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- -all routing by Anatomyz - I highly recommend this route to new players-kidnomor
- 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.
- prologue
- * 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.
- *need 6 "extra" coins
- - get 3-6 coins in playground
- - 10 coins from hammer block
- - get coin right after playground in block (BACKUP)
- - GET CLOSE CALL BADGE
- - coin in tree after goomba king (BACKUP)
- magikoopa: power jump, headbonk 2x, jump 2x
- chapter 1
- - 1 coin on the way to koopa village
- - POW Block before bridge switch
- - 10 coins from jump block
- - 5 on the road
- fuzzy fight: pow block, UNTIMED power shell
- - 5 coins on the road
- - get the thunder bolt and fire flower
- - hit heart block before fortress
- - power jump, power shell first fight
- - staircase skip, get bombette
- jail fight: fire flower, body slam
- - go back and log skip
- chapter 5
- - 3 whackas (4 if you wanted to sell one at the Toad Town shop for speedy spin instead of coin collecting)
- - there is 1 extra coin before the slide for the 3rd letter if you need it (BACKUP)
- - go down the slide for 3 coins
- - get parakarry
- - get seed
- - speedy spin (sell your 4th whacka at the shop if you did that route)
- - equip Power bounce, Speedy Spin
- - BHS
- - switch to Parakarry before blooper
- blooper:
- T1: Bounce, Sky Dive
- T2: Bounce, Shell Shot
- T3: Jump 2x, Sky Dive
- T4: same thing until he dies
- * 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.
- - jammin jelly behind tree
- - get sushie and enter volcano
- - get life shroom in volcano
- - upgrade bombette (drop down from the zipline thing)
- - get super shroom and maple in last room
- *items so far*: life shroom, whacka 3x, maple, super shroom, jammin (7)
- chapter 6
- - repel gel, seed (8I)
- - get ch 3 seed from forest
- - enter fields
- - get stinky herb on first screen
- - mole 1: hammer, bomb
- - mole 3: star storm, power bomb
- - EAT STINKY HERB
- mole 4: star storm, power bomb
- LEVEL UP: FP
- mole 2: Hammer, Power Bomb, Hammer
- - get red berry
- - give red berry to guard, get yellow berry
- - give yellow berry to guard, get blue berry
- Maze fight:
- T1: Star Storm, Shell Shot 1 Lakitu
- T2: Spiny Spawn: Thunder Bolt Spiny, Shell Shot Lakitu
- T2: No Spiny Spawn: Thunder Bolt Lakitu
- - Eat whacka (2 left) (6I)
- - Equip power jump, Close call
- - Get Shooting Star from invisible block before the maze entrance
- - Get Bubble Berry (2 for safety if you want)
- - Get Shooting Star on the way to the sun
- spike: BLOCK EVERYTHING
- Power Jump, Shell Shot every turn
- Whacka on turn 4 (you will be at 1 hp, 0 fp)
- Continue using Power Jump, Shell Shot until dead
- - eat super shroom IMMEDIATELY after the fight (6I)
- - get sewer life shroom (7I)
- - get sewer shooting star (8I)
- - get Thunder Rage in invisible block right before machine fight
- Machine fight: Thunder Rage, Star Storm
- LEVEL UP: BP
- - get super jump charge, equip it and power bounce (only unequip power jump)
- Huff: DO NOT BLOCK HIS FIRST ATTACK
- T1: Charge, Nothing
- T2: Charge, Nothing
- T3: Charge, Nothing (You need to block this attack if Close Call made the wind miss)
- T4: Bounce
- * 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.
- 7 Bounce -> dead
- 6 Bounce -> Spiny Toss
- 5 Bounce -> Spiny Toss -> Star Storm
- 4 Bounce -> Spiny Toss -> Star Storm/Do Nothing -> Star Storm/Spiny Toss (use this if he charges with lightning T4)
- 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)
- * items so far *: Life Shroom, Shooting Star 3x, Maple Syrup, Whacka Bump
- Chapter 7
- - 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.
- - Talk to Merlon, go to Ch 7
- Jr Troopa:
- * Note: Close Call can also save you on this fight.
