TASVideos

Tool-assisted game movies
When human skills are just not enough

Submission #5881: jlun2's GBA Keitai Denjuu Telefang 2: Speed Version in 1:25:25.26

Console: Game Boy Advance
Game name: Keitai Denjuu Telefang 2: Speed Version
Game version: JPN
ROM filename: 0421 - Keitai Denjuu Telefang 2 - Speed (J).GBA
Branch:
Emulator: BizHawk 2.2.1
Movie length: 1:25:25.26
FrameCount: 306119
Re-record count: 58371
Author's real name: Jesse Lun
Author's nickname: jlun2
Submitter: jlun2
Submitted at: 2018-04-01 00:00:18
Text last edited at: 2018-04-12 16:38:18
Text last edited by: feos
Download: Download (151328 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:
This is a sequel to a pair of games infamous for being pirated as "Pokemon Diamond and Jade". This run does not use a secret Denjuu unlocked ingame to beat the game quickly.

Game objectives

  • Emulator used: BizHawk 2.2.1
  • Fastest time without secret denjuu

Comments

Encode


(Link to video)

This TAS was done a while ago, and I'm only submitting now. For anyone wanting to view it on emulator, you have to use BizHawk 2.2.1; the latest revision desyncs.

The Run

https://docs.google.com/spreadsheets/d/1VcsEQ5pH-WzHRjSN0XP5qRe1-xCY1UOZ8uTsFZOF7R4/edit#gid=1013913142

So some people hate passwords are curious on how a run would look like "legit", so I spent like 2 weeks on/off resyncing the run from the start. As terrible as that sounds, it turns out the game is mostly running back and forth between locations, so the most problematic areas were relatively "small". Eg, takes an afternoon to sync like 20k frames of desert running, yet multiple days for battles.

The final run is 4:51.38 (or 17,483 frames) slower than using special Denjuu. In other words, given that the run is an over 80 minutes, this accounts to "only" ~5% longer by doing the game the "normal" way.

The speed version was used due to the rival fight. The power version gives a type disadvantage.

The major annoyances in resyncing the run outside fights were:

  • Going to Chiawata Village first time
  • Making it to Cabot fight in Kufumoku Mountain, then coming back down to Chiawata Village again
  • Kamishino Ruins NPCs
  • That one NPC right after the 3rd rival fight, when you drop down to Barusuta Cave.
  • Karatsumu Cave NPCs
  • Seemingly random extra frame of lag between screen transitions

I actually did tried to avoid using the chest(s) to get drinks, but I due to terrible RNG, it turned out faster to get drinks from the chest. In this case, terrible luck also means having less than a second delay for the drinks, but then leaving the area would be difficult due to NPCs not cooperating.

Differences

There are many minor differences between the 2 runs, so I'll list notable ones:
  • Detour to obtain Skrippa
  • I attack Gyuun using a critical special
  • No need to manipulate crital for Gymnos
  • Mystacea takes 3 turns
  • Mentalis takes 3 turns, but no need to manip crit
  • 3 Hermit fights takes 2 turns
    • No need to manip ally to appear, then crital, but needs both Hermits to miss for 3 fights
  • Demerus takes 3 turns
  • 2nd Rival fight takes 4 turns
  • Easydog takes 2 turns, but needs several lucky things to happen consecutively.
  • Speed bracelet is not obtained, since limited use.
  • Some overworld locations lose/gain frames, due to different NPC RN

Here's a google sheet that shows the overworld frame differences between each run

https://docs.google.com/spreadsheets/d/135odGXTdEpMx455atPVrGcSG3I2el6C7vNt9r3CVPGU/edit?usp=sharing

The 2nd sheet is this current TAS.

Battles

I realized that it may be a bit confusing on what I meant by "turns", and also hard to visualize how my paragraphs about what I did for the fights, so here's some point form breakdown of each fight. I placed both the name and ID (or index number), since it appears depending on the fansite, the names may be transliterated slightly differently. The IDs are constant, however. I won't list what attack the opponent does, since it does not matter as long as you survive.

