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Pit of 100 Trials
Beneath the city of Rogueport, there is a devious optional dungeon known as the Pit of 100 Trials. As the name suggests, it is a pit, and there are 100 Trials to overcome (Well, the real number is 91 (less if you consider the Movers), but I digress.
The Pit contains 100 floors... most floors contain a single enemy (many of which are found nowhere else but the Pit) and nothing else. To advance to the next floor, you must win that floor's battle, which will reveal a pipe. Of course, the battles, like battles outside the Pit, contain more than just the enemy you see. There is a different pool of enemies for each group of 9 floors that have enemies (for instance, Floors 1-9 have a different pool of enemies than Floors 11-19, etc.), although, obviously, each battle will consist of at least one of the enemy you engaged outside of battle.
The floors that are multiples of 10 (Floor 10, 20, 30, etc.) do not have enemies, but treasures instead. Occasionally, Charlieton will be found on these floors as well, and will sell you some items, although the deeper you are, the higher his prices will be, as you can see from the table below...
Sometimes, you find funny little Puniesque creatures called Movers instead of enemies on a floor. These guys appear randomly, and will offer to move you down two floors for 10 Coins, down 5 floors for 30 Coins or back to the entrance for 10 Coins. This is useful in making quick progress, or if you need to leave ASAP.
Floor 100 contains also contains a treasure, but something else too... Scroll down to the bottom of the page to see what it is... IF YOU DARE!!! BWA HA HA!!!
Charlieton's Shop - Contents of the Pit's Levels - Floor 100
Tips
If you're planning on making it all the way through the Pit, you need to be at a reasonably high level. I would suggest somewhere around the area of Level 30, give or take a couple levels, if you want to stand a reasonable chance.
Items will quickly become your best friends. It is strongly suggested that you fight your way down to Floor 50, get the Strange Sack, then exit before you plan on tackling the entire Pit... being able to carry 20 items is very, very helpful. Also, don't clog your inventory with chump items like Super Shrooms and stuff. Ultra Shrooms and Jammin' Mushrooms should fill up your inventory, at the very least (Jelly Ultras and stuff like Zess Deluxes are even better). Also, have a few Life Shrooms on hand in case of emergencies.
Your choice of Badges is extremely vital to your success. Some Badges that will make your job easier are Lucky Start, All or Nothing, Power Plus (P), Spike Shield, Quick Change, Jumpman, etc. First Attack and Bump Attack Badges don't work here, so don't even try them.
If you encounter a Mover, take advantage of it. 30 coins is a small price to pay to skip 5 Floors. (Just don't skip a floor that contains one of your prizes!)
If you're on the verge of dying, and you're almost out of supplies, there is no shame in exiting and regrouping before heading back to the Pit. Sure, you'll lose all your progress, but you'll be able to keep the experience and Badges you've won, which is better than if you had died.
Use Star Power to heal instead of items whenever possible. And to keep your Star Power up, use Stylish Moves. The Unsimplifier badge helps too. Also, you can stock up on tons of Super Appeal Badges, equip them all, and appeal to gain ridiculous amounts of Star Power per appeal.
If you want to be cheap, you can employ the notorious "Danger Mario" strategy, which basically involves transferring all of Mario's stats to Badge Points with Chet Rippo, equipping as many Power Rush Badges as possible, then decreasing Mario's HP to 5 (by jumping in water over and over or something. This will allow Mario to do disgustingly large amounts of damage... enough where you should be able to defeat all enemies in a single round. Mario can be in trouble if the enemies get a First Strike, so it might be wise to use a Chill Out Badge with this strategy.
Charlieton's Shop
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Item |
Price |
Floor 10 |
Mushroom |
10 |
Super Shroom |
30 |
Honey Syrup |
10 |
Maple Syrup |
40 |
Fire Flower |
20 |
Thunder Rage |
40 |
Floor 20 |
Mushroom |
15 |
Super Shroom |
45 |
Honey Syrup |
15 |
Maple Syrup |
60 |
Fire Flower |
30 |
Thunder Rage |
60 |
Floor 30 |
Mushroom |
20 |
Super Shroom |
60 |
Honey Syrup |
20 |
Maple Syrup |
80 |
Fire Flower |
40 |
Thunder Rage |
80 |
Floor 40 |
Mushroom |
25 |
Super Shroom |
75 |
Honey Syrup |
25 |
Maple Syrup |
100 |
Fire Flower |
50 |
Thunder Rage |
100 |
Floor 50 |
Mushroom |
30 |
Super Shroom |
90 |
Honey Syrup |
30 |
Maple Syrup |
120 |
Fire Flower |
60 |
Thunder Rage |
120 |
Floor 60 |
Mushroom |
35 |
Super Shroom |
105 |
Honey Syrup |
35 |
Maple Syrup |
140 |
Fire Flower |
70 |
Thunder Rage |
140 |
Floor 70 |
Mushroom |
40 |
Super Shroom |
120 |
Honey Syrup |
40 |
Maple Syrup |
160 |
Fire Flower |
80 |
Thunder Rage |
160 |
Floor 80 |
Mushroom |
45 |
Super Shroom |
135 |
Honey Syrup |
45 |
Maple Syrup |
180 |
Fire Flower |
90 |
Thunder Rage |
180 |
Floor 90 |
Mushroom |
50 |
Super Shroom |
150 |
Honey Syrup |
50 |
Maple Syrup |
200 |
Fire Flower |
100 |
Thunder Rage |
200 |
Floor 1-10
Gloomba, Spinia, Spania, Dull Bones, Fuzzy
The first floors should be super-easy. No real strategy is needed. Try to defeat enemies as quickly as possible, but try not to use up too much FP. Earth Tremor is nice here.
