World Areas‎ > ‎

Inner Factory

Items:
  • 1 Rock Candy
Level Ups: 
  • Mario [16]: SP (after Clerk)
  • Bowser [15]: HP (after Director)
  • Mallow [14]: HP (after Director)
Battles:
  • Mad Mallet
  • Clerk
  • Manager
  • Director
  • Gunyolk & Factory Chief
  • Smithy 1
  • Smithy 2




After defeating Cloaker/Domino/Earthlink/Mad Adder, you will enter the final stage of the game. There are several difficult fights ahead, but if you have followed the route, they won't be terrible.


 BOSS BATTLE: MAD MALLET (200 HP EACH)

Party: Mario, Peach, Geno
Equips:
Mario: Mega Glove (でかパンチグローブ), Work Pants (ばっちいパンツ), Attack Scarf (ジャンパースカーフ)
Peach: Super Suit (スーパージャンパー), Troopa Pin (パタパタくんしょう)
Geno: Double Punch (スーパーダブルパンチ), Work Pants (ばっちいパンツ), Safety Ring (セーフティーリング)


If 4+ Ice Bombs remaining:

Turn 1:
- Peach: Ice Bomb (こおりだま)


If 4+ Rock Candy remaining:


Turn 1:
- Peach: Rock Candy (こんぺいとう)

If <4 Ice bombs and <4 Rock Candy remaining:


Turn 1:
- Peach: Geno Blast (ジーノブラスト)

 BOSS BATTLE: CLERK (500 HP)

Party: Mario, Peach, Geno
Equips:
Mario: Mega Glove (でかパンチグローブ), Work Pants (ばっちいパンツ), Attack Scarf (ジャンパースカーフ)
Peach: Super Suit (スーパージャンパー), Troopa Pin (パタパタくんしょう)
Geno: Double Punch (スーパーダブルパンチ), Work Pants (ばっちいパンツ), Safety Ring (セーフティーリング)


Turn 1:
- Peach: Geno Blast (ジーノブラスト)
- Mario: Attack


[cutscene]
- Exit the shop menu immediately unless you need to buy healing items. Receive Rock Candy from Toad.

 BOSS BATTLE: MANAGER (800 HP)

Party: Mario, Peach, Geno
Equips:
Mario: Mega Glove (でかパンチグローブ), Work Pants (ばっちいパンツ), Attack Scarf (ジャンパースカーフ)
Peach: Super Suit (スーパージャンパー), Troopa Pin (パタパタくんしょう)
Geno: Double Punch (スーパーダブルパンチ), Work Pants (ばっちいパンツ), Safety Ring (セーフティーリング)


Turn 1:
- Peach: Geno Blast (ジーノブラスト)
- Mario: Attack
- Geno: Defend (unless you mistimed Mario's attack, then attack)
Turn 2:
- Geno Blast (ジーノブラスト)



 Menu

Equip

Mario & Peach swap armor (Super Suit (スーパージャンパー) on Mario)
Peach: Super Slap (ちょービンタグローブ)
Peach & Geno swap accessories (Troopa Pin (パタパタくんしょう) on Geno)


- Move slightly to the left, then up into the next fight.

 BOSS BATTLE: DIRECTOR (1000 HP)

Party: Mario, Peach, Geno
Equips:
Mario: Mega Glove (でかパンチグローブ)Super Suit (スーパージャンパー), Attack Scarf (ジャンパースカーフ)
Peach: Super Slap (ちょービンタグローブ)Work Pants (ばっちいパンツ), Safety Ring (セーフティーリング)
Geno: Double Punch (スーパーダブルパンチ), Work Pants (ばっちいパンツ), Troopa Pin (パタパタくんしょう)


Turn 1:
- Mario: 39 Super Jumps (スーパージャンプ) (707)
- Geno: Rock Candy (こんぺいとう)


This is the first battle that will require skill.
If you drop jumps, you should probably use a Sleepy Bomb (ねむりだま) with Geno (if you freebied the first one).
If not, he will use Valor/Vigor Up and eat up a ton of time.
The Mallets will attack after Peach, so you can attack with her if you were close in damage or Shocker (かみなりドッカン)/Geno Blast (ジーノブラスト).
If still not dead, Mario can use SJs until dead (or just attack if close to dead).
This is really the only fight that takes skill before Smithy.
It is not extremely important to block physicals in this fight unless you drop jumps, but you can block Director physicals (same animation for all of the Shovel Knight looking guys), hammer hits, and hammer tosses.


