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kidnomor

Anatomyz Logskip Any% route (Any% No WW without Mirrorclip)

Jan 28th, 2017
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  1. -all routing by Anatomyz - I highly recommend this route to new players-kidnomor
  2.  
  3. This is a "new" route, I have made a few minor changes to it from an idea that R0bd0g came up with. With it, we do no longer have the need for a "safe route" to remove resets on Huff / Jr Troopa; as this route can get away with a 4 on Huff.
  4.  
  5. prologue
  6.  
  7. * There are two coin collecting routes you can do. One of them involves collecting coins as you go, and it is very tight. If you are not confident about getting and keeping ALL of these coins (encounters), you should get a 4th whacka bump and sell it at the shop in toad town, and in turn ignore all of the coin collecting in this route. This is slightly slower overall, but you will never have to worry about not having enough coins for speedy spin.
  8.  
  9. *need 6 "extra" coins
  10.  
  11. - get 3-6 coins in playground
  12. - 10 coins from hammer block
  13. - get coin right after playground in block (BACKUP)
  14. - GET CLOSE CALL BADGE
  15. - coin in tree after goomba king (BACKUP)
  16. magikoopa: power jump, headbonk 2x, jump 2x
  17.  
  18.  
  19.  
  20.  
  21.  
  22. chapter 1
  23.  
  24. - 1 coin on the way to koopa village
  25. - POW Block before bridge switch
  26. - 10 coins from jump block
  27. - 5 on the road
  28.  
  29. fuzzy fight: pow block, UNTIMED power shell
  30.  
  31. - 5 coins on the road
  32. - get the thunder bolt and fire flower
  33. - hit heart block before fortress
  34.  
  35. - power jump, power shell first fight
  36.  
  37. - staircase skip, get bombette
  38.  
  39. jail fight: fire flower, body slam
  40.  
  41. - go back and log skip
  42.  
  43.  
  44.  
  45. chapter 5
  46.  
  47. - 3 whackas (4 if you wanted to sell one at the Toad Town shop for speedy spin instead of coin collecting)
  48. - there is 1 extra coin before the slide for the 3rd letter if you need it (BACKUP)
  49. - go down the slide for 3 coins
  50. - get parakarry
  51. - get seed
  52. - speedy spin (sell your 4th whacka at the shop if you did that route)
  53. - equip Power bounce, Speedy Spin
  54.  
  55. - BHS
  56. - switch to Parakarry before blooper
  57.  
  58. blooper:
  59.  
  60. T1: Bounce, Sky Dive
  61. T2: Bounce, Shell Shot
  62. T3: Jump 2x, Sky Dive
  63. T4: same thing until he dies
  64.  
  65. * Note: A "perfect" Blooper fight means you get a total of 23 bounces on turns 1 and 2. If you got a low amount of bounces, you may want to use Sky Dive instead of Shell Shot on turn 2, and instead use power bounce again on turn 3 for more damage.
  66.  
  67. - jammin jelly behind tree
  68. - get sushie and enter volcano
  69. - get life shroom in volcano
  70. - upgrade bombette (drop down from the zipline thing)
  71. - get super shroom and maple in last room
  72.  
  73.  
  74. *items so far*: life shroom, whacka 3x, maple, super shroom, jammin (7)
  75.  
  76.  
  77.  
  78. chapter 6
  79.  
  80. - repel gel, seed (8I)
  81. - get ch 3 seed from forest
  82. - enter fields
  83. - get stinky herb on first screen
  84.  
  85. - mole 1: hammer, bomb
  86. - mole 3: star storm, power bomb
  87.  
  88. - EAT STINKY HERB
  89.  
  90. mole 4: star storm, power bomb
  91.  
  92. LEVEL UP: FP
  93.  
  94. mole 2: Hammer, Power Bomb, Hammer
  95.  
  96. - get red berry
  97. - give red berry to guard, get yellow berry
  98. - give yellow berry to guard, get blue berry
  99.  
  100. Maze fight:
  101.  
  102. T1: Star Storm, Shell Shot 1 Lakitu
  103. T2: Spiny Spawn: Thunder Bolt Spiny, Shell Shot Lakitu
  104. T2: No Spiny Spawn: Thunder Bolt Lakitu
  105.  
