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Duel of 100 in Sammer’s Kingdom

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Duel of the 100 in Militis Kingdom

The Duel of the 100, also known as the Guardian of the 100 Goals, is one of the most comprehensive optional challenges in Super Paper Mario. In Militi’s kingdom, you have to face 100 fighters in succession and open each goal by one victory.

The individual opponents are called milits stretches. Each of them has its own name, a short introduction and partly a special fighting technique. Some rush directly towards you, others use jump attacks, bullets, spike trap or increased defense.

The duel during the main story

On the first visit of Militis Kingdom you can not complete the tournament yet. During chapter 6-1 you will first fight your way through the first 20 goals.

After the victory over Rolling Thwomp on the 20th. Tor reaches the Dark Heart Militis Kingdom. The world is wiped out and the duel ends prematurely. The stretches at the following gates cannot be challenged at this time.

Upon completion of the main story, Militis Kingdom is restored. Then return to Chapter 6 to begin the complete duel of the 100.

Distribution of the 100 gates

Section Gates Note:
Chapter 6-1 Gate 1 to 25 The first 20 fights already take place during the main story.
Chapter 6-2 Gate 26 to 50 This section can only be reached after completion of the main story.
Chapter 6-3 Gate 51 to 75 The opponents become much stronger and more resilient.
Chapter 6-4 Gate 76 to 100 The last section ends with the 100. Rigging.

After 25 goals each, you reach a star block and can save your progress. The chapter sections thus serve as intermediate stations of the tournament.

Attention: If you use a retreat tube and leave Militis Kingdom, the ongoing duel is considered aborted. The next attempt will start again at gate 1.

  • Take several strong healing objects with you.
  • Notrations, mushroom steaks, Dillia Spezial and Dillia Deluxe are particularly suitable.
  • A Life Mushroom protects you from the immediate end of a very advanced attempt.
  • Items to increase the attack power shorten the later battles significantly.
  • Bowser causes great damage with his fire breath and is particularly effective against many frontally attacking stretches.
  • Princess Peach can use her umbrella to protect herself from bullets and direct hits.
  • Luigi’s super jump is suitable for high jumping or flying opponents.
  • Mario can switch to the 3D view and thereby sideways evade some attacks.
  • Cudge helps against armored and spiky opponents.
  • Piekso is helpful against particularly fast stretches that constantly rush towards you.

General combat tactics

Most stretches fight on a relatively small platform. Therefore, do not stay permanently in a corner. Stay moving and first observe which attack technique the current opponent is using.

If a corner storms directly towards you, you can jump over it and then attack from behind. Against slow opponents, Bowser’s fire breath is particularly effective. Keep enough distance and let them run into the flames themselves.

For enemies with Spike Trap you should refrain from normal jump attacks. Uses Cudge, Boomer, or an attack item instead.

Rockets can often be fought safely with Princess Peach. Open your umbrella, wait for the attack and then counterattack.

Rapid navigation

Goals 1–25 · Goals 26–50 · Goals 51–75 · Goals 76–100 · Reward

Gates 1 to 25

Gate Name of the stretch Specification
1 Jade Blooper The first guardian of the tournament.
2 Hills With Eyes
3 Puffing Fist
4 Squatting Birdo
5 Leeping Cheep
6 Master Wiggler
7 Shoe of Kuribo
8 Guy Who Fry
9 Screaming Mantis
10 Koopa clan clan in Winter The first Big Sammer Guy.
11 Footsteps of Coins
12 Urchin Lung
13 Crow Who Eats
14 Swollen Tongue
15 Slipping Grip First Disciple of the Watschenakademie.
16 Clammy Hand Second Disciple of the Watschenakademie.
17 Forbidden Slap Third Disciple of the Watschenakademie.
18 Hairy Arantula in the Grass Very small and fast. Piekso can intercept his assaults.
19 Another Castle
20 Rolling Thwomp Big Sammer Guy and last opponent during the main story.
21 Thrashing Prawn Combatable only after completion of the main story.
22 Thousand-Year Roar
23 Unshy Guy
24 Useless Badge
25 Sunshine Flood Last section of chapter 6-1.

