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Flipside Pit of 100 Trials

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The Flipside Pit of 100 Trials is one of the two major optional challenges in Super Paper Mario. It is lighter than the corresponding pit in Flopside, but still requires endurance, a good preparation and the safe handling of the four heroes and their Pixl.

In 90 test rooms, you must find the opponent who carries the key to the next door. After nine tests each, a rest room with a rare Pixl catch card follows. In the 100th. Room finally waits for Lohrack. If you defeat him, join the optional Pixl Dashell, which allows you to run significantly faster.

Location and access

The entrance is located in the lowest outside area of Flipside. Go from Merlon’s house into the 3D view and follow the path to the outskirts. Work your way down through the tubes.

In front of the actual entrance you have to reach a blue switch. With Tippi you can make invisible blocks visible and build stairs from them. Switch to the 3D view at the top and follow the hidden path to the switch. If you have already unlocked Luigi, you can also reach the switch directly with his super jump.

Rules of Pit

  • Each normal exam room has a time limit of five minutes.
  • One of the opponents randomly carries the key to the exit door.
  • You do not always have to defeat all opponents.
  • In the 3D view, many of the flat partitions disappear. As a result, you often reach the exit faster.
  • Every tenth room is a rest room without opponents and without time limit.
  • In the rest rooms there is a treasure chest and a warp pipe back to the entrance.
  • If you leave the pit via such a warp pipe, the current attempt ends. On your next visit, you will start again in room 1.
  • Flimm can show up randomly in a rest room and sell items cheaper than usual.
  • If the time in an exam room expires completely, a game over follows immediately.
  • Take several notations with you. Within the pit, a notration restores 50 HP.
  • A life mushroom can save an otherwise successful attempt from the premature end.
  • Ultra mushroom mix, mushroom steak or Dillia Deluxe are suitable as additional healing dishes.
  • Bowser defeats many opponents with his fire breath particularly quickly.
  • Mario can walk through the flat space boundaries in 3D and thus save time.
  • Luigi’s super jump helps with opponents who are on high platforms.
  • Cudge is especially useful against armored and spiky opponents.
  • Slim protects you in dangerous situations as long as you stand still.
  • Thoreau is needed at the latest in the fight against Lohrack.

Rewards

Space Rewards
10 Tippi fishing card
20 Thoreau fishing card
30 Boomer Catch Card
40 Slim catch card
50 Thudley fishing card
60 Carrie catch card
70 Fleep fishing card
80 Cudge catch card
90 Dottie fishing card
100 Dashell after the victory over Lohrack

Note: In rooms 10 to 90 you can return to the surface via the warp pipe after opening the treasure chest. The collected catch cards remain, but the next attempt starts again at room 1.

Rapid navigation

1–10 · 11–20 · 21–30 · 31–40 · 41–50 · 51–60 · 61–70 · 71–80 · 81–90 · 91–100

Rooms 1–10

Space Species Opponent or reward Note:
1 Test room 4 Squiglies A random opponent carries the key. You do not necessarily have to defeat all opponents.
2 Test room 5 Goombas A random opponent carries the key. You do not necessarily have to defeat all opponents.
3 Test room 2 squigs, 2 squiglies A random opponent carries the key. You do not necessarily have to defeat all opponents.
4 Test room 4 Spinia-Oings A random opponent carries the key. You do not necessarily have to defeat all opponents.
5 Test room 2 Glumbas, 4 Goombas A random opponent carries the key. You do not necessarily have to defeat all opponents.
6 Test room 3 bakers A random opponent carries the key. You do not necessarily have to defeat all opponents.
7 Test room 2 Spinia-Oings, 2 Squigs A random opponent carries the key. You do not necessarily have to defeat all opponents.
8 Test room 3 squiglies, 3 squigs A random opponent carries the key. You do not necessarily have to defeat all opponents.
9 Test room 2 poison biscuits, 4 Glumbas A random opponent carries the key. You do not necessarily have to defeat all opponents.
10 Restroom Restroom – Tippi catch card No time limit. Open treasure chest; via the warp pipe you can leave the pit.

