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Flopside Pit of 100 Trials

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The Flopside Pit of 100 Trials is the heavier of the two large test pits from Super Paper Mario. In their rooms there are only particularly strong opponents of darkness. Even ordinary Goombas, Koopas and Fuzzys have significantly more HP and a higher attack power than their normal variants.

To get all the rewards, you have to completely cross the pit twice. When you visit Room 100 for the first time, you will only be asked to pass the challenge a second time. Only at the end of the second passage does Schatti appear and challenge you to a fight against four dark doubles.

Location and access

The entrance is located in the lowest outskirts of Flopside. It corresponds approximately to the location of the pit on the flipside side.

The Pit of Flopside can only be opened after you have fully completed the Flipside Pit of 100 Trials and defeated Lohrack. Subsequently, a striking dimensional crack appears above the sealed warp pipe in flopside.

Examine the crack with Fleep. Then a blue switch appears. Press it so that the blockage disappears and the warp pipe becomes accessible to the pit.

Rules of Pit

  • The pit consists of a total of 100 rooms.
  • In each normal exam room you have five minutes.
  • One of the opponents randomly carries the key to the exit door.
  • You do not necessarily have to defeat all opponents once the key has been found.
  • The door to the next room is partially behind flat walls or other obstacles.
  • Switch to the 3D view with Mario to get shortcuts and the exit faster.
  • Every tenth room is a rest room without opponents and without time limit.
  • A treasure chest and an outlet tube are available in the rest rooms.
  • If you use the starting tube, collected catch cards will remain. However, a new attempt begins again in room 1.
  • Flimm can accidentally show up in a rest room and sell items.
  • Its prices can be cheaper than usual, but in part it also requires double the normal price.
  • If the time expires or you lose all HP, a game over follows.

This pit should be entered if possible only after the main story has been completed. Due to the many strong opponents of darkness, a single mistake can cost a large part of your CP.

  • Take several notations with you. Within a pit, each notration restores 50 HP.
  • Pack at least one Life Mushroom so that you are automatically revived after a defeat.
  • Mushroom steaks, Dillia Spezial and Dillia Deluxe are suitable as other healing dishes.
  • Bowser does a lot of damage with his fire breath and can hit entire opponent groups at the same time.
  • Mario quickly reaches the other side of a room in the 3D view.
  • Luigi’s super jump helps against high-flying or hard-to-reach opponents.
  • Princess Peach can use her umbrella to protect herself from bullets and direct attacks.
  • Cudge is suitable against armored and spiky opponents.
  • Boomer is helpful against opponents who cannot be jumped.
  • Slim protects you from many attacks as long as you do not move.
  • Piekso can push back enemies and give you extra protection in tight spaces.

Rewards in the rest rooms

Space Rewards
10 Dashell catch card
20 Goombario fishing card
30 Cooper catch card
40 Bombette catch card
50 Parakarry catch card
60 Lady-Buu fishing card
70 Watt catch card
80 Sushie catch card
90 Lacil ester fishing card
100 – first passage No catch card. Schatti asks you to cross the pit a second time.
100 – second passage Mario, Luigi, Princess Peach, Bowser, Dark Mario, Dark Luigi, Dark Princess Peach and Dark Bowser Catching Card

Important: Schatti does not have its own catching card. His four dark doubles are each registered as their own catch cards.

Rapid navigation

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

Rooms 1–10

Space Opponent or reward
1 1 Dark Goomba
2 3 Dark Coopas and 6 Dark Goombas
3 3 Dark Para-Goombas, 3 Dark Goombas and 1 Dark Amnesia
4 8 Dark Para-Goombas
5 3 Dark Coopas and 3 Dark Pieks Goombas
6 2 dark cakes and 4 dark squiglies
7 3 Dark Stachis and 2 Dark Squiglies
8 4 Dark Stachis, 3 Dark Goombas and 1 Dark Misery
9 5 Dark-Pickel-Buzzy Beetle and 2 Dark-Koopas
10 Restroom with the Dashell catch card

Rooms 11 to 20

Space Opponent or reward
11 4 Dark Fuzzies and 3 Dark Squiglies
12 4 dark steak beetles
13 2 Dark Kirks, 3 Dark Parakoopas and 1 Dark Obesia
14 2 Dark Kirks and 4 Dark Para Goombas
15 3 Dark Megasproings and 4 Dark Goombas
16 2 Dark Bone Coopas, 4 Dark Stachis and 1 Dark Amnesia
17 3 Dark-Pickel-Buzzy Beetle and 3 Dark Stone Buzzy
18 3 Dark Fuzzies and 4 Dark Pieks Goombas
19 4 Dark Bone Coopas and 2 Dark Goombas
20 Rest room with the Goombario catch card

