______  __                  _____       __                   ___  
/\__  _\/\ \                /\  __`\  __/\ \__              /'___\ 
\/_/\ \/\ \ \___      __    \ \ \L\ \/\_\ \ ,_\        ___ /\ \__/ 
   \ \ \ \ \  _ `\  /'__`\   \ \ ,__/\/\ \ \ \/       / __`\ \ ,__\
    \ \ \ \ \ \ \ \/\  __/    \ \ \/  \ \ \ \ \_     /\ \L\ \ \ \_/
     \ \_\ \ \_\ \_\ \____\    \ \_\   \ \_\ \__\    \ \____/\ \_\ 
      \/_/  \/_/\/_/\/____/     \/_/    \/_/\/__/     \/___/  \/_/ 
                                                                   
                                                                   
   _     __      __       ______                     ___             
 /' \  /'__`\  /'__`\    /\__  _\       __          /\_ \            
/\_, \/\ \/\ \/\ \/\ \   \/_/\ \/ _ __ /\_\     __  \//\ \     ____  
\/_/\ \ \ \ \ \ \ \ \ \     \ \ \/\`'__\/\ \  /'__`\  \ \ \   /',__\ 
   \ \ \ \ \_\ \ \ \_\ \     \ \ \ \ \/ \ \ \/\ \L\.\_ \_\ \_/\__, `\
    \ \_\ \____/\ \____/      \ \_\ \_\  \ \_\ \__/.\_\/\____\/\____/
     \/_/\/___/  \/___/        \/_/\/_/   \/_/\/__/\/_/\/____/\/___/


 _____                   __            
/\  __`\          __    /\ \           
\ \ \L\_\  __  __/\_\   \_\ \     __   
 \ \ \L_L /\ \/\ \/\ \  /'_` \  /'__`\ 
  \ \ \/, \ \ \_\ \ \ \/\ \L\ \/\  __/ 
   \ \____/\ \____/\ \_\ \___,_\ \____\
    \/___/  \/___/  \/_/\/__,_ /\/____/


By Chaosmaster00

+-+-+-+-+-+-+-+-+
Table of Contents
+-+-+-+-+-+-+-+-+

(Use CTRL+F to quick-search for the section you are looking for, like if 
you were searching for the "Version History" section, you would put 
"[verhis]" into the search bar.)

0. Character Line Test [chlntst]
1. Version History [verhis]
2. Introduction [intro]
3. The Pit of 100 Trials [tpo100t]
        3.1 Treasures [trsr0]
		3.1.1 Floor 10 [trsr1]
                3.1.2 Floor 20 [trsr2]
                3.1.3 Floor 30 [trsr3]
                3.1.4 Floor 40 [trsr4]
                3.1.5 Floor 50 [trsr5]
                3.1.6 Floor 60 [trsr6]
                3.1.7 Floor 70 [trsr7]
                3.1.8 Floor 80 [trsr8]
                3.1.9 Floor 90 [trsr9]
                3.1.10 Floor 100 [trsr10]
        3.2 Enemies [enem0]
                3.2.1 Floors 1-9 [enem1]
                3.2.2 Floors 11-19 [enem2]
                3.2.3 Floors 21-29 [enem3]
                3.2.4 Floors 31-39 [enem4]
                3.2.5 Floors 41-49 [enem5]
                3.2.6 Floors 51-59 [enem6]
                3.2.7 Floors 61-69 [enem7]
                3.2.8 Floors 71-79 [enem8]
                3.2.9 Floors 81-89 [enem9]
                3.2.9 Floors 91-99 [enem10]
4. Strategies [strat0]
        4.1 Floors 1-9 [strat1]
        4.2 Floors 11-19 [strat2]
        4.3 Floors 21-29 [strat3]
        4.4 Floors 31-39 [strat4]
        4.5 Floors 41-49 [strat5]
        4.6 Floors 51-59 [strat6]
        4.7 Floors 61-69 [strat7]
        4.8 Floors 71-79 [strat8]
        4.9 Floors 81-89 [strat9]
        4.9 Floors 91-99 [strat10]
        4.10 Floor 100-Bonetail [stratbt]
5. Pre-Hooktail Pit-Run Strategy [phtprs]
        5.1 Pre Pre-Hooktail Preparations [pphprp]
        5.2 Pre-Hooktail Strategy [phtstrat]
                5.2.1 Floors 1-9 [phtstr1]
                5.2.2 Floors 11-19 [phtstr2]
                5.2.3 Floors 21-29 [phtstr3]
                5.2.4 Floors 31-39 [phtstr4]
                5.2.5 Floors 41-49 [phtstr5]
                5.2.6 Floors 51-59 [phtstr6]
                5.2.7 Floors 61-69 [phtstr7]
                5.2.8 Floors 71-79 [phtstr8]
                5.2.9 Floors 81-89 [phtstr9]
                5.2.9 Floors 91-99 [phtstr10]
                5.2.10 Floor 100-Bonetail [phtstrbt]
6. About the Mover [abmov]
7. Items Recommendation List [itemrl]
8. Badge Recommendation List [badgerl]
9. Badge-Hunting in the Pit [bhitp]
10. Questions and Answers [queandans]
        10.1 What to ask [qanda1]
        10.2 What NOT to ask [qanda2]
11. Contact Info [continfo]
12. Pre-Hooktail Pit Run Video Guide by WayoshiM [phprvgbw]
13. Special Thanks [specthnks]
14. Legality Issues [legal]
15. End of Guide [endgde]


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
0. Character Line Test  [chlntst]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

The mysterious section 0, where nothing comes back and nothing is truly
gained from reading it or anything within...

...anyways, for the sole purpose of ensuring the maximum satisfactory of this
guide and some of its inner-workings, you will need to make sure that all of
the dots and lines match up perfectly with each number below and above them,
respectively. If they do not, you may need to change to a font that does, or
you may not get the full experience that this guide was intended to give to
the reader:

...............................................................................
1234567890123456789012345678901234567890123456789012345678901234567890123456789
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

If you are sure that these dots and lines are matching up with the numbers,
then you may continue safely reading this guide without worries. If not, then
as mentioned above, I would recommend swapping to a font in which it does, for
your own satisfaction to be guaranteed.

+-+-+-+-+-+-+-+-+-+-+-+-+-+
1. Version History [verhis]
+-+-+-+-+-+-+-+-+-+-+-+-+-+

1.00 - 10/03/08 - Well, this is the first time I've written this Guide (or any
                  other for that matter) so this is the first version.
1.01 - 10/05/08 - Updated, with fixes in grammatical and spelling errors
                  (thanks to skawo90 of the PM2 board on GameFAQs's notice),
                  as well as extra credits to those forgotten to in the first
                  version.
1.02 - 10/29/08 - Fixed a minor error in the Questions and Answers section
                  about doing the Pit of 100 Trials before Hooktail and the
                  "first" Crystal Star (thanks to Flamer500's notice).
1.05 - 11/29/08 - Well, it's been a month since last update, so I thought I
                  might edit it a bit again; I added in a spare bit of battle
                  strategy for fighting Bonetail that doesn't involve using
                  either of the "Time Bomb" or "Danger Mario", so that casual
                  players may be able to fight Bonetail without the general
                  "cheapness" that players usually get from using the
                  previously mentioned strategies...
1.06 - 12/03/08 - Minor clerical errors fixed, such as misspelled words and
                  minor grammatical errors.
1.07 - 01/04/09 - Added received badge data on another enemy that drops
                  HP Plus (thanks to avengah of the PM2 board on GameFAQs).
1.10 - 01/08/09 - Added in another piece of badge data I forgot to add in
                  before on Head Rattle, as well as the more useful info of
                  which enemies are to be fought on which floors (very useful
                  information, no doubt); also changed the position of the
                  "Mover" section (didn't like where it was), as well as
                  fitted the other sections accordingly. I also changed the
                  Version History amounts into more fitting amounts, as well
                  as I editted the ASCII image from "The Pit of 100 Trials
                  FAQ" to "The Pit of 100 Trials Guide," as it is called on
                  GameFAQs. This is probably my biggest update since this
                  Guide's creation, no doubt.
1.11 - 01/09/09 - Third time this week, and STILL have minor errors to fix,
                  enough of which actually entitled it to having an extra
                  amount added on the Version History... Fixed many
                  originally unnoticeable errors, as well some minor cleaning
                  up in the enemies section, and other minor things done...
                  Nothing too major, but enough to warrant another update.
1.12 - 01/21/09 - Added new badge data on Hammer Throw being dropped by Spike
                  Tops and S. Parabuzzies (thanks to Rydon7 of the PM2 board
                  on GameFAQs). Also made a few minor changes on "Enemies"
                  section as well.
1.13 - 02/17/09 - Added new badge data for some enemies, like Super Appeal
                  (P) and FP Drain. Also re-added data tid-bits on Piders in
                  regular run section (didn't know I had forgotten it), and
                  re-edited the "Enemies" section again as well.
1.14 - 03/13/09 - Here for my (usual) monthly update: added new badge data on
                  Lakitus and Tornado Jump, and tidied up the table of
                  contents a bit...
1.15 - 03/16/09 - Well, another quick update that seemed worthy of a version
                  addition; I have added several new badge datas, such as
                  Heart Finder from Shady Koopas, Jumpman from Poison
                  Puffs, and other assorted goodies, and have also tidied
                  up the "Questions and Answers" section a bit, to make it
                  easier on the eyes, and perhaps a couple of other things...
                  Also, hooray for my 11th update! It seemed special to me. :P
1.20 - 04/11/09 - Fairly large update, adding in a great deal of enemy data,
                  which includes, but is mostly not limited to, enemy sets
                  for certain floors, putting what floor a certain enemy is
                  seen as the base enemy in the Enemies section, and a few
                  other details as well, which is why this update is large
                  enough to be granted a .05 amount increase. Also, this
                  will be counting as my monthly update as well, so yay on
                  the timing of this update as well.
1.25 - 05/19/09 - A new section on items and their usefulness was added. This
                  also accounts for my usual monthly update as well, but
                  that's about it on the update, though. Still, I'd say it
                  was definitely large enough to warrant the higher increase
                  on the version number.
1.26 - 06/24/09 - Gah, another monthly update. Don't you just LOVE these?
                  Anyways, edited a piece of data regarding the FP costs for
                  Double/Triple Dip abilities, and... well, that's about it.
1.30 - 08/03/09 - Oh, geez, would you look at that? Another update! So, for
                  this little bugger of an update, "we" (I mean, "I") added
                  a whole brand-spanking new section on badges and their
                  usefulness in the Pit. Hopefully, this will shed new light
                  onto some new and wonderful strategies people may feel like
                  using in their own runs. Aside from that, just a few clear-
                  ups were changed, re-edited the atrocity that was my version
                  history amount numbers, and that's about it. Also, about
                  what I have to say about recently is "Happy 18th Birthday"
                  to myself! :P
1.31 - 10/23/09 - What's this now? I haven't updated in over 2 and half
                  months!? This cannot happen! I must stop it with this
                  version increase! With which I briefly say that I have added
                  new enemy-item data, such as Clefts with Mini Mr. Mini and
                  Dark Wizzerds with Thunder Rage. Aside from that, I don't
                  believe anything is actually new, aside from a few minor
                  clerical errors fixed. Hope to see you all again soon! ;P
1.32 - 05/26/11 - Not much new has been found out about the Pit that could 
                  be used to further increase the amount of knowledge I could 
                  give to you, the readers, however I thank WayoshiM for 
                  allowing me to implement his video guide for the Pre-
                  Hooktail Pit Run; look for it in chapter 12!