For reference, the indexes are here: http://telefang.wikia.com/wiki/List_of_Denjuu_in_Telefang_2_by_index_number

Skrippa (Basic)

(J) name (ID) : スクリッパ (44)
  1. Skrippa attacks 1st time
  2. Turn 1: Ally appears and critical hits 6 (46 HP left)
  3. Rex critical hits 6 with Claw (40 HP left)
  4. Skrippa attacks 2nd time
  5. Turn 2: Ally appears and critical hits 6 (34 HP left)
  6. Rex critical hits 6 with Claw (28 HP left)
  7. Skrippa attacks 3rd time
  8. Turn 3: Ally appears and critical hits 6 (22 HP left)
  9. Rex critical hits 6 with Claw (16 HP left)
  10. Skrippa attacks 4th time
  11. Turn 4: Ally appears and critical hits 6 (10 HP left)
  12. Rex critical hits 6 with Claw (4 HP left)
  13. Skrippa attacks 5th time
  14. Turn 5: Rex hits 5 with Claw (0 HP left)
Skrippa must have an ally that can deal at least 17 damage on Makyuretto during the 2nd rival fight. I made a list of allies which can go with Skrippa, and just by luck Beebalm happened to be the one that fits. You can find the list in the google sheet, under "Scrippa ally"

https://docs.google.com/spreadsheets/d/1S91QWPze9MEdGK7ELhtnKS31n6tt9ueXZjC5n2pqmyI/edit#gid=2099616694

Rival 1 (Gyuun (Basic), Sparsa (Basic), Cotta (Natural

(J) name (ID): ギューン (190), スパルサ (117), コッタ (35)

  1. Gyuun attacks first
  2. Turn 1: Skrippa uses special attack (Big Wave) on Gyuun; deals critical 53 damage; Gyuun is KOed (70 DP left)

Anpipitto (Desert) + (Waratah, Rabricol (Basic

(J) name (ID): アンピピット (30), ワラタ (165), ラブリコル (111)
  1. Turn 1: Skrippa uses special attack (Big Wave) deals 93 damage (40 DP left)

Gymnos + (Gumi, Enteiou)

(J) name (ID): ヂムノス (168), グミ (167), エンテイオー (166)
  1. Gymnos attacks 1st time
  2. Turn 1: Skrippa uses special attack (Big Wave) deals 87 damage (10 DP left)

Cabot (Basic) + Akretto (Grassland)

(J) name (ID): カボット (45), アークレット (131)
  1. Cabot (Basic attacks 1st time
  2. Turn 1: Skrippa uses special attack (Big Wave) deals 90 damage (70 DP left)

You recover DP before the start of the battle.

Mistashi (Basic) + (Karinota (Basic), Tataupa (Basic

(J) name (ID): ミスタシア (75), カリノタ (17), タタウパ (54)
  1. Mistashi attacks 1st time
  2. Karinota arrives
  3. Turn 1: Skrippa uses special attack (Big Wave) on Mistashi; deals 81 damage; Mistashi is KOed (40 DP left)
  4. You're given the option to heal. Don't heal yet.
  5. Tataupa arrives
  6. Karinota attacks 1st time
  7. Turn 2: Skrippa uses special attack (Big Wave) on Tataupa; deals 53 damage; Tataupa is KOed (10 DP left)
  8. You're given the option to heal. Use DP drink
  9. Karinota attacks 2nd time
  10. Turn 3: Skrippa uses special attack (Big Wave) on Karinota; deals 104 damage; Karinota is KOed (70 DP left)
Since each Denjuu takes 1 hit, as long as Mistashi and Tataupa gets a critical, the order is interchangeable. You still need to recover DP after the 2nd turn, however.