  106. - Eat whacka (2 left) (6I)
  107. - Equip power jump, Close call
  108. - Get Shooting Star from invisible block before the maze entrance
  109. - Get Bubble Berry (2 for safety if you want)
  110. - Get Shooting Star on the way to the sun
  111.  
  112. spike: BLOCK EVERYTHING
  113.  
  114. Power Jump, Shell Shot every turn
  115. Whacka on turn 4 (you will be at 1 hp, 0 fp)
  116. Continue using Power Jump, Shell Shot until dead
  117.  
  118. - eat super shroom IMMEDIATELY after the fight (6I)
  119. - get sewer life shroom (7I)
  120. - get sewer shooting star (8I)
  121. - get Thunder Rage in invisible block right before machine fight
  122.  
  123. Machine fight: Thunder Rage, Star Storm
  124.  
  125. LEVEL UP: BP
  126.  
  127. - get super jump charge, equip it and power bounce (only unequip power jump)
  128.  
  129. Huff: DO NOT BLOCK HIS FIRST ATTACK
  130.  
  131. T1: Charge, Nothing
  132. T2: Charge, Nothing
  133. T3: Charge, Nothing (You need to block this attack if Close Call made the wind miss)
  134. T4: Bounce
  135.  
  136. * On Huff, since we have close call, we want to NOT block the first attack. From here, hopefully one of the next two attacks gets avoided by close call. If this happens, it can potentially save about 30 seconds if we 6 bounce, and we also save our life shroom. However, if we 4 bounce, we will end up losing two life shrooms.
  137.  
  138. 7 Bounce -> dead
  139. 6 Bounce -> Spiny Toss
  140. 5 Bounce -> Spiny Toss -> Star Storm
  141. 4 Bounce -> Spiny Toss -> Star Storm/Do Nothing -> Star Storm/Spiny Toss (use this if he charges with lightning T4)
  142. 4 Bounce -> Spiny Toss -> Jump 2x/Spiny Toss -> Jump/Spiny Toss (use this if he does NOT charge with lightning T4, he will charge on T5. do not be afraid to jump on him if he's charged on T5 unless you are at 1 hp)
  143.  
  144. * items so far *: Life Shroom, Shooting Star 3x, Maple Syrup, Whacka Bump
  145.  
  146.  
  147. Chapter 7
  148.  
  149. - If you lost both Life Shrooms on Huff (4 Bounce), you need to buy a Life Shroom from the shop in Shiver City. Sell your Jammin Jelly to get enough coins. You will also need to remember to get the Jammin Jelly in Chapter 8, I will also add a note there in case you forget.
  150.  
  151. - Talk to Merlon, go to Ch 7
  152.  
  153. Jr Troopa:
  154.  
  155. * Note: Close Call can also save you on this fight.
  156.  
  157. T1: Charge, Belly Flop
  158. T2: Charge, Belly Flop
  159.  
  160. - Close Call can possibly save you from dying on Turn 2 if it works. If it does not work, there are two choices you can make, one is risky, one is safe:
  161.  
  162. Close Call worked:
  163.  
  164. T3: Charge, Belly Flop
  165. T4: Bounce, Belly Flop (5 kills)
  166. T5: Hammer, Belly Flop (4 kills)
  167.  
  168. Close Call did not work, Safe: (BLOCK BOTH ATTACKS FROM HERE)
  169.  
  170. T3: Charge, Belly Flop
  171. T4: Refresh, Belly Flop
  172. T5: Bounce, Squirt (4 kills)
  173.  
  174. Close Call did not work, Risky:
  175.  
  176. T3: Charge, Belly Flop
  177. T4: Bounce, Belly Flop (5 kills)
  178. T5: Hammer, Belly Flop
  179.  
  180. LEVEL UP: FP
  181.  
  182. - Upgrade parakarry
  183. - Get Mega jump, do not hit heart block
  184.  
  185. duplighosts: do nothing, power bomb
  186. star storm, power bomb
  187.  
  188. *Note: if 1 transforms, jump on the other one, then power bomb. if both transform, just power bomb
  189.  
  190. - Eat maple syrup
  191.  
