Antilles58

SMRPG Notes for me

May 31st, 2017
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  1. ANT CUSTOM NOTES
  2.  
  3. -----------------------------
  4.  
  5.  
  6. ***Koopa's Keep**
  7.  
  8. [[[ TERRAPINS ]]]
  9.  
  10. - Attempt Terrapin manipulation on the first round: (front, front, back)
  11. - 1 untimed attack (hit D-pad right), 3 untimed jumps
  12.  
  13. [[[ KOOPA ]]]
  14.  
  15. (Advance in-battle dialogue with D-pad rotations)
  16.  
  17. - 2 untimed jumps to Kinklink
  18.  
  19. ***Mario's Pad***
  20.  
  21. - Talk to Toad
  22. - Attempt to leave
  23. - Mash through Save tutorial
  24. - Leave
  25.  
  26. - Cutscenes
  27. - 2nd option for both text prompts
  28.  
  29. ***Mushroom Way***
  30.  
  31. - In the second screen, get the flower in the chest by jumping slightly left of the Goomba on the rotating flower
  32.  
  33. [[[ HAMMER BROS ]]]
  34.  
  35. - Jump (43 damage)
  36. - Jump on other (45 damage)
  37. - Untimed attack (if 43 on 1st jump. Timed otherwise)
  38. - Untimed jump
  39.  
  40. ***Mushroom Kingdom***
  41.  
  42. Sell:
  43. 1 Mushroom
  44. 1 Flower Jar
  45. Buy:
  46. 5 Honey Syrups
  47. 4 Pick Me Ups (ANT: Buy 5)
  48. 4 Able Juices
  49. 1 Shirt
  50. 1 Jump Shoes (Kaiten Shuzu)
  51. Equip (In Shop menu):
  52. Hammer, Shirt, Jump Shoes
  53. - Get frog coin in castle
  54. - [CAMERA: Down right, down after leaving castle]
  55. - [CAMERA: After getting Mallow, walk in center of walkway and jump constantly until reaching Toad]
  56.  
  57. [Cutscenes]
  58. - Pick top option
  59.  
  60. ***Bandit's Way***
  61.  
  62. - Jump straight down and land on LEFT PETAL of the rotating flower
  63. - Skipping stepping on very first platform
  64. - Get KeroKeroCola in 2nd screen
  65. - Use star, attempt enemy jump (doge jump) for the flower
  66. - Kill 12 K-9s (2 dogs after Mario levels up)
  67.  
  68. [LEVEL]
  69. Mario [2] : SP
  70.  
  71. [[[ CROCO 1 (11 FP) ]]]
  72.  
  73. - Jump (46) / Defend
  74. - Jump (46) / Defend
  75. - Jump (48) / Honey Syrup
  76. - Jump (48) / Defend
  77. - Jump (49) / Defend
  78. - Jump (49) / Honey Syrup
  79. - Jump (51) / Defend
  80. - Jump (51)
  81.  
  82. [[[ CROCO 1 (12 FP) ]]]
  83.  
  84. - Jump (46) / Defend
  85. - Jump (46) / Defend
  86. - Jump (48) / Honey Syrup
  87. - Jump (48) / Honey Syrup
  88. [Let Mallow die if Mario has not taken damage yet]
  89. - Jump (49) / Defend
  90. - Jump (49) / Defend
  91. - Jump (51) / Defend
  92. - Jump (51)
  93.  
  94. *Use Pick-Me-Ups if need be.
  95.  
  96. [LEVEL]
  97. Mallow [3] : SP
  98.  
  99. - SAVE before going into Mushroom Kingdom 2 in case you miss Mack Skip
  100.  
  101. ***Mushroom's Kingdom 2***
  102.  
  103. - Enter from Mushroom Way, not Bandit's Way
  104. - Mack Skip
  105. - Leave through the left path of Mushroom Kingdom
  106.  
  107. ***Kero Sewers***
  108.  
  109. PANDORITE
  110.  
  111. - Jump / Defend
  112. - Jump / Defend
  113. - Jump if alive and not feared (Pandorite dies)
  114.  
  115. * 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.
  116.  
  117. ---
  118.  
  119. - Get Flower in same room as Pandorite if you did not get the enemy jump in Bandit's Way
  120. - Use star, kill 8 rats
  121.  
  122. [LEVEL]
  123. Mario [3] : SP
  124.  
  125. - Get recovery mushroom from chest before SAVE point
  126.  
  127. [[[ BELOME ]]]
  128.  
  129. *Note - this assumes an ideal fight (i.e., no Sleep Sauce used on Belome's 2nd turn).
  130.  
  131. Turn 1:
  132. Jump / Thunderbolt
  133.  
  134. [Half-block Belome's 1st attack is optimal so you can choose when Mallow dies. Full block is safe]
  135.  
  136. Turn 2:
  137. Jump / Honey Syrup
  138. Turn 3:
  139. Jump / Thunderbolt
  140.  
  141. [Scarecrow]
  142.  
  143. Turn 4:
  144. Jump / Honey Syrup
  145.  
  146. [Swallow]
  147.  
  148. Turn 5:
  149. Jump
  150. Turn 6:
  151. Jump / Thunderbolt
  152. Turn 7:
  153. Jump
  154.  
  155. * If Mario is slept on turn 2, Thunderbolt with Mallow and let Belome wake up Mario.
  156. * If Mallow is slept on Turn 2, Mario uses an Able Juice on Mallow, and then Mallow uses Thunderbolt
  157. * No matter what, just remember to always alternate between using Thunderbolt & Honey Syrup with Mallow, until Mallow has used 3 Thunderbolts. Then either defend with him, or let him die. If Mallow is slept / unable to use his 3rd Thunderbolt, just Jump with Mario.
  158.  
  159. ---
  160.  
  161. [LEVEL]
  162. Mallow [4] : ATK
  163.  
  164. ***Midas River***
  165.  
  166. Waterfall Section
  167.  
  168. - 2nd Option
  169. - Go left at branching path
  170. - Go right of the hole
  171. - Bounce off rock to get Frog Coin
  172. - Go right at branching path
  173. [Collect 4 frog coins during waterfall segment]
  174.  
  175. Barrel Section
  176.  
  177. - 2nd Option
  178. - Bounce off 1st barrel
  179. - Jump on rest
  180.  
  181. - Get at least 60 coins in mini-game for Frog Coin (Exactly 60 is preferable to skip one text box)
  182. - Notes from old pastebin on how to get 60
  183. coins:
  184. "There is a specific pattern to easily ensure the obtainment of 60 regular coins every time, which skips a line of text
  185. during the coming cutscene. Collect 13 regular coins during waterfall segment. Proceed as normal in river section, but skip the
  186. 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
  187. clusters assuming you do not get hit by any fish."
  188.  
  189. ***Tadpole Pond***
  190.  
  191. [CAMERA: Approach stone from upper right]
  192. [Cutscenes]
  193. - Pick 2nd option
  194. - Go to Juice Bar (right Tadpole)
  195. - Buy:
  196. 2 Froggie Drinks
  197. - Go to Frog Coin Emporium (left Tadpole)
  198. - Buy:
  199. 2 Sleepy Bombs (#1)
  200. 1 Energizer (#3)
  201.  
  202. ***Rose Way***
  203.  
  204. - Get 10-coin on the way to upper right
  205. - Get 10-coin on the way to lower right
  206. - Hit 5 coin chests once each (optional)
  207.  
  208. [Cutscenes]
  209.  
  210. ***Rose Town***
  211.  
  212. - Enter shop through chimney and get the flower in the invisible chest.
  213. - Buy:
  214. - 2 Wake-Up Pins
  215. - Get Frog coin in upper left of the shop
  216. - Go to elevated house and get frog coin (above bed) and 2 flowers
  217. - 2nd option for text prompt preceding Geno cutscene (in Rose Town inn)
  218.  
  219. ***Forest Maze***
  220.  
  221. - Get KeroKeroCola in 1st room (leftside)
  222. - Jump on Wiggler 7x for 63 coins & 7 Frog Coins
  223.  
  224. WIGGLER JUMPIN'
  225.  
  226. - Align Mario by running right towards the nook in the bushes (This image: http://puu.sh/ngo39/7e16f91f49.png )
  227. - Slightly after the Wiggler turns his head (going either up or down), jump on his head. After this initial jump, hit slight
  228. left. Ride the Wiggler for about 5 more jumps, then adjust inputs accordingly based on the position of Mario's shadow.
  229.  
  230.  
  231. - Get frog coin in room after 1st underground section (upper left)
  232. - Get KeroKeroCola behind sleeping Wiggler
  233. - Get Red Essence right after save box (upper right)
  234. - Bottom right
  235. - Upper right
  236. - Upper right
  237. - Bottom right
  238. - Upper right
  239. - Upper left
  240.  
  241. [CAMERA: Up-right, then up-left entering Bowyer cutscene]
  242.  
  243. [[[ BOWYER ]]]
  244.  