*COMING SOON:     Partner Usefulness Rating Chart! With it, I will rate the
                  partners and how useful they are in combo with Mario,
                  teaming together and taking on the challenges within!
                  (Look for it for my next update after this one; it may
                  be up before you know it! :P)

(Updates may be added when necessary in the near future.)

+-+-+-+-+-+-+-+-+-+-+-+
2. Introduction [intro]
+-+-+-+-+-+-+-+-+-+-+-+

You are on your way to the Thousand Year Door, and you notice a pipe going 
into the ground. A sign nearby says "DO NOT ENTER!", labeling a warning of 
what would be to come if you enter it... This is the Pit of 100 Trials, a 
grueling labyrinth of 100 floors of traveling downward to reach the bottom, 
collecting treasures and defeating enemies as you go along. Here, some of the 
best items in the game, along with a few others, may be unearthed among the 
bounty below. To get the treasures, you must face trials through 9 floors 
before you can obtain the treasure at each tenth floors into the Pit of 100 
Trials. This Guide is dedicated to help those in need of assistance to beat the 
Pit, so that they too can enjoy the thrills and challenges it can provide.

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
3. The Pit of 100 Trials  [tpo100t]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Your main objective is to go all the way to the bottom without leaving, 
because if you do leave, you will have to start all over from floor 1 again. 
There are no saves on any floors, so you must complete it all within one run 
through. The only way to get to the bottom is to fight your way down, or use 
a Mover to lower you down several floor for a price (see section on Mover for 
more).  After you reach the bottom for the first time, a certain boss appears 
to fight you, one of which may be more powerful than even the final boss (see 
"Bonetail" section for more)... After you beat him, you will have beaten one 
of the most challenging things available to be done in the game. So, with 
this I say, "Good luck to all!" Happy hunting!

=====================
3.1 Treasures [trsr0]
=====================

Well, for those who wanted to know, this section is dedicated to what you get 
for reaching each "10" floor, so here are the bounties you will receive! Most 
of them are badges, some of which can only be gotten here, so try your luck 
at getting them all!

Floor 10 [trsr1] --- Sleepy Stomp - Badge, 1 BP; If done correctly, puts the
                     target enemy to sleep for 5 turns (enemies stay asleep
                     longer if more are equipped, but FP is increased by 2
                     for each one after the first is equipped).
Floor 20 [trsr2] --- Fire Drive - Badge, 3 BP; If Action Command is
                     successful, hits first ground enemy with 5 fire damage,
                     and decreases in damage as it hits the enemies behind
                     it, and also causes burn status to enemies hit with it
                     for 3 turns (damage is dealt and the enemy stays burned
                     longer if more are equipped, but FP is doubled for each
                     one after the first is equipped).
Floor 30 [trsr3] --- Zap Tap - Badge, 3 BP; Afflicts Mario with Electrify at
                     the start of battle, and doesn't wear off during battle
                     either; direct attackers receive 1 damage, and
                     "leeching" enemies (Fuzzies or Swoops) can't suck HP (or
                     FP in the case of Flower Fuzzy) from Mario; if equipped
                     with Return Postage, "leeching" enemies can still latch
                     onto Mario, but they take half the damage they deal plus
                     the 1 from Zap Tap.
Floor 40 [trsr4] --- Pity Flower - Badge, 3 BP; Heals 1 FP randomly whenever
                     Mario is attacked and/or dealt damage (jumping on a 
                     spiked foe without Spike Shield may cause it to activate
                     as well).
Floor 50 [trsr5] --- Strange Sack - Special Item; Permanently doubles the
                     amount of items Mario can carry with him (from a
                     previous max of 10 to a new maximum of 20).
Floor 60 [trsr6] --- Double Dip - Badge, 3 BP; For 4 FP, Mario can use up to 2
                     items in one turn (if two are equipped, then, for 8 FP,
                     Mario can also use up to 3 items in one turn).
Floor 70 [trsr7] --- Double Dip P - Badge, 3 BP; For 4 FP, a partner can use
                     up to 2 items in one turn (if two are equipped, then, for
                     8 FP, they can also use up to 3 items in one turn).
Floor 80 [trsr8] --- Bump Attack - Badge, 5 BP; Touch a weaker foe on the
                     field to defeat it without battling it (does not work in
                     the Pit of 100 Trials); this only works on enemies on 
                     the field who do not give a base Star Point amount when
                     defeated in battle, so only enemies who normally don't
                     give any Star Points of their own are affected by this
                     badge's effect.
Floor 90 [trsr9] --- Lucky Day - Badge, 7 BP; Greatly increases Mario's
                     chances that enemies' attacks will miss him.
Floor 100 [trsr10] - Return Postage - Badge, 7 BP; Direct-attackers
                     receive half the damage they deal to Mario (damage dealt
                     back is rounded down when necessary).


The only one I feel I should address is the Strange Sack: this item (the 
only non-badge on the list) permanently DOUBLES your item capacity (to 20) 
after getting it, making it worthwhile to go down to at least floor 50 if 
you don't feel like going all the way down in your first shot. It is 
recommended to get this item whenever you feel it best to attempt to go 
that far to get it, which is usually after Chapter 4, when the Spike 
Shield badge is available to be obtained in Rogueport Sewers. Getting 
this item can make your next (if there is one) run a WHOLE lot easier 
with the extra space you get for items to bring in... I guarantee this 
item will grant many new options to the player after getting it!

===================
3.2 Enemies [enem0]
===================

Throughout the Pit of 100 Trials, you will be facing many different enemies, 
some of which can only be found here. Many of them are more powerful than 
most enemies that can be found outside the Pit as well, so most are not to be 
taken lightly, especially the ones after floor 50... That's when you start 
seeing the enemies changing in difficulty very fast. Though a lot of enemies 
can be found only here, you may see some familiar faces you've seen outside 
the Pit of 100 Trials, like Shady Koopas or Spinias. Though they are in the 
Pit, they're not more powerful or different than if you would have fought 
them outside of the Pit. Just defeat them as you would if you weren't in 
here, and you'll do fine, but there are some enemies in here that are even 
more powerful than any others you could ever imagine compared to the ones 
outside of the Pit, such as the Poison Puff or Arantula, which are more 
powerful than any others of their kind. Use caution when facing up against 
these titans...

Here are the enemies you will likely face in here, along with 
which level of floors has them and their stats, along with any other info 
that may be wanted, such as what it might have equipped with it in-battle, or 
what it might drop afterwards, or some useful info on the enemy (N/A simply 
means that it either doesn't have an item/badge or that it has not be 
discovered or confirmed to have one yet). 

(enemies marked with an asterisk (*) cannot be found outside of the Pit of 
100 Trials)

:::Floors 1-9 [enem1]:::

Gloomba*
7 HP
3 ATK
0 DEF
Possible Items: Fire Flower, Spite Pouch, Super Shroom
Possible Badges: HP Plus (P), Multibounce (only after battle)
Base enemy on Floors: 1, 6

Dull Bones
1 HP
2 ATK
1 DEF
Other: May create allies if battle holds out too long.
Possible Items: Fire Flower, Mushroom
Possible Badges: Item Hog / HP Plus (both only after battle)
Base enemy on Floors: 4, 9

Fuzzy
3 HP
1 ATK
0 DEF
Other: When it attacks you, the damage it deals is added to its HP as 
healing.
Possible Items: HP Drain (item), Mushroom, Sleepy Sheep
Possible Badges: Sleepy Stomp / Head Rattle (both only after battle)
Base enemy on Floors: 5

Spania 
3 HP
1 ATK
0 DEF
Possible Items: Fire Flower, Mushroom, Sleepy Sheep
Possible Badges: Pretty Lucky (P)
Base enemy on Floors: 3, 8

Spinia
3 HP
1 ATK
0 DEF
Possible Items: Fire Flower, Mushroom, Sleepy Sheep
Possible Badges: Pretty Lucky (P)
Base enemy on Floors: 2, 7

:::Floors 11-19 [enem2]:::

Paragloomba*
7 HP
3 ATK
0 DEF
Possible Items: Dizzy Dial, Fire Flower, Spite Pouch, Super Mushroom
Possible Badges: HP Plus (P), Multibounce / Sleepy Stomp
                 (both only after battle)
Base enemy on Floors: 11, 16

**Gloomba*
7 HP
3 ATK
0 DEF
Possible Items: Fire Flower, Super Shroom
Possible Badges: HP Plus (P), Multibounce (only after battle)
Base enemy on Floors: N/A
**Note: Only appears if you stomp a Paragloomba and make it drop to the 
        ground as a Gloomba.

