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Super Mario RPG - Peach Chart

This document provides strategies for speedrunning Super Mario RPG using an experience booster. The strategies include: 1. Acquiring an experience booster early in the game to level characters faster without relying on death abuse. 2. Placing the experience booster on Mario or Peach for most of the run to maintain a similar level structure to previous routes. 3. Using Peach instead of Mallow after defeating Exor to take advantage of her higher level through swap glitching for better abilities. 4. Crediting other speedrunners for developing strategies used in this route, and providing spreadsheet links analyzing timing and experience gain comparisons to traditional routes.

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Frederick Mars
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0% found this document useful (0 votes)
227 views32 pages

Super Mario RPG - Peach Chart

This document provides strategies for speedrunning Super Mario RPG using an experience booster. The strategies include: 1. Acquiring an experience booster early in the game to level characters faster without relying on death abuse. 2. Placing the experience booster on Mario or Peach for most of the run to maintain a similar level structure to previous routes. 3. Using Peach instead of Mallow after defeating Exor to take advantage of her higher level through swap glitching for better abilities. 4. Crediting other speedrunners for developing strategies used in this route, and providing spreadsheet links analyzing timing and experience gain comparisons to traditional routes.

Uploaded by

Frederick Mars
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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0 Death, Fight Pandorite, Peach Chart Version 1.

06β by Claude (Last updated May


20, 2015)

This route is still a work in progress, but the core principles are:

1. Experience Booster is acquired as soon as possible (upon first visit to Seaside


Town)

2. Experience Booster is placed on either Mario or Peach for a majority of the run,
allowing you to skip the death abuse while maintaining a similar level structure to
the old route

3. Peach is used instead of Mallow upon defeating Exor. Her naturally higher level,
coupled with the swap glitch to obtain Shocker & Geno Blast, means there is no
reason to use Mallow at all (aside from Thunderbolt being 4 seconds faster than
Geno Blast per use)

4. Peach uses Shocker instead of Group Hug during Yaridovich, making the fight much
faster, cheaper, and allows you to buy more Fire & Ice Bombs (which save much more
time if freebied compared to Fright Bombs).

*Note - this route can be further optimized by skipping the extra Sleepy Bomb,
skipping the extra accessories, skipping Pandorite, and possibly skipping Booster
Pass Secret.

Credits to Alanim for inventing many of the strats involved with EXP Booster early,
0xwas for KG / GG equip ideas + Bowser strats from Czar until Exor, iateyourpie for
early game Belome / Bowyer strats, and cyghfer for distributing his Excel
spreadsheets that I modified to construct the EXP / Coin charts for this route.

Traditional route (Skip Pandorite): http://pastebin.com/n4SkJFGW

Traditional route (Fight Pandorite): http://pastebin.com/TvpKgU6h

Alanim's EXP Booster early route: http://pastebin.com/hiU4FpqG

0xwas's route: http://pastebin.com/Hd6k4HuP

Excel Spreadhsheet showing a general timing comparison between this route and the
traditional route:

https://drive.google.com/file/d/0B3yPRhL2ylswUU9nZW1ta1RRRTA/view?usp=sharing

Excel Spreadsheet showing the Coin Chart / EXP Chart for this route, as well as a
few other WIPs + notes from cyghfer (last 3 tabs are the most important):

https://drive.google.com/file/d/0B3yPRhL2ylswbURqeTRJcWRtMm8/view?usp=sharing
Final note: The SJ numbers in this document DO count the initial jump. It's a jump
- how can you not count it?

---

- File name = LCC (Shikuku)

***Koopa's Keep***

TERRAPINS

- 1 untimed attack, 3 untimed jumps

KOOPA

- 2 untimed jumps to Kinklink

***Mario's Pad***

- Talk to Toad
- Attempt to leave
- Mash through Save tutorial
- Leave

- Cutscenes
- 2nd option for both text prompts

***Mushroom Way***

HAMMER BROS

- Jump (43 damage)


- Jump on other (45 damage)
- Untimed attack (if 43 on 1st jump. Timed otherwise)
- Untimed jump

***Mushroom Kingdom***

Sell:
1 Mushroom
1 Flower Jar
Buy:
5 Honey Syrups
4 Pick Me Ups
4 Able Juices
1 Shirt
1 Jump Shoes (Kaiten Shuzu)
Equip (In Shop):
Hammer, Shirt, Jump Shoes
- Get frog coin in castle
[Cutscenes]
- Pick top option

***Bandit's Way***

- Jump straight down and land on left petal of the rotating flower
- Skipping stepping on very first platform
- Don't get platform coins, they lag
- Get KeroKeroCola in 2nd screen
- Use star, attempt enemy jump (doge jump) for the flower
- Kill 10 K-9s (No need to count, just leave as soon as Mario levels up)
* Note: You can opt to kill 15 K9s here instead, if you don't want to worry
about the Flame Orb RNG during the Moleville Mines Star

[LEVEL]
Mario [2] : SP

CROCO 1

- Jump (46) / Defend


- Jump (46) / Defend
- Jump (48) / Honey Syrup
- Jump (48) / Defend
- Jump (49) / Defend
- Jump (49) / Honey Syrup
- Jump (51) / Defend
- Jump (51)

*Use Pick-Me-Ups if need be

[LEVEL]
Mallow [3] : SP

- Save before going into Mushroom Kingdom 2 in case you miss Mack Skip

***Mushroom's Kingdom 2***

- Enter from Mushroom Way, not Bandit's Way


- Mack Skip
- Leave the left path of Mushroom Kingdom (do not get Cricket Pie)

***Kero Sewers***

PANDORITE

- Jump / Defend
- Jump / Defend
- Jump if alive and not feared (Pandorite dies)

* Use Abel Juice / Mushroom / Pick-Me Up if Mario is feared or dies


- Get Flower in same room as Pandorite if you did not get the enemy jump in
Bandit's Way
- Use star, kill 8 rats (or 7 rats + boo if you prefer)

[LEVEL]
Mario [3] : SP

- Get recovery mushroom from chest before save point

BELOME

*Note - first set of notes assumes no Sleep Sauce on either character on Turn 2. If
Sleep Sauce is used, skip to Sleep Sauce strats located below these notes.