Mentalis (Basic) + (Coronet (Grassland), Cotta (Desert

(J) name (ID): メンタリス (13), コロネット (53), コッタ (36)
  1. Mentalis attacks 1st time
  2. Cotta arrives
  3. Turn 1: Skrippa uses special attack (Big Wave) on Cotta; deals 94 damage; Cotta is KOed (40 DP left)
  4. You're given the option to heal. Don't heal yet.
  5. Coronet arrives
  6. Mentalis attacks 2nd time
  7. Turn 2: Skrippa uses special attack (Big Wave) on Mentalis; deals 86 damage; Mentalis is KOed (10 DP left)
  8. You're given the option to heal. Use DP drink
  9. Coronet attacks 1st time
  10. Turn 3: Skrippa uses special attack (Big Wave) on Coronet; deals 64 damage; Coronet is KOed (70 DP left)
None of the Denjuu needs to be critical'd, so the order in which they are KOed is interchangeable. You still need to recover DP after the 2nd turn, however.

Hermit (Desert) x2 (1)

(J) name (ID): ハーミット (104), ハーミット (104)
  1. Hermit (1) attacks 1st time
  2. Hermit (2) arrives
  3. Turn 1: Skrippa uses special attack (Big Wave) on Hermit (1); deals critical 100 damage; Hermit (1) is KOed (40 DP left)
  4. You're given the option to heal. Don't heal yet.
  5. Hermit (2) attacks 1st time
  6. Turn 2: Skrippa uses special attack (Big Wave) on Hermit (2); deals 88 damage; Hermit (2) is KOed (10 DP left)
Since each Denjuu takes 1 hit, as long as Hermit (1) gets a critical, the order is interchangeable. Hermit (1) has 85 HP, and Hermit (2) has 54. Hermit (1) also has higher defence, hence the need for a critical.

Hermit (Desert) x2 (2)

(J) name (ID): ハーミット (104), ハーミット (104)
  1. Hermit (1) attacks 1st time
  2. Hermit (2) arrives
  3. Turn 1: Skrippa uses special attack (Big Wave) on Hermit (2); deals 87 damage; Hermit (2) is KOed (70 DP left)
  4. You're given the option to heal. Don't heal yet.
  5. Hermit (1) attacks 2nd time
  6. Turn 2: Skrippa uses special attack (Big Wave) on Hermit (1); deals critical 100 damage; Hermit (1) is KOed (40 DP left)
Same notes as the previous pair of Hermits. Additionally, you recover DP before the start of the battle.

Hermit (Desert) x2 (3)

(J) name (ID): ハーミット (104), ハーミット (104)
  1. Hermit (1) attacks 1st time
  2. Hermit (2) arrives
  3. Turn 1: Skrippa uses special attack (Big Wave) on Hermit (2); deals 86 damage; Hermit (2) is KOed (10 DP left)
  4. You're given the option to heal. Use DP drink
  5. Hermit (1) attacks 2nd time
  6. Turn 2: Skrippa uses special attack (Big Wave) on Hermit (1); deals 85 damage; Hermit (1) is KOed (70 DP left)
Skrippa leveled up, so it now has enough power to avoid KO both Hermits without using a critical. The order is now interchangeable, but you still need to recover DP after the 1st turn.

Hermit (Desert)

(J) name (ID): ハーミット (104)
  1. Hermit attacks 1st time
  2. Turn 1: Skrippa uses special attack (Big Wave) on Hermit; deals 85+ damage; Hermit is KOed (40 DP left)

Demerus (Desert) + (Hermit (Desert) x2)

(J) name (ID): デメルス (116), ハーミット (104), ハーミット (104)
  1. Demerus attacks 1st time
  2. Hermit (2) arrives
  3. Turn 1: Skrippa uses special attack (Big Wave) on Hermit (2); deals 88 damage; Hermit (2) is KOed (10 DP left)
  4. You're given the option to heal. Use DP drink
  5. Demerus attacks 2nd time
  6. Hermit (1) arrives
  7. Turn 2: Skrippa uses special attack (Big Wave) on Hermit (1); deals 87 damage; Hermit (1) is KOed (70 DP left)
  8. You're given the option to heal. Don't heal yet.
  9. Demerus attacks 3rd time
  10. Turn 3: Skrippa uses special attack (Big Wave) on Demerus; deals critical 110 damage; Demerus is KOed (40 DP left)