  245. Turn 1:
  246. - Attack (40)
  247. - Jump (39)
  248. - Energizer Geno (hit right on item menu)
  249. Turn 2:
  250. - Attack (60)
  251. - Jump (39) (or 40 if Mario jumped 8+ times during Belome)
  252. - Timed Attack (2) IF Mario only did 39 damage with his 2nd Jump; Untimed attack otherwise (1)
  253. Turn 3:
  254. - Geno Beam (90)
  255. - Froggie Drink (Geno & at least 1 other character are damaged) OR Mushroom Geno (Only Geno is damaged) OR Mario self-
  256. Mushroom (both non-Geno characters are damaged but Geno isn't) OR Defend (Only 1 non-Geno character is damaged) [ANT: OR Honey
  257. Syrup (Mallow is Dead)]
  258. - Honey Syrup
  259. Turn 4 (Note: If both Mario & Mallow are alive and Geno needs healing, Mario should defend & Mallow should heal, as he has a
  260. faster item use animation):
  261. - Geno Beam
  262. - Mushroom Geno OR Defend
  263. - Mushroom Geno OR Defend
  264. Turn 5:
  265. - Geno Beam
  266. - Defend
  267. - Defend
  268. Turn 6:
  269. - Geno Beam
  270. - Defend
  271. - Defend
  272. Turn 7:
  273. - Geno Beam (Or Attack if Mario is alive)
  274. - Jump
  275. - Defend
  276. Turn 8:
  277. - Geno Beam (Or Attack if Mario is alive)
  278. - Jump (If everything was timed perfectly until this point, this Jump can be untimed to save ~19 frames)
  279. - [Defend]
  280. [Turn 9:
  281. - Attack with Geno (if messed up a timing)]
  282.  
  283. [LEVEL]
  284. Mario [4] : SP
  285.  
  286. ***Moleville***
  287.  
  288. - Go to shop and...
  289. - Buy:
  290. - 1 Punch Glove
  291. - 1 Finger Shot
  292. - 1 Cymbals
  293. - 4 Work Pants (last armor)
  294. - Equip:
  295. - Mario: Punch Glove, Work Pants
  296. - Mallow: Cymbals, Work Pants
  297. - Geno: Finger Shot, Work Pants, Wake-Up Pin
  298.  
  299. [Cutscenes]
  300.  
  301. - Top option for both prompts
  302. - Chase Croco
  303.  
  304. [[[ CROCO 2 ]]]
  305. ANT: **** PAY ATTENTION AT END ABOUT FLOWER BOX!!!! ****
  306.  
  307. Turn 1:
  308. - Attack (~64)
  309. - Jump
  310. - Energizer Geno if possible; Attack otherwise (~34)
  311. Rest of turns:
  312. - Attack
  313. - Jump
  314. - Attack
  315. - (Croco 2 randomly causes misses)
  316. - (25% chance of Flower Box)
  317.  
  318. **Croco 2 Guidelines (Assumes no Misses before Croco steals your items)**
  319.  
  320. - Pick-Me-Up Mallow with Mario if Mallow dies Turn 1
  321. - Pick-Me-Up Mario with Mallow if Mario dies Turn 1
  322. - Do NOT Pick-Me-Up Mallow or Mario if they die on Turn 2
  323. - EXCEPTION: Pick-Me-Up Mario with Mallow if Mallow died on Turn 1 and was revived
  324. - Do not revive anyone past Croco's 3rd turn (even if this means using solo Geno once your items are stolen)
  325. - If you use the Energizer on Geno, do not revive anyone
  326.  
  327. ---
  328.  
  329. - Go backwards and towards the railroad tracks
  330. - Use star, kill 7 enemies (6 bombs + Flame Orb)
  331. ******
  332. * Note - there is a chance the Flame Orb will not spawn in time for you to kill him with the star. If you're afraid of this,
  333. kill 1 bomb in the next room if you don't see the orb spawn, and then backtrack for the coin chest.
  334.  
  335. [LEVEL]
  336. Mario [5] : SP
  337. Mallow [5] : ATK
  338. Geno [7] : HP
  339.  
  340. - Get 150 Coin chest
  341. - SAVE
  342. - Get Flower before Punchinello
  343. - Jump at Punchinello after you pass the bomb on the right to avoid being pushed back
  344.  
  345. [[[ PUNCHINELLO ]]]
  346.  
  347. - Geno Attack (~90)
  348. - Mario Attack (~58)
  349. - Mallow Energizer Geno if possible; Attack otherwise (~56)
  350.  
  351. **Punchinello Guidelines (Assumes no Energizer)**
  352.  
  353. - If Punchinello uses Sandstorm, all 3 characters use an Able Juice on themselves
  354. - EXCEPTION: If Punchinello Sandstorms on his last turn, only Geno & Mallow use Able Juices on themselves (Mario attacks with Punch Glove through Fear on his final 2 turns)
  355. - NOTE: To be safe, you want at least 1 Able Juice for Bundt. If you are low on Able Juices, skip either Mario or Mallow's self-Able Juice
  356.  
  357. * Note: These guidelines assume no one dies, which is possible by perfect blocking every attack
  358.  
  359. ---
  360.  
  361. - Mine Cart minigame (pick 2nd option to skip instructions)
  362. - In the 2nd screen of the minigame, you can take the bottom path instead of the top path (extra coins aren't needed,
  363. and bottom path is slightly faster)
  364.  
  365. ***Booster Pass***
  366.  
  367. - Get Frog Coin from first plant on the right
  368. - Get Rock Candy in upper left corner near top exit in 1st area
  369.  
  370. ***Booster Tower***
  371.  
  372. [Cutscenes]
  373.  
  374. - 2nd option for switch allies text prompt
  375. - Get Frog Coin in upper right corner of 2nd room
  376. - Get Flower Tab in back corner of 3rd room
  377. - Press green exclamation switch if you are going to Booster Pass
  378. - Get Frog Coin in lower left corner of room after Thwomp see-saw room
  379. - Get Frog Coin in the crevice in same area
  380. - Get all Frog Coins in checkerboard room
  381. - Skip Zoom Shoes [If you want Zoom Shoes for more coins, pick up key and use it to unlock door in checkerboard room]
  382. - Get Goody Bag and Frog Coin in last room before curtain room (hidden chest above visible one)
  383. - Do not fail curtain minigame and automatically receive Amulet
  384.  
  385.  
  386. ***********************[MENU:]***********************
  387. Switch:
  388. - Mallow -> Koopa
  389. Equip:
  390. - Mario: Amulet
  391. - Koopa: Work Pants, Wake-Up Pin
  392. ******************************************************
  393.  
  394. [[[ KNIFE GUY & GRATE GUY [700 HP / 900 HP]]]
  395.  
  396. Turn 1
  397. - Attack KG
  398. - Terrorize
  399. - Fire Orb KG
  400. Turn 2:
  401. - Attack GG
  402. - Attack GG OR use Able Juice on Mario
  403. - Fire Orb KG
  404. Rest of turns:
  405. - Attack with Koopa / Geno until GG dies
  406. - Defend with Mario unless you miss a timing or had to Able Juice Mario with Koopa
  407.  
  408. * If Terrorize misses Grate Guy, you can still follow the notes (you'll only lose a bit of time from Grate Guy living longer)
  409. ** If Terrorize misses Knife Guy, all characters physically attack Grate Guy until he dies (they will team up, but they will
  410. not perform a Double Tech). Then Mario uses Fire Orb + other 2 characters attack until KG dies.
  411. - Alternate strat: Honey Syrup with Mario, Geno & Koopa physically attack Grate Guy while Mario Fire Orbs Knife Guy.
  412.  
  413. Will be slightly faster assuming Terrorize doesn't miss again (assumes you freebie 1 Honey Syrup)
  414. ** If Terrorize misses both Guys, use a Honey Syrup with Geno and Terrorize again (assumes you freebie 1 Honey Syrup)
  415.  
  416. ***Booster Hill***
  417.  
  418. - 2nd option
  419. - 10 Flowers is ideal to be set for the rest of the run (You need 24 by Yaridovich; 27 is useful if you want to Jump on him if
  420. you mistime a Shocker. 26 is required by Countdown, but more FP may be useful in case of bad luck (36 is ideal for a worst case
  421. scenario on Countdown))
  422.  
  423. ANT: REMEMBER WHAT YOU GET!
  424. 6 is goal for 24!
  425.  
  426. ***Marrymore***
  427.  
  428. [CAMERA: Walk along the rightmost side of center staircase, jump over flower bushes]
  429. - Talk to rightmost Toad in front of chapel
  430. - Take back entrance
  431. [CAMERA: Enter the cutscene with the Snifit by walking on the 2nd black circle on the front of the carpet]
  432.  
  433. [Cutscenes]
  434.  
  435. - After the door to the main room closes in the SAVE box room, exit and reenter, making sure not to talk to Koopa again after
  436. his little speech (this is faster than talking to the door)
  437.  
  438. [[[ BUNDT ]]]
  439.  