(Advance in-battle dialogue with D-Pad rotations)

Turn 1:
- Jump (55) / Defend

[Do not guard Belome's attack]

Turn 2:
- Jump (57) / Thunderbolt (32)
Turn 3:
- Jump (57) / Honey Syrup

[Mario is Scarecrow'd]

Turn 4:
- Jump (58) / Thunderbolt (32)

[Mallow is swallowed]

Turn 5:
- Jump (58)
Turn 6:
- Jump (60) / Honey Syrup
Turn 7:
- Jump (60) / Thunderbolt (32)

---
BELOME (Sleep Sauce Turn 2)

[Sleep Sauce on MARIO]


- Turn 3:
- Untimed Thunderbolt (26)
[Sleep Sauce on MALLOW]
- Turn 3:
- Able Juice Mallow / Untimed Thunderbolt (26)

---
[Mallow is swallowed]
- Turn 4:
- Honey Syrup
- Turn 5:
- Jump
[Scarecrow]
- Turn 6:
- Jump / Honey Syrup

[Let Mallow die if possible]

- Rest of turns:
- Jump on Belome until dead. Defend with Mallow if he is still
alive.

---

[LEVEL]
Mallow [4] : ATK

***Midas River***

Waterfall Section

- 2nd Option
- Go left at branching path
- Go right of the hole
- Bounce off rock to get Frog Coin
- Go right at branching path
[Collect 4 frog coins during waterfall segment]

Barrel Section

- 2nd Option
- Bounce off 1st barrel
- Jump on rest

- Get at least 60 coins in mini-game for Frog Coin (Exactly 60 is preferable to


skip one text box)
- Automatically receive NokNok Shell

***Tadpole Pond***

[Cutscenes]
- Pick 2nd option
- Go to Juice Bar (right Tadpole)
- Buy:
2 Froggie Drinks
- Go to Frog Coin Emporium (left Tadpole)
- Buy:
2 Sleepy Bombs (#1)
1 Energizer (#3)

***Rose Way***

- Get 10-coin on the way to upper right


- Get 10-coin on the way to lower right

[Cutscenes]

***Rose Town***

- Enter shop through chimney and get flower.


- Buy:
- 2 Wake-Up Pins
- Get Frog coin in upper left of room
- Go to elevated house and get frog coin (above bed) and 2 flowers
- 2nd option for text prompt preceding Geno cutscene (in Rose Town inn)

***Forest Maze***

- Get KeroKeroCola in 1st room (leftside)


- Jump on Wiggler 7x for 63 coins & 7 Frog Coins

WIGGLER JUMPIN'

- Align Mario by running right towards the nook in the bushes


- Slightly after the Wiggler turns his head (going either up or down), jump on his
head. After this initial jump, hit slight left. Ride the Wiggler for about 5 more
jumps, then adjust inputs accordingly based on the position of Mario's shadow.

*Note - it is slightly faster to jump on one of the Wigglers in the Wiggler hoard
area, but it is not recommended due to the randomness of their patterns

- Get frog coin in room after 1st underground section (upper left)
- Get KeroKeroCola behind sleeping Wiggler
- Get Red Essence right after save box (upper right)
- Bottom right
- Upper right
- Upper right
- Bottom right
- Upper right
- Upper left

BOWYER

Turn 1:
- Attack (40)
- Jump (39)
- Energizer Geno (hit right on item menu)
Turn 2:
- Attack (60)
- Jump (39) (or 40 if Mario jumped 8+ times during Belome)
- Timed Attack (2) IF Mario only did 39 damage with his 2nd Jump; Untimed
attack otherwise (1)
Turn 3:
- Geno Beam (90)
- Froggie Drink OR Mushroom Geno OR Defend
- Honey Syrup
Turn 4 (Note: If both Mario & Mallow are alive and Geno needs healing, Mario should
defend & Mallow should heal, as he has a faster item use animation):
- Geno Beam
- Mushroom Geno OR Defend
- Mushroom Geno OR Defend
Turn 5:
- Geno Beam
- Defend
- Defend
Turn 6:
- Geno Beam
- Defend
- Defend
Turn 7:
- Geno Beam (Or Attack if Mario is alive)
- Jump
- Defend
Turn 8:
- Geno Beam (Or Attack if Mario is alive)
- Jump
- [Defend]
[Turn 9:
- Attack with Geno (if messed up a timing)]

[LEVEL]
Mario [4] : SP

***Moleville***

- Go to shop and
- Buy:
- 1 Finger Shot
- 1 Cymbals
- 4 Work Pants (last armor)
- Equip:
- Mario: Nok-Nok Shell, Work Pants
- Mallow: Cymbals, Work Pants
- Geno: Finger Shot, Work Pants, Wake-Up Pin

[Cutscenes]

- Top option for both promps


- Chase Croco

CROCO 2 (Check guidelines listed below to ensure a cleaner fight)

Turn 1:
- Attack (~64)
- Jump
- Energizer Geno if possible; Attack otherwise (~34)
Rest of turns:
- Attack
- Jump
- Attack
- (Croco 2 randomly causes misses)
- (25% chance of Flower Box)

**Croco 2 Guidelines (Assumes no Energizer & no Misses before Croco steals your
items)**

Mallow Gets Owned:


- Pick Me Up Mallow with Mario if he died on Croco's 1st turn
- Do NOT revive Mallow if he died on Croco's 2nd turn

Mario Gets Owned:


- Revive Mario with Mallow if he died on Croco's 1st turn
- Do NOT revive Mario if he dies on Croco's 2nd turn (UNLESS Mallow died on
Turn 1, in which case, revive with Mallow)
- Note: Mario will likely need to do SJs on Phase 2 Megasmilax due
to lower Jump power (or buy Troopa Shell, or use Fright Bomb)

- Do not revive anyone past Croco's 3rd turn (even if this means using solo Geno
once your items are stolen)

---

- Go backwards and up railroad tracks


- Use star, kill 7 enemies (6 bombs + Flame Orb)

* Note - there is a chance the Flame Orb will not spawn in time for you to kill him
with the star. If you're afraid of this, kill 1 bomb in the next room and then
backtrack for coin chest (or kill 15 K9s during the Bandit's Way star)

[LEVEL]
Mario [5] : SP
Mallow [5] : ATK
Geno [7] : HP

- Get 150 Coin chest no matter what


- Get Flower before Punchinello
- Jump at Punchinello after you pass the bomb on the right to avoid being pushed
back

PUNCHINELLO

- Geno Attack (~90)


- Mario Jump (~64) / Attack (~40) after 5 Jumps
- Mallow Energizer Geno if possible; Attack otherwise (~56)
**Punchinello Guidelines (Assumes no Energizer)**

- If Punchinello uses Sandstorm, all 3 characters use an Able Juice on themselves


- EXCEPTION: If Punchinello Sandstorms on his last turn, only Geno & Mallow
use Able Juices on themselves (Mario attacks with Nok-Nok Shell through Fear on his
final 2 turns)

* Note: These guidelines assume no one dies, which is possible with perfect
blocking every attack

---

- Mine Cart minigame (pick 2nd option)


- In the 2nd screen of the minigame, you can take the bottom path instead
of the top path (extra coins aren't needed, and bottom path is slightly faster)

***Booster Pass***

- Get Frog Coin from first plant on the right


- Get Rock Candy in upper left corner near top exit in 1st area

***Booster Tower***

[Cutscenes]
- 2nd option for switch allies text prompt
- Get Frog Coin in upper right corner of 2nd room
- Get Flower Tab in back corner of 3rd room
- Press green exclamation switch if you are going to Booster Pass
- Get Frog Coin in lower left corner of room after Thwomp see-saw room
- Get Frog Coin in the crevice in same area
- Get all Frog Coins in checkerboard room
- Skip Zoom Shoes
- Get Goody Bag and Frog Coin in last room before curtain room (hidden chest above
visible one)
- Do not fail curtain minigame and automatically receive Amulet

Switch:
- Mallow -> Koopa
Equip:
- Mario: Amulet
- Koopa: Work Pants, Wake-Up Pin

KNIFE GUY & GRATE GUY [700 HP / 900 HP]

Turn 1
- Attack KG
- Terrorize
- Fire Orb KG
Turn 2:
- Attack GG
- Attack GG OR use Able Juice on Mario
- Fire Orb KG
Rest of turns:
- Attack with Bowser / Geno until GG dies
- Defend with Mario unless you miss a timing or had to Able Juice Mario
with Koopa

***Booster Hill***

- 2nd option
- 12 Flowers is ideal to be set for the rest of the run (You need 24 by Yaridovich;
27 is useful if you want to Jump on him if you mistime a Shocker. 28 is required by
Countdown)

***Marrymore***

- Talk to rightmost Toad in front of chapel


- Take back entrance

[Cutscenes]

- After the door to the main room closes in the save box room, exit and reenter,
making sure not to talk to Koopa again after his little speech (this is faster than
talking to the door)

- Get items quickly to be kissed by Peach


- If you don't get the kiss, reset

BUNDT

Turn 1:
- Attack
- Attack
- Attack
Turn 2:
- Attack
- Attack (Dialogue)
- Red Essence (Red Yoshi) on Mario
Turn 3:
- Attack (Candle phase starts)
- Untimed attack
- Untimed attack
Turn 4:
- Untimed attack
- Untimed attack
- Untimed attack (Raspberry phase starts)
Turn 5:
- Attack
- Attack
- Jump
Rest of turns:
- Repeat until dead

* (If you freebie the Red Essence, you can sell it at Seaside to have more bombs to
work with)

[LEVEL]
Mallow [6] : HP

***Mushroom Kingdom 3***

- Get Cricket Pie on the way to the cutscenes

[Cutscenes]

- After the "Mario!" textbox, where Peach begins her descent after escaping the
castle, go back inside the castle, then leave, then go talk to her.

***Tadpole Pond 2***

- Give Cricket Pie to Frogfucius


- Talk to Frogfucius again to learn about the star on Star Hill

***Booster Pass Secret***

- Get KeroKeroCola, frog coin, & Flower if you have less than 28 FP

***Star Hill***

- Section 1
- Bottom middle
- Rightmost
- Bottom left
- Upper left
- Upper right
- Section 2
- Upper right
- Bottom right
- Bottom middle
- Lower left
- Middle
- Upper left
- Section 3
- Bottom middle
- Lower left
- Middle
- Upper middle
- Upper left
- STAR (Upper right)
- Middle right

***Seaside Town***

- Talk to Fake Elder (upper right)


- Buy Experience Booster from Frog Disciple on top floor

*1. Sell (Until 999 coins, then proceed):