Rival 2 (Gyuun (Aquatic), Purchera (Forest), Makyuretto (Basic

(J) name (ID): ギューン (192), プルチェラ (12), マキュレット (47)
  1. Gyuun attacks 1st time
  2. Makyuretto arrives
  3. Purchera arrives
  4. Turn 1: Skrippa uses special attack (Big Wave) on Purchera; deals 65 damage; Purchera is KOed (70 DP left)
  5. You're given the option to heal. Don't heal yet.
  6. Gyuun attacks 2nd time
  7. Makyuretto attacks 1st time
  8. Turn 2: Ally appears and uses Raging Fire on Makyuretto; deals 14 damage
  9. Skrippa uses special attack (Big Wave) on Makyuretto; deals critical 53 damage; Makyuretto is KOed (40 DP left)
  10. You're given the option to heal. Don't heal yet.
  11. Gyuun attacks 3rd time
  12. Turn 3: Skrippa uses special attack (Big Wave) on Gyuun; deals 48 damage (10 DP left; Gyuun 50 HP left)
  13. You're given the option to heal. Use DP drink
  14. Gyuun attacks 4th time
  15. Turn 4: Skrippa uses special attack (Big Wave) on Gyuun; deals critical 60 damage (70 DP left); Gyuun is KOed
The order is not interchangeable; your ally will only attack the Denjuu currently shown, and Makyuretto must be the target for a 4 turn fight.

Rival 3 (Gyuun (Forest), Karinota (Forest) x2)

(J) name (ID): ギューン (193), カリノタ (18), カリノタ (18)
  1. Gyuun attacks 1st time
  2. Karinota (1) & (2) arrives
  3. Turn 1: Skrippa uses special attack (Big Wave) on Karinota (2); deals critical 65 damage; Karinota (2) is KOed (40 DP left)
  4. You're given the option to heal. Don't heal yet.
  5. Gyuun attacks 2nd time
  6. Karinota (1) attacks 1st time
  7. Turn 2: Skrippa uses special attack (Big Wave) on Karinota (1); deals critical 72 damage; Karinota (1) is KOed (10 DP left)
  8. You're given the option to heal. Use DP drink
  9. Gyuun attacks 3rd time
  10. Turn 3: Skrippa uses special attack (Big Wave) on Gyuun; deals critical 77 damage (70 DP left, Gyuun 37 HP left)
  11. You're given the option to heal. Don't heal yet.
  12. Gyuun attacks 4th time. Then heals 40 HP (77 HP left)
  13. Turn 4: Skrippa uses special attack (Big Wave) on Gyuun; deals critical 77 damage (40 DP left); Gyuun is KOed

Cotta (Natural)

(J) name (ID): コッタ (35)
  1. Cotta attacks 1st time
  2. Turn 1: Skrippa uses special attack (Big Wave) on Cotta; deals critical 77 damage; Cotta is KOed (10 DP left)
This fight looks simple at a glance, but Cotta MUST be either alone, or in the case it has friends, have them not arrive before the 1st turn. Additionally, Cotta must has have at least 70 attack when recruited, along with either Akretto (Grassland) (ID 131) or Kaya (ID 140) as an ally. That is needed for the fight against Ryuuguu.

Easydog + (Kanzou, Cotta (Natural

(J) name (ID): イージードッグ (142), カンゾウ (145), コッタ (35)
  1. Both Cottas arrives
  2. Easydog attacks 1st time
  3. Turn 1: Skrippa's ally appears and uses Raging Fire on Easydog; deals 8 damage (Easydog 139 HP left)
  4. Skrippa uses special attack (Big Wave) on Easydog; deals critical 111 damage (10 DP left; Easydog 28 HP left)
  5. You're given the option to heal. Don't heal yet.
  6. Turn 2: Cotta's ally appears and uses Injection Plug on Easydog; deals critical 28 damage; Easydog is KOed
  7. Cotta uses special attack (Sand Prison) on enemy Cotta; daels critical 91 damage; enemy Cotta is KOed (70 DP left)