Rooms 11 to 20

Space Species Opponent or reward Note:
11 Test room 2 Parakoopas, 2 Koopas A random opponent carries the key. You do not necessarily have to defeat all opponents.
12 Test room 2 Pieks Goombas, 4 Para Goombas A random opponent carries the key. You do not necessarily have to defeat all opponents.
13 Test room 3 Schlurps, 4 Kahl-Kirks A random opponent carries the key. You do not necessarily have to defeat all opponents.
14 Test room 5 Flip Goombas, 2 Koopas A random opponent carries the key. You do not necessarily have to defeat all opponents.
15 Test room 2 Schlurps, 4 Poptors A random opponent carries the key. You do not necessarily have to defeat all opponents.
16 Test room 3 Koopas, 4 Grachelbots A random opponent carries the key. You do not necessarily have to defeat all opponents.
17 Test room 4 flip coopas A random opponent carries the key. You do not necessarily have to defeat all opponents.
18 Test room 4 Bummel-Buzzy Beetle, 3 Squigs A random opponent carries the key. You do not necessarily have to defeat all opponents.
19 Test room 1 Koopatrol, 2 Koopas, 2 Squiglies A random opponent carries the key. You do not necessarily have to defeat all opponents.
20 Restroom Rest room – Thoreau catch card No time limit. Open treasure chest; via the warp pipe you can leave the pit.

Rooms 21-30

Space Species Opponent or reward Note:
21 Test room 6 Stachis A random opponent carries the key. You do not necessarily have to defeat all opponents.
22 Test room 2 Glumbas, 8 Boos A random opponent carries the key. You do not necessarily have to defeat all opponents.
23 Test room 3 Bakers, 4 Fuzzies A random opponent carries the key. You do not necessarily have to defeat all opponents.
24 Test room 2 Spinia-Oings, 3 Boing-Oings A random opponent carries the key. You do not necessarily have to defeat all opponents.
25 Test room 1 Chain dog A random opponent carries the key. You do not necessarily have to defeat all opponents.
26 Test room 4 Para-Goombas, 3 Susel Dusels A random opponent carries the key. You do not necessarily have to defeat all opponents.
27 Test room 10 Squiglies A random opponent carries the key. You do not necessarily have to defeat all opponents.
28 Test room 4 Koopas, 2 Hammer brothers A random opponent carries the key. You do not necessarily have to defeat all opponents.
29 Test room 2 Rossodons A random opponent carries the key. You do not necessarily have to defeat all opponents.
30 Restroom Restroom – Boomer Catch Card No time limit. Open treasure chest; via the warp pipe you can leave the pit.

Rooms 31-40

Space Species Opponent or reward Note:
31 Test room 4 Blachelbots, 4 Grachelbots A random opponent carries the key. You do not necessarily have to defeat all opponents.
32 Test room 8 langonators A random opponent carries the key. You do not necessarily have to defeat all opponents.
33 Test room 1 Growmeba, 2 squigs, 2 miserias A random opponent carries the key. You do not necessarily have to defeat all opponents.
34 Test room 4 stone beetles, 5 bare kirks A random opponent carries the key. You do not necessarily have to defeat all opponents.
35 Test room 5 Choppas, 4 squigs A random opponent carries the key. You do not necessarily have to defeat all opponents.
36 Test room 6 Ninjoels A random opponent carries the key. You do not necessarily have to defeat all opponents.
37 Test room 2 Pickel-Buzzy Beetle, 2 Bummel-Buzzy Beetle, 4 Squigs A random opponent carries the key. You do not necessarily have to defeat all opponents.
38 Test room 4 Kameks, 4 Pieks Goombas A random opponent carries the key. You do not necessarily have to defeat all opponents.
39 Test room 2 Fire Brothers, 4 Grachelbots A random opponent carries the key. You do not necessarily have to defeat all opponents.
40 Restroom Rest room – slim catch card No time limit. Open treasure chest; via the warp pipe you can leave the pit.

Rooms 41-50

Space Species Opponent or reward Note:
41 Test room 6 Clubbas, 4 Squiglies A random opponent carries the key. You do not necessarily have to defeat all opponents.
42 Test room 4 Pokeys, 4 Glumbas A random opponent carries the key. You do not necessarily have to defeat all opponents.
43 Test room 4 Koopa clan clan clan strikers A random opponent carries the key. You do not necessarily have to defeat all opponents.
44 Test room 4 squogs, 4 squigs, 1 miseria A random opponent carries the key. You do not necessarily have to defeat all opponents.
45 Test room 4 Rachelbots, 4 Blachelbots A random opponent carries the key. You do not necessarily have to defeat all opponents.
46 Test room 4 flip parakoopas, 5 flip goombas A random opponent carries the key. You do not necessarily have to defeat all opponents.
47 Test room 2 ice cream bakers, 2 poison bakers, 2 bakers A random opponent carries the key. You do not necessarily have to defeat all opponents.
48 Test room 4 Kameks, 4 Clubbas A random opponent carries the key. You do not necessarily have to defeat all opponents.
49 Test room 10 squogs A random opponent carries the key. You do not necessarily have to defeat all opponents.
50 Restroom Rest Room – Thudley Catch Card No time limit. Open treasure chest; via the warp pipe you can leave the pit.