- Enter the Gunyolk fight by going as left as possible into the battle trigger.

 BOSS BATTLE: GUNYOLK (1500 HP) & FACTORY CHIEF (1000 HP)

Party: Mario, Peach, Geno
Equips:
Mario: Mega Glove (でかパンチグローブ), Super Suit (スーパージャンパー), Attack Scarf (ジャンパースカーフ)
Peach: Super Slap (ちょービンタグローブ), Work Pants (ばっちいパンツ), Safety Ring (セーフティーリング)
Geno: Double Punch (スーパーダブルパンチ), Work Pants (ばっちいパンツ), Troopa Pin (パタパタくんしょう)


4 Ice Bombs / 0 Rock Candies
 
Turn 1:
- Sleepy Bomb (ねむりだま)
- Ice Bomb (こおりだま)
- Ice Bomb (こおりだま)
Turn 2:
- Defend
- Ice Bomb (こおりだま)
- Untimed attack Factory Chief
Turn 3:
- Attack Factory Chief
- Ice Bomb (こおりだま)


3 Ice Bombs / 2 Rock Candies**
 
Turn 1:
- Sleepy Bomb (ねむりだま)
- Ice Bomb (こおりだま)
- Ice Bomb (こおりだま)
Turn 2:
- Defend
- Ice Bomb (こおりだま)
- Rock Candy (こんぺいとう)
Turn 3:
- Defend
- Rock Candy (こんぺいとう)


3 Ice Bombs / 1 Rock Candy**
 
Turn 1:
- Sleepy Bomb (ねむりだま)
- Ice Bomb (こおりだま)
- Ice Bomb (こおりだま)
Turn 2:
- Defend
- Ice Bomb (こおりだま)
- Defend
Turn 3:
- Attack Factory Chief
- Rock Candy (こんぺいとう)
- Defend
Turn 4:
- Untimed attack Gunyolk

2 Ice Bombs / 2 Rock Candy
 
Turn 1:
- Sleepy Bomb (ねむりだま)
- Untimed Boost (ジーノウェーブ) Peach
- Ice Bomb (こおりだま)
Turn 2:
- Defend
- Ice Bomb (こおりだま)
- Rock Candy (こんぺいとう)
Turn 3:
- Untimed Attack Gunyolk
- Rock Candy (こんぺいとう)


2 Ice Bombs / 1 Rock Candy
 
Turn 1:
- Sleepy Bomb (ねむりだま)
- Ice Bomb (こおりだま)
- Defend
Turn 2:
- UJ (ウルトラジャンプ) Gunyolk (land on Gunyolk twice, Factory Chief once)
- Ice Bomb (こおりだま)
Shocker (かみなりドッカン) Gunyolk
Turn 3:
- Attack Factory Chief
- Rock Candy (こんぺいとう)

1 Ice Bomb / 2 Rock Candy
 
Turn 1:
- Sleepy Bomb (ねむりだま)
- Untimed Boost (ジーノウェーブ) Peach
Ice Bomb (こおりだま)
Turn 2:
- Jump (ジャンプ) on Gunyolk
- Rock Candy (こんぺいとう)
- Shocker (かみなりドッカン) Gunyolk
Turn 3:
- Attack Factory Chief
- Rock Candy (こんぺいとう)

1 Ice Bomb / 1 Rock Candy
 
Turn 1:
- Sleepy Bomb (ねむりだま)
- Untimed Boost (ジーノウェーブ) Mario
- Defend
Turn 2:
UJ (ウルトラジャンプ) Gunyolk (land on Factory Chief once)
Untimed Boost (ジーノウェーブ) Peach
- Ice Bomb (こおりだま)
Turn 3:
- Attack Factory Chief
Rock Candy (こんぺいとう)
- Shocker (かみなりドッカン) Gunyolk
Turn 4:
- Attack Gunyolk


Scary battle, but we have a Sleepy Bomb. This will put them both into sleep for 3 turns OR until you physical attack.
**Revert to the 4 Ice Bomb strat if any of your Ice Bombs freebie in the 3 ice bomb columns.