Ryuuguu

(J) name (ID): リューグー (144)
  1. Turn 1: Cotta's ally appears and uses Injection Plug on Ryuuguu; deals critical 47 damage (101 HP left)
  2. Cotta uses Rush on Ryuuguu; deals critical 27 damage (74 HP left)
  3. Ryuuguu attacks 1st time
  4. You're given the option to heal. Don't heal yet.
  5. Turn 2: Cotta's ally appears and uses Injection Plug on Ryuuguu; deals critical 47 damage (27 HP left)
  6. Cotta uses Rush on Ryuuguu; deals critical 27 damage; Ryuuguu is KOed

Enteiou + (Ornithogalum, Alpina (Sky

(J) name (ID): エンテイオー (166), オルニソガルム (146), アルピナ (97)
  1. Turn 1: Cotta uses special attack (Sand Prison) on Enteiou; deals critical 80 damage (40 DP left; Enteiou 80 HP left)
  2. Enteiou attacks 1st time
  3. Alpina arrives
  4. You're given the option to heal. Use DP drink
  5. Turn 2: Cotta uses special attack (Sand Prison) on Alpina; deals 120 damage (70 DP left); Alpina is KOed
  6. Enteiou attacks 2nd time
  7. Ornithogalum arrives
  8. Turn 3: Cotta uses special attack (Sand Prison) on Enteiou; deals critical 80 damage (40 DP left); Enteiou is KOed
  9. You're given the option to heal. Don't heal yet.
  10. Ornithogalum attacks 1st time
  11. Turn 4: Cotta uses special attack (Sand Prison) on Ornithogalum; deals 86 damage (10 DP left); Ornithogalum is KOed
You must recover DP after the 1st turn. Due to healing at 40 DP left, you can technically use a DP juice bag rather than a bottle. Everything else is interchangeable, as long as Enteiou gets criticals.

Diablos + (Kanzou, Ornithogalum)

(J) name (ID): ディアボロス (199), カンゾウ (145), オルニソガルム (146)
  1. Diablos attacks 1st time
  2. Ornithogalum arrives
  3. Turn 1: Cotta's ally appears and uses Injection Plug on Ryuuguu; deals critical 36 damage (74 HP left)
  4. Cotta uses special attack (Sand Prison) on Ornithogalum; deals 76 damage (70 DP left); Ornithogalum is KOed
  5. Diablos attacks 2nd time
  6. You're given the option to heal. Don't heal yet.
  7. Kanzou arrives
  8. Turn 2: Cotta uses special attack (Sand Prison) on Kanzou; deals critical 118 damage (40 DP left; Kanzou 20 HP left)
  9. Daiblos attacks 3rd time
  10. Kanzou attacks 1st time
  11. Diablos attacks 4th time
  12. Turn 3: Cotta uses Shake-Out on Kanzou; deals 25 damage; Kanzou is KOed
  13. You're given the option to heal. Don't heal yet.
  14. Diablos attacks 5th time
  15. Turn 4: Cotta uses special attack (Sand Prison) on Diablos; deals 57 damage (10 DP left; Diablos 164 HP left)
  16. Diablos attacks 6th time.
  17. You're given the option to heal. Use DP drink
  18. Turn 5: Cotta uses special attack (Sand Prison) on Diablos; deals 57 damage (70 DP left; Diablos 107 HP left)
  19. Diablos attacks 7th time
  20. Diablos attacks 8th time
  21. Turn 6: Cotta uses special attack (Sand Prison) on Diablos; deals 57+ damage (40 DP left; Diablos 39 HP left)
  22. You're given the option to heal. No more drinks left
  23. Diablos attacks 9th time
  24. Turn 7: Cotta uses special attack (Sand Prison) on Diablos; deals 55 damage (10 DP left); Diablos is KOed

Stage by stage comments

Takadama Village

  • Talk to elder at house east of tree
  • Talk to 3 other NPCs
  • Talk to and recruit Rex
  • Go to the forest north
  • Go to cave, get seed, leave
  • Return seed to elder north of shop
  • Leave the village east to Tokaribe Field

This is basically the same as the other run. In fact, it should be identical unless I changed something and forgot.