Floor |
Contents |
1 |
Gloomba |
2 |
Spinia |
3 |
Spania |
4 |
Dull Bones |
5 |
Fuzzy |
6 |
Gloomba |
7 |
Spinia |
8 |
Spania |
9 |
Dull Bones |
10 |
Sleepy Stomp Badge |
Floor 11-20
Paragloomba, Cleft, Pokey, Dark Puff, Pider
Still pretty easy. The same strategy as the last 10 floors should still work here.
Floor |
Contents |
11 |
Paragloomba |
12 |
Cleft |
13 |
Pokey |
14 |
Dark Puff |
15 |
Pider |
16 |
Paragloomba |
17 |
Cleft |
18 |
Pokey |
19 |
Dark Puff |
20 |
Fire Drive Badge |
Floor 21-30
Spiky Gloomba, Bandit, Lakitu, Bob-omb, Boo
These floors are a tiny bit tougher, but still nothing you can't handle, right?
Floor |
Contents |
21 |
Spiky Gloomba |
22 |
Bandit |
23 |
Lakitu |
24 |
Bob-omb |
25 |
Boo |
26 |
Spiky Gloomba |
27 |
Bandit |
28 |
Lakitu |
29 |
Bob-omb |
30 |
Zap Tap Badge |
Floor 31-40
Dark Koopa, Hyper Cleft, Parabuzzy, Shady Koopa, Flower Fuzzy
Goombella is a good choice for partner here, since she can help by flipping Dark Koopas, Parabuzzies and Shady Koopas. Just remember not to end a round with a flipped Shady Koopa, since it has that powerful attack it does on its back...
Floor |
Contents |
31 |
Dark Koopa |
32 |
Hyper Cleft |
33 |
Parabuzzy |
34 |
Shady Koopa |
35 |
Flower Fuzzy |
36 |
Dark Koopa |
37 |
Hyper Cleft |
38 |
Parabuzzy |
39 |
Shady Koopa |
40 |
Pity Flower Badge |
Floor 41-50
D. Paratroopa, Bulky Bob-omb, Lava Bubble, Poison Pokey, S. Parabuzzy
Things start to get a little tougher here. If a Bulky Bob-omb gets a chance to raise its defense before you defeat it, Ms. Mowz is useful in taking it out. Remember not to jump on Lava Bubbles unless you have the Ice Power Badge equipped. Also, the Spike Shield Badge helps immensely with S. Parabuzzies.
Floor |
Contents |
41 |
D. Paratroopa |
42 |
Bulky Bob-omb |
43 |
Lava Bubble |
44 |
Poison Pokey |
45 |
S. Parabuzzy |
46 |
D. Paratroopa |
47 |
Bulky Bob-omb |
48 |
Lava Bubble |
49 |
Poison Pokey |
50 |
Strange Sack, Grafitti* |
*The Grafitti is relevent for the "Erase that graffiti!" Trouble.
Floor 51-60
Badge Bandit, Ice Puff, Dark Boo, Red Chomp, Moon Cleft
Badge Bandits are annoying, but aren't particularly dangerous. Red Chomps and Moon Clefts can be tough though. Ms. Mowz helps against the Red Chomps, as does the Piercing Blow Badge. Moon Clefts should be flipped with Bobbery, otherwise they're very dangerous.