Gates 26 to 50

Gate Name of the stretch Specification
26 Grand Master Kickface
27 Soaring Cape
28 Yow-Shi Yowling Yux
29 Mystical Whistle
30 Laughing X-Naut
31 Dances on Turtles
32 Fathomless Chasm of Falling
33 Thirsting Bones
34 Molten Panther
35 Peeking Boo
36 Action Commander
37 Bullet Ill
38 Sliding Shell
39 Software Pirate
40 Flailing Boom Boom
41 Sun of Displeasure
42 Furious Fang of Goomb
43 Zesty Recipe
44 Warping Pipe
45 Fruit in Belly
46 Last Sheep
47 Endless slurry
48 Spanner of Rock
49 Star of Seven Shards
50 Ice World Big Sammer Guy and final opponent of Chapter 6-2.

Gates 51 to 75

Gate Name of the stretch Specification
51 Weeping Pokey
52 Hammer Uncle
53 Squatting Toad
54 Eternal Goomba
55 The Negative One
56 Bob the Silent Blade
57 Piranha Root
58 Over the Flagpole
59 Cheep Chop
60 Raging Blargg
61 Sleeping Turnip Big Sammer Guy.
62 Way of the Blooper
63 Phanto Grin
64 Invisible Brock
65 Chomp of Eternity
66 Monty Who Waits
67 Mustard of Doom
68 Peanut-Butter Pider
69 Wrath of Whacka
70 Micro Boomba
71 Steel Clubba
72 Staggering Dizzy Fuzzy
73 Upward Leaping Ninji
74 Bronze Shroom
75 Lakitu Storm Last section of chapter 6-3.

Gates 76 to 100

Gate Name of the stretch Specification
76 Wandering Spiny
77 Ripper Van Fish
78 Infinite Jump
79 Alternate Path
80 Dayzee the Merciless
81 Smiling Cloud
82 Bullet Bull
83 POWL Big Sammer Guy.
84 Inferno Flower
85 Plugged Snifit Unplugged Snifit
86 Bounding Star
87 Metal Cap
88 Belly of the Yoshi
89 No Charging Chuck
90 Climbing Vine
91 Quizmo Question That Has No Answer
92 Strolling Ptooie
93 Fuzzy on Face
94 Glitz Blade
95 Tanooki
96 Coin Harvester Without Remorse
97 Pidget on Wind’s Breath
98 Sensei Ruff Puff
99 Owai The penultimate guardian of the 100 gates.
100 End Boss Big Sammer Guy and last opponent of the entire tournament.

Particularly striking stretches

The Watschenakademie

Weak pens, grip fin and fever fox are placed one after the other at gates 15 to 17. The three party members belong to the same combat school and use increasingly stronger variants of their technique.

Bitewicht at gate 18

Bitewicht is exceptionally small and moves very fast. Normal jump attacks are therefore difficult to place. Equip Piekso and let the opponent run against his protective barrier.

Big Sammer Guys

Some gates are guarded by particularly large and resistant stretches:

  • Gate 10: Winter Koopa clan clan
  • Gate 20: Rolling worm
  • Gate 50: Icekeeper
  • Gate 61: Turnip sleep
  • Gate 83: POWL
  • Gate 100: End boss

These opponents have more HP, a higher attack power and sometimes a stronger defense compared to ordinary stretches. Stay away and use Bowser’s fire breath or strong Pixl attacks.

Reward for all 100 goals

After defeating End Boss, you reach King Sammer. In recognition of the complete conclusion of the tournament, he presents you with seven rare catch cards.

  • Goombella fishing card
  • Coops fishing card
  • Valery fishing card
  • Yoshi fishing card
  • Barbara fishing card
  • Bobbery fishing card
  • Ms Mowz fishing card

The seven cards show Mario’s partners from Paper Mario: The Thousand-Year Door. They can only be obtained by complete victory in the duel of the 100.

Can the duel be repeated?

After the victory over all 100 stretches, the tournament is finally completed. On another visit, King Sammer explains that the previous party member should be replaced. The duel of the 100 cannot be restarted afterwards.

Therefore, make sure that you have made all the preparations you want before the last section. The seven catch cards are automatically handed over as a final reward and cannot be missed.