INTRO Refer to the "How Routing Works (#1: Terminology + Concepts)" guide before reading this, as it will assume you understand the content of it. This guide will do an overview of the route for some of the categories in the game, taking note of version differences and explaining the logic that goes into the routes. This is meant to be helpful and as a way to apply your understanding of the routing concepts in the aforementioned guide.
ALL MISSIONS OVERVIEW Because All Missions (as the name would suggest) completes all missions in the game, the route for this category is the same across all platforms. Technically, the category name is a lie as we only complete 43/44 missions, we do not do the second Spy mission. The second Spy mission is where you need to defeat the 25 disguised spies around the game, and it was determined early on in the game's life that this mission is more of a collectible than a proper mission, and the route was more interesting if it was left out of the requirements. Chapters 1 and 4 have some unique aspects to the route, but chapters 2 and 3 are fairly straightforward.
CHAPTER 1 Similar to Any%, the opal routing is a bit tight for chapter 1. The main problem that we ran into with routing chapter 1 is that, if at all possible, the Haunted House mission in Upper Burramudgee should be done at the same time as Tree Rescue, due to the time it takes to walk to that part of town. This is made difficult because the Infrarang (required for the Haunted House) costs 4,000 opals and it's impossible to reach 4,000 opals this early in the game without having to go out of our way, and it was determined that speaking to Gooboo Steve in the sewers was the best way to do this. Also, even though this is All Missions, it is still beneficial to skip missions at times, so Metal Menace is delayed until the end of the run (see the chapter 4 section below). This category also does the Training Program in the HQ area, while Any% skips it because it does not count for story progress. The route goes Intro -> Training Program -> That's a Croc (+ talking to steve) -> Spy 1 -> Tree Rescue -> Haunted House -> Ninjas 1 -> Explosive Cargo -> Patchy.
CHAPTER 2 The route for chapter 2 is a lot more straightforward than chapter 1. The route closely resembles what is done in Any%, with 1 change; we skip Grub Grab in favor of doing it in chapter 3, and in its place we do Volcano Rescue, as the only requirement for it is the Thermo Bunyip, which is purchased after Patchy. This chapter also contains the first instance of an optional mission being completed: the training grounds mission just north of Dennis Freeway. The route goes Volcano Rescue -> Canopy Capers -> Training North of Freeway -> Dennis Freeway -> Croc Stock Pile -> Ripper Nipper -> Oil Rig/Buster.
CHAPTER 3 Chapter 3 is also pretty straightforward, and is again pretty similar to what Any% does. The skipped mission for chapter 3 is Sheep Dip, which is done near the end of the run. Instead, chapter 3 begins with doing Grub Grab under the reasoning that we want to be doing something when driving towards the Beach for the Sub Bunyip missions. After Grub Grab the route continues north and completes the second training grounds area just north of the beach, and heads north + west to finish up all missions in that area. The route goes Grub Grab -> Sub 1 -> Sub 2 -> Training North of Beach -> Tourist Trap -> Crocodile Chaos -> Ninjas 2 -> Sulphur Rocks (Teeter Tottering Inferno, Stone Beetle, Temple) -> Bush Fire -> Fluffy.
CHAPTER 4 Chapter 4 begins pretty similarly to the Any% route, but takes some variations near the middle and end to not skip any missions. After Ninjas 3, we take a break from action missions to do the 2 remaining driving missions, Plutonium Panic and Need a Spare. If you recall from above, Sheep Dip and Metal Menace were skipped but still have yet to be done. At the end of chapter 4, you are reasonably close to the location of those missions on the map, so they are done then. The reason for delaying Metal Menace is to be able to take advantage of pausing and selecting "exit level" from inside Outback Oasis, as this is much faster than walking out of the level. This is not fast in any situation except for at the very end of the route. Although it seems counter-intuitive, we drive past Outback Oasis and do Sheep Dip before backtracking to Outback Oasis at the end of the route. The route goes Big Bang -> The Never Never (4 missions) -> Ninjas 3 -> Plutonium Panic -> Need a Spare -> Truck Stop -> Truck Tragedy -> Fire Fight -> Sheep Dip -> Metal Menace -> Boss Cass Bust Up.