PENULTIMATE BOSS BATTLE: SMITHY 1 (2000 HP)

Party: Mario, Peach, Geno
Equips:
Mario: Mega Glove (でかパンチグローブ), Super Suit (スーパージャンパー), Attack Scarf (ジャンパースカーフ)
Peach: Super Slap (ちょービンタグローブ), Work Pants (ばっちいパンツ), Safety Ring (セーフティーリング)
Geno: Double Punch (スーパーダブルパンチ), Work Pants (ばっちいパンツ), Troopa Pin (パタパタくんしょう)


Turn 1:
- Mario: Attack
- Geno: Boost (ジーノウェーブ) Mario
- Peach: Defend


Rock Candy:

- Mario: SJ (スーパージャンプ)
- If previous attack did 198+ damage:
71 SJs 
- Otherwise
72 SJs 
- Geno: Boost (ジーノウェーブ) Peach 
- Peach: Rock Candy (こんぺいとう)


Ice Bomb:

- Mario: SJ (スーパージャンプ)
- If previous attack did 212+ damage:
75 SJs 
If previous attack did 193-211 damage:
76 SJs 
- Otherwise:
77 SJs 
- Geno: Boost (ジーノウェーブ) Peach 
- Peach: Ice Bomb (こおりだま)


Fire Bomb:

- Mario: SJ (スーパージャンプ)
- If previous attack did 204+ damage:
77 SJs 
- Otherwise:
78 SJs 
- Geno: Boost (ジーノウェーブ) Peach 
- Peach: Fire Bomb (かえんだま)


Fright Bomb:

- Mario: SJ (スーパージャンプ)
- If previous attack did 196+ damage:
79 SJs 
- Otherwise:
80 SJs 
- Geno: Boost (ジーノウェーブ) Peach 
- Peach: Fright Bomb (びびりだま)

Bad Mushroom:

- Mario: SJ (スーパージャンプ)
- If previous attack did 214+ damage:
82 SJs 
If previous attack did 195-213 damage:
83 SJs 
- Otherwise:
84 SJs 
- Geno: Boost (ジーノウェーブ) Peach 
- Peach: Bad Mushroom (どくキノコ)

No damage items:

- Mario: SJ (スーパージャンプ)
- If previous attack did 199+ damage:
86 SJs 
- Otherwise:
87 SJs 
- Geno: Boost (ジーノウェーブ) Peach 
- Peach: Attack


Turn 2 of this fight will depend on what damage items you have left. Be aware of your inventory. For turn 2, columns are ordered from left to right by highest to lowest priority.
You want to time Mario's attack and note the damage output. 
Geno will then boost Mario and Peach will defend.
Depending on Mario's damage, your SJ numbers will change. Note that this does not kill him but lowers him to just under the damage your item does.
If you mistimed Mario's hammer, you will need to do the math on how many super jumps you need to get him just under 300 HP.
- Formula: SJs = floor((1700 - Your damage - 153) / 19)
You will then Boost Peach and Peach will use a Rock Candy to finish him off.
You might say, this is slow. However when Peach kills Smithy 1, turn order is preserved for Smithy 2. 
The order goes: Mario, Geno, Peach, Smithy. However, if Peach kills Smithy, his turn gets skipped. 
When you get to Smithy 2, Mario will go first and you will get 3 free attacks before he transforms heads. 