- All Mushrooms
- All Honey Syrups
- All Pick-Me Ups (can choose not to sell for safety, but very likely you
won't need these)
- All Able Juices
- All KeroKeroColas
- All Flower Tabs / Jars / Boxes
- The Goody Bag
- The Red Essence (if freebied)
- (Leave 1 Froggie Drink for Yaridovich)
2. Equip:
- Mario:
- Unequip weapon, Experience Booster over Amulet
- Koopa:
- Unequip accessory
- Geno:
- Unequip weapon, Amulet over Wake-Up Pin
- Peach: Unequip weapon
- Peach & Mallow swap armor (Polka Dress on Mallow to get Work Pants on
Peach)
- Mallow: Unequip weapon
3. Sell all equipment (Sells for 401 Coins)
4. If no FB or RE, Buy: (3560 coins worth of bombs)
- 2 Bad Mushrooms
- 1 Fright Bombs (Bibiri Bomb)
- 7 Fire Bombs (Kaendama)
- 8 Ice Bombs (Koridama)
*** If FB, buy 2 more Ice Bombs
*** If Red Essence, buy 1 more Fire Bomb

[Optimal Selling / Buying for no RE / FB

- *SELL*
SMALL ITEMS + 3 COLAS
- *BUY*
3 ICE | 1 FIRE
- *SELL*
1 COLA, GOODIE BAG, WALLET
- *BUY*
3 ICE | 1 FRIGHT
- *SELL*
1 BOX, 1 JAR, 1 TAB
- *BUY*
2 ICE | 2 FIRE
- *SELL*
1 TAB, 1 JAR, ALL EQ
- *BUY*
2 BAD | 4 FIRE]

***Sea***

- Get underneath Star, jump, then IMMEDIATELY PRESS X:


- Switch:
- Mallow & Peach
- Kill every Starslap

[LEVEL]
Mario [6] : ATK
Mario [7] : SP
Mario [8] : SP
Koopa [9] : ATK
Geno [8] : HP
Mallow (NOT PEACH) [7] : HP
Peach (NOT MALLOW) [10] : SP

***IMPORTANT NOTE*** - In the level-up screen, "Peach" is actually Mallow, and


"Mallow" is actually Peach. Take HP and SP respectively

***Sunken Ship***

- Left door
- Straight through 2 rooms
- Get Flower in crates in corner of next room if you have less than 28

---Password hit pattern---


0 3 2
4 2 0

- Equip:
- Mario & Geno swap accessories (Experience Booster on Geno)
- Peach & Geno swap accessories (Nothing on Geno to get Experience Booster
on Peach)

KING CALAMARI

- Phase 1:
- Untimed Boost Koopa
- Fire Bomb
- Phase 2:
- Fire Bomb
- Defend
- Untimed Jump
- Phase 3:
- Fire Bomb with Koopa
- Defend
- Timed Jump
- Fire Bomb

- Top path
- Get KeroKeroCola in Clone room (This is required, not optional)
- Get Safety Ring in room attached to Blooper room

- Switch:
- Koopa -> Peach
-Equip:
- Mario & Peach swap accessories (Amulet on Peach)
- Safety Ring on Peach
- Amulet on Geno

BANDANDA REDS 1
- Use Fire Bomb no matter what

BANDANA REDS 2

- Use Fire Bomb no matter what

[LEVEL]
Mario [9] : ATK
Geno [9] : ATK
Koopa [10] : ATK
Mallow [8] : HP

- Equip:
- Mario & Geno swap accessories (Experience Booster on Geno)

JOHNNY

Turn 1:
- Untimed Boost Mario
- Sleepy Bomb
- 101 SJs (866)

[LEVEL]
Peach [11] : SP

Equip:
- Mario & Geno swap accessories (EXP Booster on Mario)
- Geno & Peach swap accessories (Amulet on Peach)

***Seaside Town 2***

- Pick top option

YARIDOVICH [1500 HP]

Shocker should do 243 damage - if it does 202, it was mistimed. Shocker is a 6


frame timing window around when the sound effect ends (~3 seconds after selecting
the target)

Bomb order should always be Fire -> Ice -> Ice (2 of these bombs must be boosted)

Turn 1:
- Timed Boost Peach
- Defend
- Shocker (243)
- Turn 2:
- Timed Boost Mario
- Use Kero-Kero Cola (if freebied, skip the one in Koopa's Keep 2)
- Shocker
- Turn 3:
- Froggie Drink if he used Water Blast, Mushroom if Mario or Peach were
Willy Wisp'd or if Mario was Flame Stoned; Fire Bomb otherwise
- Ice Bomb if Geno just used a Fire Bomb; Fire Bomb otherwise
- Shocker
- Turn 4:
- Ice Bomb (Defend if Geno Fire Bombed previous turn)
- Ice Bomb
- Shocker

* Note #1: Geno may die before being able to use a Fire Bomb. If this happens, you
will have to use one with either character (boosted or unboosted) during the Mirage
Form phase
* Note #2: If you mistime a Shocker, use another Ice Bomb to kill him (risk not
having one for Megasmilax / Axems). If you only mistime only one Shocker, you can
use a Jump to kill him (requires 27 FP), or a Bad Mushroom.

[LEVEL]
Geno [10] : ATK

- Get Shed Key, go to shed, and automatically receive Flower Box


- Talk to Elder
- Go to shop (middle door)
- Buy
- 1 Troopa Shell
- 1 Hurly Glove (Bunnage Gloves)
- 1 Super Double Punch
- Sell
- All Mushrooms
- Froggie Drink if unused / freebied
- 1 Flower Box
- Equip:
- Mario: Troopa Shell
- Geno: Super Double Punch
- Peach & Geno swap accessories (Amulet on Geno)

***Land's End***

- Skip Red Essence in first screen (fire all the way forward with the cannon)
[*Note: You can grab this for safety if you wish, and use it for either
Czar, Countdown, or Smithy 2]
- Jump at rotating flowers from the bottom, and wait for one "tick" before jumping
- Can skip first 2 platforms after flower section with an angled jump