  440. Turn 1:
  441. - Attack
  442. - Attack
  443. - Attack
  444. Turn 2:
  445. - Attack
  446. - Attack (Dialogue)
  447. - Red Essence (Red Yoshi) on Mario
  448. Turn 3:
  449. - Attack (Candle phase starts)
  450. - Untimed attack
  451. - Untimed attack
  452. Turn 4+:
  453. - Untimed attack with all characters until Raspberry phase starts (if Geno dies, revive him with Koopa)
  454. Rest of turns (during Raspberry phase):
  455. - Attack
  456. - Attack
  457. - Jump
  458.  
  459. * If Koopa is feared during Raspberry phase, Geno cures it with an Able Juice (if alive)
  460. * If Geno dies during Raspberry phase...
  461. - Safe: Use a Pick-Me-Up with Koopa to revive him
  462. - Optimal: Continue the fight and hope no one else dies / gets feared
  463. * If you freebie the Red Essence, you can sell it at Seaside to have more bombs to work with (ANT: PAY ATTENTION TO THIS)
  464.  
  465. [LEVEL]
  466. Mallow [6] : HP
  467.  
  468. ***Mushroom Kingdom 3***
  469.  
  470. - Get Cricket Pie in the shop on the way to the cutscenes
  471. [ANT: **** IF 4 OR FEWER ON BOOSTER HILL, GET BASEMENT FLOWER! ****]
  472.  
  473. [Cutscenes]
  474.  
  475. - After the "Mario!" textbox, where Peach begins her descent after escaping the castle, go back inside the castle, then leave,
  476. then go talk to her.
  477.  
  478. ***Tadpole Pond 2***
  479.  
  480. [CAMERA: Jump onto the stone that triggers the tadpoles, instead of walking onto it]
  481. - Give Cricket Pie to Frogfucius
  482. - Talk to Frogfucius again to learn about the star on Star Hill
  483.  
  484. ***Booster Pass Secret***
  485.  
  486. [ANT: **** IF 5 OR FEWER ON BOOSTER HILL, GET EXTRA FLOWER! ****]
  487. - Get KeroKeroCola, frog coin, & Flower (if you have less than 28 FP)
  488.  
  489. [ANT: **** IF 3 OR FEWER ON BOOSTER HILL, GET WORST EXTRA FLOWER! ****]
  490.  
  491. ***Star Hill***
  492.  
  493. - Section 1
  494. - Bottom middle
  495. - Rightmost
  496. - Bottom left
  497. - Upper left
  498. - Upper right
  499. - Section 2
  500. - Upper right
  501. - Bottom right
  502. - Bottom middle
  503. - Lower left
  504. - Middle
  505. - Upper left
  506. - Section 3
  507. - Bottom middle
  508. - Lower left
  509. - Middle
  510. - Upper left
  511. - Upper middle (Interact with top left of star and walk up right for good camera)
  512. - STAR (Upper right of screen)
  513. - Middle right
  514.  
  515. ***Seaside Town***
  516.  
  517. - Talk to Fake Elder (topmost house)
  518. - Buy Experience Booster from Frog Disciple on top floor
  519.  
  520. Optimal Selling & Buying for no RE / FB (remember, the game caps you to only having 999 coins at once, so don't oversell!)
  521.  
  522. - *SELL*
  523. SMALL ITEMS + 3 COLAS (Leave 1 Froggie Drink for Yaridovich)
  524. - *BUY*
  525. 1 BAD | 3 ICE | 1 FRIGHT
  526. - *SELL*
  527. 1 COLA, GOODIE BAG, WALLET
  528. - *BUY*
  529. 2 ICE | 2 FIRE
  530. - *SELL*
  531. 1 BOX, 1 JAR, 1 TAB
  532. - *BUY*
  533. 1 ICE | 3 FIRE
  534.  
  535. 1. Equip:
  536. - Mario:
  537. - Unequip Mario's weapon
  538. - Amulet down to Koopa's Wake-Up Pin, then equip Experience Booster
  539. - Koopa:
  540. - Unequip accessory
  541. - Geno:
  542. - Unequip weapon, equip Amulet over Wake-Up Pin
  543. - Peach: Unequip weapon
  544. - Peach & Mallow swap armor (Polka Dress on Mallow to get Work Pants on Peach)
  545. - Mallow: Unequip weapon
  546.  
  547. - *SELL*
  548. 1 TAB, 1 JAR, ALL EQ
  549. - *BUY*
  550. 2 ICE | 2 FIRE | 1 BAD (if enough coins)
  551.  
  552. - This will give you 3530 coins worth of bombs, consisting of 1 Bad Mushroom, 1 Fright Bomb (Bibiri Bomb), 7 Fire Bombs
  553. (Kaendama), and 8 Ice Bombs (Koridama).
  554.  
  555. *** If Croco 2 Flower Box, buy 2 more Ice Bombs
  556. *** If Red Essence freebie, buy 1 more Fire Bomb
  557.  
  558. ***Sea***
  559.  
  560. [ANT: SAVE]
  561.  
  562. - Get underneath Star, jump, then IMMEDIATELY PRESS X:
  563. - Switch:
  564. - Mallow & Peach
  565. - Kill every Starslap
  566.  
  567. [LEVEL]
  568. Mario [6] : ATK
  569. Mario [7] : SP
  570. Mario [8] : SP
  571. Koopa [9] : ATK
  572. Geno [8] : HP
  573. Mallow (NOT PEACH) [7] : HP
  574. Peach (NOT MALLOW) [10] : SP
  575.  
  576. ***IMPORTANT NOTE*** - In the level-up screen, the character that looks like Peach is actually Mallow, and the character that
  577. looks like Mallow is actually Peach. Make sure to choose level-ups correctly.
  578.  
  579. ***********************[MENU:]***********************
  580. - Mario & Geno swap accessories (Experience Booster on Geno)
  581. - Peach & Geno swap accessories (Nothing on Geno to get Experience Booster on Peach)
  582. ******************************************************
  583.  
  584. ***Sunken Ship***
  585.  
  586. - Left door
  587. - Straight through 2 rooms
  588. - Get Flower in crates in corner of next room if you have 25 or less [ie, skip if you got 9 or more on Booster!]
  589.  
  590. ---Password hit pattern---
  591. 0 3 2
  592. 4 2 0
  593.  
  594. [[[ KING CALAMARI ]]]
  595.  
  596. - Phase 1:
  597. - Untimed Boost Koopa
  598. - Fire Bomb
  599. - Phase 2:
  600. - Fire Bomb
  601. - Defend
  602. - Timed Attack (or Jump)
  603. - Phase 3:
  604. - Fire Bomb with Koopa
  605. - Defend
  606. - Timed Jump
  607. - Fire Bomb
  608.  
  609. - Top path
  610. - Get KeroKeroCola in Clone room
  611. - Get Safety Ring in room attached to Blooper room
  612.  
  613. ***********************[MENU:]***********************
  614. - Switch:
  615. - Koopa -> Peach
  616. -Equip:
  617. - Mario & Peach swap accessories (Amulet on Peach)
  618. - Peach's Amulet down to Geno, then hit right to equip Safety Ring
  619. - Amulet on Geno
  620. *****************************************************
  621.  
  622.  
  623. BANDANDA REDS 1
  624.  
  625. - Use Fire Bomb
  626.  
  627. BANDANA REDS 2
  628.  
  629. - Use Fire Bomb
  630.  
  631. [LEVEL]
  632. Mario [9] : ATK
  633. Geno [9] : ATK
  634. Koopa [10] : HP
  635. Mallow [8] : HP
  636.  
  637.  
  638. ***********************[MENU:]***********************
  639. - Equip:
  640. - Mario & Geno swap accessories (Experience Booster on Geno)
  641. ******************************************************
  642.  
  643. [[[ JOHNNY ]]]
  644.  
  645. Turn 1:
  646. - Untimed Boost Mario
  647. - Sleepy Bomb
  648. - 100 SJs (866)
  649.  
  650. [LEVEL]
  651. Peach [11] : SP
  652.  
  653.  
  654. ***********************[MENU:]***********************
  655. Equip:
  656. - Mario & Geno swap accessories (EXP Booster on Mario)
  657. - Geno & Peach swap accessories (Amulet on Peach)
  658. ******************************************************
  659.  
  660. ***Seaside Town 2***
  661.  
  662. - Pick top option
  663.  
  664. [[[ YARIDOVICH [1500 HP]]]
  665.  
  666. Shocker should do 243 damage - if it does 202, it was mistimed. Shocker is a 6 frame timing window around when the sound effect
  667. ends (~3 seconds after selecting the target)
  668.  
  669. Optimal bomb order is Fire -> Ice -> Ice (2 of these bombs must be boosted). If you are forced to use a Froggie Drink, the
  670. optimal order is Ice -> Ice -> Fire (Again, 2 of those bombs must be boosted)
  671.  