Cleft
2 HP
2 ATK
2 DEF
Possible Items: Earth Quake, Mini Mr. Mini, Power Punch
Possible Badges: N/A
Base enemy on Floors: 12, 17

Dark Puff
3 HP
2 ATK
0 DEF
Other: This enemy may move from down (hammerable) to up (non-hammerable) 
at any time in-battle; touching it while it is storing energy for its 
electric attack will cause damage to the player if they are not currently 
afflicted with "Electrified" status as well.
Possible Items: Dizzy Dial, Thunder Bolt
Possible Badges: FP Drain
Base enemy on Floors: 14, 19

Pider
5 HP
2 ATK
0 DEF
Other: This enemy may move from down (hammerable) to up (non-hammerable) 
at any time in-battle.
Possible Items: N/A
Possible Badges: N/A
Base enemy on Floors: 15

Pokey
4 HP
3 ATK
0 DEF
Other: Touching it (ie Jump, Love Slap, Lip Lock, etc.) will deal damage 
to the character using the attack; superguarding it's "section fling" 
attack causes 3 damage instead of 1 like normal, and using Super Hammer 
causes it to lose one of its sections while also dealing 3 damage to all 
enemies behind him (near the ground) instead of 1 like normal (may not 
work if all that is left is the head); may summon more Pokies if the 
battle lingers on too long.
Possible Items: HP Drain (item), Life Shroom, Mr. Softener
Possible Badges: N/A
Base enemy on Floors: 13, 18

:::Floors 21-29 [enem3]:::

Spiky Gloomba*
7 HP
4 ATK
0 DEF
Possible Items: Fire Flower, Spite Pouch, Super Mushroom
Possible Badges: HP Plus (P), Multibounce (only after battle)
Base enemy on Floors: 21, 26

Bandit
5 HP
2 ATK
0 DEF
Other: If unsuccessfully guarded, it may steal some coins from you, and 
then run away the next turn. Defeat them to get your coins after battle, 
or you will have to fight the battle over again after beating them all.
Possible Items: Sleepy Sheep, Mushroom
Possible Badges: Pretty Lucky (P)
Base enemy on Floors: 22, 27

Bob-omb
4 HP
2 ATK
1 DEF
Other: After taking damage, they will attempt to ram into the front 
character for 5 damage instead, causing them to explode as well; any 
direct attackers that attack it while its fuse is lit will cause it to 
explode, dealing 1 damage to the attacker.
Possible Items: Repel Cape
Possible Badges: N/A
Base enemy on Floors: 24, 29

Boo
7 HP
3 ATK
0 DEF
Other: Can make itself or Boo allies invisible, as well as float and 
bring up all Boo allies into the air (making them un-hammerable).
Possible Items: Dizzy Dial, Fire Flower, Mushroom
Possible Badges: N/A
Base enemy on Floors: 25

Lakitu
5 HP
2 ATK
0 DEF
Other: May randomly throw out a Spiny when they attack; They may also take 
out a Spiny Egg after attacking and hold it above their head, preventing 
Mario and co. from jumping on it (unless equipped with Spike Shield [for 
Mario]), but drops it if damaged while holding one (doesn't turn into Spiny).
Possible Items: Thunder Rage, Volt Shroom.
Possible Badges: Tornado Jump (only after battle)
Base enemy on Floors: 23, 28

**Spiny 
3 HP
3 ATK
3 DEF
Possible Items: N/A
Possible Badges: N/A
Base enemy on Floors: N/A
**Note: This is only fought in here if a Lakitu throws one in-battle.

:::Floors 31-39 [enem4]:::

Dark Koopa*
8 HP
4 ATK
2 DEF
Possible Items: Courage Shell, Dizzy Dial, Fire Flower, 
                Ice Storm, Mr. Softener
Possible Badges: Mega Rush (P), HP Plus (P)
Base enemy on Floors: 31, 36

Flower Fuzzy
6 HP
3 ATK
0 DEF
Other: When it attacks, it will drain FP instead of HP, and uses a 
magic-like attack after sucking 3 FP, but it will drain HP if FP is 
already at 0; if the person it attack's DEF is below 0 (due to the 
effects of P-Up D-Down), it will deal damage to HP, but it will not 
regain HP unless it is dealing HP damage (when FP is at 0).
Possible Items: Ice Storm, Sleepy Sheep, Slow Shroom, Spite Pouch
Possible Badges: Last Stand (P)
Base enemy on Floors: 35

Hyper Cleft
4 HP
3 ATK
3 DEF
Other: Because it is a Hyper enemy, it may skip one of its turns to 
Charge and increase its next attack's power to 9.
Possible Items: Earth Quake, Mini Mr. Mini
Possible Badges: Charge (P) (only after battle)
Base enemy on Floors: 32, 37

Parabuzzy
5 HP
3 ATK
4 DEF
Possible Items: Earth Quake, Power Punch, Slow Shroom
Possible Badges: Power Jump / Soft Stomp  / Multibounce
                 (all only after battle)
Base enemy on Floors: 33, 38

**Buzzy Beetle
5 HP
3 ATK
4 DEF
Possible Items: Earth Quake, Power Punch, Slow Shroom
Possible Badges: Power Jump / Soft Stomp (both only after battle)
Base enemy on Floors: N/A
**Note: Only appears here if you stomp on a Parabuzzy and make it drop 
        to the ground as a Buzzy Beetle. 

Shady Koopa
8 HP
3 ATK
1 DEF
Other: If it is on its back when it is its turn for the turn after 
being flipped, it will use an attack that hits both Mario and partner 
for 6 damage.
Possible Items: Mushroom, Volt Shroom
Possible Badges: Happy Heart (P), Power Rush (P), 
                 Heart Finder (only after battle)
Base enemy on Floors: 34, 39

:::Floors 41-49 [enem5]:::

Dark Paratroopa*
8 HP
4 ATK
2 DEF
Possible Items: Courage Shell, Dizzy Dial, Fire Flower, 
                Ice Storm, Mr. Softener
Possible Badges: Mega Rush (P), HP Plus (P)
Base enemy on Floors: 41, 46

**Dark Koopa*
8 HP
4 ATK
2 DEF
Possible Items: Courage Shell, Dizzy Dial, Fire Flower, 
                Ice Storm, Mr. Softener
Possible Badges: Mega Rush (P), HP Plus (P)
Base enemy on Floors: N/A
**Note: Only appears here if you stomp a Dark Paratroopa and make it drop 
        to the ground as a Dark Koopa.

Bulky Bob-omb
6 HP
2 ATK
1 DEF
Other: This enemy never (physically) attacks, but will power itself up until 
its fuse goes out (after "Charging" itself), in which it will explode 4 turns 
after the initial lighting of its fuse if not defeated before then, in which 
it will explode on all allies and enemies on the field, dealing a total of 8 
damage to both Mario and partner if not defeated prior; if hit with 
fire-based attacks (or lightning attacks, like Thunder Rage), it will 
automatically explode.
Possible Items: N/A
Possible Badges: Defend Plus (P)
Base enemy on Floors: 42, 47

Lava Bubble
6 HP
4 ATK
0 DEF
Other: Touching it (ie Jump, Love Slap, Lip Lock, etc.) will deal 
damage to the character using the attack; Ice and Explosive attacks 
deal 1 more damage though, and they're highly susceptible to being 
frozen; fire-based attacks heal it in the same amount it would have 
been damaged, and also make another Lava Bubble appear.
Possible Items: Life Shroom, Mushroom, Super Shroom
Possible Badges: Fire Drive (only after battle)
Base enemy on Floors: 43, 48

Poison Pokey
8 HP
4 ATK
0 DEF
Other: Touching it (ie Jump, Love Slap, Lip Lock, etc.) will deal 
damage to the character using the attack; superguarding it's "section 
fling" attack causes 4 damage instead of 1 like normal, and using Super/Ultra 
Hammer causes it to lose one of its sections while also dealing 3 
damage to all enemies behind him (near the ground) instead of 1 like 
normal (may not work if all that is left is the head); may summon more 
Poison Pokies if the battle lingers too long.
Possible Items: Earth Quake, Life Shroom, Mr. Softener
Possible Badges: FP Plus (only after battle)
Base enemy on Floors: 44, 49

S. Parabuzzy
5 HP
3 ATK
4 DEF
Other: Because it is flying and spiked, it may be hard to find attacks 
that work. It is best to either use an item or have Spike Shield for a 
fight with these.
Possible Items: Earth Quake, Power Punch, Slow Shroom
Possible Badges: Hammer Throw (only after battle)
Base enemy on Floors: 45

**Spike Top
5 HP
3 ATK
4 DEF
Possible Items: Earth Quake, Power Punch, Slow Shroom
Possible Badges: Hammer Throw (only after battle)
Base enemy on Floors: N/A
**Note: Only appears here if you stomp an S. Parabuzzy and make it drop 
        to the ground as a Spike Top.

:::Floors 51-59 [enem6]:::

Badge Bandit*
12 HP
5 ATK
0 DEF
Other: If unsuccessfully guarded, it may steal coins, items, or even badges 
from you, and then run away the next turn. Defeat them to get your stuff 
after battle, or you will have to fight the battle over again after beating 
them all.
Possible Items: Sleepy Sheep, Super Mushroom
Possible Badges: Pretty Lucky (P)
Base enemy on Floors: 51, 56

Dark Boo
8 HP
5 ATK
0 DEF
Other: Can make itself or Boo allies invisible, as well as float and bring 
up all Boo allies into the air (making them un-hammerable).
Possible Items: Dizzy Dial, Sleepy Sheep, Slow Shroom, Thunder Rage
Possible Badges: Money Money / Super Appeal (P) (all only after battle)
Base enemy on Floors: 53, 58

Ice Puff
9 HP
4 ATK
0 DEF
Other: This enemy may move from down (hammerable) to up (non-hammerable) at 
any time in-battle; touching it while it is storing energy for its 
ice-breath attack will cause damage to the player; fire-based attacks deal 
1 more damage than normal.
Possible Items: Ice Storm, Super Mushroom
Possible Badges: Ice Smash (only after battle)
Base enemy on Floors: 52, 57

Moon Cleft
6 HP
5 ATK
5 DEF
Possible Items: Earth Quake 
Possible Badges: N/A
Base enemy on Floors: 55

Red Chomp
6 HP
5 ATK
3 DEF
Possible Items: Power Punch
Possible Badges: Damage Dodge (P)
Base enemy on Floors: 54, 59

:::Floors 61-69 [enem7]:::

Dark Lakitu*
13 HP
5 ATK
0 DEF
Other: May randomly throw out a S. Blue Spiny when they attack; They may also 
take out a Pipe after attacking and hold it above their head, preventing 
Mario and co. from jumping on it (unless equipped with Spike Shield [for 
Mario]), but drops it if damaged while holding one (doesn't turn into S. Blue 
Spiny); can also charge power to increase ATK to 10.
Possible Items: Thunder Bolt, Thunder Rage, Volt Shroom
Possible Badges: N/A
Base enemy on Floors: 61, 66

**S. (Sky) Blue Spiny* 
6 HP
6 ATK
4 DEF
Other: Can curl into a ball to completely nullify damage for 1-2 turns; can 
also charge power to increase ATK to 12.
Possible Items: N/A
Possible Badges: N/A
Base enemy on Floors: N/A
**Note: It is only fought if a Dark Lakitu throws one in-battle.