- T1: Charge, Belly Flop
- T2: Charge, Belly Flop
- - 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:
- Close Call worked:
- T3: Charge, Belly Flop
- T4: Bounce, Belly Flop (5 kills)
- T5: Hammer, Belly Flop (4 kills)
- Close Call did not work, Safe: (BLOCK BOTH ATTACKS FROM HERE)
- T3: Charge, Belly Flop
- T4: Refresh, Belly Flop
- T5: Bounce, Squirt (4 kills)
- Close Call did not work, Risky:
- T3: Charge, Belly Flop
- T4: Bounce, Belly Flop (5 kills)
- T5: Hammer, Belly Flop
- LEVEL UP: FP
- - Upgrade parakarry
- - Get Mega jump, do not hit heart block
- duplighosts: do nothing, power bomb
- star storm, power bomb
- *Note: if 1 transforms, jump on the other one, then power bomb. if both transform, just power bomb
- - Eat maple syrup
- clubba 1: jump 2x Clubba, Bomb Clubba
- clubba 2: Star Storm, Power Bomb
- clubba 3: Star Storm, Power Bomb
- LEVEL UP: HP
- - triple dip
- - jammin jelly
- crystal king: block at least 4/9 attacks
- T1: Chill Out, Shell Shot
- T2: Charge, Shell Shot
- T3: Charge, Shell Shot
- T4: Jammin Jelly, Shell Shot
- T5: Charge, Shell Shot
- T6: Charge, Shell Shot
- T7: Bounce (4 kills)
- chapter 8
- - Get Thunder Rage and Shooting Star from pillars
- - Get Repel Gel
- koopatrols: thunder rage, power bomb
- - get life shroom in the jail (if you do not have 2 life shrooms yet)
- - get life shroom outside (if you do not have 2 life shrooms yet)
- Quiz: 1 1 2 1 1
- - Get the jammin jelly on the stairs (ONLY IF YOU SOLD IT IN CHAPTER 7)
- duplighosts:
- T1: Switch to Bombette, Power Bomb
- T2: Star Storm, Power Bomb
- *Note: if 3 transform, jump on the one that didn't, then power bomb
- if 4 transform, just power bomb
- LEVEL UP: FP
- - SWITCH TO PARAKARRY BEFORE ENTERING JR TROOPA ROOM
- Jr Troopa: BLOCK EVERYTHING
- T1: Charge, Shell Shot
- T2: Charge, Shell Shot
- T3: Whacka Bump, Shell Shot
- T4: Charge, Shell Shot
- T5: Bounce, Shell Shot (5 kills)
- T6: Star Storm
- * 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.
- - hit heart block in the previous room
- Hallway Bowser:
- T1: Charge, Shell Shot
- T2: Charge, Shell Shot
- T3: Star Beam, Shell Shot
- T4: Bounce, Shell Shot (5 kills)
- T5: Jump 2x (4 Bounce)
- Star Storm, Sky Dive (3 Bounce)
- LEVEL UP: HP
- - Take off every badge, equip Triple Dip, Mega Jump
- Final Bowser:
- Phase 1:
- T1: Mega Jump, Shell Shot
- T2: Mega Jump, Shell Shot
- T3: Star Beam
- Phase 2: (You will die on Turn 7 and use a life shroom every time)
- T1: Peach Beam, Shell Shot
- T2: Star Storm, Shell Shot
- T3: Triple Dip: Repel Gel, 2x Shooting Star, Shell Shot
- T4: Switch and Shell Shot, Triple Dip: Jammin Jelly, 2x Shooting Star
- T5: Repel Gel, Shell Shot
- Turn 3 Beam
- T4: Peach Beam, Shell Shot
- T5: Triple Dip: Repel Gel, Jammin Jelly, Shooting Star, Shell Shot
- T6: Mega Jump, Shell Shot
- T7: Mega Jump, Shell Shot
- T8: Hammer, Shell Shot
- Turn 4 Beam
- T5: Repel Gel, Do Nothing
- T6: Peach Beam, Shell Shot
- T7: Mega Jump, Shell Shot
- T8: Mega Jump, Shell Shot
- Turn 5 Beam
- T6: Peach Beam, Shell Shot
- T7: Mega Jump, Shell Shot
- T8: Mega Jump
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