Floor |
Contents |
51 |
Badge Bandit |
52 |
Ice Puff |
53 |
Dark Boo |
54 |
Red Chomp |
55 |
Moon Cleft |
56 |
Badge Bandit |
57 |
Ice Puff |
58 |
Dark Boo |
59 |
Red Chomp |
60 |
Double Dip Badge |
Floor 61-70
Dark Lakitu, Dry Bones, Dark Wizzerd, Frost Piranha, Dark Craw
By now, the enemies are pretty tough. At this point in the Pit, don't be too shy about using FP attacks. You did bring plenty of Jammin' Jellies, didn't you? If a Dark Wizzerd is on fire (from Vivian) when he splits, the fire will damage him, removing his doppelgangers. The Dark Craw, which you remember from Glitzville, is still pretty tough. Try to defeat them as quickly as possible.
Floor |
Contents |
61 |
Dark Lakitu |
62 |
Dry Bones |
63 |
Dark Wizzerd |
64 |
Frost Piranha |
65 |
Dark Craw |
66 |
Dark Lakitu |
67 |
Dry Bones |
68 |
Dark Wizzerd |
69 |
Frost Piranha |
70 |
Double Dip P Badge |
Floor 71-80
Wizzerd, D. Koopatrol, Phantom Ember, Swoopula, Chain Chomp
Phantom Embers and Swoopulas aren't a big deal, but the other enemies can be. However, D. Koopatrols are pushovers if you have the Spike Shield Badge, since they can be flipped over just like a regular Koopa by a jump attack. Ms. Mowz is, again, the partner of choice for the Chomps.
Floor |
Contents |
71 |
Wizzerd |
72 |
D. Koopatrol |
73 |
Phantom Ember |
74 |
Swoopula |
75 |
Chain Chomp |
76 |
Wizzerd |
77 |
D. Koopatrol |
78 |
Phantom Ember |
79 |
Swoopula |
80 |
Bump Attack Badge |
Floor 81-90
Spunia, Dark Bristle, Arantula, Piranha Plant
These enemies have high attack power and high HP... Dark Bristles can be tricky, but they're vulnerable to Special Attacks like Earth Tremor. By this point, you'll probably be using up a lot of Star Power... but you're getting close to the end... hang in there!
Floor |
Contents |
81 |
Spunia |
82 |
Dark Bristle |
83 |
Arantula |
84 |
Piranha Plant |
85 |
Spunia |
86 |
Spunia |
87 |
Dark Bristle |
88 |
Arantula |
89 |
Piranha Plant |
90 |
Lucky Day Badge |
Floor 91-100
Elite Wizzerd, Poison Puff, Bob-ulk, Swampire, Amazee Dayzee
Yeah, now it's really hard. All these enemies are brutal... well, except for Bob-ulks, which you should be able to take out before they have a chance to explode. Don't be afraid to use Supernova, which can take out an entire screenfull of Elite Wizzerds. Also, if you know an Elite Wizzerd is going to be the last enemy standing, make sure Vivian lights him on fire, so that his illusion-trick won't work. If you see Amazee Dayzees, be sure to take them out in the first round, since they're braver here than in Twilight Trail, and often attack. Art Attack is helpful for that. This is the hardest part of the Pit, so don't be stingy with any items you have... Of course, you still have to deal with what's on Floor 100...
Floor |
Contents |
91 |
Elite Wizzerd |
92 |
Poison Puff |
93 |
Bob-ulk |
94 |
Swampire |
95 |
Elite Wizzerd |
96 |
Poison Puff |
97 |
Bob-ulk |
98 |
Swampire |
99 |
Elite Wizzerd |
100 |
Bonetail, Return Postage Badge |
Floor 100
At the very bottom of the Pit lies Bonetail, presumably another relative of Hooktail. By defeating Bonetail, you can get the Return Postage Badge (which damages enemies at a rate of half of what they damaged Mario, if they attack directly), but like most RPGs that reward you with super-powerful stuff after beating the optional super-boss, at this point, Mario probably won't need it.
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Bonetail | 200 HP | Attack: 8 | Defense: 2 |
Bonetail is the boss at the bottom of the Pit of 100 Trials, and as you would expect, he's rather tough. His stats don't lie... he's a more powerful foe than even the Shadow Queen herself... But he's still not too bad. As you might expect, Bonetail is like a beefed up Gloomtail, so expect lots of stomps, chomps and breath attacks, the difference being this time, instead of Poison Breath, Bonetail has breath that can freeze, confuse, shrink, or put you to sleep. Since most of his attacks only affect the front character, Mario can stay in the back and use another character as a meat shield. Flurrie works well for this, since she can keep recovering HP with Lip Lock. Of course, you can and should switch your partner often to utilize all their HPs, especially if you have the Quick Change Badge equipped. When Bonetail's HP gets to 50, he'll heal 20 HP, and he may do this again throughout the course of the battle, but at this point you should be able to beat Bonetail down. Seriously, the last 10 levels of the Pit were more difficult than Bonetail himself. |
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