  192. clubba 1: jump 2x Clubba, Bomb Clubba
  193. clubba 2: Star Storm, Power Bomb
  194. clubba 3: Star Storm, Power Bomb
  195.  
  196. LEVEL UP: HP
  197.  
  198. - triple dip
  199. - jammin jelly
  200.  
  201. crystal king: block at least 4/9 attacks
  202.  
  203. T1: Chill Out, Shell Shot
  204. T2: Charge, Shell Shot
  205. T3: Charge, Shell Shot
  206. T4: Jammin Jelly, Shell Shot
  207. T5: Charge, Shell Shot
  208. T6: Charge, Shell Shot
  209. T7: Bounce (4 kills)
  210.  
  211.  
  212.  
  213. chapter 8
  214.  
  215. - Get Thunder Rage and Shooting Star from pillars
  216. - Get Repel Gel
  217.  
  218. koopatrols: thunder rage, power bomb
  219.  
  220. - get life shroom in the jail (if you do not have 2 life shrooms yet)
  221. - get life shroom outside (if you do not have 2 life shrooms yet)
  222.  
  223. Quiz: 1 1 2 1 1
  224.  
  225. - Get the jammin jelly on the stairs (ONLY IF YOU SOLD IT IN CHAPTER 7)
  226.  
  227. duplighosts:
  228. T1: Switch to Bombette, Power Bomb
  229. T2: Star Storm, Power Bomb
  230.  
  231. *Note: if 3 transform, jump on the one that didn't, then power bomb
  232. if 4 transform, just power bomb
  233.  
  234. LEVEL UP: FP
  235.  
  236. - SWITCH TO PARAKARRY BEFORE ENTERING JR TROOPA ROOM
  237.  
  238. Jr Troopa: BLOCK EVERYTHING
  239.  
  240. T1: Charge, Shell Shot
  241. T2: Charge, Shell Shot
  242. T3: Whacka Bump, Shell Shot
  243. T4: Charge, Shell Shot
  244. T5: Bounce, Shell Shot (5 kills)
  245. T6: Star Storm
  246.  
  247. * Note: Close Call can save you from dying in the case of a 4 Bounce. If you die, you might want to get the Life Shroom in the Library coming up.
  248.  
  249. - hit heart block in the previous room
  250.  
  251. Hallway Bowser:
  252.  
  253. T1: Charge, Shell Shot
  254. T2: Charge, Shell Shot
  255. T3: Star Beam, Shell Shot
  256. T4: Bounce, Shell Shot (5 kills)
  257. T5: Jump 2x (4 Bounce)
  258. Star Storm, Sky Dive (3 Bounce)
  259.  
  260.  
  261. LEVEL UP: HP
  262.  
  263. - Take off every badge, equip Triple Dip, Mega Jump
  264.  
  265. Final Bowser:
  266.  
  267. Phase 1:
  268. T1: Mega Jump, Shell Shot
  269. T2: Mega Jump, Shell Shot
  270. T3: Star Beam
  271.  
  272.  
  273. Phase 2: (You will die on Turn 7 and use a life shroom every time)
  274.  
  275. T1: Peach Beam, Shell Shot
  276. T2: Star Storm, Shell Shot
  277. T3: Triple Dip: Repel Gel, 2x Shooting Star, Shell Shot
  278. T4: Switch and Shell Shot, Triple Dip: Jammin Jelly, 2x Shooting Star
  279. T5: Repel Gel, Shell Shot
  280.  
  281.  
  282. Turn 3 Beam
  283.  
  284. T4: Peach Beam, Shell Shot
  285. T5: Triple Dip: Repel Gel, Jammin Jelly, Shooting Star, Shell Shot
  286. T6: Mega Jump, Shell Shot
  287. T7: Mega Jump, Shell Shot
  288. T8: Hammer, Shell Shot
  289.  
  290.  
  291. Turn 4 Beam
  292.  
  293. T5: Repel Gel, Do Nothing
  294. T6: Peach Beam, Shell Shot
  295. T7: Mega Jump, Shell Shot
  296. T8: Mega Jump, Shell Shot
  297.  
  298.  
  299. Turn 5 Beam
  300.  
  301. T6: Peach Beam, Shell Shot
  302. T7: Mega Jump, Shell Shot
  303. T8: Mega Jump
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