Dark Craw
20 HP
6 ATK
0 DEF
Possible Items: Life Shroom, Ruin Powder, Shooting Star, Spite Pouch
Possible Badges: P-Down D-Up (P)
Base enemy on Floors: 65

Dark Wizzerd
10 HP
4 ATK
2 DEF
Other: It's laser attack pierces DEF; it isn't affected by Super/Ultra 
Hammer moves, meaning that enemies behind it aren't hurt from the Dark 
Wizzerd being hit by this move.
Possible Items: Life Shroom, Shooting Star, Stopwatch, Super Shroom,
                Thunder Rage
Possible Badges: Power Plus (P)
Base enemy on Floors: 63, 68

Dry Bones
8 HP
4 ATK
2 DEF
Other: If it is not defeated with fire or an explosion, or isn't attacked 
with fire or explosion after being KO'd, it will rise back with all 8 HP 
two turns after being KO'd; may create allies if the battle lingers too long.
Possible Items: N/A
Possible Badges: N/A
Base enemy on Floors: 62, 67

Frost Piranha
10 HP
5 ATK
0 DEF
Other: Its attacks may cause the character to be frozen for two turns if 
unguarded; fire-based attacks deal 1 more damage to it than normal.
Possible Items: N/A
Possible Badges: Pity Flower / Ice Smash (both only after battle)
Base enemy on Floors: 64, 69

:::Floors 71-79 [enem8]:::

Wizzerd*
10 HP
5 ATK
3 DEF
Other: It's laser attack pierces DEF, but it also has a different laser 
that looks exactly the same that deals no damage, but intead may inflict 
a random status ailment to a character; it isn't affected by Super/Ultra 
Hammer moves, meaning that enemies behind it aren't hurt from the Wizzerd 
being hit by this move.
Possible Items: Life Shroom, Shooting Star, Stopwatch, Super Shroom
Possible Badges: N/A
Base enemy on Floors: 71, 76

Chain Chomp
7 HP
6 ATK
5 DEF
Possible Items: Power Punch
Possible Badges: Defend Plus (P)
Base enemy on Floors: 75

Dark Koopatrol
25 HP
5 ATK
2 DEF
Other: May charge its power to 10 ATK.
Possible Items: Boo's Sheet, Courage Shell, Shooting Star, Super Shroom
Possible Badges: P-Up D-Down (P)
Base enemy on Floors: 72, 77

Phantom Ember
10 HP
5 ATK
0 DEF
Other: Touching it (ie Jump, Love Slap, Lip Lock, etc.) will deal damage to 
the character using the attack; Ice and Explosive attacks deal 1 more damage 
though, and they're highly susceptible to being frozen; fire-based attacks 
heal it in the same amount it would have been damaged, and also make another 
Phantom Ember appear.
Possible Items: Life Shroom, Ruin Powder, Super Shroom
Possible Badges: Fire Drive (only after battle)
Base enemy on Floors: 73, 78

Swoopula
9 HP
4 ATK
0 DEF
Other: It's attacks drain HP from target, healing itself in the same amount 
that it deals in damage to your character.
Possible Items: Boo's Sheet, Dizzy Dial, HP Drain (item)
Possible Badges: HP Drain (P) / Hammer Throw (all only after battle)
Base enemy on Floors: 74, 79

:::Floors 81-89 [enem9]:::

Arantula*
16 HP
7 ATK
0 DEF
Possible Items: N/A
Possible Badges: All Or Nothing (only after battle)
Base enemy on Floors: 83, 88

Dark Bristle*
8 HP
8 ATK
4 DEF
Other: Cannot be attacked directly because of spears, but can be flipped 
with Quake Hammer, explosion, or POW Block (only exception to this rule is 
using Super/Ultra Hammer move on it outside of battle for First Strike, but 
not when using a normal hammer attack for First Strike, or if you are 
equipped with Spike Shield).
Possible Items: N/A
Possible Badges: Hammerman (only after battle)
Base enemy on Floors: 82, 87

Piranha Plant*
15 HP
9 ATK
0 DEF
Possible Items: Sleepy Sheep
Possible Badges: Pity Flower / Flower Saver (P)(both only after battle)
Base enemy on Floors: 84, 89

Spunia (despite what the Tattle Log says, you can find them outside the Pit)
12 HP
7 ATK
2 DEF
Possible Items: Sleepy Sheep, Thunder Rage
Possible Badges: Pretty Lucky (P)
Base enemy on Floors: 81, 85, 86

:::Floors 91-99 [enem10]:::

Bob-Ulk*
10 HP
4 ATK
2 DEF
Other: This enemy never (physically) attacks, but will power itself up until 
its fuse goes out (after "Charging" itself), in which it will explode 4 turns 
after the initial lighting of its fuse if not defeated before then, in which 
it will explode on all allies and enemies on the field, dealing a total of 16 
damage to both Mario and partner if not defeated prior; if hit with 
fire-based attacks (or lightning attacks, like Thunder Rage), it will 
automatically explode.
Possible Items: N/A
Possible Badges: Defend Plus (P)
Base enemy on Floors: 93, 97

Elite Wizzerd*
12 HP
8 ATK
5 DEF
Other: It's laser attack pierces DEF; it isn't affected by Super/Ultra Hammer 
moves, meaning that enemies behind it aren't hurt from the Elite Wizzerd 
being hit by this move.
Possible Items:  Boo's Sheet, Life Shroom, Shooting Star, Stopwatch, 
Ultra Shroom
Possible Badges: Power Plus (P)
Base enemy on Floors: 91, 95, 99

Poison Puff*
15 HP
8 ATK
0 DEF
Other: This enemy may move from down (hammerable) to up (non-hammerable) at 
any time in-battle; touching it while it is storing energy for its 
poison-breath attack will cause damage to the player.
Possible Items: Power Punch, Thunder Rage
Possible Badges: Jumpman (only after battle)
Base enemy on Floors: 92, 96

Swampire*
20 HP
6 ATK
0 DEF
Other: It's attacks drain HP from target, healing itself in the same amount 
that it deals in damage to your character.
Possible Items: Ice Storm, Ruin Powder
Possible Badges: HP Drain (P) / Multibounce (all only after battle)
Base enemy on Floors: 94, 98

Amazy Dayzee
20 HP
20 ATK
1 DEF
Other: Being as quick as this is to get away normally, it sometimes runs 
away the first turn it gets, but more than likely in the Pit than outside, 
it will attack rather than running, so be cautious when facing it; Amazy 
Dayzees can easily be put to sleep.
Possible Items: Shooting Star, Ultra Shroom
Possible Badges: N/A
Base enemy on Floors: N/A

+-+-+-+-+-+-+-+-+-+-+-+
4. Strategies  [strat0]
+-+-+-+-+-+-+-+-+-+-+-+

I bet when you hear the word "Strategy", you might think of the game "Risk", 
right? Well, in this case, you will not be needing to take any risks at all, 
as I have already done the risking for you. In this part, I will be putting 
some fairly useful strategies to beat the certain floors you are on, such as 
what best to have on for fighting Dark Koopatrols, or what abilities to use 
when you encounter an Amazy Dayzee... I will try my best to give you the best 
strategies you may need to succeed through the Pit and help you go as far as 
you want to...

*Note: Some strategies I give for this may incude parts for those who have 
all (or most of) Mario's best equipment (boots, hammer, and badges), as well 
as some of the partners to a certain Rank, so if you don't have the ability 
or badge I say, then just ignore it or improvise where needed if you want.

===================
Floors 1-9 [strat1]
===================

These floors are fairly simple. None of the enemies should give you real 
problems except maybe the Gloomba, but even they aren't very much more 
powerful than the others... Just use attacks like Spin Jump on Gloombas, 
Multibounce on Dull Bones (if you have the Super Boots or above), Fuzzies, 
and Spinias (and Spanias if you have Spike Shield), and Sweet Treat if you 
take some damage, as most enemies here can't really do much more than one 
or two damage at a time if you guard right... Just wade out these 
"kiddie-pool floors" and you'll be on the easy track for Floor 10. 
Claim your Sleepy Stomp, and head on down to floor 11.

:::Enemies by Floor:::

Floor 1: Gloomba
Floor 2: Spinia
Floor 3: Spania
Floor 4: Dull Bones
Floor 5: Fuzzy
Floor 6: Gloomba
Floor 7: Spinia
Floor 8: Spania
Floor 9: Dull Bones

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Gloomba
Gloomba, Spania
Gloomba, Dull Bones
Spinia, Gloomba
Spinia, Spania, Spinia, Spania, Spinia
Spinia, Spinia, Spinia, Spinia, Spinia
Spania, Gloomba
Spania, Fuzzy, Spania, Fuzzy
Spania, Spania, Spania, Spania
Fuzzy, Gloomba, Fuzzy
Fuzzy, Dull Bones, Fuzzy, Dull Bones
Fuzzy, Fuzzy, Fuzzy, Fuzzy, Fuzzy
Dull Bones, Gloomba
Dull Bones, Spinia, Spinia
Dull Bones, Dull Bones, Spinia, Spinia
Dull Bones, Dull Bones, Dull Bones, Dull Bones

:::Floor Treasure:::

Floor 10 - Badge

Sleepy Stomp: 1 BP to equip; If done correctly, puts the target enemy to 
              sleep for 5 turns (enemies stay asleep longer if more are 
              equipped, but FP is increased by 2 for each one after the 
              first is equipped).

=====================
Floors 11-19 [strat2]
=====================

Pretty much the same as the above, it'll be fairly easy in comparison to the 
floors below, so you don't really need much strategy going through this 
level... Just remember to jump on the Paragloombas to turn them into ordinary
Gloombas, and make sure to defeat the Dark Puffs before they get the chance 
to zap you. Don't worry about the Clefts, as just a single Power Smash will 
KO it, even if your Hammer isn't levelled to Super yet, and you'll do 
fine...Piders aren't too hard, either; just Jump on them or use Spin Jump if
you don't have the Ultra Boots or 3 jump ATK, and if they attack, just 
normally guard their multi-hit, as it only hits for 1 ATK, and if you really
don't want the 1 damage (or more with P-Up D-Downs), use a superguard...Also,
if you meet up with any Pokies, just hit it with a Super Hammer, and all the 
ground enemies behind will fall victim to the increased damage from Pokey's 
3 damage Super Hammer hit. Just remember not to touch them, not even to steal
from them, as their spikes will hurt you. Of course, you probably already 
knew that, but it doesn't hurt to remind... After these floors, you'll 
finally be on Floor 20! When you open the chest and get the Fire Drive, 
which is recommended you keep it (unless you already have one with you). 
It will be quite necessary in later battles if you aren't powerful enough 
to KO certain foes quickly enough.

