Well, if you do the "can you find me" trouble, you get the first parlor card and you can buy more super appeal badges for 34 piantas. I can't do that.Īrt attack of course uses 4 star power, so having it to do at the start of every battle would require a lot of appealing and running. With save states you could do it with just earth tremor (after chapter 1) but you'd have to super guard hundreds of attacks. The reason I wait until after chapter 4, is I think it's humanly impossible to beat the pit before then, when you get art attack. I used Goombella and Flurrie once each I think, and never Vivian. I have yoshi leveled up so he does five attacks instead of four, and Koops leveled up to make the upper levels go faster. Knowing how much HP they have is pretty important in the lower levels. The only really optional badge I brought was peekaboo, to see the enemy HP without tattles. I bring a select set of badges that I felt were necessary to survive Bonetail. I am at level 4 after chapter 4, which requires using fright masks on A LOT of battles to get only 1 star point from them, and of course avoiding unnecessary battles. My goal was to complete the entire Pit of 100 trials at the lowest entry-level & stats possible, giving every level up to BP to remain at 10/5. Levels 98-100 are snipped out into a separate vid in two sizes if you don't want the entire thing. The entire Pit of 100 Trials is completed when Mario is only at level 4 at the start, just after completing chapter 4. The Flipside Pit of 100 Trials is a one hundred-room labyrinth in Super Paper Mario, similar to the one seen in Paper Mario: The Thousand-Year Door.Demonstration video from Paper Mario: The Thousand-Year Door. However, in this game, there are two pits – one in Flipside and one in Flopside, the latter of which is called the Flopside Pit of 100 Trials. The switch that opens the Flipside Pit is located above the entrance, which is sealed by blocks. After gaining Boomer, one can go to the lowest level on the outskirts of Flipside. After looking around with Tippi, the player can reveal a route to a bunch of blocks. They can then have Mario flip on the blocks and a secret passage will appear, which will lead to the ledge with the blue block to open the way to the Pit. (The location is also hinted at by Garson.) Alternatively, Luigi can simply hit the switch by doing a Super Jump. In the Pit, a random enemy in each room holds a Pit Key to a locked door that proceeds to the next room. The player is given five minutes in every room to find and defeat the enemy holding the key and unlock and enter the locked door. If the player runs out of time, they will receive an instant Game Over. In every tenth room is a Catch Card of a Pixl, a pipe leading out of the pit, and the door to the next room of the pit. At the 100th room, though, the boss Wracktail is found and the pit cannot be escaped until he is defeated. After Wracktail is destroyed, the player obtains the Pixl Dashell. The pipe leading out of the pit will not appear until the player has Dashell.īoth pits have artwork on the walls depicting a Pure Heart and where it is found, which changes every 25 rooms. In the Flipside pit, Rooms 1-25 have a Pure Heart paired with Flipside and Flopside (a reference to Mario's first Pure Heart), and Fracktail with the orange Pure Heart in Rooms 26-50. Rooms 51-75 have Merlee's Mansion, with the corresponding Pure Heart. Also, Rooms 76-99 show Fort Francis, with the Pure Heart inside.
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