This fight is one of the biggest time wasters if you drop super jumps.
If you drop Super Jumps, make sure you end the battle on Peach's turn no matter what.
- Geno uses Geno Boost on Peach
- Peach uses Group Hug (みんなげんきになあれ)
- Be sure to block Smithy's Hammer attack if he uses it.
- Mario does Super Jumps until Smithy has less than 300 HP left. You will have to do some math. Do 8 less than however Super Jumps you had left when you last dropped.
The first (uncounted) "jump" in Super Jumps does 153 damage, and each counted jump does 19.
So if you needed 70 super jumps, but you dropped at 40, you missed 30.
However, 153 damage is equivalent to about 8 Super Jumps, so you would only need to do 22 to recover.
This is very important as you don't want to do too many and risk killing Smithy too early, but you'd need to go way overboard (15 extra) to do that.
You will need to take this into account every time you drop Super Jumps.
- If Geno is alive, he uses Maple Syrup or Kerokerocola (メイプルシロップ).
- Peach uses Rock Candy (こんぺいとう)


Factory - Smithy 1



For Smithy 2, if you have at least 2 Fire Bombs / Rock Candies, you have the choice to gamble that Smithy transforms to Chest Head on the proper turn for a potential time save. This requires some setup.


FINAL BOSS BATTLE: SMITHY 2 (8000 HP)

Party: Mario, Peach, Geno
Equips:
Mario: Mega Glove (でかパンチグローブ), Super Suit (スーパージャンパー), Attack Scarf (ジャンパースカーフ)
Peach: Super Slap (ちょービンタグローブ), Work Pants (ばっちいパンツ), Safety Ring (セーフティーリング)
Geno: Double Punch (スーパーダブルパンチ), Work Pants (ばっちいパンツ), Troopa Pin (パタパタくんしょう)


Optimal Fight

Turn 1 (Unformed):
- Mario: Attack
- Geno: Attack
- Peach: Attack
Turn 2 (Tank Head):
- Mario: 100 Super Jumps (スーパージャンプ) (3028)
- Geno: Kerokerocola (ケロケロドリンク)
- Peach: Shocker (かみなりドッカン) (441)


No Fire Bomb Gamble
 
Turn 3 (Tank Head):
- Mario:
- 96 SJs (2916) if 868 to 900 damage to unformed Smithy head
- 97 SJs (2944) if 840 to 867 damage to unformed Smithy head
- 98 SJs (2972) if 812 to 839 damage to unformed Smithy head
- 99 SJs (3000) otherwise
- Geno: Rock Candy (こんぺいとう) (300)
- Peach: Shocker (かみなりドッカン) (441)


2 Fire Bombs + 0 Rock Candies (or 1 fire + misc. bombs)

Turn 3:
- 33 SJs
- Defend
- Shocker (かみなりドッカン)

If he transforms:

Turn 4:
- Super Flame (スーパーファイア)
- Fire Bomb (かえんだま)
- Fire Bomb (かえんだま) if possible; other bombs otherwise
Turn 5:
- Super Flame (スーパーファイア)
- Attack/bomb if not dead

If no transformation:

- 68 SJs


2 Fire Bombs + 1 RC/Ice
(assumes Geno survives until Turn 3)*

Turn 3:
- 22 (if RC) or 25 (if ice) SJs
- Rock Candy (こんぺいとう) or Ice Bomb (こおりだま)
- Shocker (かみなりドッカン)

If he transforms:

Turn 4:
- Super Flame (スーパーファイア)
- Fire Bomb (かえんだま)
- Fire Bomb (かえんだま)
Turn 5:
- Super Flame (スーパーファイア)

If no transformation:

- 68 SJs


3 Fire Bombs (assumes Geno survives until Turn 3)*

Turn 3:
- 15 SJs
- Defend
- Shocker (かみなりドッカン)

If he transforms:

Turn 4:
- Super Flame (スーパーファイア)
- Fire Bomb (かえんだま)
- Fire Bomb (かえんだま)
Turn 5:
- Super Flame (スーパーファイア)
- Fire Bomb (かえんだま)
- Attack if not dead

If no transformation:

- 86 SJs


4 Fire Bombs (assumes Geno survives until Turn 3)*

Turn 3:
- Attack (284 minimum)
- Defend
- Shocker  かみなりドッカン)

If he transforms:


Turn 4:
- Super Flame (スーパーファイア)
- Fire Bomb (かえんだま)
- Fire Bomb (かえんだま)
Turn 5:
- Super Flame (スーパーファイア)
- Fire Bomb (かえんだま)
- Fire Bomb (かえんだま)