Rooms 21-30

Space Opponent or reward
21 3 Dark Pokeys, 3 Dark Fuzzies and 1 Dark Reversia
22 7 Dark Megasproings
23 5 Dark Fuzzies and 1 Dark Langator
24 4 Dark Bone Coopas, 2 Dark Pokeys and 2 Dark Para Goombas
25 4 dark cuts and 3 dark kirks
26 6 dark dark buses
27 3 Dark Squiglies, 3 Dark Squiglies and 1 Dark Obesia
28 4 dark megasproings and 2 dark steak beetles
29 5 Dark Dark Buys and 3 Dark Goombas
30 Restroom with the cooper catch card

Rooms 31-40

Space Opponent or reward
31 2 dark slips and 4 dark cuts
32 4 Dark Spinia Oings and 3 Dark Squiglies
33 4 Dark Chops and 2 Dark Pokeys
34 5 Dark Poptors
35 3 Dark Amobis, 2 Dark Squiglies and 1 Dark Reversia
36 6 Dark Poptors and 1 Dark Misery
37 2 dark amoebis
38 4 dark cakes
39 9 dark dark buses and 1 dark megabiss
40 Restroom with the Bombette Catch Card

Rooms 41-50

Space Opponent or reward
41 8 dark strikers
42 3 Dark Slurps, 1 Dark Misery and 1 Dark Obesia
43 4 Dark Poptors and 4 Dark Choppas
44 4 Dark Spinia Oings, 1 Dark Amnesia and 1 Dark Reversia
45 4 dark slurps
46 4 Dark Hammer Brothers and 2 Dark Goombas
47 4 Dark Boomerang Brothers and 2 Dark Para Goombas
48 4 Dark Fire Brothers and 2 Dark Pieks Goombas
49 2 Dark Kameks, 4 Dark Stormers and 2 Dark Squiglies
50 Restroom with the Parakarry Catch Card

Rooms 51-60

Space Opponent or reward
51 1 Dark mammu
52 2 Dark chain dogs
53 5 Dark Clubbas
54 16 Dark Squiglies
55 7 Dark Megasproings and 2 Dark Squiglies
56 4 Dark Boomerang Brothers, 2 Dark Goombas and 1 Dark Amnesia
57 8 Dark Kachelbots
58 4 Dark Hammer Brothers and 1 Dark Misery
59 3 Dark Kameks and 3 Dark forwards
60 Restroom with the Lady-Buu-Catch Card

Rooms 61-70

Space Opponent or reward
61 4 Dark Kameks and 2 Dark Chain Dogs
62 2 Dark Kameks, 1 Dark Quiaktainer and 2 Dark Aaligone
63 3 Dark Kameks, 2 Dark Kachelbots and 2 Dark Obesias
64 5 Dark Ninjoels
65 4 Dark Fire Brothers and 2 Dark Chain Dogs
66 6 Dark Hammer Brothers
67 4 Dark Clubbas and 4 Dark Amnesias
68 3 dark coopatrols and 4 dark clubbases
69 3 Dark Ninjoels, 2 Dark Bakelets and 1 Dark Megabiss
70 Restroom with the Watt Catch Card

Rooms 71-80

Space Opponent or reward
71 2 dark purpudons
72 4 dark coopatrols and 3 dark coopas
73 1 Dark Sobarribad
74 4 Dark Aaligons and 2 Dark Choppas
75 1 Dark-Crazee Dayzee and 4 Dark Quiaktainers
76 6 dark coopatrols
77 5 Dark Ninjoels and 2 Dark Kachelbots
78 2 Dark Ninjoels and 3 Dark Skelebits
79 2 Dark Pieks Skelebits and 2 Dark Skelebits
80 Restroom with the Sushie Catch Card

Rooms 81-90

Space Opponent or reward
81 4 Dark Pieks Skelebits and 2 Dark Miserys
82 5 Dark Kameks and 2 Dark Bakers
83 8 Dark Skelebits and 1 Dark Pieks Skelebit
84 4 Dark Purpudons
85 5 dark windows
86 5 dark coopatrols and 3 dark reversias
87 4 dark strikers and 6 dark squiglies
88 12 dark longators
89 6 Dark Windows and 3 Dark Kachelbots
90 Restroom with the Lakilester fishing card