:::Enemies by Floor:::

Floor 11: Paragloomba
Floor 12: Cleft
Floor 13: Pokey
Floor 14: Dark Puff
Floor 15: Pider
Floor 16: Paragloomba
Floor 17: Cleft
Floor 18: Pokey
Floor 19: Dark Puff

*Any Paragloombas you encounter, if jumped on, become normal Gloombas, so 
if you missed the Tattle before coming to these floors, then now's your 
chance to retain them if you don't want to come back in.

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Paragloomba, Paragloomba
Paragloomba, Pokey, Pokey
Paragloomba, Pider, Pider 
Cleft, Cleft, Paragloomba
Cleft, Pider, Dark Puff
Cleft, Cleft, Cleft, Cleft
Pokey, Dark Puff 
Pokey, Dark Puff, Dark Puff
Pokey, Pider, Pider, Pokey
Pokey, Pokey, Pokey, Pokey
Dark Puff, Paragloomba
Dark Puff, Pokey, Dark Puff
Dark Puff, Dark Puff, Dark Puff
Pider, Paragloomba
Pider, Pokey, Pider, Pokey 
Pider, Pider, Pider, Pider

:::Floor Treasure:::

Floor 20 - Badge

Fire Drive: 3 BP to equip; If Action Command is successful, hits first 
            ground enemy with 5 fire damage, and decreases in damage as it 
            hits the enemies behind it, and also causes burn status to 
            enemies hit with it for 3 turns (more damage is dealt and the 
            enemy stays burned longer if more are equipped, but FP is 
            doubled for each one after the first is equipped).

=====================
Floors 21-29 [strat3]
=====================

Well, it's finally starting to roll uphill a little, adding in more enemies 
with higher ATKs than the previous floors, as well as a few others who might 
be trouble, like Bob-ombs and Bandits. Bob-ombs, once you damage them, will 
explode on the front character for a whopping 5 damage (high for which floors 
you're on, but damage can accumulate faster than you think), so it is best to 
either take them out one-by-one, or hit them all with attacks at the same 
time, like Multibounce then Power Shell, just to get them out of your way... 
Bandits though, are a little trickier... If they hit you, and you don't guard 
their attack, they may steal some coins from you, and then run away next turn, 
and even once you beat the battle, if it ran away, you will have to fight the 
battle over again... While this may be good for "experience farming" (let 
them steal, kill all but one, let the other run, get experience, and do it 
all over again), the battles tend to get fairly boring when it's just one 
battle over and over again, and eventually it's not all that great overall 
(since you can do the same thing on floors 51-59 for more experience)... When 
the battle starts again, focus on defeating them one after another, so that 
this doesn't happen, and try to do your best to guard their attacks so your 
coins aren't stolen, and floors 21 through 29 will be over before you know 
it! You'll get a free Zap Tap, a very flexible badge that will come in handy 
later, so make sure you keep it as well...

:::Enemies by Floor:::

Floor 21: Spiky Gloomba
Floor 22: Bandit
Floor 23: Lakitu
Floor 24: Bob-omb
Floor 25: Boo
Floor 26: Spiky Gloomba
Floor 27: Bandit
Floor 28: Lakitu
Floor 29: Bob-omb

*Spinies do not appear as enemies that can be encountered on the field prior 
to battle, and do not appear in battle unless one is thrown by a Lakitu, in 
which you will have to wait for one to be thrown to get its Tattle unless you 
either already have it or will get it from the battle they are normally found 
(in the Glitz Pit).

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Spiky Gloomba, Spiky Gloomba, Boo
Spiky Gloomba, Spiky Gloomba, Bob-omb, Bandit
Spiky Gloomba, Spiky Gloomba, Spiky Gloomba
Spiky Gloomba, Spiky Gloomba, Spiky Gloomba
Bandit, Spiky Gloomba
Bandit, Boo, Bandit, Boo, Bandit
Bandit, Bandit, Bandit, Bandit, Bandit
Lakitu, Spiky Gloomba
Lakitu, Bob-omb, Bob-omb, Laitu
Lakitu, Lakitu, Lakitu, Lakitu
Bob-omb, Spiky Gloomba, Bob-omb
Bob-omb, Boo, Bob-omb, Boo
Bob-omb, Bob-omb, Bob-omb, Bob-omb
Boo, Boo, Spiky Gloomba 
Boo, Boo, Bandit, Bandit
Boo, Boo, Boo, Boo

:::Floor Treasure:::

Floor 30 - Badge

Zap Tap: 3 BP to equip; Afflicts Mario with Electrify at the start of 
         battle, and doesn't wear off during battle either; direct attackers 
         receive 1 damage, and "leeching" enemies (Fuzzies or Swoops) can't 
         suck HP (or FP in the case of Flower Fuzzy) from Mario; if equipped 
         with Return Postage, "leeching" enemies can still latch onto Mario, 
         but they take half the damage they deal PLUS the 1 damage normally 
         dealt from Zap Tap.

=====================
Floors 31-39 [strat4]
=====================

Now we're starting to see a slight change in difficulty. The Gloombas are 
gone, but only to be replaced by the even more powerful Dark Koopas. Shady 
Koopas and Hyper Cleft also make a return here, so watch out for them and 
their powerful attacks... It would be best to KO the Shady Koopas one at a 
time if you plan on jumping on them if you can't KO them before their turn, 
as I'm sure no one wants to get hit by their powerful "back-attack"... Just 
give 'em a good Spin Jump, and have your partner attack them again if they 
aren't dead, and it should be a piece of cake. As for Hyper Clefts, just use 
a good Quake Hammer to put them at a loss and take care of them with your 
partner while they're flipped, or just use Piercing Blow to take them out at 
once. Flower Fuzzies also pose a threat, as since they suck your FP if they 
hit you, you won't be able to use all your good moves, not to mention using a 
different attack the turn after it has stolen your FP, which hits both Mario 
and partner for decent damage. Just time a Superguard right (when they look 
like they're actually sucking the FP out of you, right before they release), 
use a Spin Jump (if you have Super Boots) or a normal jump (if you have 
Ultra Boots), and they won't be a problem. After all of that, Floor 40 will 
just be up ahead, and you can claim your... Pity Flower... u_u; Just keep it 
for now, and you can decide whether or not to keep it, because in the Pit of 
100 Trials, you probably won't find many places it can easily fit into a 
strategy...

:::Enemies by Floor:::

Floor 31: Dark Koopa
Floor 32: Hyper Cleft
Floor 33: Parabuzzy
Floor 34: Shady Koopa
Floor 35: Flower Fuzzy
Floor 36: Dark Koopa
Floor 37: Hyper Cleft
Floor 38: Parabuzzy
Floor 39: Shady Koopa

*Parabuzzies, when jumped on, become Buzzy Beetles, so if you have missed 
the Tattle or have not gotten it, then now is your chance to get it (unless 
you have already gotten it).

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Dark Koopa, Dark Koopa
Dark Koopa, Flower Fuzzy, Flower Fuzzy
Dark Koopa, Parabuzzy, Parabuzzy 
Hyper Cleft, Shady Koopa, Hyper Cleft
Hyper Cleft, Hyper Cleft, Parabuzzy
Hyper Cleft, Hyper Cleft, Hyper Cleft
Parabuzzy, Shady Koopa, Parabuzzy, Shady Koopa
Parabuzzy, Parabuzzy, Parabuzzy, Parabuzzy
Shady Koopa, Flower Fuzzy, Flower Fuzzy
Shady Koopa, Shady Koopa, Parabuzzy
Shady Koopa, Dark Koopa, Shady Koopa
Shady Koopa, Shady Koopa, Shady Koopa, Shady Koopa
Flower Fuzzy, Hyper Cleft
Flower Fuzzy, Flower Fuzzy, Shady Koopa
Flower Fuzzy, Flower Fuzzy, Flower Fuzzy, Flower Fuzzy, Flower Fuzzy

:::Floor Treasure:::

Floor 40 - Badge

Pity Flower: 3 BP to equip; Heals 1 FP randomly whenever Mario is attacked 
             and/or dealt damage (jumping on a spiked foe without Spike 
             Shield or a fiery foe without Ice Power may cause it to 
             activate as well).

=====================
Floors 41-49 [strat5]
=====================

Again, we see a slight contrast in difficulty, as we now are seeing a lot of 
enemies that can't normally be jumped on, like Poison Pokies, Lava Bubbles, 
and Spike Parabuzzies, but otherwise, it isn't too much different than the 
last level of floors... Dark Paratroopas should be grounded when it is 
possible, so that they don't pose as much of a possible threat (as, by now, 
their attack pattern as normal Koopas should be obvious), and just beat them 
quickly... Bulky Bob-ombs, though, it would just probably be best to use that 
time until they explode to heal, and when they "Charge" (jump in the air and 
change from multi-color and back to normal constantly on the field while 
running in circles), just use Vivian to hide in the shadows with Veil, and 
avoid the explosion entirely, which could be done fairly well if you took 
the time to heal prior to them exploding. If you don't have Vivian, then I 
would recommend just setting them off early so as to not take as much damage 
as if they had exploded on their own if you don't think you can take them all 
out before they set themselves off. Poison Pokies you should just be able to 
take care of just like normal Pokies: just hit them with Super Hammer if 
they're in front, and try your best to superguard their fling attack to deal 
a hardy 4 damage to the one that flinged it, and they'll be over with in a 
few turns, unless they summon more Poison Pokies, in which you'll have to 
just try and end the battle before that happens. Lava Bubble are fairly easy 
though, succumbing to a single jump with Ice Power equipped, or if you hit it 
with an Ultra Hammer, but if you don't have Ice Power, don't attempt to jump 
on them, as you'll get hurt. But, despite all those other enemies, the most 
annoying you'll probably ever meet, pretty much in the entire Pit of 100 
Trials (if you don't have the right stuff) is the Spike Parabuzzy: it flies 
AND has a spike, making it a double threat... If you don't have the right 
stuff to equip to beat them, or an item like Thunder Rage with you, the only 
think you'll be able to do is superguard them, or if you have Flurrie 
levelled up to at least Super Rank, you can just use Lip Lock to get rid of 
them. They're not so tough when their HP is drained and their wings proven 
useless against her attacks... After all these encounters, you will finally 
end up at the climax of the Pit of 100 Trials: Floor 50. If this is your 
first time, it is usually best to get the Strange Sack, and then leave and 
get more, better items with you for the REAL trip down into the Pit, but it's 
up to you what you decide to do. If you choose to stay, it doesn't mean you 
aren't going to be prepared, but you may find it slightly more difficult than 
if you did. Just try and persevere and go deeper. You're already halfway 
there...