  672. Turn 1:
  673. - Timed Boost Peach
  674. - Defend
  675. - Shocker (243)
  676. - Turn 2:
  677. - Timed Boost Mario
  678. - Use Kero-Kero Cola (if freebied, skip the one in Koopa's Keep 2)
  679. - Shocker
  680. - Turn 3:
  681. - Froggie Drink if he used Water Blast, Mushroom if Mario or Peach were Willy Wisp'd or if Mario was Flame Stoned (if
  682. no Mushrooms available, use Froggie Drink); Fire Bomb otherwise
  683. - Ice Bomb if Geno just used a Fire Bomb; Fire Bomb otherwise
  684. - Shocker
  685. - Turn 4:
  686. - Ice Bomb (Defend if Geno Fire Bombed previous turn)
  687. - Ice Bomb
  688. - Shocker
  689.  
  690. * Note #1: Geno may die before being able to use a Fire Bomb. If this happens, you will have to use one with either character
  691. (boosted or unboosted) during the Mirage Form phase
  692. * Note #2: If you mistime a Shocker, use another Ice Bomb to kill him (risk not having one for Megasmilax / Axems). If you only
  693. mistime one Shocker, you can use a Jump to kill him (requires 27 FP), or a Bad Mushroom (risk not having one for Birdo). If you
  694. mistime the 1st or 2nd Shocker, it may be more beneficial to have Mario throw all 3 (boosted) bombs to make up damage while
  695. Geno defends or heals.
  696.  
  697. [LEVEL]
  698. Geno [10] : ATK
  699.  
  700. - Get Shed Key, go to shed, and automatically receive Flower Box
  701. - Go to Elder's house and talk to Elder
  702.  
  703. - Go to shop (middle door)
  704. - Buy
  705. - 1 Troopa Shell
  706. - 1 Hurly Glove (Bunnage Gloves)
  707. - 1 Super Double Punch
  708. - Sell
  709. - All Mushrooms
  710. - Flower Box
  711. - Froggie Drink if unused / freebied
  712. - Equip:
  713. - Mario: Troopa Shell
  714. - Geno: Super Double Punch
  715. - Peach & Geno swap accessories (Amulet on Geno)
  716.  
  717.  
  718. ***Land's End***
  719.  
  720. - Skip Red Essence in first screen (fire all the way forward with the cannon)
  721. [*Note: You can grab this for safety if you want, and use it during Czar, Countdown, or Smithy 2]
  722. - For 2nd screen, you can either reveal the platform and then fire onto it (standard & safe method) or fire straight from the
  723. cannon into dog pit and dodge dogs (risky)
  724. - For Gecko area, can either wait for geckos to walk off or do fast geckos (jump between them as they stay up top)
  725. - Jump at rotating flowers from the bottom, and wait for one "tick" before jumping
  726. - Can skip first 2 platforms after flower section with an angled jump
  727.  
  728. [[[ ARMORED ANTS ]]]
  729.  
  730. ANT: PAY ATTENTION TO PICK ME UP DROPS
  731.  
  732. - Use 1 Ice Bomb per Armored Ant battle
  733.  
  734. [LEVEL]
  735. Mario [10] : SP
  736. Mallow [9] : HP
  737. Koopa [11] : ATK
  738.  
  739. - Obtain 1st Land's End star, and kill all the enemies on the top floor + 2 geckos on bottom floor (19 enemies total)
  740.  
  741. [NOTE: To accomplish this, you will need to use this tech: https://www.youtube.com/watch?v=dtjlWBCKsJE ]
  742.  
  743. [LEVEL]
  744. Mario [11] : SP
  745. Mario [12] : ATK
  746. Peach [12] : SP
  747. Geno [11] : ATK
  748. Koopa [12] : ATK
  749. Mallow [10] : HP
  750.  
  751. - 2nd star: Kill the rest of the geckos
  752.  
  753. [LEVEL]
  754. Mario [13] : SP
  755. Mallow [11] : HP
  756.  
  757. * (Note: If you fail to kill the 2nd gecko with the 1st star, kill him with the 2nd star instead. Then kill 7 blue birds + Dodo
  758. with the Nimbus Palace star, instead of 6 + Dodo. OR, if you are very lucky, use the invincibility star to kill the Formless
  759.  
  760. (white cloud) that may randomly appear in the Trampoline room)
  761.  
  762. - Pay 100 coins to trampoline Shaman
  763. - Talk to fortune teller man
  764. - The correct statue order when receiving your fortune is Left -> Middle -> Right
  765. - Hit 2nd 10-coin chest once (or more if you don't want to worry about vine coins) [ANT: 5 TIMES]
  766. - Reset 2nd fortune until it displays: http://puu.sh/jFoA0/65a7267991.png
  767.  
  768. [[[ BELOME 2 (1200 HP) ]]]
  769.  
  770. - Fright Bomb (Same page or 1 right in the menu)
  771. - Attack (170 - 200 damage range)
  772. - Super Jumps (See below) (114 base, 14 damage a Super Jump)
  773.  
  774. Geno's Attack = 170 - 173 : 59 SJs (940) [ANT: 15 - 2 - 3]
  775. Geno's Attack = 174 - 187 : 58 SJs (926) [ANT: 15 - 2]
  776. Geno's Attack = 188 - 200 : 57 SJs (912) [ANT: yPress on 15]
  777.  
  778. - If you drop SJs and are forced to fight clones...
  779. *Peach Clone*
  780. - Peach Defend
  781. - Geno timed attack clone
  782. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  783. *Mario or Geno Clone*
  784. - Peach Shocker clone
  785. - Geno timed attack clone
  786. - Mario SJs Belome until dead (or normal attack with Troopa Shell if he is close to dying)
  787.  
  788. - If you did not get the Super Suit off of Johnny, you can get it off of Belome. If that's the case...
  789. - Peach Defend
  790. - Geno untimed boost Mario
  791. - Mario does 100 SJs (1514 damage)
  792. (This conserves a Fright Bomb, which you can either use against Birdo, or keep (so you can skip the one in Koopa's Keep
  793.  
  794. [LEVEL]
  795. Geno [12] : ATK
  796.  
  797. (Clones alter total experience gained, but should not matter in this route)
  798.  
  799. ***Monstro Town***
  800.  
  801. - Talk to Melody Star and then talk to Monstermama
  802. - Get Super Suit and Jumper's Scarf (Attack Scarf) from dog next door
  803. - Scale the cliff and automatically obtain Patapata Medal (Troopa Pin) if your time is better than 12.00 seconds
  804.  
  805.  
  806. ***********************[MENU:]***********************
  807. - Switch:
  808. - Peach -> Koopa
  809. - Equip:
  810. - Koopa: Hurly Glove
  811. - Geno: Super Suit, Patapata Medal
  812. - Peach & Koopa swap accessories (Safety Ring on Koopa)
  813. *****************************************************
  814.  
  815. ***Bean Valley***
  816.  
  817. - Screen 1
  818. - Hold up right until underneath bee's shadow, then slight left and into pipe
  819. - Screen 2
  820. - Hug northern wall
  821.  
  822. [[[ MEGASMILAX ]]]
  823.  
  824. Phase 1:
  825. - Attack
  826. Phase 2:
  827. - Attack (98 to 118)
  828. - Attack (96 to 116) (1st Smilax defeated)
  829. - Attack (2nd Smilax defeated)
  830. Phase 3:
  831. - Ice Bomb (skip if used extra and no freebie on Yarid, unless you got Flower Box)
  832. Phase 4:
  833. - Ice Bomb
  834. - Attack until dead (2 Geno attacks + 1 Koopa attack with good rolls; 2 Geno attacks + 2 Koopa attacks otherwise)
  835.  
  836.  
  837. *Megasmilax*
  838.  
  839. - If you mistime Koopa's Hurly Glove attack during the 2nd phase of Megasmilax (or are really afraid of damage rolls), do 8 SJs
  840. with Mario to kill it
  841. - If for some reason you do not have 2 Ice Bombs for Megasmilax, you can use a Fire Bomb on the 3rd phase instead. Then attack
  842. with Mario, then with Geno, and then finish the 3rd cycle with Koopa like you normally would.
  843. - If the Smilax puts Mario to sleep during the 2nd phase, kill the Smilax with Geno instead. Then use an Ice Bomb on Koopa's
  844. next 2 turns, and then attack on his 3rd turn (Geno still attacks Megasmilax throughout).
  845.  
  846.  
  847. [LEVEL]
  848. Peach [13] : SP
  849.  
  850. - Climb the vines quickly. You will need about 2 or 3 vine coins to consistently afford the War Fan (these are easiest to get
  851. on the final vine).
  852.  
  853. ***Nimbus Land***
  854.  
  855. - Sell:
  856. - Work Pants
  857. - Amulet
  858. - Buy:
  859. - 2 Mid Mushrooms (Super Mushrooms)
  860. - 1 Maple Syrup
  861. - [5 Pick-Me-Ups total]
  862. - 1 Able Juice
  863. - 1 Mega Glove (Deka Panchi Gurobu)
  864. - 1 War Fan (Sensu)
  865.  
  866. - Equip:
  867. - Mario: Mega Glove, Jumper's Scarf
  868. - Mario & Geno swap armor (Work Pants on Geno)
  869. - Select Peach's empty accessory slot, bring it up to Geno's accessory and equip EXP Booster
  870. - Peach: War Fan
  871. - Geno & Koopa swap accessories (Troopa Pin on Koopa)
  872.  