Rooms 91-100

Space Opponent or Event
91 3 Dark Miserias, 3 Dark Amnesias, 3 Dark Obesias and 3 Dark Reversias
92 4 Dark Kameks and 3 Dark Squiglies
93 3 Dark Hammer Brothers, 3 Dark Boomerang Brothers and 3 Dark Fire Brothers
94 1 Dark-Crazee Dayzee, 5 Dark Winds and 3 Dark Bakers
95 26 Dark Headbonk Goombas
96 4 dark purpudons and 1 dark megabiss
97 6 Dark Skelebits and 6 Dark Pieks Skelebits
98 2 Dark mammus
99 6 dark coopatrols, 2 dark hammer brothers, 1 dark boomerang bro and 1 dark fire bro
100 – first passage Schatti remains hidden and asks you to completely cross the pit a second time. A warp pipe back to Flopside appears.
100 – second passage Boss fight against Schatti in the forms Dark-Luigi, Dark-Bowser, Dark-Princess Peach and Dark-Mario

Particularly dangerous spaces

  • Room 39: The Dark Megabiss takes only one damage point per attack. Defeat the Dark-Dark-Buus first and then concentrate on the floating head.
  • Room 51: The Dark Mammu has 255 HP. Stay away and use Bowser, Boomer or strong attack items.
  • Room 54: The 16 Dark Squiglies can fill the room with floors. Bowser’s fire breath or a comprehensive object helps considerably.
  • Room 69: The Dark Megabiss is simultaneously supported by ninjoels and bakers. Eliminate the smaller opponents first.
  • Room 73: The Dark Sobarribad protects itself with a barrier. Switch to the 3D view, run past its protective field and attack it from behind.
  • Room 75: The Dark-Crazee Dayzee has a very high attack power. Defeat her immediately before she flees or puts you to sleep.
  • Room 91: Twelve curse enemies can block your abilities, reverse control, slow down and reduce your jump height.
  • Room 95: The 26 Dark Headbonk Goombas can quickly surround you. Use Bowser and keep the fire breath active throughout.
  • Room 98: Two dark mammus have a total of 510 HP. This is one of the longest regular fights of the Pit.
  • Room 99: The coopatrols have a high defense, while the three brothers continuously throw bullets. Defeat the brothers first.

Boss Fight: Schatti

Schatti does not appear until her room reaches 100 for the second time. The creature was created by the ancestors, but pursues its own plans. During your first pass, it analyzed the abilities of the four heroes and created dark doubles from them.

You must defeat all four forms immediately in succession. Between battles, your HP will not be automatically restored. In total, the four doubles have 400 HP.

1. Dark luigi

Dunkel-Luigi has 100 HP and an attack power of 10. Its supercharged jump even causes 20 damage points.

Keep moving all the time and walk under him as soon as he prepares his super jump. After landing, he is attackable for a brief moment. Bowser’s fire breath is particularly suitable because Dunkel-Luigi often jumps directly into the flames.

2. Dark Bowlers

Dark Bowler has 100 HP, an attack power of 20 and a defense of 4. He is the most dangerous of the four doubles.

Don’t jump on him as the spike trap of his tank will hurt you. Attack with Cudge or Boomer instead. Stay away from his fire breath and switch to Princess Peach as needed to protect you with her umbrella.

Cudge can break his defense. Place Boomer in front of him and retreat immediately before Dunkel-Bowser counterattacks.

3. The Princess Peach

Dark Princess Peach has 100 HP and an attack power of 10. She uses her umbrella for both hovering and defense.

Do not attack as long as she hides under her umbrella. Wait until she gets up again and then use Bowser’s fire breath. Due to its comparatively slow movements, it can be kept well at a distance.

4. Dark Mario

Dark Mario has 100 HP and an attack power of 10. Hits with his hammer cause 20 damage points.

Stay outside his hammer range. Bowser can hit him with the fire breath before Dark Mario comes close enough for a counterattack. Change sides in time for a jump attack and continue the fire immediately after its landing.

Once Dark Mario is defeated, Shatti is also defeated.

The eight last catch cards

After the victory, eight small treasure chests appear. Be sure to open all chests before using the exit tube.

  • Mario Catch Card
  • Luigi fishing card
  • Princess Peach Catch Card
  • Bowser fishing card
  • Dark Mario Catch Card
  • Dark Luigi fishing card
  • Dark Princess Peach Catch Card
  • Dark bowser catch card

The cards of the four heroes have special effects:

  • The Mario Catch Map doubles Mario’s attack power and removes the time limit of his 3D view.
  • The Luigi Catch Map doubles Luigi’s attack power.
  • The Princess Peach Catch Card doubles Princess Peach’s attack power.
  • The Bowser Catch Map doubles Bowser’s attack power.

With Bowser’s already increased attack power, many ordinary enemies are defeated with a single fire attack after receiving his catch card.

After completion

After defeating Schatti, you’ve completed Super Paper Mario’s most difficult contiguous combat test. Received Hero Cards greatly facilitate any remaining tasks, including the Duel of the 100 in Militis Kingdom, the DK Island Swing after Catch Cards and revisiting older chapters.