Tokaribe Village

  • Go to village north from Tokaribe Field
  • Go back to field south
  • Get herb from grass
  • Move east, then north and exchange herb for bracelet
  • Go south twice to Tekku sea
  • Fight and recruit Skrippa
  • Go back to Tokaribe Village and fight rival
  • Try to head to north east
  • Go back to Tokaribe Field and get red haired girl to join, dismiss frog denjuu
  • Go back to Tokaribe Village and head to Kufumoku Mountain
  • Go through Kufumoku Mountain and Chiawata Forest

The fight with Skrippa looks rather "bad", and the reason is due to the lack of methods I can actually manipulate the RNG early on. It turns out that the fastest way to get through this fight is to get an ally to appear right before your turn, to basically deal 12 damage per turn. Additionally, due to being super underleveled in compared to the level 28 Denjuu, I cannot get hit whatsoever. Each attack must also be a critical hit, else the number of turns needed doubles.

I also leveled up to 8 by the end. All these factors together makes the first fight look rather bad, but if it's any comfort, the rest of the fights don't have several hundred frame waits. In terms of number of turns, it's the 2nd longest fight in the run.

In case anyone wonders why the enormous wait for the first DP healing drink here rather than later, it's because I need 11 drinks for the entire run, and for the fights before I'm able to hop around to manipulate RNG, there's very few oppurtunities to do so. For the fights after I unlock jumping, every fight had multiple different things to manipulate simultaneously. In other words, unless someone figures out how to get drinks from the grass reliably, then you'll need to wait for them to appear in battles (which may take a while). If it's any comfort, it's "only" 170 frames of waiting this time, and I used this chance to nickname Skrippa. Also all other drinks take somewhat less frames compared to this.

For the 1st rival, it's mostly the same, but with slight difference: I cannot seem to avoid using a special attack in the fight, so I'm forced to manipulate a critical hit. The wait for the drink looks long, but it's actually 144 frames.

Chiawata Village

  • Go to the center building
  • Go to northeast exit to Chiawata Forest
  • Go east area and talk to rival
  • Go back to west area and chase Anpipit (Desert), fight it
  • Go back to Chiawata Village and head to center building. This recruits Anpipit (Desert)
  • Go back to Chiawata Forest at northeast and go to the cave
  • Meet rival near white blocks, leave cave
  • Reenter cave, go the northwest of cave, fight and recruit Gymnos to push blocks
  • Go back to where white blocks were and get key. Go to north east of cave and unlock door to get seed.
  • Go back to Chiawata Village and head to west exit.
  • Leave Chiawata Village via south exit

Not much to say about this "chapter"; it's for all practical purposes identical to the special Denjuu run, except I'm using a different Denjuu.

Meribaro Village

  • Try go east of area, you'll get a call
  • Go back to Chiawata Village and head to west exit.
  • Head to the antenna tree and select the left option. Do this again at the next tree.
  • After cutscene, you'll be at home. Head downstairs.
  • Go to the northwest exit
  • Go back home
  • Go back to the northwest exit
  • Head back to Meribaro Field, south of Chiawata Village
  • Go to Meribaro Village gate
  • Go back to Chiawata Village, then head to Kufumoku Mountain
  • Go up to northwest of Kufumoku Mountain
  • Fight Cabot (Basic) and confront the thieves
  • Head back to the gate of Meribaro Village
  • After cutscene, head to house directly south of when you can move again
  • Talk to Denjuu inside
  • Talk to the Denjuu directly north of the silver dome building
  • Fight Mystacea (Basic)
  • Exit Meribaro Village via south

The main difference between this run and the special Denjuu one is the fact due to Skrippa's slower speed, Mystacea's friends arrive before my turn even begins. This forces me to attack 3 times, rather than only once. Situations like this is why without using special Denjuu, I needed more drinks.