  873. - Go to Garro's house (upper right)
  874. - Talk to Mallow statue from the upper left
  875. - Talk to Garro from the front
  876.  
  877. - Massive cutscene sequence
  878.  
  879. - Get Feather
  880. - Hop over gap and then run along rightmost tiles in next room with enemies
  881. [ANT: Get flower in chest!]
  882. - In room right before key, stay aligned to the left as you descend staircase
  883. - Get Castle Key from cloud guy in upper left
  884. - [ANT: Get FLOWER JAR if < 8 on Booster Hill!]
  885. - During return trip in next room, hold up + left
  886. - For Heavy Troopa room, run in a "V" shape, jump over Shaman, and open door (you want to skip the Heavy Troopa guarding the
  887. door)
  888.  
  889. [[[ BIRDO ]]]
  890.  
  891. Mario damage range: 230 - 266
  892.  
  893. Turn 1:
  894. - Untimed Attack
  895. - Untimed Attack
  896. - Untimed Boost Mario
  897. Turn 2:
  898. - Untimed Attack
  899. - Untimed Attack
  900. - Untimed Attack
  901.  
  902. (Birdo phase starts)
  903.  
  904. Turn 3:
  905. - Attack
  906. - Defend
  907. - Defend
  908. Turn 4:
  909. - Attack
  910. - Defend
  911. - Defend
  912. Turn 5:
  913. - Attack
  914. - Bad Mushroom
  915. - (Attack if you got the world's worst damage rolls)
  916.  
  917. - Go left of Birdo egg
  918. - In fan room, hold Y going in (but don't move). When it loads, tap right, then full jump up and right over him
  919. - For fork man, get as close to the form as possible, then as soon as it retracts, run up + right
  920. - For blue bird room with save point, hold up until corner, then down right until next corner, then up right
  921. - In star room, quick down right to avoid first bird
  922. - Get Star, kill 6 Blue Birds + Dodo
  923.  
  924. [LEVEL]
  925. Mario [14] : SP
  926.  
  927. [[[ VALENTINA ]]]
  928.  
  929. Dodo (400 HP)
  930.  
  931. If Fire Bomb:
  932. - Fire Bomb
  933. - Untimed Attack
  934.  
  935. If no Fire Bomb but Bad Mushroom is available:
  936. - Bad Mushroom
  937. - Attack
  938. - Attack
  939.  
  940. Otherwise:
  941. - Just attack
  942.  
  943. Valentina (2000 HP)
  944.  
  945. Turn 1:
  946. - Untimed Boost Mario
  947. - Mario Attack (> 400)
  948. Turn 2:
  949. - Geno Attack
  950. - Mario Attack (Dodo is summoned)
  951. - Koopa Attack
  952. - Geno Attack
  953.  
  954. [Do not guard any attacks during the next phase & let Koopa + Geno die if possible]
  955.  
  956. Turn 3:
  957. - Mario Attack
  958. - Defend
  959. - Defend
  960. Turn 4:
  961. - Mario Attack
  962.  
  963.  
  964. *Valentina / Dodo*
  965.  
  966. - If you are afraid of dying to Dodo's attacks during the 1 on 1 battle, you can use either a Fright Bomb or Koopa's Terrorize
  967. ability to lower Dodo's damage. You can heal with Super Mushrooms as well.
  968.  
  969.  
  970. [LEVEL]
  971. Koopa [13] : HP
  972.  
  973. - Cutscenes, leave through top door
  974. - Go straight right in hot springs room and jump over the water
  975.  
  976. ***Barrel Volcano***
  977.  
  978. [ANT: Get flower in chest!]
  979. - Get underneath Star in the Volcano, jump and then IMMEDIATELY OPEN THE MENU!
  980. - Switch:
  981. - Geno -> Peach
  982. - Equip:
  983. - Mario & Peach swap accessories (Jumper's Scarf on Peach to get EXP Booster on Mario)
  984. - Peach & Mario swap armor (Work Pants on Mario to get Super Suit on Peach)*
  985.  
  986. *NOTE - If you have 3+ Ice Bombs remaining (and at least 1 Fire Bomb for Axems), do not swap Peach & Mario's Armor, since you
  987. will kill the Jitanda with an Ice Bomb instead
  988.  
  989. - Kill 8 enemies
  990. - For 3rd room w/ star, hold up in the corner until skeleton on the left walks toward you, then straight jump up
  991.  
  992. [LEVEL]
  993. Geno (NOT PEACH) [13] : ATK
  994. Peach (NOT GENO) [14] : SP
  995. Mallow [12] : HP
  996.  
  997. - *Note 1: "Geno" is actually Peach in the level-up screen. Remember this when choosing your level-ups
  998. - *Note 2: If you missed an enemy and Geno does not level with Peach & Mallow, it's okay. Peach will still have Geno Blast.
  999.  
  1000. - In fireball room after star runs out, hug leftmost wall for good alignment, and then just jump across (you can't get hit)
  1001. - Get flower in room with save box if you have 25 or less
  1002. - In room before Jitanda, hug rightmost wall and jump over
  1003.  
  1004. [[[ JITANDA ]]]
  1005.  
  1006. - If 3+ Ice Bombs remaining (with Fire Bomb for Axems):
  1007. - Defend
  1008. - Ice Bomb
  1009.  
  1010. Otherwise:
  1011. - Geno Blast
  1012.  
  1013. [LEVEL]
  1014. Mario [15] : ATK
  1015.  
  1016.  
  1017. ***********************[MENU:]***********************
  1018. ***************[ANT]: Item**************************
  1019. USE MAPLE SYRUP/FLOWER JAR!
  1020. - After the Jitanda...
  1021. - Equip:
  1022. - Jumper's Scarf on Mario
  1023. - [Mario & Peach swap armor (Work Pants on Peach)]*
  1024. - Peach: Experience Booster
  1025. - Geno: Feather
  1026. - Switch:
  1027. Koopa -> Peach
  1028. Peach -> Geno
  1029. [Character order is now Mario, Geno, Koopa]
  1030. *****************************************************
  1031.  
  1032. * If you swapped armor before the Volcano star
  1033.  
  1034. - [If you failed to follow the EXP route perfectly until this point, Mario will not be Level 15 for Czar & Koopa will not be 14 for Countdown. However, it's faster to just continue the run without trying to fix your EXP]
  1035.  
  1036. - Talk to Hinopio from the upper-left to enter his cave, don't buy anything, then proceed across the bridge...
  1037.  
  1038. [[[ CZAR DRAGON (SJs = 190 base, 23 damage a jump) ]]]
  1039.  
  1040. 2 ICE BOMB STRAT
  1041.  
  1042. Turn 1:
  1043. - Mario: Attack
  1044. - Geno: Boost Mario
  1045. - Koopa: Ice Bomb
  1046. Turn 2:
  1047. - Mario: Attack
  1048. - Geno: Defend (OR Pick Me Up Koopa if he's dead OR Able Juice Koopa if he's feared)
  1049. - Koopa: Ice Bomb
  1050. Zombone Phase:
  1051. - Mario: Attack
  1052. - Mario: Attack
  1053. - Mario: Ultra Jump
  1054. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1055. - 11 Ultra Jumps if 977 - 1019 damage with first 2 punches
  1056. - 12 otherwise
  1057.  
  1058. 1 ICE BOMB STRAT (Revert to 2 ICE BOMB STRAT if 1 is freebied)
  1059.  
  1060. Turn 1:
  1061. - Mario: Attack
  1062. - Geno: Boost Mario
  1063. - Koopa: Ice Bomb
  1064. Turn 2:
  1065. - Mario: 24 SJs (do a few more if Mario is Level 14) [ANT: 6 full rotations]
  1066. - Geno: Defend (attack if you dropped Super Jumps)
  1067. - Koopa: Defend (attack if you dropped Super Jumps)
  1068. Zombone Phase:
  1069. - Attack until dead, Super Mushroom if in danger of dying
  1070. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1071. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1072. - 11 Ultra Jumps if 977 damage with first 2 punches
  1073. - 12 otherwise
  1074.  
  1075. 0 ICE BOMB STRAT
  1076.  
  1077. Turn 1:
  1078. - Mario: Attack
  1079. - Geno: Boost Mario
  1080. - Koopa: Defend
  1081. Turn 2:
  1082. - Mario: 42 SJs if Mario's attack was 244 or higher; 43 otherwise (do a few more if Mario is Level 14) [ANT: 11 - 2 - 3]
  1083. - Geno: Defend (can attack if dropped Super Jumps and close to death)
  1084. - Koopa: Defend (can attack if dropped Super Jumps and close to death)
  1085. Zombone Phase:
  1086. - Attack until dead, Super Mushroom if in danger of dying
  1087. [- Alt strat if you had 34 FP going into the Volcano or used a Maple Syrup in the menu:
  1088. - 10 Ultra Jumps if 1020 damage with first 2 punches (Extremely rare)
  1089. - 11 Ultra Jumps if 977 damage with first 2 punches
  1090. - 12 otherwise
  1091.  
