Archived Route Suggestion Guides from Speedrun Academy
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Archived Route Suggestion Guides from Speedrun Academy
Updated 2 months ago by SkyeSage17

For those of you that do not know, I was an ambassador for the now defunct Speedrun Academy. The website has been down for a while now, but the mechanics guides I published to the site have now been archived!

Here they are:

Remaster All Stories + 2nd Division

For both All Stories and 2nd Division in the remaster, the routing is incredibly simple: just use individual scenario routes for each of the original 7 protagonists. The only difference is whether you use System Data or not, which has virtually 0 impact on the run. This is because you can just run away from basically all fights that would otherwise require some planning around.

Here is the recommended order of scenarios:

  • Asellus
  • Emelia
  • Riki
  • Red
  • T260G
  • Lute
  • Blue

You can use any route you want, so long as there isn't anything that would be impacted by Level 2 System Data. I recommend using the following routes, based on the order of the protagonists above:

  • haiji Route
  • DevilSquid Route
  • WaterCannon Route
  • No Junk Shop Route
  • 3 Robot Route
  • Safe Route
  • Safe Route

Easy.

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Remaster - Adapting PS1 Routes

Introduction

For the most part, all routes that work on the PS1 version of the game will work on the remaster without any issue. In fact, some routes even become safer due to Flee, such as all of Red's and T260G's routes. However, due to certain changes in the remaster, more specifically with the monster system, some scenarios need some adjustments for the old routes to keep working.

Note that for Asellus' scenario, no PS1 routes work due to their reliance on Takonomics (Gold Ingot glitch), which was modified in the remaster enough to make the old routes not possible.

Adapting Routes with Monsters

This applies to Lute's and Riki's scenarios.

For Lute's scenario, the changes necessary to get the old routes working is easy. All you need to do is absorb some enemies to fill up Thunder's ability list. These enemies need to be enemies that you won't be fighting to get Thunder to his final form. For example, for the Thunder-ton Route, you can just fight a bird, gecko, fairy, and pillbug before fighting GaeaToad. One thing to keep in mind is you still must move the abilities around as outlined in the route to ensure you get the correct transformations.

For Riki's scenario, it's even easier. All you need to do is overwrite the bottom ability on Kylin. For Riki at the game board room, you don't need to do anything. For King Sei throughout the route, just follow the route and you'll be fine.

Adapting Routes with JP Requirements

This applies to Blue's scenario.

Since Blue's scenario relies on skipping "THE END", Blue needs to acquire 68 JP by the time he arrives at Hell'sLord in order to have a chance at skipping it. This requires at minimum 4 encounters. In the remaster, the required encounters to reach Hell'sLord from Magic Kingdom are cut in half thanks to Flee. The modification to remedy this is simple: replace TimeEclipse with DarkSphere before beginning MagicKingdom, then do the normal sequence of spells during OverDrive. The backup for if SoulRune doesn't break the HPD is the same as the other routes.