:::Enemies by Floor:::

Floor 41: Dark Paratroopa
Floor 42: Bulky Bob-omb
Floor 43: Lava Bubble
Floor 44: Poison Pokey
Floor 45: S. Parabuzzy
Floor 46: Dark Paratroopa
Floor 47: Bulky Bob-omb
Floor 48: Lava Bubble
Floor 49: Poison Pokey

*Dark Paratroopas, when jumped on, become Dark Koopas, so if you missed the 
Tattle or do not have it yet, now's your chance (unless you either already 
have it or don't pan on getting it).

*S. Parabuzzies, when stomped on (with Spike Shield), become Spike Tops, so 
if you have missed the Tattle or do not have it yet, now is your chance to 
get it (unless you either don't have Spike Shield or already have the Tattle).

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Dark Paratroopa, Dark Paratroopa, S. Parabuzzy
Dark Paratroopa, Dark Paratroopa, Bulky Bob-omb
Dark Paratroopa, Dark Paratroopa, Dark Paratroopa, Dark Paratroopa
Bulky Bob-omb, Bulky Bob-omb
Bulky Bob-omb, Poison Pokey, S. Parabuzzy
Bulky Bob-omb, Bulky Bob-omb, Bulky Bob-omb, Bulky Bob-omb 
Lava Bubble, Lava Bubble, Lava Bubble
Lava Bubble, Lava Bubble, Dark Paratroopa
Lava Bubble, Poison Pokey, Lava Bubble, Bulky Bob-omb
Poison Pokey, Dark Paratroopa
Poison Pokey, S. Parabuzzy, Poison Pokey, S. Parabuzzy
Poison Pokey, Poison Pokey, Poison Pokey, Poison Pokey
S. Parabuzzy, S. Parabuzzy
S. Parabuzzy, S. Parabuzzy, Lava Bubble, Lava Bubble
S. Parabuzzy, S. Parabuzzy, S. Parabuzzy, S. Parabuzzy

:::Floor Treasure:::

Floor 50 - Special Item

Strange Sack: Permanently doubles the amount of items Mario can carry with 
              him (from a previous max of 10 to a new maximum of 20).

=====================
Floors 51-59 [strat6]
=====================

And now, everything starts going uphill a little faster than usual... We 
start to see enemies with HPs over 10, like the Badge Bandit, and nearly all 
the enemies here have at least 5 ATK as well. This is where guarding and 
superguarding come into play often, especilly against the Badge Bandits, 
since they are exactly the same as regular Bandits, except that they can 
steal coins, items, AND badges (separately, not all at once) if you don't 
guard correctly, which will again lead to the "fight, get stolen from, one 
runs, KO them all, and fight again" concept ust like with a normal Bandit... 
Try to beat them as fast as possible, and don't hold anything back; use Spin 
Jumps and even Spring Jumps if necessary to beat these guys before they take 
all your stuff (though it isn't permanent if you fail)! The only other one I 
should need to mention, other than the fact that not really any of these 
enemies are as challenging as expected, is the Ice Puff. Once it charges 
its breath attack, and uses it on you, there is a fairly high chance you 
will get frozen, giving your enemies a huge advantage to attack you when you 
can't do anything back at them or even defend against their attacks. Use 
caution whenever fighting them, and use fire attacks like Fire Drive (one 
reason to keep it) or Fiery Jinx whenever possible on them, since they are 
highly susceptible to being damage by fire. Oddly enough, Tasty Tonics and 
Sweet Treat remove ice, so if one person is frozen while the other isn't, 
and you have one of these available to be used, you can use it to thaw them 
instantly. After all this has been done, you will soon reach Floor 60, 
which contains an Double Dip. Save it, as if it is the only one you have, 
then it may provide a fair bit of use later on...

:::Enemies by Floor:::

Floor 51: Badge Bandit
Floor 52: Ice Puff
Floor 53: Dark Boo
Floor 54: Red Chomp
Floor 55: Moon Cleft
Floor 56: Badge Bandit
Floor 57: Ice Puff
Floor 58: Dark Boo
Floor 59: Red Chomp

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Badge Bandit, Badge Bandit, Dark Boo
Badge Bandit, Badge Bandit, Ice Puff
Badge Bandit, Badge Bandit, Badge Bandit
Ice Puff, Moon Cleft
Ice Puff, Dark Boo, Ice Puff
Ice Puff, Ice Puff, Ice Puff, Ice Puff
Red Chomp, Dark Boo, Red Chomp
Red Chomp, Ice Puff, Ice Puff 
Red Chomp, Red Chomp, Red Chomp
Dark Boo, Badge Bandit, Dark Boo
Dark Boo, Dark Boo, Red Chomp
Dark Boo, Badge Bandit, Dark Boo
Dark Boo, Dark Boo, Dark Boo, Dark Boo
Moon Cleft, Dark Boo, Dark Boo
Moon Cleft, Moon Cleft, Red Chomp
Moon Cleft, Moon Cleft, Moon Cleft, Moon Cleft

:::Floor Treasure:::

Floor 60 - Badge

Double Dip: 3 BP to equip; For 5 FP, Mario can use 2 items in one turn (if 
            two are equipped, then, for 10 FP, Mario can also use up to 3 
            items in one turn).

=====================
Floors 61-69 [strat7]
=====================

And the difficulty doesn't go down... Here we start seeing a few more enemies 
with rather high HP, but it can only get worse later on... There are Dark 
Lakitus, Dark Wizzerds, and Dark Craws, oh my! Dark Lakitus are quite 
annoying in the sense that their HP is fairly high, and sometimes they just 
try and cheaply attack you and immediately pull up a Pipe so you can't jump 
on them, which is why for here it would be best to have Spike Shield, but 
also keep it here for the Dark Craws and the Frost Piranhas, as they have 
pretty high HP and can't be jumped without it. There are still the Wizzerds 
that you should be concerned about as well, as they have a fairly large 
selection of attacks, ranging from a piercing move, a non-piercing move, a 
hit-all (which doesn't pierce), and several self-help attacks, like healing 
and making duplicates when it's the only enemy on the field. If that 
happens, it's usually best to just use a hit-all move you have like Fire 
Drive or Fiery Jinx to hit him, then hit him with a powerful move like Lip 
Lock or Piercing Blow to finish the job. Then we have Dry Bones, which, 
after their HP hits 0, they'll just end up in a pile on the ground, blocking 
the people behind it from being hammered; just use a powerful move and then 
an explosion or a fire-based attack to knock them out for good, or you can 
just hit them with the fiery move if it is powerful enough. You can even hit 
them with a fire/explosive move while they're on the ground to destroy them 
as well, so it could be better to KO them and then use the fire/explosion, 
like maybe Bomb or a Fire Flower if you have one (which may be better if 
there are more than one). The last enemy I have to mention here is the 
Frost Piranha, which by now, you should be able to know what they can do... 
They're not indifferent from Pale Piranhas in attack (as they don't have 
the breath attack Putrid Piranhas have), but they can also freeze you with 
it if you don't guard well, which can easily be an instant game over if not 
properly done well... Just use fire moves and guard if you can't superguard 
well to prevent freezing, and it'll be over fairly shortly... After those 9 
floors, you'll meet face to face with yet another treasure, which is the 
Double Dip badge. Keep it for now, you might find a use for it sooner or 
later... 

:::Enemies by Floor:::

Floor 61: Dark Lakitu
Floor 62: Dry Bones
Floor 63: Dark Wizzerd
Floor 64: Frost Piranha
Floor 65: Dark Craw
Floor 66: Dark Lakitu
Floor 67: Dry Bones
Floor 68: Dark Wizzerd
Floor 69: Frost Piranha

*S. Blue Spinies will only appear in the battles that have Dark Lakitus in 
them, and only if a Dark Lakitu throws one; it never appears as an enemy 
prior to one being thrown by a Dark Lakitu, so unless you don't want the 
Tattle entry, you'll have to wait for one to be thrown, as they only appear 
on these floors in he Pit of 100 Trials, and nowhere else...

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Dark Lakitu, Dark Wizzerd
Dark Lakitu, Dark Lakitu, Dark Craw
Dark Lakitu, Dark Lakitu, Dark Lakitu
Dry Bones, Dark Craw
Dry Bones, Frost Pirahna, Frost Pirahna
Dry Bones, Dry Bones, Dry Bones, Dry Bones
Dark Wizzerd, Dry Bones, Dry Bones
Dark Wizzerd, Dark Craw, Dark Wizzerd
Dark Wizzerd, Dark Wizzerd, Dark Wizzerd
Frost Piranha. Dark Craw
Frost Pirahna, Dark Lakitu, Dark Lakitu
Frost Piranha, Frost Piranha, Frost Piranha, Frost Piranha
Dark Craw, Dark Lakitu
Dark Craw, Dark Craw
Dark Craw, Cark Craw, Dark Craw

:::Floor Treasure:::

Floor 70 - Badge

Double Dip P: 3 BP to equip; For 5 FP, a partner can use 2 items in one turn 
              (if two are equipped, then, for 10 FP, they can also use up to 
              3 items in one turn).