  1092. *Note - You MUST have at least 1 Ice Bomb for Axem Rangers if you do not have a Fire Bomb
  1093.  
  1094. ***
  1095.  
  1096.  
  1097. ***********************[MENU:]***********************
  1098. Post Czar Dragon...
  1099. - Equip:
  1100. - Mario & Koopa exchange armor (Super Suit on Koopa)
  1101. - Koopa: Remove Hurly Glove
  1102. *****************************************************
  1103.  
  1104. [[[ AXEM RANGERS ]]]
  1105.  
  1106. Ship = 999
  1107. Axem Red = 800
  1108. Axem Pink = 400
  1109. Axem Black = 550
  1110. Axem Yellow = 600
  1111. Axem Green = 450
  1112.  
  1113. FIRE BOMB & ICE BOMB
  1114.  
  1115. Turn 1:
  1116. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1117. - Fire Bomb
  1118. - Ultra Jump Axem Black; hit all 4 Rangers at least once
  1119.  
  1120. Turn 2:
  1121. - Ice Bomb
  1122. - Geno Boost Mario
  1123. - Attack
  1124.  
  1125. Rest of Turns:
  1126. Attack until dead
  1127.  
  1128. ICE BOMB ONLY:
  1129.  
  1130. Turn 1:
  1131. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1132. - Ice Bomb
  1133. - Ultra Jump Axem Pink; you must land on her at least 4 times (and all other Rangers at least once)
  1134.  
  1135. Turn 2:
  1136. - Attack Red
  1137. - Geno Boost Mario
  1138. - Attack
  1139.  
  1140. Rest of turns:
  1141. - Attack until dead
  1142.  
  1143. FIRE BOMB ONLY
  1144.  
  1145. Turn 1:
  1146. - Rock Candy (Skip to Rock Candy freebie strats if freebied)
  1147. - Fire Bomb
  1148. - Ultra Jump Axem Black, hit every ranger at least once
  1149. Turn 2:
  1150. - Attack Red
  1151. - Geno Boost Mario
  1152. - Untimed Attack Red
  1153. Turn 3:
  1154. - Attack Red (Blade phase starts)
  1155. - Heal Mario if he has 60 HP or less OR Heal Koopa if he is not at full HP; Defend otherwise
  1156. - Attack
  1157. Rest of turns:
  1158. - Attack until dead
  1159.  
  1160. ROCK CANDY FREEBIE*:
  1161.  
  1162. Turn 1:
  1163. - Rock Candy
  1164. - Geno Boost Mario
  1165. - Rock Candy
  1166.  
  1167. Turn 2:
  1168. - Attack Red
  1169. - Untimed Attack Red
  1170. - Attack Ship
  1171.  
  1172. Rest of turns:
  1173. - Attack until dead
  1174.  
  1175. * The Rock Candy freebie strat conserves an Ice Bomb, which is more useful on Gunyolk
  1176. * NOTE: If Mario deals ~502 damage or more to the Axem Ship with his first 2 punches (very likely at Level 15), you do not have
  1177. to time Koopa's final attack (saves ~0.6 seconds). However, you must be confident that you can perfectly time Mario's final
  1178. attack
  1179.  
  1180. - Left path getting back to Throne Room
  1181. - [CAMERA: Slight up right, the hold right going into the cutscene with the King & Queen]
  1182.  
  1183. [Cutscenes]
  1184.  
  1185. - [Go back to the save point near where you fought Dodo and save if you are doing Nimbus manip (ignore if doing Mario's Pad)]
  1186. [- Save & soft reset if you are doing Nimbus manip]
  1187. - Leave the same way you entered the castle
  1188. - Take Jugemu's Bus (Royal Bus)
  1189.  
  1190. *MARIO'S PAD MANIP*
  1191.  
  1192. - Leave Koopa's Keep, go to Mario's Pad, save, and soft reset
  1193. - Hold Y, down, and right, then do a quick down input to manipulate Battle Doors to 3 & 6
  1194.  
  1195.  
  1196. ***Koopa's Keep 2***
  1197.  
  1198. - 2nd option to all tutorials
  1199. - Trivia Door
  1200. Dr. Topper Questions / Race Answers:
  1201. http://pastebin.com/E8rpirmg
  1202. Barrel Puzzle:
  1203. 1. 12 Base (just add the different colored barrels to this number for your final answer)
  1204. 2. 43 Base (just add the different colored barrels to this number for your final answer)
  1205. Race Puzzle:
  1206. - Talk to Goomba, then talk to Dry Bones, then talk to Cheep Cheep to figure out the order
  1207. 1 - no gaps
  1208. 2 - has a 4
  1209. 3 - gaps
  1210. 4 - has a 3
  1211. - Take Rock Candy
  1212. - Puzzle Door
  1213. - For Coin Puzzle, count total coins and take 4 at a time until 10, then until 15.
  1214. - For Button Puzzle...
  1215.  
  1216. 0 1 2 3
  1217. 4 5 6 7
  1218. 8 9 10 11
  1219. 12 13 14 15
  1220.  
  1221. - Hit buttons 13, 11, 4, and 2 (in that order)
  1222.  
  1223. - For Ball Puzzle...
  1224.  
  1225. 0 1 2* 3
  1226. 4 5 6 7
  1227. 8 9 10 11
  1228. 12 13 14 15
  1229.  
  1230. 10 UP
  1231. 4 RIGHT
  1232. 12 UP
  1233. 13 UP
  1234. 1 DOWN
  1235. 3 LEFT
  1236. 7 LEFT
  1237. 15 LEFT
  1238. 0 RIGHT
  1239. 4 RIGHT
  1240. 13 UP
  1241. 5 RIGHT
  1242. 11 UP
  1243. 3 LEFT
  1244.  
  1245. - Take Rock Candy
  1246.  
  1247. - Donkey Door
  1248. - Get Fright Bomb, get Ice Bomb, and get Rock Candy (all 3 chests on left side) in 1st room
  1249. - Can skip Donkey if you're really far left on the edge running towards him (saves 2 - 3 seconds)
  1250. - Do NOT get Super Slap
  1251.  
  1252. - Platform Door
  1253. - In cannonball/bob-ombs room, get Rock Candy (middle right chest)
  1254. - In paired rotating platforms room, get Royal Syrup if you want it & KeroKeroCola (last 2 chests in middle column)
  1255. - Do NOT get Sonic Cymbals
  1256.  
  1257. [[[ MAGIKOOPA (1600 HP) ]]]
  1258.  
  1259. Turn 1:
  1260. - Koopa Fright Bomb (with unsorted items, this will usually be 1 - 2 page turns left, depending on when you did the
  1261. Donkey Door)
  1262. - Geno Attack (~200)
  1263. - Mario Attack (~350)
  1264. Turn 2:
  1265. - Koopa Attack (~300)
  1266. - Geno Attack
  1267. - Mario Attack
  1268.  
  1269. After beating Magikoopa...
  1270.  
  1271. ***********************[MENU:]***********************
  1272. - Go into your Items, then immediately back out (Item Sort)
  1273. - Equip:
  1274. - Mario & Koopa swap armor (Work Pants on Koopa)
  1275. - Koopa: Hurly Glove
  1276. - Geno: Safety Ring
  1277. ******************************************************
  1278.  
  1279. [[[ BOOMER ]]]
  1280.  
  1281. Turn 1:
  1282. - Jump (~250 damage)
  1283. - Untimed Boost to Mario
  1284. - Defend
  1285. Turn 2:
  1286. - 47 Super Jumps (1760) [ANT: 12 - 2 - 3]
  1287.  
  1288. [[[ EXOR ]]]
  1289.  
  1290. - Jump on Left Eye (As in, the eye on the rightmost side of the screen)
  1291. - Use Geno Whirl on Exor
  1292.  
  1293. [LEVEL]
  1294. Koopa [14] : ATK
  1295. Peach [15] : SP
  1296.  
  1297. **ABYSS**
  1298.  
  1299. - Don't fall down anywhere, and do NOT get Ultra Hammer. Proceed to Count Down without menuing.
  1300.  
  1301. [[[ COUNT DOWN (2400 HP) & 2x DING-A-LINGS (1200 HP) ]]]
  1302. Phase 1 UJs
  1303. Ding-A-Ling: 167, 20 DMG UJs
  1304. Countdown: 274, 34 DMG UJs
  1305. Phase 2 UJs:
  1306. Ding-A-Ling: 250, 31 DMG UJs
  1307. Countdown: 410, 51 DMG UJs
  1308.  
  1309. Turn 1:
  1310. - Ultra Jump on Countdown, land on each enemy at least once
  1311. - Untimed Geno Boost Mario (Timed Boost is safe, but will likely only be needed if both Geno & Koopa die before Turn 2)
  1312. - Rock Candy
  1313. ---
  1314. Turn 2 (Optimal, no characters die or are disabled):
  1315. - Ultra Jump Countdown, land on each enemy at least once
  1316. - Rock Candy
  1317. - Rock Candy
  1318. Rest of Turns:
  1319. - Attack until dead. If extra UJs were done on Countdown, you can skip Geno and / or Koopa's attack, or possibly do an
  1320. untimed attack with Koopa.
