Table of Contents

D.Machin Grind Giant Manip

For information on the grind itself, see Antidale's excellent guide.

For information on how to perform this manipulation from outside of Baron, see D.Machin In The Time Of Ecantrun.

For a video guide to understanding this manip, see babby Inven's tutorial.

Setup

  1. Enable encounters and save at the save point.
  2. Reset.
  3. Follow the path in the image. When you get an encounter, pay attention to which tile it was on, and find that tile on the image below.
    • If you haven't gotten an encounter by the last tile in the first room, take the teleporter to the next room.
    • If you don't get an encounter in the 3 steps in that room, take the teleporter back to the save room. At that point, you have taken 20 steps. Start counting steps from 21 and refer to the table on the right side of the image. Keep in mind that walking on the stairs does not count towards the step count.
      • You can also just reset and start over at any point.

Note that some tiles with two possibilities may give the Searcher/Beamer/Horseman fight, which looks identical to the Searcher/Beamer/D.Machin fight. These numbers are marked with a question mark. See below for more details.

Ambiguous Tiles

Step 2

The second encounter has a 7/9 chance of giving the D.Machin grind fight, and a 2/9 chance of giving the Horseman fight.

The fourth encounter will always be the D.Machin grind fight.

Step 15

(the one just before the last green circle in the first room)

The second encounter has a 1/3 chance of giving the D.Machin grind fight, and a 2/3 chance of giving the Horseman fight.

The fourth encounter will always be the D.Machin grind fight.

Step 21

(the first step taken after re-entering the first room)

The second encounter has a 1/3 chance of giving the D.Machin grind fight, and a 2/3 chance of giving the Horseman fight.1)

The fourth encounter will always be the D.Machin grind fight.

1)
This needs to be confirmed