=====================
Floors 71-79 [strat8]
=====================

Well, here's where the difficulty suddenly jumps out of the ordinary. Most 
of these enemies are the "creme de la creme" of the outside word... Here, 
you can find the all-powerful Dark Koopatrol, the rock-solid Chain-Chomp, 
and the fiery Phantom Embers, all of which are the most powerful of their 
species. These enemies should be battled cautiously, and don't underestimate 
them; a battle on this level can shift tides in a matter of turns if you are 
unprepared... Dark Koopatrols have one of the highest HPs of any normal enemy 
in the game (tied only to Dark Bones, who, fortunately, aren't in this), 
which is even higher than that of Hooktail the Dragon, and also have high 
ATK and are equipped with spikes on their head, though jumping on them with 
Spike Shield does flip them. Do that, and they shouldn't be too much of a 
real hassle, especially with Multibounce... If you have any POW Blocks at 
this point, using them may be beneficial, since using them flips them for 
you, so you can jump on them even if you don't have a Spike Shield yet (or 
at least equipped)... Chain-Chomps are also fairly strong, having one of the 
highest DEF of any enemy in the game (tied with a few others like Red Spike 
Top), and also have a high ATK too, but HP is fairly low for these levels in 
the Pit. Hit them with any kind of piercing move that might have (like Earth 
Tremor or Piercing Blow), and they shouldn't be too much of a hassle either. 
Phantom Embers, on the other hand, don't really have as many weaknesses as 
they do, and their ATK is also fairly decent, and only take one more damage 
from ice attacks and explosions, but can also regenerate and regroup if hit 
with fire. Their 10 HP is decent for these levels as well, but they aren't 
too hard if you use moves like Earth Tremor, Ice Smash, or Ultra Hammer, or 
even any explosives like Bomb Squad or Bob-ombast to clear them all out at 
once possibly. Wizzerds, on the other hand, are somewhat different... They 
have 10 HP, just like their Dark breatheren, and share some of the same moves 
as well, but the similarities stop there; they have more ATK, more DEF, and 
can use attacks that can alter your condition, but they cannot create clones 
of themselves (their biggest flaw)... Just hit them with piercing moves or 
high damaging moves and they shouldn't be much more of a threat than the 
other Dark Wizzerds previously encountered. Swoopulas are actually some of 
the easier enemies in these floors to beat; just use some powerful jump moves 
and wear Zap Tap (and maybe use a Volt Shroom on your ally to help) and they 
should fall victim to getting electricuted when they attack, which could 
easily lead to a no-hit victory with Zap Tap--easy Star Points in the bag... 
After you've finally accomplished passing through those 9 floors, you'll get 
to a treasure chest with a Bump Attack badge, a nifty little badge when used 
outside of the Pit of 100 Trials to automatically destroy weak enemies just 
by touching them, but is utterly useless inside of it... Equipping it now is 
a waste, but is quite useful outside in defeating foes for you... Keep it for 
now, though equipping it is obviously not recommended... >_>

:::Enemies by Floor:::

Floor 71: Wizzerd
Floor 72: Dark Koopatrol
Floor 73: Phantom Ember
Floor 74: Swoopula
Floor 75: Chain Chomp
Floor 76: Wizzerd
Floor 77: Dark Koopatrol
Floor 78: Phantom Ember
Floor 79: Swoopula

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Wizzerd, Chain Chomp, Chain Chomp
Wizzerd, Dark Koopatrol, Wizzerd
Wizzerd, Wizzerd, Wizzerd
Dark Koopatrol, Chain Chomp, Chain Chomp
Dark Koopatrol, Dark Koopatrol, Chain Chomp
Dark Koopatrol, Dark Koopatrol, Wizzerd
Dark Koopatrol, Dark Koopatrol, Dark Koopatrol
Phantom Ember, Swoopula, Chain Chomp, Dark Koopatrol
Phantom Ember, Phantom Ember, Phantom Ember, Wizzerd
Phantom Ember, Phantom Ember, Phantom Ember, Phantom Ember, Phantom Ember
Swoopula, Swoopula, Wizzerd, Wizzerd
Swoopula, Dark Koopatrol, Swoopula, Dark Koopatrol
Swoopula, Swoopula, Swoopula, Swoopula
Chain Chomp, Dark Koopatrol Dark Koopatrol
Chain Chomp, Chain-Chomp, Wizzerd
Chain Chomp, Chain Chomp, Chain Chomp, Chain Chomp

:::Floor Treasure:::

Floor 80 - Badge

Bump Attack: 5 BP to equip; Touch a weaker foe on the field to defeat it 
             without battling it (does not work in the Pit of 100 Trials); 
             this only works on enemies on the field who do not give a 
             base Star Point amount when defeated in battle, so only 
             enemies who normally don't give any Star Points of their own 
             are affected by this badge's effect.

=====================
Floors 81-89 [strat9]
=====================

Well, here's where all the enemies don't hold anything back. In these floors 
and beyond, most of the enemies you meet you will probably never encounter 
outside of here, so they're obviously more powerful than you think... So far,
we've now got Arantulas, Dark Bristles, Piranha Plants, and Spunias to add to
the cast. Arantulas are quite powerful, not just ATK (which is high as well),
but in its 16 HP, which is just high enough to not be KO'd from Supernova at 
maximum power... Not only that, but they can also hit you with their webs 
three times, causing up to a total of 12 damage compared to their normal 7 
if they normally shoot their webs... It's getting obvious that the enemies 
don't want you here... Just try your best to defeat them as fast as you can, 
like with Fiery Jinx and Multibounce if you can to damage them by quite a 
bit, or use an item if your moves aren't powerful enough or you don't have 
the necessary moves. Dark Bristles are also a fairly large threat, since they
can't be jumped on unless you have Spike Shield, and they can't be hammered 
normally either (except with Spike Shield), except with a First Strike 
Super/Ultra Hammer and Quake Hammer/Hammer Throw. Not only are they hard to 
attack, but they're faily hard to damage as well, what with their 4 DEF, and 
can easily overpower you with their 8 ATK, but they're one weakness is that, 
if hit with a POW Block or Quake Hammer, they can be flipped upside down, but 
you'll still need Spike Shield to be able to jump on them, and they can still 
spear you if you try to hammer them while flipped, but at least their DEF 
drops to 0... The last I need to mention is the Piranha Plants, which have a 
base ATK of a whopping 9! They have the highest base ATK of any enemy (other 
than Amazy Dayzees, who rarely, if at all, attack), which means if you can't 
beat them quick, the damage starts racking up pretty quick... Fortunately, 
they are fairly easy to put to sleep, so try to put that to your advantage 
when fighting them as well... Spunias aren't much more different than the 
Spinias and Spanias on floors 1-9, just that they have higher ATK and DEF, 
with a load more HP as well. Use moves that can hit enemies with a lot of 
ATK power when taking them out, as their fairly high HP could pose some 
problems for certain people, and its attack is also fairly hard to superuard 
(or guard, for that matter) against... After these grueling 9 floors, you 
will be presented with a wonderful badge, the Lucky Day. It is recommended 
that, if you have the BP, to equip it almost immediately. This badge can 
help you dodge many of your opponents' attacks at a much higher rate than 
Pretty Lucky or Close Call... After that, once you go into the pipe, there 
will be no coming back, for they are the last ten... Make sure you are 
absolutely ready for them before going in, or you may get booted out 
pretty easily...

:::Enemies by Floor:::

Floor 81: Spunia
Floor 82: Dark Bristle
Floor 83: Arantula
Floor 84: Piranha Plant
Floor 85: Spunia
Floor 86: Spunia
Floor 87: Dark Bristle
Floor 88: Arantula
Floor 89: Piranha Plant

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Spunia, Spunia, Spunia
Spunia, Piranha Plant, Dark Bristle
Spunia, Arantula, Spunia, Arantula
Spunia, Spunia, Spunia, Spunia
Spunia, Spunia, Spunia, Spunia, Spunia
Dark Bristle, Dark Bristle
Dark Bristle, Dark Bristle, Spunia
Dark Bristle, Arantula, Arantula, Arantula
Arantula, Arantula, Dark Bristle
Arantula, Piranha Plant, Arantula
Arantula, Arantula, Arantula, Arantula 
Piranha Plant, Dark Bristle, Piranha Plant
Piranha Plant, Spunia, Spunia, Spunia
Piranha Plant, Piranha Plant, Piranha Plant, Piranha Plant

:::Floor Treasure:::

Floor 90 - Badge

Lucky Day: 7 BP to equip; Greatly increases Mario's chances that enemies' 
           attacks will miss him.

======================
Floors 91-99 [strat10]
======================

This is it, the "final frontier" of the Pit of 100 Trials. In these 9 floors, 
you will face the most powerful enemies you will ever face in the game, such 
as Elite Wizzerds, Poison Puffs, and the dreaded Amazy Dayzees... Bob-ulks 
and Swampires stand out in this because they aren't too difficult, and use 
the same attack patterns as their other versions (use the heal then avoid 
tactic with Bob-ulks, and wear Zap Tap to prevent Swampires from hitting 
Mario just like with Swoopulas). Poison Puffs, in these floors, are fairly 
more annoying than challenging, as they tend to float up in the air, then on 
their first or secong turn charge for their breath attack... Try to beat them 
with moves like Spring Jump or Stampede (if you have ATK raising badges for 
our partner) or even Fiery Jinx or Bob-ombast... Use whatever it should take 
to beat them before that happens, as that attack can deal serious damage in a 
short amunt of time. If you do get hit, don't worry; just use a Sweet 
Treat/Feast to get rid of the poison status, as well as healing some of the 
damage you might have taken, or you can just equip Feeling Fine to prevent 
the poison entirely (but not the damage from the attack, obviously). Elite 
Wizzerds are some of the fiercest, weirdest, and most vicious foes you'll 
probably ever meet: they can use all the abilities of the other Wizzerds 
(except the Wizzerd's status-laser), such as healing by 10 HP, dealing large 
amounts of damage to both of your people with the Lightning attack, and can 
also make themselves Dodgy or Invisible for three turns (which lasts even 
longer than Boos can do), which can also make them a real pain when you're 
fighting about five of them at the same time. But, despite all this, the 
worst possible outcome you could ever have is getting a fight with a ton of 
these, and one have a Stopwatch: instant game over if you can't beat it in 
the first turn, or else you'll have about a 80% chance that he'll end up 
using the item, and then all of them just maul you with their mighty 8 ATK 
power (as well as being able to increase it by more with their abilities 
and pierce DEF), which obviously goes to show that they're no pushover. 
Fortunately, the main weakness they have is that their HP is only an above 
average amount of 12, which is very lucky because it is under the amount 
that Supernova can deal. Just use either that or Fire Drive, Fiery Jinx, 
Bob-ombast, Gulp, Piercing Blow, or ANYTHING else you might have to defeat 
them, and you could win the battle nearly scotch-free... but there's still 
no guarantee on that... The last enemy I have yet to mention is he Amazy 
Dayzee: the most powerful normal enemy (ATK-wise, but only second in HP) 
in the game. They have such a high ATK power and HP, and run away almost 
immediately (or attack for an ungodly 20 damage, as well as putting you 
to sleep), that they are usually undefeatable without the right equipment. 
For them, it would be best to either use an Art Attack if you can, and 
follow up with either a fully powered Fiery Jinx or just have Goombella 
use Rally Wink to let Mario attack again, in which it is best to use a 
Spring Jump or Power Bounce if you have it (and can use it well) to KO 
them if the first hit wasn't enough to knock it out... If you can't seem 
to be able to KO them in the first turn, then just hope they don't attack 
you, or else this could be all over in a matter of turns... If you DO 
manage you to beat one, then you will obtain a massive amount of Star 
Points, higher than any enemy (or any boss, for that matter) gives you 
at any level. No matter what level you are, they should always give you 
more than one Star Point (unless maybe you are level 99, in which you 
don't get any or just get one anyways from beating it)... By the time 
you reach floor 99, you should have levelled up quite a bit, possibly 
ranging from about level 23-30, depending on what level you were when 
you came in, what battles you may or may not have used Fright Masks, 
and how many Movers you used on various levels of floors (which I won't 
be going into full detail about here), and which enemies you fought on 
each floors, as well as many other variables involved... After these 99 
floors of the Pit, you will finally be able to get to the bottom of the 
Pit and be able to get one of the best treasures I would have ever 
imagined, though your tastes may say differently... ;)

:::Enemies by Floor:::

Floor 91: Elite Wizzerd
Floor 92: Poison Puff
Floor 93: Bob-ulk
Floor 94: Swampire
Floor 95: Elite Wizzerd
Floor 96: Poison Puff
Floor 97: Bob-ulk
Floor 98: Swampire
Floor 99: Elite Wizzerd

*Amazy Dayzees can be found in any of these battles, but it does not 
appear as an enemy on the field prior to battle.