  1321. ---
  1322. Turn 2 (Koopa is disabled, but can be restored by Geno OR only Geno is dead)
  1323. - Ultra Jump the Ding-A-Ling that was most damaged during first UJ set, and then continue UJs until a Rock Candy will
  1324. kill the weakened Ding-A-Ling (must land on a Ding-A-Ling 7 times to kill without additional damage from the first UJ set). If
  1325. it looks likely that you will do enough damage to both Ding-A-Lings to kill both with a Rock Candy, continue Ultra Jumping
  1326. until this can be accomplished.
  1327. - Restore Koopa (Pick-Me-Up / Able Juice)
  1328. - Rock Candy
  1329. Rest of Turns:
  1330. - Attack until dead. Depending on the situation, Koopa should throw a 3rd Rock Candy (it is typically faster to do so,
  1331. but if you have dealt significant damage to the remaining enemies with Ultra Jumps, conserving it may be more beneficial)
  1332. ---
  1333. Turn 2 (Geno & Koopa are dead or disabled)
  1334. - Super Jump a Ding-A-Ling 19 times (assumes you only landed on each Ding-A-Ling once with the initial UJ set) (26 SJs
  1335. if the bell was healed by Recover)
  1336. Turn 3
  1337. - Super Jump a Ding-A-Ling 19 times (assumes you only landed on each Ding-A-Ling once with the initial UJ set) (26 SJs
  1338. if the bell was healed by Recover) OR heal with a Super Mushroom if Mario is in danger of dying
  1339. Turn 4
  1340. - Attack / heal until dead. If you have the FP to Super Jump Countdown and skip his attacks and self-heals, do so.
  1341. (Requires 36 FP)
  1342.  
  1343. Note: The above are merely general guidelines. If you want more details, please read x_the_char's more comprehensive notes on
  1344. this fight:
  1345. https://app.simplenote.com/publish/JVL1c3
  1346. https://app.simplenote.com/publish/pwbw4l
  1347.  
  1348. Note 2: There are some circumstances where you may kill Countdown before the Ding-A-Lings. If this happens, you will lose 47
  1349. EXP on all characters (94 EXP on Peach). This will affect Geno's damage for Cloaker / Domino, as well as Mario & Peach's damage
  1350. to Clerk & Manager. Otherwise, the route will be unchanged.
  1351.  
  1352. *Countdown*
  1353.  
  1354. - If you boost Mario's defense with the initial Geno Boost, he's pretty much unkillable. If he ever gets to low HP, just use a
  1355. Super Mushroom. That being said, you should still be aware of the different phases of the clock:
  1356. 1:00: Crystal or Ice Rock
  1357. 3:00: 170 HP heal on either Countdown or a Ding-A-Ling (Countdown will not take an action next turn)
  1358. 5:00: Aurora Flash (Note: This will put Koopa to sleep & kill Geno)
  1359. 6:00: 320 HP heal (Countdown will not take an action next turn)
  1360. 7:00: Water Blast
  1361. 9:00: Nothing (Break Time!)
  1362. 10:00: Petal Blast
  1363. 12:00: Corona (if you see this, something has gone terribly wrong)
  1364.  
  1365.  
  1366. [LEVEL]
  1367. Mallow [13] : HP
  1368.  
  1369. ***
  1370.  
  1371. - Proceed to Machine Made Yaridovich, don't get owned anywhere.
  1372.  
  1373. [[[ MACHINE MADE YARIDOVICH (147 Damage base, 18 damage per SJ) ]]]
  1374.  
  1375. If you got 2 Rock Candy freebies from Countdown OR double RC freebie on Axem + 1 RC freebie from Countdown:
  1376.  
  1377. - 20 SJs (507) [ANT: 5 full rotations]
  1378. - Defend
  1379. - Rock Candy
  1380.  
  1381. Otherwise:
  1382.  
  1383. - 37 SJs (813) [ANT: 10th Y press]
  1384.  
  1385. [LEVEL]
  1386. Geno [14] : ATK
  1387.  
  1388. [[[ CLOAKER (1200) & DOMINO (900) + EARTH LINK (2500) ]]]
  1389.  
  1390. Turn 1:
  1391. - Geno Boost Mario
  1392. - Attack Domino
  1393. Turn 2:
  1394. - Attack Domino
  1395. - Attack Domino
  1396. - Attack Domino (Earth Link phase start)
  1397. Turn 3:
  1398. - 64 SJs on Earth Link (2520) [ANT: 16 full rotations]
  1399.  
  1400. *Cloaker / Domino*
  1401.  
  1402. - If Koopa gets feared, and you have a spare Rock Candy, he should use that instead of attacking
  1403.  
  1404.  
  1405. [LEVEL]
  1406. Peach [16] : SP
  1407.  
  1408. Before Clerk....
  1409.  
  1410. ***********************[MENU:]***********************
  1411. Switch:
  1412. - Koopa -> Peach
  1413. Equip:
  1414. - Mario & Peach exchange Super Suit & Work Pants (Super Suit on Peach)
  1415. - Peach: Feather
  1416. - Koopa & Peach exchange accessories (Troopa Pin on Peach)
  1417. *****************************************************
  1418.  
  1419. [[[ MAD MALLETS ]]]
  1420.  
  1421. If 3+ Ice Bombs remaining:
  1422. - Ice Bomb
  1423.  
  1424. If 4+ Rock Candy remaining:
  1425. - Rock Candy
  1426.  
  1427. Otherwise:
  1428. - Geno Blast
  1429.  
  1430. [[[ CLERK [500 HP]]]
  1431.  
  1432. - Geno Blast
  1433. - Attack
  1434.  
  1435. [LEVEL]
  1436. Mario [16] : SP
  1437.  
  1438. [[[ MANAGER [800 HP]]]
  1439.  
  1440. Turn 1:
  1441. - Geno Blast
  1442. - Attack (~166)
  1443. - Defend [Unless you mistimed Mario's attack, then attack]
  1444. Turn 2:
  1445. - Geno Blast
  1446.  
  1447.  
  1448. ***********************[MENU:]***********************
  1449. - After Manager....
  1450. - Equip:
  1451. - Mario & Peach swap Super Suit & Work Pants (Super Suit on Mario)
  1452. - Peach & Geno swap accessories (Patapata Medal on Geno)
  1453. *****************************************************
  1454.  
  1455. - [CAMERA: Slight left, then up doing into the Director fight]
  1456.  
  1457. [[[ DIRECTOR [1000 HP]]]
  1458.  
  1459. - 39 Super Jumps (707) [ANT: 10 - 2 - 3]
  1460. - Rock Candy
  1461.  
  1462. *Director*
  1463.  
  1464. - If you drop Super Jumps, AND you freebied the Sleepy Bomb against Johnny...
  1465. - Geno uses Sleepy Bomb
  1466. - Peach uses Geno Blast
  1467. - Mario uses SJs until dead (or attacks if very close to dead)
  1468. (This conserves a Rock Candy, which can be used against either Gunyolk or Smithy)
  1469.  
  1470.  
  1471. [LEVEL]
  1472. Koopa [15] : HP
  1473. Mallow [14] : HP
  1474.  
  1475. [CAMERA: Enter the Gunyolk fight by going as left as possible into the battle trigger]
  1476.  
  1477. [[[ GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP) ]]]
  1478.  
  1479. (Note: If you freebie an Ice Bomb, use that in any instance where it says to use Shocker)
  1480.  
  1481. *******3 Ice Bombs / 2 Rock Candies*******
  1482.  
  1483. Turn 1:
  1484. - Sleepy Bomb
  1485. - Ice Bomb
  1486. - Ice Bomb
  1487. Turn 2:
  1488. - Defend
  1489. - Ice Bomb
  1490. - Rock Candy
  1491. Turn 3:
  1492. - Defend
  1493. - Rock Candy
  1494.  
  1495. ******3 Ice Bombs / 1 Rock Candy*******
  1496.  
  1497. Turn 1:
  1498. - Sleepy Bomb
  1499. - Ice Bomb
  1500. - Ice Bomb
  1501. Turn 2:
  1502. - Jump on Gunyolk
  1503. - Ice Bomb
  1504. - Defend
  1505. Turn 3:
  1506. - Attack Factory Chief
  1507. - Rock Candy
  1508.  
  1509. ******2 Ice Bombs / 2 Rock Candy*******
  1510.  
  1511. Turn 1:
  1512. - Sleepy Bomb
  1513. - Untimed Boost Peach
  1514. - Ice Bomb
  1515. Turn 2:
  1516. - Defend
  1517. - Ice Bomb
  1518. - Rock Candy
  1519. Turn 3:
  1520. - Untimed Attack Gunyolk
  1521. - Rock Candy
  1522.  
