Super Mario RPG - Peach Chart
Super Mario RPG - Peach Chart
This route is still a work in progress, but the core principles are:
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.
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?
---
***Koopa's Keep***
TERRAPINS
KOOPA
***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
***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
[LEVEL]
Mallow [3] : SP
- Save before going into Mushroom Kingdom 2 in case you miss Mack Skip
***Kero Sewers***
PANDORITE
- Jump / Defend
- Jump / Defend
- Jump if alive and not feared (Pandorite dies)
[LEVEL]
Mario [3] : SP
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.
Turn 1:
- Jump (55) / Defend
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)
---
[Mallow is swallowed]
- Turn 4:
- Honey Syrup
- Turn 5:
- Jump
[Scarecrow]
- Turn 6:
- Jump / Honey Syrup
- 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
***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***
[Cutscenes]
***Rose Town***
***Forest Maze***
WIGGLER JUMPIN'
*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]
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)**
- Do not revive anyone past Croco's 3rd turn (even if this means using solo Geno
once your items are stolen)
---
* 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
PUNCHINELLO
* Note: These guidelines assume no one dies, which is possible with perfect
blocking every attack
---
***Booster Pass***
***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
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***
[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)
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
[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.
- 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***
- *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***
[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
***Sunken Ship***
- Left door
- Straight through 2 rooms
- Get Flower in crates in corner of next room if you have less than 28
- 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
[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)
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
***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
[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
[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)
BELOME 2
[LEVEL]
Geno [12] : ATK
(Clones alter total experience gained, but should not matter in this route)
***Monstro Town***
- 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
- 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
Turn 1:
- Untimed Attack
- Untimed Attack
- Untimed Boost Mario
Turn 2:
- Untimed Attack
- Untimed Attack
- Untimed Attack
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)
[LEVEL]
Mario [14] : SP
VALENTINA
Dodo (400 HP)
If Fire Bomb:
- Fire Bomb
- Untimed Attack
If not:
- Bad Mushroom
- Attack
- Attack
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
***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
- 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
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)
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
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
***
AXEM RANGERS
Ship = 999
Axem Red = 800
Axem Pink = 400
Axem Black = 550
Axem Yellow = 600
Axem Green = 450
Turn 2:
- Ice Bomb
- Geno Boost Mario
- Attack
Rest of Turns:
Attack until dead
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
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
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
*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
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
- 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
Turn 1:
- Fright Bomb
- Attack
- Attack
Turn 2:
- Attack
- Attack
- Attack
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**
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
***
- 26 SJs (597)
- Shocker (211)
[LEVEL]
Geno [14] : ATK
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
Otherwise:
- Geno Blast
- 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
[LEVEL]
Peach [16] : HP
Koopa [15] : HP
Mallow [14] : HP
Turn 1:
- Sleepy Bomb
- Rock Candy
- Ice Bomb
Turn 2:
- Ice Bomb
- Rock Candy
- Ice Bomb
Turn 3:
- Untimed attack Gunyolk
Turn 1:
- Sleepy Bomb
- Ice Bomb
- Ice Bomb
Turn 2:
- Jump on Gunyolk
- Ice Bomb
- Defend
Turn 3:
- Attack Factory Chief
- 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
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
Turn 1:
- Sleepy Bomb
- Ice Bomb
- Shocker Gunyolk
Turn 2:
- Jump on Gunyolk
- Rock Candy
- Shocker Gunyolk
Turn 3:
- Attack Factory Chief
- 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
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.
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- 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
---
[Fastest]
Koopa: 177
Mallow: 185
Peach: 188
Mario: 209
Geno: 220
[Slowest]
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- (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)
- Rock Candy Gamble on KG + GG?!?!?! I heard this is like 15 seconds saved, but you
gotta stream pretty big for this one.
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