- Use 1 Ice Bomb per Armored Ant battle

[LEVEL]
Mario [10] : SP
Mallow [9] : HP
Koopa [11] : ATK
- Don't save
- Kill all the enemies on the top floor + 1 gecko on bottom floor

[LEVEL]
Mario [11] : SP
Mario [12] : ATK
Peach [12] : SP
Geno [11] : ATK
Koopa [12] : ATK
Mallow [10] : HP

- 2nd star: Kill the rest of the geckos

[LEVEL]
Mario [13] : SP
Mallow [11] : HP

- Don't die

* (Note: If you fail to kill the gecko with the 1st star, kill him with the 2nd
star instead. Then kill 8 blue birds + Dodo with the Nimbus Palace star, instead of
6 + Dodo)

- Pay 100 coins to trampoline Shaman


- Talk to fortune teller man
- The correct statue order when receiving your fortune is Left -> Middle -> Right
- Hit 150 Coin chest once (skip if good at vine coins or are selling Work Pants +
Amulet)
- Reset fortune until it displays "t" and two horizontal lines in last message

BELOME 2

- Fright Bomb (Same page or 1 right in the menu)


- Attack (170 - 200 damage range)
- Super Jumps (See below) (114 base, 14 damage a Super Jump)

Geno's Attack = 170 - 173 : 60 SJs


Geno's Attack = 174 - 187 : 59 SJs
Geno's Attack = 188 - 200 : 58 SJs

[LEVEL]
Geno [12] : ATK

(Clones alter total experience gained, but should not matter in this route)

***Monstro Town***

- Talk to Melody Star and then talk to Monstermama


- Get Super Suit and Jumper's Scarf (Attack Scarf) from dog next door
- Scale the cliff and automatically obtain Patapata Medal (Troopa Pin)

- Switch:
- Peach -> Koopa
- Equip:
- Koopa: Hurly Glove
- Geno: Super Suit, Patapata Medal
- Peach & Koopa swap accessories (Safety Ring on Koopa)

***Bean Valley***

- Screen 1
- Hold up right until underneath bee's shadow, then slight left and into
pipe
- Screen 2
- Hug northern wall

MEGASMILAX

Phase 1:
- Attack
Phase 2:
- Attack
- Attack
- Attack
Phase 3:
- Ice Bomb
Phase 4:
- Ice Bomb
- Attack until dead (2 Geno Attacks + 1 Koopa attack with good rolls; 2
Geno / 2 Koopa otherwise)

[LEVEL]
Peach [13] : SP

- Climb the vines quickly and get about 4 of the coins (or get no coins and skip
the Mushrooms / Maple Syrup, or sell the Work Pants + Amulet)

***Nimbus Land***

- [Sell:
- Work Pants
- Amulet]
- Buy:
- 2 Mid Mushrooms (Super Mushrooms)
- 1 [2] Maple Syrup
- [1 Pick-Me-Up if none dropped during Armored Ants]
- 1 Mega Glove (Deka Panchi Gurobu)

- Equip:
- Mario: Mega Glove, Jumper's Scarf
- Mario & Geno swap armor (Work Pants on Geno)
- Geno & Koopa swap accessories (Patapata Medal on Koopa)
- Peach: EXP Booster

- Talk to Mallow statue in Garro's house (upper right)


- Talk to Garro
- Massive cutscene sequence

- Get Feather
- Hop over gap and then run along rightmost tiles in next room with enemies
- In room right before key, hug lower walls
- Get Castle Key
- In next room, hold up + left
- For Heavy Troopa room, run in a "V" shape, jump over Shaman, and open door

BIRDO

Mario damage range: 230 - 266

Turn 1:
- Untimed Attack
- Untimed Attack
- Untimed Boost Mario
Turn 2:
- Untimed Attack
- Untimed Attack
- Untimed Attack

(Birdo phase starts)

Turn 3:
- Attack
- Defend
- Defend
Turn 4:
- Attack
- Defend
- Defend
Turn 5:
- Attack
- Bad Mushroom
- (Attack if you got the world's worst damage rolls)

- Go left of Birdo egg


- In fan room, hold Y going in (but don't move). When it loads, tap right, then
full jump up and right over him
- For fork man, get as close to the form as possible, then as soon as it retracts,
run up + right
- For blue bird room with save point, hold up until corner, then down right until
next corner, then up right
- In star room, quick down right to avoid first bird
- Get Star, kill 6 Blue Birds + Dodo

[LEVEL]
Mario [14] : SP

VALENTINA
Dodo (400 HP)

If Fire Bomb:
- Fire Bomb
- Untimed Attack

If not:
- Bad Mushroom
- Attack
- Attack

Valentina (2000 HP)

Turn 1:
- Untimed Boost Mario
- Mario Attack
Turn 2:
- Geno Attack
- Mario Attack (Dodo is summoned)
- Koopa Attack
- Geno Attack

[Do not guard any further attacks; let Koopa & Geno die if possible]

Turn 3:
- Mario Attack
- Defend
- Defend
Turn 4:
- Mario Attack

[LEVEL]
Koopa [13] : ATK

- Cutscenes, leave through top door

***Barrel Volcano***

- Get underneath Star in the Volcano, jump and then IMMEDIATELY OPEN THE MENU!
- Switch:
- Geno -> Peach
- Equip:
- Mario & Peach swap accessories (Jumper's Scarf on Peach to get
EXP Booster on Mario)
- Peach & Mario swap armor (Work Pants on Mario to get Super Suit
on Peach)

- Kill 8 enemies
- For 3rd room w/ star, hold up in the corner until skeleton on the left walks
toward you, then straight jump up
[LEVEL]
Geno (NOT PEACH) [13] : ATK
Peach (NOT GENO) [14] : SP
Mallow [12] : HP

- "Geno" is actually Peach in the level-up screen. Remember this when choosing your
level-ups

- In fireball room after star runs out, hug leftmost wall for good alignment, and
then just jump across (you can't get hit)
- Get flower in room with save box if you have 28 or less
- In room before Jitanda, hug rightmost wall and jump over

JITANDA

- Geno Blast

[LEVEL]
Mario [15] : ATK

- After the Jitanda...