  1523. *******2 Ice Bombs / 1 Rock Candy*******
  1524.  
  1525. Turn 1:
  1526. - Sleepy Bomb
  1527. - Ice Bomb
  1528. - Defend
  1529. Turn 2:
  1530. - Ultra Jump on Gunyolk, land on him twice total & once on Factory Chief
  1531. - Ice Bomb
  1532. - Shocker Gunyolk
  1533. Turn 3:
  1534. - Attack Factory Chief
  1535. - Rock Candy
  1536.  
  1537. *******1 Ice Bomb / 2 Rock Candy*******
  1538.  
  1539. Turn 1:
  1540. - Sleepy Bomb
  1541. - Untimed Boost Peach
  1542. - Ice Bomb
  1543. Turn 2:
  1544. - Jump on Gunyolk
  1545. - Rock Candy
  1546. - Shocker Gunyolk
  1547. Turn 3:
  1548. - Attack Factory Chief
  1549. - Rock Candy
  1550.  
  1551. *******1 Ice Bomb / 1 Rock Candy*******
  1552.  
  1553. Turn 1:
  1554. - Sleepy Bomb
  1555. - Untimed Boost Mario
  1556. - Defend
  1557. Turn 2:
  1558. - Ultra Jump Gunyolk, land on Factory Chief once
  1559. - Untimed Boost Peach
  1560. - Ice Bomb
  1561. Turn 3:
  1562. - Attack Factory Chief
  1563. - Rock Candy
  1564. - Shocker Gunyolk
  1565. Turn 4:
  1566. - Attack Gunyolk
  1567.  
  1568. * Note: It is recommended, although not required, that you have 1 Rock Candy for Smithy.
  1569.  
  1570. - Proceed towards Smithy. Use the strategy that corresponds to the most powerful bomb currently in your inventory. All damage
  1571. numbers assume you will properly time Mario's initial Mega Glove attack (Damage Range: 190 to 214)
  1572.  
  1573. [[[ SMITHY 1 (2000 HP) [1 SJ = 19 DMG]]]
  1574.  
  1575. ROCK CANDY:
  1576.  
  1577. Turn 1:
  1578. - Attack / Boost Mario / Defend
  1579. Turn 2:
  1580. - 198 damage or higher:
  1581. 71 SJs / Boost Peach / Rock Candy [ANT: 18 - 2 - 3]
  1582. - Any other value:
  1583. 72 SJs / Boost Peach / Rock Candy [ANT: 18 full rotations]
  1584.  
  1585. ICE BOMB:
  1586.  
  1587. Turn 1:
  1588. - Attack / Boost Mario / Defend
  1589. Turn 2:
  1590. - 212 damage or higher:
  1591. 75 SJs / Boost Peach / Ice Bomb [ANT: 19 - 2 - 3]
  1592. - 193 to 211 damage:
  1593. 76 SJs / Boost Peach / Ice Bomb [ANT: 19 full rotations]
  1594. - 192 damage or less:
  1595. 77 SJs / Boost Peach / Ice Bomb [ANT: y Press on 20]
  1596.  
  1597. FIRE BOMB:
  1598.  
  1599. Turn 1:
  1600. - Attack / Boost Mario / Defend
  1601. Turn 2:
  1602. - 204 damage or higher:
  1603. 77 SJs / Boost Peach / Fire Bomb [ANT: Y press on 20]
  1604. - 203 damage or less:
  1605. 78 SJs / Boost Peach / Fire Bomb [ANT: 20 - 2]
  1606.  
  1607. FRIGHT BOMB:
  1608.  
  1609. Turn 1:
  1610. - Attack / Boost Mario / Defend
  1611. Turn 2:
  1612. - 196 damage or higher:
  1613. 79 SJs / Boost Peach / Fright Bomb [ANT: 20 - 2 - 3]
  1614. - 195 damage or less:
  1615. 80 SJs / Boost Peach / Fright Bomb [ANT: 20 full rotations]
  1616.  
  1617. BAD MUSHROOM:
  1618.  
  1619. Turn 1:
  1620. - Attack / Boost Mario / Defend
  1621. Turn 2:
  1622. - 214 damage:
  1623. 82 SJs / Boost Peach / Bad Mushroom [ANT: 21 - 2]
  1624. - 195 to 213 damage:
  1625. 83 SJs / Boost Peach / Bad Mushroom [ANT: 21 - 2 - 3]
  1626. - 194 damage or less:
  1627. 84 SJs / Boost Peach / Bad Mushroom [ANT: 21 full rotations]
  1628.  
  1629.  
  1630. NO BOMBS REMAINING (UNTIMED WAR FAN [7 DMG or higher]) (If you don't want to bet it all on timing War Fan):
  1631.  
  1632. Turn 1:
  1633. - Attack / Boost Mario / Defend
  1634. Turn 2:
  1635. - 206 damage or higher:
  1636. 86 SJs / Boost Peach / Untimed Attack [ANT: 22 - 2]
  1637. - 205 damage or less:
  1638. 87 SJs / Boost Peach / Untimed Attack [ANT: 22 - 2 - 3]
  1639.  
  1640. *Smithy 1*
  1641.  
  1642. - If you drop Super Jumps...
  1643. - Geno uses Geno Boost on Peach
  1644. - Peach uses Group Hug
  1645. (Smithy does either a physical, Meteor Swarm, or Mega Drain, and spawns a machine made Shy Guy)
  1646. - Mario does Super Jumps until Smithy can be defeated by a bomb used by Peach
  1647. - (Geno uses Maple Syrup / Kero Kero Cola if alive)
  1648. - Peach uses the strongest bomb in your inventory
  1649.  
  1650. *Note - if you took heavy damage going into Smithy 2, you should consider using Group Hug / Kero Kero Cola with Peach during
  1651. the unformed Smithy phase
  1652.  
  1653. [[[ SMITHY 2 (8000 HP) ]]]
  1654.  
  1655. - Attack
  1656. - Attack OR Geno Boost Self (Safe)
  1657. - Attack
  1658.  
  1659. [* Note - Geno boosting himself is just for defense. Only do this if you want him to be able to survive a bullet from Tank
  1660.  
  1661. Head, or to survive Mage Head's spells.]
  1662.  
  1663. TANKHEAD
  1664.  
  1665. - 100 SJs (3028)
  1666. - Kero Kero Cola / Rock Candy / misc. healing + bombs
  1667. - Shocker
  1668.  
  1669. MAGEHEAD
  1670.  
  1671. - Attack
  1672. - Attack
  1673. - Group Hug OR Attack
  1674.  
  1675. CHESTHEAD
  1676.  
  1677. - Super Flame
  1678. - Attack OR Fire Bomb / Rock Candy / Fright Bomb OR FP Restoral
  1679. - Group Hug OR Fire Bomb / Rock Candy / Fright Bomb
  1680.  
  1681. SAFEHEAD
  1682.  
  1683. - Attack
  1684. - Geno Boost Mario (after Shredder) OR Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1685. - Ice Bomb / Rock Candy / Fright Bomb OR Defend
  1686.  
  1687. ---
  1688.  
  1689. OPTIMAL SMITHY 2 FIGHT:
  1690.  
  1691. Turn 1:
  1692. - Attack (434 - 470) [452]
  1693. - Attack (206 - 236) [221]
  1694. - Attack (164 - 194) [179] (~852 total damage to unformed Smithy head)
  1695.  
  1696. Turn 2:
  1697. - 100 SJs (3028)
  1698. - Kero Kero Cola
  1699. - Shocker (444)
  1700. Turn 3:
  1701. - Super Jumps:
  1702. - 96 SJs (2916) if 868 to 900 damage to unformed Smithy head [ANT: 24 full rotations]
  1703. - 97 SJs (2944) if 840 to 867 damage to unformed Smithy head [ANT: 25th Y press - add one for each of these after]
  1704. - 98 SJs (2972) if 812 to 839 damage to unformed Smithy head
  1705. - 99 SJs (3000) otherwise
  1706. - Rock Candy (300)
  1707. - Shocker (444)
  1708.  
  1709.  
  1710. ---
  1711.  
  1712. Smithy Head Info (Taken from SDA forums):
  1713.  
  1714. - There's a 50% chance the body will use its turn to transform the head. It won't transform two turns in a row.
  1715. - Exception 1: the body will always transform the chest head after it has performed one status ailment attack
  1716. - Exception 2: it will always transform on its first turn
  1717. - being stunned (0 HP) will not prevent it from transforming -- it only prevents it from hammering/shooting you
  1718.  
  1719. Whenever Smithy's HP drops below a threshold, he changes to a new head cycle (starting with the first in the cycle).
  1720. - starting: tank -> magic -> shield -> repeat
  1721. - HP under 6000: magic -> shield -> shield -> chest -> repeat
  1722. - HP under 4000: chest -> tank -> chest -> shield -> repeat
  1723. - HP under 2000: randomly any of the 4 heads (can repeat)
  1724.  
  1725. ----------------------------
  1726.  
  1727. ***********************Keep mashing through credits!!!
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