If no transformation:

- 99 SJs


What to do on each transformation if you drop Super Jumps


UNFORMED 

- Mario: Attack
- Geno: Attack OR Boost (ジーノウェーブ)
Self (safe but suboptimal)
- Peach: Attack (or use Group Hug
(みんなげんきになあれ) if you took
heavy damage coming into the Smithy 2 fight)


TANKHEAD STRATS
 
- Mario: 100 Super Jumps
(スーパージャンプ)
(3028)
- Geno: KerokeroCola
(ケロケロドリンク)
/ Rock Candy
(こんぺいとう)
/ misc. healing + bombs
- Peach: Shocker
(かみなりドッカン)


MAGEHEAD STRATS
 
- Mario: Attack
- Geno: Attack
- Peach: Group Hug
(みんなげんきになあれ)
OR Attack


CHESTHEAD STRATS
 
- Mario: Super Flame (スーパーファイア)
- Geno: Attack
OR Fire Bomb (かえんだま) /
Rock Candy (こんぺいとう) /
Fright Bomb (びびりだま)
OR FP Restoral
- Peach: Group Hug
OR Fire Bomb (かえんだま) /
Rock Candy (こんぺいとう) /
Fright Bomb (びびりだま)


SAFEHEAD STRATS
 
- Mario: Attack
- Geno: Geno Boost (ジーノウェーブ) Mario
(after Shredder)
OR Ice Bomb (こおりだま) /
Rock Candy (こんぺいとう) /
Fright Bomb (びびりだま)
OR Defend
- Peach: Ice Bomb (こおりだま) /
Rock Candy (こんぺいとう) /
Fright Bomb (びびりだま)
OR Defend


* If Geno is dead, do 33 super jumps, Shocker, super flame, fire bomb, super flame, fire bomb.

If you aren't confident in the optimal fight pattern, follow the strats for each head type.

This fight is very difficult and it is possible to game over here. There are a couple of safeguards you can do before being too risky.
On turn 1, Mario always attacks. Geno then has an option of using Geno Boost on himself, or attacking. 
The boost is somewhat necessary if you are going to drop jumps, because Magehead will kill Geno in one attack (as well as the Tankhead bullet/Magnum).
Peach can just regular attack since Geno is going to use the Kerokerocola on his next turn. 
Mario does super jumps on Tankhead, Geno uses the Kerokerocola, and then Peach will use a timed Shocker. 

Rule of thumb if you drop jumps is:
- Magehead: attack with Mario/Geno, Group Hug with Peach. 
- Chesthead: Fire attacks (Super Flame, Fire Bombs), Maple Syrup if low on FP, Pick party member up if dead. Attack if you like.
- Tankhead: Jump attacks, Shocker, Maple Syrup
- Safehead: Attack with Mario, Ice Bomb, Boost Mario after Shredder, then Peach, then Geno. Attacks with Peach/Geno are useless.

If you drop Super Jumps, Smithy's spells hit hard, so be sure to save as much HP as possible by blocking the Body's Hammer and blocking the Body's Shot.

If you're doing optimal strategy and don't have a Rock Candy, you can attack with Mario.

Getting 200 super jumps (2 sets of 100) is no small feat, as you are on the final boss with everything on the line. Good luck!

Smithy Head Info (Taken from SDA forums):
 
- There's a 50% chance the body will use its turn to transform the head.  It won't transform two turns in a row.
- Exception 1: the body will always transform the chest head after it has performed one status ailment attack
- Exception 2: it will always transform on its first turn
- being stunned (0 HP) will not prevent it from transforming -- it only prevents it from hammering/shooting you
- Whenever Smithy's HP drops below a threshold, he changes to a new head cycle (starting with the first in the cycle).
- starting: tank -> magic -> shield -> repeat
- HP under 6000: magic -> shield -> shield -> chest -> repeat
- HP under 4000: chest -> tank -> chest -> shield -> repeat
- HP under 2000: randomly any of the 4 heads (can repeat)

Factory - Smithy 2


***
 
You win!
 
***

Time for the run ends when the "D" appears in "The End" after the credits.







FACTORY  |  INNER FACTORY
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