Any% Notes
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Any% Notes
Updated 5 years ago by Riidolsk

A very brief route. Contains only the room names for certain rooms, along with slight details in E-2. I recommend to copy and paste all this to your own file, so that you can make edits to add or remove notes to suit your needs. If you need more details, you can look at the Any% route or you can watch a run. Of course, we are also happy to answer questions on the forums or in the #dark_moon channel in the discord server.

ANY%

Timing starts when selecting “Start.” Intro cutscene skip

A-1 Front Yard Garage Mudroom Foyer Coatroom Foyer

A-2 Foyer Entrance Foyer Parlor (F2) Study Studio Secret Pocket Lab Foyer

A-3 Foyer Lobby Dining Room dumbwaiter Kitchen Library (lower)

A-4 Foyer Parlor fireplace Lab Patio Kitchen Dining Room

A-5 Check Mudroom, Garage Guard Hall Check Coatroom Check Lab Common Hall Library (lower) Check Kitchen Check Dining Room Library (upper) Balcony Check Parlor Master Hall If Study doesn’t have webs: Bedroom Rafters If Study does have webs: Rafters Bedroom Study

A-Boss Insert notes if needed

B-1 Hydro Generator Greenhouse (possible skip (advanced)) Plant Nursery Sky Bridge Laboratories Water Supply

B-2 Courtyard Gardener’s Lab Tool Shed Garden Botany Lab Seedling Laboratory Conservatory

B-3 HT Entrance Courtyard Hollow Tree Tree Root Crypt Old Graveyard Sewer Gardener’s Lab

B-4 Plant Nursery Rumpus Room (possible skip) West Bedroom Conservatory Crow’s Nest (upper) West Bathroom Rooftop Pool

B-5 Tool Shed Garden Toolshed Stairs Conservatory (possible skip) West Bathroom West Bedroom

B-Boss Insert notes if needed

C-1 Clockworks Court (3:30) Warehouse Skip ghosts in Workshop Clock Tower Gate Cargo Room Clock Tower Gate (F2) Drafting Office

C-2 Storm Cellar (B1) Canyon Narrows Canyon Hall Roundhouse Pit Pit Slide Quarry Antechamber Tomb

C-3 Warehouse Go through Roundhouse (F2) Finishing Room Container Yard Kiln Room Transportation Hall key Roundhouse (F1)

C-4 Warehouse Workshop Drafting Office (F2) Clockmaker’s Chambers Finishing Room Container Yard Transportation Hall, catch polterpup

C-5 Gear Chamber Crank Room Synchro Gantry Synchronization Room Synchro Gantry Maintenance Hub (possible skip (advanced)) Gear Chamber Storage Room Service Elevator

C-Boss 7:30 Insert notes if needed

D-1 Chalet Smokehouse Fishing Hut Under the Ice Airway Drift Hall Basin Airway Chalet

D-2 Crossroads Skip Slope Smuggler’s Hideout Shaft Pit Mine Deep Hall Cinder Mine Deep Hall Crystal Quarry

D-3 Airway Terminal Basin Smuggler’s Hideout Chalet Gondola High Wires Maintenance Room

D-Boss Insert notes if needed

E-1 Veranda Guard Tunnel Cliffside Ceremonial Chamber Haunted Catacombs (west wing) DD RR UU RDR Underground Lab Haunted Catacombs (east wing) DL Dungeon Cells

E-2 Dark Age (Portal) Entrance, drop bucket off here (Portal) Dark Age Ice Age (P) Entrance Jungle (P) Entrance, drop off wood, pick up bucket (P) Jungle, water plant, don’t rescue the toad yet Ancient (P) Entrance, pick up log (P) Ancient, burn the log (P) Entrance, drop off burning log (P) Jungle, rescue toad (P) Entrance, pick up burning log (P) Ice Age, rescue other toad Courtyard

E-3 (P) Ice Age Courtyard Nautical Exhibit Study Courtyard Space Exhibit (west wing F2) Poltergeist fight (P) Entrance (P) Study Train Exhibit

E-4 Insert notes if needed

E-5 (w/ skip) Terrace Courtyard Nautical (P) Space (P) Ice Age (P) Dark Age (skip) Kitchen (skip) Go through Ice Age (P) Entrance (P) Ancient (P) Jungle Restrooms Courtyard Terrace

E-5 (w/o skip) - feel free to remove if unneeded Terrace Courtyard Nautical (P) Space (P) Ice Age (P) Dark Age (P) Ancient (P) Jungle Restrooms Kitchen Courtyard Terrace

E-Boss Insert notes if needed

King Boo Insert notes if needed

Timing ends when Mario is free (cutscene starts)

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