- Equip:
- Jumper's Scarf on Mario
- Mario & Peach swap armor (Work Pants on Peach)
- Peach: Experience Booster
- Geno: Feather
- Switch:
Peach -> Geno

- If you failed to meet the minimum required experience on any of the stars, you
can fight the Stumpet to try and get back on track. However, probably faster to
just skip him and make due with lower level characters. You should be able to
complete the run no matter what your EXP situation is like.
- Use Maple Syrup if you fought the Stumpet / are low on Ice Bombs and aren't
confident in Super Jumps

CZAR DRAGON (SJs = 190 base, 23 damage a jump)

2 ICE BOMB STRAT

Turn 1:
- Mario: Attack
- Geno: Boost Mario
- Koopa: Ice Bomb
Turn 2:
- Mario: Attack
- Geno: Defend OR Pick Me Up Koopa if he is dead
- Koopa: Ice Bomb
Rest of Turns:
Attack until dead with Mario (if Koopa & Geno live and do roughly 300
damage, you will skip one cycle)
*NOTE: If Mario is in danger of dying, or you want more consistency, do 12 Ultra
Jumps after Mario's first 2 punches (Assumes you dealt 977 damage or more with
Mario's first 2 punches)

1 ICE BOMB STRAT (Revert to 2 ICE BOMB STRAT if 1 is freebied)

Turn 1:
- Mario: Attack
- Geno: Boost Mario
- Koopa: Ice Bomb
Turn 2:
- Mario: 25 SJs
- Geno: Attack (if alive)
- Koopa: Attack (if alive)
Rest of turns:
- Attack until dead

0 ICE BOMB STRAT

Turn 1:
- Mario: Attack
- Geno: Boost Mario
- Koopa: Defend otherwise
Turn 2:
- Mario: 43 SJs if Mario's attack was 244 or higher; 44 otherwise
- Geno: Attack (if alive)
- Koopa: Attack (if alive)
Rest of turns:
- Attack until dead

*Note - You MUST have at least 1 Ice Bomb for Axem Rangers if you do not have a
Fire Bomb

***

Post Czar Dragon...


- Equip:
- Mario & Koopa exchange armor (Super Suit on Koopa)
- Koopa: Remove Hurly Glove

AXEM RANGERS

Ship = 999
Axem Red = 800
Axem Pink = 400
Axem Black = 550
Axem Yellow = 600
Axem Green = 450

FIRE BOMB & ICE BOMB


Turn 1:
- Rock Candy (Skip to Rock Candy freebie strats if freebied)
- Fire Bomb
- Ultra Jump Axem Black; hit all 4 Rangers at least once

Turn 2:
- Ice Bomb
- Geno Boost Mario
- Attack

Rest of Turns:
Attack until dead

ICE BOMB ONLY:

Turn 1:
- Rock Candy (Skip to Rock Candy freebie strats if freebied)
- Ice Bomb
- Ultra Jump Axem Pink at least 4 times (and all other Rangers at least
once)

Turn 2:
Attack Red
Geno Boost Mario
Attack

Rest of turns:
Attack until dead

FIRE BOMB ONLY

Turn 1:
- Rock Candy (Skip to Rock Candy freebie strats if freebied)
- Fire Bomb
- Ultra Jump Axem Black, hit every ranger at least once
Turn 2:
- Attack Red
- Geno Boost Mario
- Untimed Attack Red
Turn 3:
- Attack Red (Blade phase starts)
- Heal Mario or Koopa if they took damage; untimed attack otherwise
- Attack
Rest of turns:
- Attack until dead

ROCK CANDY FREEBIE*:

Turn 1:
- Rock Candy
- Geno Boost Mario
- Rock Candy

Turn 2:
- Attack Red
- Untimed Attack Red
- Attack Ship

Rest of turns:
Attack until dead

* The Rock Candy freebie strat conserves an Ice Bomb, which is more useful on
Gunyolk

- Left path getting back to Throne Room


- Go to Nimbus Castle cutscene
- [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)]
[- Save & soft reset if you are doing Nimbus manip]
- Leave the same way you entered the castle
- Take the Flying Nimbus

*MARIO'S PAD MANIP*

- Leave Koopa's Keep, go to Mario's Pad, save, and soft reset


- Hold Y, down, and right, then do a quick down input to manipulate Battle Doors to
3 & 6

*NIMBUS MANIP*

- If you are good at using audio cues, simply listen to the cue described in the
below flowchart:

Flowchart: http://i.imgur.com/M9Wmtby.png

- If you're bad at audio cues, follow this tutorial and press the button at the
right time (flowchart is still used):

http://www.twitch.tv/theclaude/v/4837000

- Go in Door 5
- Coin Box
- 4
- Invis
- 2, 3
- Platform
- 1, 3
- Quiz
- 6
- Invis
- 1
- Platform
- 2
- Quiz
- 3
- Invis
- 2, 6
- Platform
- 1, 6

Full Chart (in case you mistime it so bad you can still recover):
http://i.imgur.com/qOvn49h.png

***Koopa's Keep 2***

- 2nd option to all tutorials


- Trivia Room
Barrel Puzzle:
1. 12 Base
2. 43 Base
Race Puzzle:
- Talk to Goomba, talk to Dry Bones, talk to Cheep Cheep
- #1 = Nu
- #2 = Su
- #3 = Fu
- #4 = Na
- Take Rock Candy
- Puzzle Room
- For Coin Puzzle, count total coins and take 4 at a time until 10, then
until 15.
- For Ball Puzzle...