Rooms 51-60

Space Species Opponent or reward Note:
51 Test room 3 Flip-Stachis, 3 Stachis, 2 Bummel-Buzzy Beetle A random opponent carries the key. You do not necessarily have to defeat all opponents.
52 Test room 4 Quiektainers A random opponent carries the key. You do not necessarily have to defeat all opponents.
53 Test room 5 Megasproings, 4 Blachelbots A random opponent carries the key. You do not necessarily have to defeat all opponents.
54 Test room 4 Dry Bones, 4 Clubbas A random opponent carries the key. You do not necessarily have to defeat all opponents.
55 Test room 3 Huligons A random opponent carries the key. You do not necessarily have to defeat all opponents.
56 Test room 4 Finster-Buus, 1 Amnesia A random opponent carries the key. You do not necessarily have to defeat all opponents.
57 Test room 3 Zoing-Oings, 3 ice creams A random opponent carries the key. You do not necessarily have to defeat all opponents.
58 Test room 1 Amazy Dayzee, 8 Susel Dusels A random opponent carries the key. You do not necessarily have to defeat all opponents.
59 Test room 3 ghosts, 4 squigs A random opponent carries the key. You do not necessarily have to defeat all opponents.
60 Restroom Rest room – Carrie catch card No time limit. Open treasure chest; via the warp pipe you can leave the pit.

Rooms 61-70

Space Species Opponent or reward Note:
61 Test room 5 Hiptors, 1 Obesia, 1 Miseria A random opponent carries the key. You do not necessarily have to defeat all opponents.
62 Test room 4 Bone Coopas, 4 Finster-Buus A random opponent carries the key. You do not necessarily have to defeat all opponents.
63 Test room 3 Boomerang brothers, 4 clubbas A random opponent carries the key. You do not necessarily have to defeat all opponents.
64 Test room 4 Gachelbots, 4 Rachelbots A random opponent carries the key. You do not necessarily have to defeat all opponents.
65 Test room 1 Bemobi, 1 Growmeba A random opponent carries the key. You do not necessarily have to defeat all opponents.
66 Test room 4 skelebits, 3 ninjoels A random opponent carries the key. You do not necessarily have to defeat all opponents.
67 Test room 6 Langodiles, 4 Langators A random opponent carries the key. You do not necessarily have to defeat all opponents.
68 Test room 2 Flip Hammer Brothers, 3 Squoinkers, 4 Squogs A random opponent carries the key. You do not necessarily have to defeat all opponents.
69 Test room 7 Soopa forwards A random opponent carries the key. You do not necessarily have to defeat all opponents.
70 Restroom Restroom – Fleep Catch Card No time limit. Open treasure chest; via the warp pipe you can leave the pit.

Rooms 71-80

Space Species Opponent or reward Note:
71 Test room 5 Moon-Kirks, 4 Kahl-Kirks A random opponent carries the key. You do not necessarily have to defeat all opponents.
72 Test room 2 Purpudons A random opponent carries the key. You do not necessarily have to defeat all opponents.
73 Test room 2 Miserias, 2 Reversias, 2 Amnesias, 2 Obesias A random opponent carries the key. You do not necessarily have to defeat all opponents.
74 Test room 6 Koptas A random opponent carries the key. You do not necessarily have to defeat all opponents.
75 Test room 10 sniffers A random opponent carries the key. You do not necessarily have to defeat all opponents.
76 Test room 3 Rocktors, 3 Hiptors, 3 Poptors A random opponent carries the key. You do not necessarily have to defeat all opponents.
77 Test room 4 blue ghosts, 3 squogs A random opponent carries the key. You do not necessarily have to defeat all opponents.
78 Test room 1 Chromeba, 1 Blomeba A random opponent carries the key. You do not necessarily have to defeat all opponents.
79 Test room 2 Flip-Pieks-Skelebits, 5 Flip-Skelebits A random opponent carries the key. You do not necessarily have to defeat all opponents.
80 Restroom Restroom – Cudge Catch Card No time limit. Open treasure chest; via the warp pipe you can leave the pit.