Kiwatora Village

  • Go past Kiwatora Field
  • Enter Kiwatora Village
  • After cutscene, either leave south, or talk to dad again to fight him
  • Go south to Kiwatora Coast, and talk to denjuu by cave
  • Go through Hiero Loophole (the cave)
  • Confront the thieves again and fight Mentalis (Basic)
  • You'll be outside again. Now you can press "B" to hop
  • Reenter the cave
  • Make it back to where you fought Mentalis (Basic)
  • Go down the stairs there, and head north

The Mentalis fight also takes 3 attacks. By the end of the fight, I've consumed 3 drinks, while the other run has only done so once.

Helchika Village

  • Go through the desert, heading north
  • Enter Helchika Village
  • Head north exit of the village
  • After the cutscene, fight Hermit (Desert)
  • Head back north again
  • Fight another Hermit (Desert)
  • Chase after the Hermits
  • Fight yet another Hermit (Desert). Afterwards you get thrown to jail in the Bandit's Hideout
  • Try and talk to rival through walls 3 times.
  • Fight another Hermit (Desert)
  • Make it through the hideout
  • Fight Demerus (Desert)
  • Click on the button in the room
  • After the cutscene, leave Helchika Village via south, and go back to where you chase the Hermits

Some of the desert NPCs don't exactly get triggered at the same frame as I enter the area compared to the other TAS, and I have no idea why. For instance, that sunfish Denjuu at area 72.

Every single Hermit fight here takes 2 attacks rather than 1, due to Skrippa's slower speed, the second Hermit appears before my turn even begins. The good thing about this is that I do not need to get my ally to appear before the turn for the Hermits. I do need to land a critical hit on the first 2 pairs of Hermits, however. At least Demerus took 1 attack less.

Bijinia Village

  • Go through Bijinia Desert and head north
  • Enter the building in Bijinia Village directly east of the silver dome
  • Talk to man inside
  • Go back to Bijinia Desert
  • Follow this extremely convoluted path https://www.youtube.com/watch?v=Slx_Dc30oeo
  • Fight the rival again
  • Open the chest and get seed. Try to leave. Get option to warp back.
  • After cutscene (if chosen to warp back to entrance), go back to where that man was
  • After this cutscene, head north of Helchika Village to plant the seed. You will be warped back to Bijinia Village
  • Exit Bijinia Village via north

The 2nd rival encounter took Skrippa 4 turns. I had to get Skrippa's ally to appear to damage Pamirio (the red Denjuu with the green claws). I avoid landing a critical hit on Gyuun for the first attack, since it would trigger the rival to heal.

Uraani Village

  • Go through Uraani Forest
  • Enter Uraani Village, and after dialogue, enter the northeast most building
  • Try to leave Uraani Village south. After talking to rival, leave Uraani Village south
  • Go to Uraani Forest northeast. Enter Uraani Tides.
  • Enter Uraani Cave via the waterpools. Go through it
  • Dismiss the dragon denjuu at the end. You'll then recruit it.
  • Head back to Uraani Village
  • Go to the northeast house again
  • Exit Uraani Village via east
  • After cutscene, go back to the antenna tree you just left
  • Talk to rival north of the village
  • Go to end of Barusuta Forest. There's a red chest there.
  • Fight the rival one final time. Optionally open the chest
  • Leave Barusuta Forest somehow.
  • Talk to the red haired girl
  • At the antenna tree, enter and chose the left option twice. Repeat again.
  • Exit east to get to Chiawata Village
  • Head back to Kufumoku Mountain
  • Go up to Kufumoku Mountain northeast and enter the northeast exit
  • Go past Ujichichi Mountain
  • Fight Easydog at the end

The 3rd rival encounter also takes 4 Skrippa turns. I need 4 criticals each attack; the first 2 is for KOing the pink Denjuu (Coronet) while the last 2 is due to Gyuun healing.