0 1 2* 3
4 5 6 7
8 9 10 11
12 13 14 15

10 UP
4 RIGHT
12 UP
13 UP
1 DOWN
3 LEFT
7 LEFT
15 LEFT
0 RIGHT
4 RIGHT
13 UP
5 RIGHT
11 UP
3 LEFT

- Take Rock Candy

- Donkey Room
- Get Fright Bomb, get Ice Bomb, and get Rock Candy (all 3 chests on left
side) in 1st room
- Get Super Slap
- Platform Room
- In cannonball/bob-ombs room, get Rock Candy (Middle right chest)
- In paired rotating platforms room, get Royal Syrup if you want it &
KeroKeroCola (last 2 chests)
- Do NOT get Sonic Cymbals

MAGIKOOPA (1600 HP)

Turn 1:
- Fright Bomb
- Attack
- Attack
Turn 2:
- Attack
- Attack
- Attack

(You can mistime 1 attack and still be okay)

After Magikoopa, equip:


- Equip:
- Mario & Koopa swap armor (Work Pants on Koopa)
- Koopa & Geno swap accessories (Patapata Medal on Geno)

BOOMER

Turn 1:
- Jump
- Untimed Boost to Mario
- Defend
Turn 2:
- 48 Super Jumps

EXOR

- Jump on right eye (As in, on the rightmost side of the screen)
- Use Geno Whirl on Exor

[LEVEL]
Peach [15] : SP

**ABYSS**

- Get Ultra Hammer


- Switch:
- Koopa -> Peach
- Equip:
- Mario: Ultra Hammer
- Mario & Peach exchange armor (Super Suit on Peach)
- Peach: Super Slap
- Peach & Geno exchange accessories (Experience Booster on Geno)
- Geno: Safety Ring

(EXP Booster no longer equipped to anyone)

COUNT DOWN (2400 HP)

Turn 1:
- Geno Blast
- Rock Candy
- Self Geno Boost
Turn 2:
- Geno Blast
- Attack Countdown
- Rock Candy (both Ding-a-Lings die if not healed)
Rest of Turns:
- If Ding-A-Ling wasn't healed:
- Attack until dead
- If Ding-A-Ling was healed:
- Mario attacks Ding-A-Ling (Jump if Scarecrow'd & have 31 Flowers)
- Attack until dead (May need to use Group Hug if you have the FP
for it)

[LEVEL]
Koopa [14] : HP
Mallow [13] : HP

***

- Right before Machine Made Yaridovich:


Equip:
- Mario & Peach swap armor (Work Pants on Peach)

MACHINE MADE YARIDOVICH

- 26 SJs (597)
- Shocker (211)

[LEVEL]
Geno [14] : ATK

CLOAKER (1200) & DOMINO (900)

Turn 1:
- Attack Domino
- Geno Boost Mario
- Attack Domino
Turn 2:
- Attack Domino
- Attack Domino
- Untimed attack Domino if Mario & Peach dealt 831 damage or more; Timed
attack otherwise (Earthlink phase start)
Turn 3:
- 65 SJs on Earthlink

Before Clerk....

Equip:
- Mario & Peach
exchange Super Suit & Work Pants (Super Suit on Peach)

MAD MALLETS

If 4+ Ice Bombs remaining:


- Ice Bomb

If 4+ Rock Candy remaining:


- Rock Candy

Otherwise:
- Geno Blast

CLERK [500 HP]

- Geno Blast
- Attack

[LEVEL]
Mario [16] : SP

MANAGER

Turn 1:
- Geno Blast
- Attack
- Untimed attack if Mario did 175 damage or less; Defend otherwise
Turn 2:
- Geno Blast

- After Manager....
- Equip:
- Mario & Peach swap Super Suit & Work Pants (Super Suit on Mario)
- Peach & Geno swap accessories (Patapata Medal on Geno)

DIRECTOR

- 40 Super Jumps / Rock Candy

[LEVEL]
Peach [16] : HP
Koopa [15] : HP
Mallow [14] : HP

GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP)

3 Ice Bombs / 2 Rock Candies

Turn 1:
- Sleepy Bomb
- Rock Candy
- Ice Bomb
Turn 2:
- Ice Bomb
- Rock Candy
- Ice Bomb
Turn 3:
- Untimed attack Gunyolk

3 Ice Bombs / 1 Rock Candy

Turn 1:
- Sleepy Bomb
- Ice Bomb
- Ice Bomb
Turn 2:
- Jump on Gunyolk
- Ice Bomb
- Defend
Turn 3:
- Attack Factory Chief
- Rock Candy

2 Ice Bombs / 2 Rock Candy

Turn 1:
- Sleepy Bomb
- Untimed Boost Peach
- Ice Bomb
Turn 2:
- Defend
- Ice Bomb
- Rock Candy
Turn 3:
- Untimed Attack Gunyolk
- Rock Candy

2 Ice Bombs / 1 Rock Candy

Turn 1:
- Sleepy Bomb
- Ice Bomb
- Shocker Gunyolk
Turn 2:
- Jump on Gunyolk
- Ice Bomb
- Attack Factory Chief
Turn 3:
- Attack Factory Chief
- Rock Candy

1 Ice Bomb / 2 Rock Candy

Turn 1:
- Sleepy Bomb
- Ice Bomb
- Shocker Gunyolk
Turn 2:
- Jump on Gunyolk
- Rock Candy
- Shocker Gunyolk
Turn 3:
- Attack Factory Chief
- Rock Candy