Rooms 81-90

Space Species Opponent or reward Note:
81 Test room 3 grunttainers, 4 gachelbots A random opponent carries the key. You do not necessarily have to defeat all opponents.
82 Test room 5 rospensters, 2 squoinkers A random opponent carries the key. You do not necessarily have to defeat all opponents.
83 Test room 5 Pink Fuzzies, 3 Bakers A random opponent carries the key. You do not necessarily have to defeat all opponents.
84 Test room 3 Schlorps, 4 Megasproings A random opponent carries the key. You do not necessarily have to defeat all opponents.
85 Test room 4 Faul-Pokeys, 6 Finster-Buus A random opponent carries the key. You do not necessarily have to defeat all opponents.
86 Test room 5 Coopatrols, 4 Kameks A random opponent carries the key. You do not necessarily have to defeat all opponents.
87 Test room 4 Koptas, 1 Chromeba, 2 Reversias A random opponent carries the key. You do not necessarily have to defeat all opponents.
88 Test room 3 Ninjohns, 4 Ninjoels A random opponent carries the key. You do not necessarily have to defeat all opponents.
89 Test room 30 Headbonk Goombas A random opponent carries the key. You do not necessarily have to defeat all opponents.
90 Restroom Rest room – Dottie catch card No time limit. Open treasure chest; via the warp pipe you can leave the pit.

Rooms 91-100

Space Species Opponent or reward Note:
91 Test room 2 Ravudons A random opponent carries the key. You do not necessarily have to defeat all opponents.
92 Test room 1 Ninjerry, 3 Ninjohns, 3 Ninjoels A random opponent carries the key. You do not necessarily have to defeat all opponents.
93 Test room 3 Ninjerrys, 5 Skelebits, 2 Miserias A random opponent carries the key. You do not necessarily have to defeat all opponents.
94 Test room 4 flip-fire brothers, 3 squoinkers A random opponent carries the key. You do not necessarily have to defeat all opponents.
95 Test room 4 Pieks-Skelebits, 9 Skelebits A random opponent carries the key. You do not necessarily have to defeat all opponents.
96 Test room Two flip boomerang brothers, two flip fire brothers A random opponent carries the key. You do not necessarily have to defeat all opponents.
97 Test room 1 Squiglie A random opponent carries the key. You do not necessarily have to defeat all opponents.
98 Test room 4 Red chain dogs A random opponent carries the key. You do not necessarily have to defeat all opponents.
99 Test room 3 Rospensters, 3 Blue Ghosts, 3 Gel Ghosts A random opponent carries the key. You do not necessarily have to defeat all opponents.
100 Boss room Bosskampf: Lohrack and Rackos – Reward: Dashell Defeat Lohrack and then open the chest with Dashell.

Boss Fight: Lohrack

In the 100th. Space awaits Lohrack, a massive purple robot dragon. The fight is similar to the duel against Fracktail from Chapter 1-4, but is much longer. Lohrack’s direct attacks cause 10 damage points, and his antenna must be hit a total of 30 times.

Go to Lohrack’s back

At first, keep moving and wait until Lohrack flies close over the ground from the right. Switch to the 3D view with Mario and jump on his back. Then move forward towards the head.

If Lohrack flies around the arena in a large ribbon, you can also try to land on his back. Be careful not to be hit by the side or the head.

Attacking the antenna

On Lohrack’s back, small rackos appear. Equip Thoreau, record a racko and throw it against the antenna on Lohrack’s head. Each hit counts regardless of your normal attack power.

The rackos themselves have 10 HP and cause 10 damage points. Therefore, do not stay between several of them. If possible, pick up the front racko and throw it forward immediately.

Alternatively, you can jump on the antenna with Luigi. His super jump also reaches them from less favorable positions. However, the Thoreau method is easier to control and corresponds to the intended boss strategy.

When Lohrack drops you

After some time, Lohrack shakes the heroes from his back. Avoid his crashes again and wait for the next opportunity to jump. Your hits will be preserved.

Repeat the process until the antenna has received 30 hits. After the victory, a large treasure chest with Dashell appears.

Reward: Dashell

Dashell significantly increases the running speed of the current character. This makes long distances, later treasure hunts and a renewed visit to already completed chapters much more pleasant.

Opening its chest also makes the starting tube appear. After defeating Lohrack, the Flopside Pit of 100 Trials will be unlocked as soon as you reach its entrance. There are much stronger shadow opponents and an even greater challenge.

Particularly dangerous spaces

  • Room 58: Amazy Dayzee causes heavy damage and can escape quickly. Defeat them first.
  • Room 73: The four types of curses can slow you down, reverse control, block abilities or reduce your jump height.
  • Room 79: The skelebits are partially inverted in the other dimension. Mario and Cudge facilitate the fight.
  • Room 85: Faul-pokeys and Finster-Buus can trap you between poison and surprising attacks.
  • Room 89: 30 Headbonk Goombas are individually weak, but can easily surround you. Bowser’s fire breath cleans the room quickly.
  • Room 98: Red chain dogs have a very high defense. Attack objects or Pixl are safer than normal jumps.
  • Room 99: The three Spenster species attack from different positions with magic. Keep moving and eliminate them one by one.