Here's the updated spreadsheet: https://docs.google.com/spreadsheets/d/1sCRfQksnvA35PxTl_GwKuZiy7bTRahMIs9GH7BkpDD8/edit?usp=sharing
I kinda forgot it had been updated to reflect the removed battles, but there were still a few mistakes I wanted to fix. Nothing really changes other than always go right at the fork in the road on purple ? spaces.
So the funny thing is that, I forget which version, but at some point they actually removed all of the random battles from the exploration events. The key word is random - some choices will still always result in a battle.
The spreadsheet under guides is outdated (and also a little incorrect in a few places). I can make an updated version sometime this week.
Also, some forced explorations actually use a different, slightly more limited lottery pool. I just don't know which ones. I think they're all in Route 0, but not all Route 0 ones count.
So for the HUNDRED LINE 2 Start sub-category, here are the things you start with by skipping Route 0.
- Most tutorials that would have first appeared in Route 0 have been skipped.
- All 10 of Takumi's Grade stats start at 45, halfway to the fifth pip. This means his five Grades are at level 3.
- Every fighter aside from Hiruko, Moko, and Eva start with all three attacks at level 3. All three Hemoanima Boosts are also unlocked.
- All fighters aside from Moko and Eva have one Commander Absorption, so all specials aside from those two start at Level 2. (Fun fact: there are not enough absorptions on Route 0 to make this possible.)
- All Bio Lab potions are at level 5, aside from Power Panacea, which is level 1.
- All Metal Shop traps are at level 5, aside from Spring Trap, which is level 3.
- Moko and Eva are obviously the same state they are in regular Hundred Line 2, and Hiruko is identical to her starting state from Route 0 aside from her one Commander Absorption. (Meaning no third skill and no Hemoanima Boosts, either.)
- No Gift-O-Matic unlocks aside from story related ones. No exploration checkpoints unlocked.
- No materials. No BP.
I haven't actually done an Any% run, only NG+, nor have I actually watched one in full yet, so I'm not completely sure on what a finished speedrun save file is like. But skimming through some videos, I can see some differences...
- The trap and potion situation is really good. You get five whole uses of potions, plus they affect nearby allies. You even get one Panacea. Having 4-5 of each trap is nice, and 3 Spring Traps is incredible.
- It seems like party members barely get any upgrades, so it's nice that everyone starts out with a little bit of everything. However, all that really amounts to is an extra point of move and a 50% Voltage bonus. That last part is good.
- All three Hemoanima Boosts is very good, though. Unyielding Spirit is available right away on almost everyone.
- Unfortunately, it's not all good things. Instead of stacking all the Special Attack levels on Takumi so the main protagonist and overall great unit can unleash a giant +9 damage move, almost every fighter gets a piddly +1 to their Special Attack. Thanks to the higher health of many of the 2nd Scenario bosses, that's not very good. That's really bad, actually. This one's the real killer imo.
- Another downside is not being able to take advantage of the head start by starting with nothing in your pockets aside from the approximately 2500 BP you get from the Day 2 fight in the Gym. So even if you wanted to upgrade anyone (other than Hiruko) you have to work for it.



There you go.
EDIT:

might as well post the other two

United States