1 Ice Bomb / 1 Rock Candy

Turn 1:
- Use Sleepy Bomb
- Untimed Boost Peach
- Geno Blast
Turn 2:
- Timed Jump Gunyolk
- Rock Candy
- Ice Bomb
Turn 3:
- Attack Factory Chief
- Attack Factory Chief
- Shocker Gunyolk
Turn 4:
- Attack Gunyolk

* Note: You MUST have at least 1 Rock Candy for Smithy 1

- No menu needed, go fight the guy immediately

SMITHY 1 (2000 HP) [1 SJ = 19 DMG]

Turn 1:
- Attack / Boost Mario / Defend
Turn 2:
- 236 Damage:
70 SJs / Boost Peach / Rock Candy
- 218 Damage:
71 SJs / Boost Peach / Rock Candy
- Any other value:
72 SJs / Boost Peach / Rock Candy
SMITHY 2

- Attack
- Geno Boost Self (Safe) OR Attack (Risky)
- Attack

[* Note - Geno boosting himself is just for defense. Only do this if you want him
to be able to survive a bullet from Tank Head, or to survive Mage Head's spells.]

TANKHEAD

- 101 SJs
- Kero Kero Cola / misc. healing
- Shocker

MAGEHEAD

- Attack
- Attack
- Group Hug OR Attack

CHESTHEAD

- Super Flame
- Attack OR Fire Bomb / Rock Candy / Fright Bomb OR FP Restoral
- Group Hug OR Fire Bomb / Rock Candy / Fright Bomb

SAFEHEAD

- Attack
- Geno Boost Mario (after Shredder) OR Ice Bomb / Rock Candy / Fright Bomb OR
Defend
- Ice Bomb / Rock Candy / Fright Bomb OR Defend

***

You win!

***

MISC:

- Shocker consumes 2 FP once it is on the 2nd page of abilities (it uses the FP
cost of Therapy). However, you still need 8 FP stocked in order to use it.
- If you opt to learn Poison Gas (swap Peach & Koopa during the 1st Land's End
star), Geno Blast will cost 2 FP during Countdown, and Shocker will cost 4 FP.

---

Smithy Head Info (Taken from SDA forums):

- There's a 50% chance the body will use its turn to transform the head. It won't
transform two turns in a row.
- Exception 1: the body will always transform the chest head after it has performed
one status ailment attack
- Exception 2: it will always transform on its first turn
- being stunned (0 HP) will not prevent it from transforming -- it only prevents it
from hammering/shooting you

Whenever Smithy's HP drops below a threshold, he changes to a new head cycle


(starting with the first in the cycle).
- starting: tank -> magic -> shield -> repeat
- HP under 6000: magic -> shield -> shield -> chest -> repeat
- HP under 4000: chest -> tank -> chest -> shield -> repeat
- HP under 2000: randomly any of the 4 heads (can repeat)

---

Frame count of item use per character:

[Fastest]
Koopa: 177
Mallow: 185
Peach: 188
Mario: 209
Geno: 220
[Slowest]

---

TRADE CONSISTENCY FOR SPEED

- (J version only) Jump on the Wiggler one less time in the Forest Maze. Then
return the Wallet to the Toad in Mushroom Kingdom before you enter the long
cutscene sequence, and then talk to him again for a Frog Coin. This saves 2 - 3
seconds with J text compared to jumping on a Wiggler. -23 coins from selling a
Flower Tab instead of the Wallet, and -9 coins from not jumping on another Wiggler
(Buy 1 less Bad Mushroom).

- Jump on the Wiggler one extra time and skip Booster Pass Secret (1 more Fire Bomb
freebie required, saves ~13 seconds. +9 coins from Wiggler, -200 from no
KeroKeroCola)
- Skip Sleepy Bomb by jumping on the Wiggler one less time (Saves ~10 seconds, 1
more Fire Bomb freebie required since one will be used on Johnny (Or you can just
watch the Bandana Blue attacks). -9 coins from one less Wiggler).
*NOTE - If you Fire Bomb Johnny, fail to get 101 SJs, and Johnny invites
Mario to the 1 on 1 duel, you will gain less EXP from the fight. This means Peach
will not be Level 11 for Yaridovich, and your entire EXP route will be messed up.
Only do this if you are confident in your jumps.

- Skip Wake-Up Pins (Saves ~5-6 seconds from not talking to Rose Town shopkeeper +
buying them + equipping them. Due to the way the coin chart works out in this
current route, this currently can't be used to buy an extra meaningful (Fire / Ice)
bomb. +42 coins)

- Skip Pandorite (more difficult stars, likely requires at least 2 more Ice or Fire
Bomb freebies, requires different Jump damage route. Potential savings are 30+
seconds? Requires more research now that early game strategies have changed)

- 0xwas Flower Box Strat (Saves ~21 - 23 seconds):


- If you get the Flower Box from Croco 2...
- Skip the 150 Coin Chest in Moleville Mines (~5 seconds saved)
- Skip hitting the switch in Booster Tower (~1.3 seconds saved)
- Skip Booster Pass (~22 seconds saved)
- Return the Wallet (~7 seconds lost)
- Do not buy 2 more Ice Bombs at Seaside (you will have ~130 extra
coins)
- It's up to you if would like to do this strat, or simply take the extra 2
Ice Bombs.

- Alternate Flower Box Strat (Slightly slower, but more consistent)


- Do everything listed above, except DO get the 150 Coin Chest. Then buy 1
extra Ice Bomb instead of 0. You only need ~130 of the 150 coins.

- Rock Candy Gamble on KG + GG?!?!?! I heard this is like 15 seconds saved, but you
gotta stream pretty big for this one.

---

List of things to do for 1.07:

- Optimize Gunyolk a bit more


- Investigate taking more SP instead of ATK on Mario (Level 6, Level 9, Level 12, &
Level 15)
- Work on Skip Pandorite more seriously
- Add in info on camera manipulation

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