End

  • Go back to Chiawata Village
  • Go back to Meribaro Village
  • Go back to Kiwatora Village
  • At Kiwatora Coast, this time head southeast
  • Go through Tekku Sea
  • Enter Karatsumu Cave
  • Follow this path: https://drive.google.com/file/d/0B-2O13fpsnI4dlA2SXY2VVJsNWM/view?usp=sharing
  • Fight Ryuuguu
  • Recruit Ryuuguu and leave via south
  • Enter the tree north of this place
  • Go through Holy Land Iasuka
  • Confront the bandits one last time and fight Enteiou
  • Fight Diabolos (Natural-2)
  • END

Easydog

For this fight, it appears Skrippa's typing allows me to inflict massive damage to Easydog. This allows the fight to take me 2 of my own turns. The strategy is as follows:

  1. Cotta appears for both me and the opponent. Easydog attacks first.
  2. Turn 1: Skrippa's ally appear, and hit 8+ on Easydog
  3. Skrippa use critical special and hit 110+ on Easydog
  4. Turn 2: Cotta's ally apapear, and critical hit 28+; Easydog faints
  5. Cotta critical special and KO's the opponent Cotta
Unfortunately, by this battle, Skrippa has only 10 DP left. This almost messed with the TAS, but luckily, I had managed to pickup a DP juice bag from the grass a while back. This is also the last point where Skrippa is used in the run.

The Ryuuguu fight is the same as the other run.

Diablos

Each critical deals at most 71 damage to Diablos. Diablos has 221 HP, which means there's no way to 3 turn KO Diablos since 71 x 3 = 213. Both Akretto and Kaya inflict 1 damage on Diablos, so they won't help. In this case, it makes more sense to ignore criticals on Diablos, and prioritize not dying. I'm allowed to take damage once from Diablos; everything else must be forced to either miss, or use a non-damaging move such as Cursed Song. The latter causes a status aliment that wastes 50+ frames on dialogue, so it's prefferred to miss if possible.

Other comments

Hoesntly, I made this run just so that if the other run gets rejected for using Secret Denjuu, there would still be a chance a Telefang 2 run gets published somehow. In case anyone wonders why is that a problem, it's because instead of a short 5 minute run like the previous game, using Secret Denjuu affects almost every single fight due to lack of gamebreaking glitches. I mean, sure recruiting a level 28 Denjuu early on basically does the same thing, but at the very least judges would have some run to compare, rather than me claiming "it's similar".

Also, making this run also helped the other, since I noticed mistakes that were then fixed, such as saving 204 frames in Bandit's Hideout compared to the "original" WIPs due to hopping to avoid NPCs. I still managed to actually include them back into this version of the run, in case anyone wonders, hence all the delays.

While I like the original game more, I admit, the sequel is much better for TASing a "full" run, since it's much more edit-friendly. Here's a spreadsheet on every single area the TAS goes through in which wandering NPCs are a potential problem: https://docs.google.com/spreadsheets/d/1DMwXqUgWF6V_Arabm3AOhf5IUhvMYM11N2GB1izF9po/edit?usp=drive_web&ouid=102281563063352479341

After jumping is unlocked, they become much more easier to avoid in comparison to earlier segments. The first game had forced encounters with varying transition animations, which made it extremely annoying to splice in improvements.

Thanks

  • Tompa, for making this =forum/p/454122#454122 that inspired me to make this because "why not"
  • Everyone who posted on the thread
  • Can't remember where or who, but that user who posted the original map for Kamishino Ruins, which I then made a video of. I think it was in Tulunk Village forums.
  • The people who made the english patch

<Explain here things the audience would probably like to see> <Explain also things that could be improved in your movie> <You may also suggest screenshots.>


ThunderAxe31: Judging.

ThunderAxe31: A good amount of efforts has been put in making this run, and on the other side the audience reception was positive. Accepting for Moons.

feos: Pub.


Similar submissions (by title and categories where applicable):