level Up HP**[/big]
  569.  
  570. **After the fight:**
  571. ● Unequip P-Up, D-Down P
  572. ● Equip Charge
  573.  
  574. Get the **Ultra Shroom** from the chest at the top of the stairs before Shadow Queen
  575. (You should also get the **Jammin' Jelly** from the bottom chest if you no longer have one)
  576. Have Yoshi as your Partner out for Shadow Queen
  577.  
  578. **Final Boss: Shadow Queen - 39 Damage Required**
  579. ● Yoshi: Gulp
  580. ● Mario: Power Bounce x6 (Must do 5 bounces that do damage)
  581. ● Yoshi: Ground Pound
  582. ● Mario: Power Pounce x6 (Must do 5 bounces that do damage)
  583. ● Yoshi: Swap to Flurrie, or use an Ultra Shroom on Mario if he took damage
  584. ● Mario: Supernova (Must do 15 damage)
  585.  
  586. **Phase 2 starts**
  587. ● Partner: Courage Shell on Mario
  588. ● Mario: Failed Jump
  589. ● Partner: Defend/Swap to Flurrie, or use an Ultra Shroom on Mario if he took damage
  590. ● Mario: Failed Jump
  591. ● Partner: Defend/Swap to Flurrie, or use an Ultra Shroom on Mario if he took damage
  592. ● Mario: Failed Jump
  593. ● Partner: Defend/Swap to Flurrie, or use an Ultra Shroom on Mario if he took damage
  594.  
  595. Note: If you still have the Life Shroom, end Phase 2 **with** Flurrie out. Otherwise, end it with a different Partner out.
  596.  
  597. Crystal Stars Cutscene
  598.  
  599. **Shadow Queen**
  600. ● Mario: Charge
  601. ● Partner: Boo's Sheet on Mario
  602. ● Mario: Charge
  603. ● Partner: Jammin' Jelly (or swap to Flurrie if she is not out)
  604. ● Mario: Charge
  605. ● Partner: Power Punch on Mario
  606. ● Mario: Power Bounce x7 (Do at least 6 bounces that do damage, but try to do as many bounces as you can)
  607. ● Partner: Boo's Sheet on Mario
  608. ● (Shadow Queen's attack will likely kill the Partner here)
  609. ● Mario: Power Bounce x7 (Do at least 6 bounces that do damage, but try to do as many bounces as you can)
  610. ● Partner: Defend/Switch to a different Partner if still alive
  611. ● If the Shadow Queen stole HP or increased Defense, Power Bounce again. Otherwise Jump x2 will finish her off. Jump x2 will do 18 damage, and a Spin Jump will do 20 damage. If you got capped at 6 bounces both times and she didn't steal HP, then she will have 12 HP left.
  612.  
  613. Aftermath
  614. Timing ends on the circular fade to black before credits start (first fully black frame)
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