*Note that any floor in the Pit may contain a Mover, in which an enemy will 
not appear on that floor.

:::Enemy sets:::

*Enemies are listed in order by base enemy.

Elite Wizzerd, Elite Wizzerd, Swampire
Elite Wizzerd, Poison Puff, Poison Puff
Elite Wizzerd, Elite Wizzerd, Elite Wizzerd, Elite Wizzerd, Elite Wizzerd
Poison Puff, Swampire, Poison Puff, Amazy Dayzee
Poison Puff, Poison Puff, Poison Puff, Bob-ulk
Poison Puff, Poison Puff, Poison Puff, Poison Puff
Bob-ulk, Bob-ulk, Elite Wizzerd
Bob-ulk, Bob-ulk, Bob-ulk, Amazy Dayzee
Bob-ulk, Bob-ulk, Bob-ulk, Bob-ulk
Swampire, Poison Puff, Poison Puff
Swampire, Elite Wizzerd, Amazy Dayzee, Amazy Dayzee
Swampire, Swampire, Swampire, Swampire, Swampire


==============================
Floor 100 - Bonetail [stratbt]
==============================

BOSS BATTLE!

Bonetail
200 HP
8 ATK
2 DEF


That's right, a boss battle with the toughest of the tough, Bonetail, whose 
stats exceed even the final boss (whom I will not mention to save the 
spoilers)! He is a very deadly opponent, in more than one way: he's got 
extraordinarily high stats, and he's so old that he has already died and 
became a moving pile of dragon bones... He doesn't only look powerful, what 
with living after dying, but he really is, being able to use one of the only 
attacks in the game that is unsuperguardable (which, with its wording, means 
it can't be superguarded) and can also inflict a plethora of status ailments 
with its breath attacks, such as poison, freeze, sleep, and shrink (each 
with their own unique color to tell what status you'll get if you get hit 
by it). It would be wise to have Feeling Fine equipped for both Mario and 
partner, and if you don't have them, then try your best to either guard it, 
or you could try to superguard it if you are confident enough that you'll 
succeed, as these status ailments can only make a challenging fight even 
more challenging in a short amount of time, especially the sleep-inducing 
one. He has his breaths, a bite (which is the unsuperguardable one), a stomp 
attack, and a move that he uses only a few times in battle when he has lower 
than 100 or so HP, in which he uses to heal himself by 20 HP. He is 
definitely a force to be reckoned with in this game... Now, as for what best 
to use on him, there are several very good ways to beat him fairly easy... 
Normally, if you've gotten every partner and have them all to Ultra Rank, and 
most (or all) of the normally obtainable badges with you, then the best 
normal strategy to use would be to start off on Mario's first turn (if no one 
needs healing) to use Power Lift to increase your stats as much as possible 
(with either Yoshi or Goombella out for the best results), and, if you have 
Quick Change, to swap to Vivian to put a burn status on him with Fiery Jinx 
or Shade Fist, and preferably constantly try to KEEP that burn on him as long 
as possible (if you don't have Quick Change, then either use Ground Pound 
with Yoshi or Goombella's Multibonk, and then do the Vivian thing next turn), 
and then either use Yoshi or Goombella (depending on how many ATK increasing 
badges you have for your partner on) to wallop him with the most damage you 
can, or maybe Bobbery if you aren't too good at timing the commands for 
Multibonk or whatever, as he can inflict the highest damage with a single hit 
(generally). You could also use Flurrie and her Lip Lock move, which can deal 
piercing damage and heal Flurrie by the amount she deals to him. It would 
also be good to have a Quick Change on for this as well, so that way you 
don't accidentally keep a partner out too long withot healing and have them 
either use one of your Life Shrooms or die on you... Koops's use is fairly 
limited in this, but for him, you could use his Shell Shield to protect Mario 
from Bonetail's powerful attacks, and Ms. Mowz's uses (if you have her) are 
generally outspoken, as the only thing you could do with her is use Love Slap 
to pierce Bonetail's DEF for damage, but not by any more than Bobbery could 
do on his own... One of the other good methods I've seen would be the 
"Ticking Time-Bomb" method of using Charge with Mario or partner (either 
Yoshi or Goombella for maximum effect) and hit him with a move that hits him 
multiple times in a row, such as Power Bounce, Multibonk, or Ground Pound 
when you are charged enough. Another popular method is the "Danger Mario," 
which, despite how much I dislike it for making a challenge easy, it is a 
very effective way to beat him. To do this, you must get Mario/partner to 5 
or less HP with Chet Rippo prior to coming into the Pit of 100 Trials, have 
as many Power Rushes/Mega Rushes on as possible, and use as many powerful, 
multi-hitting attacks like the above mentioned Power Bounce and Multibonk 
for devastating results, which if put into good use, can beat him in a 
single turn. There are many different working ways to beat him, so try to use 
your best judgment when making set-ups against him. If you have any items 
with you still, don't be afraid to use them, as there won't be any more 
surprise battles after this one, so you can use all you want and just be able 
to go and possibly get more after the fight is over. This fight is brutal and 
intense, and could very easily last about a half an hour even if you were 
prepared to face him. Just try your best, use good judgment on what to use 
when, and heal when necessary, and he should fall to your onslaught assault 
against his incredibly high amount of HP... 

After finally taking down this powerhouse of a brute, he will spit up the 
Return Postage badge, a nice little addition that causes direct attackers 
to take half the damage they deal, which, in my opinion, is a little bit of 
a letdown... Once you have claimed your prize, as well as your victory over 
one of the toughest challenges in this game, you may leave and continue 
your game as a changed player... Do what you want with your spoils as you 
see fit, as it is up to you whether or not they are useful to you, though 
usually selling Return Postage is a bad idea since it costs 999 coins to buy 
it back if it isn't a special deal... Either way, do what you want, you have 
beaten the Pit, or will soon...

:::Floor Treasure:::

Floor 100 - Badge

Return Postage: 7 BP to equip; Direct-attackers receive half the damage they 
                deal to Mario (damage dealt back is rounded down when 
                necessary).

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5. Pre-Hooktail Pit-Run Strategy [phtprs]
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Here, I will give you some of the best stratgies you will need to complete 
these quite challenging runs into the Pit, having completed them myself. If 
you need help on what to equip, or what items to bring in, this is where you 
should look when doing these kinds of things.

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5.1 Pre Pre-Hooktail Preparations [pphprp]
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In this run of the Pit, it is customary to fight and defeat Bonetail in the 
bottom of the Pit of 100 Trials BEFORE you ever fight Hooktail. To do so, 
you must progress through the game until you get the Paper Mode ability from 
Hooktail Castle, and then go into the room where the Thousand-Year Door is,
and slip between the cracks of the bars near the door on the right, using
the spring to jump on a flight panel, and using the flight panel to fly to
the left, and slip between the bars over there, and go into the room that is
to the left of where you landed, which turns out to be the room with the
pipe leading to the Pit of 100 Trials. This is, while not THE hardest run of
the Pit, one of the hardest runs you can do going into the Pit of 100 Trials.
You can only go into it with Goombella and Koops, and a max of one of them 
being levelled (since only a total of four Shine Sprites are available at 
that time), and with them, you must traverse the Pit of 100 Trials in one 
fell swoop, without leaving to restock to get more items after getting the 
Strange Sack, and here is a great strategy that you will be able to use to 
accomplish such a feat.

This strategy is mostly designed for those who fully prepare themselves for 
the run, such as getting all the best badges and items you can before then, 
but if you don't feel that way, then you can improvise with your file to 
have whatever you DO have to get through the Pit in any way you can. For all 
those who are, the first thing you should do is buy a ton of Sleepy Sheeps 
after fighting Lord Crump, storing some as needed, and then sell them once 
you go to Petalburg, and then keep doing that as much as possible until you 
have gotten enough points to get a Jammin' Jelly (or Ultra Shroom if FP 
isn't important, which usually it isn't), and use your spare money to buy 
the badges in the badge shop (available after going to Petalburg). There's 
also the getting of all the Star Pieces before going in, all 15 of them. 
With those, you'll need to get a "Heart Finder" badge and most preferably 
an "Item Hog", but you can swap that for a "Flower Finder" if you want, but 
keep in mind that some items you might get from it may help tremendously... 
After you go through the game far enough to get Paper Mode, don't forget to 
stop by at Petalburg and grab the Mega Rush P by Mayor Kroop's house, but 
also don't forget to continue through Hooktail's Castle to get the last few 
badges and Star Pieces, or you'll be out of luck... And, if you ever see 
Luigi in a fight, don't finish the battle right away; kill all but one of the 
enemies, preferably the one that can be defended against without taking or 
dealing damage to it (by "Defend-Guarding" [using Defend in the Tactics menu 
and then using an A-guarding on an enemy's attack to negate up to 2 damage at 
once]), and wait for Luigi to throw you something; it's usually best to want 
a Shooting Star or Maple Syrup, and possibly an Ultra Shroom or Jammin' Jelly 
whenever possible, but the one you'll want most is the Shooting Star. If it 
doesn't seem likely he'll give it, just do the Sleepy Sheep thing until you 
get a second one, because it will be highly likely you'll need two near the 
end... You will also need to bring a POW Block, because you'll likely never 
feel the pain of three Dark Koopatrols' Charged attacks outside of that 
place, and you'll want to be safe... Super Shrooms instead of normal 
Mushrooms are important, and don't forget to come into the Pit with a bunch 
of spare change (about 300 coins), because you never know when you'll see 
Charlieton, so you want to be safer by having an amount of coins that can get 
you any items you might want to buy. The recommended (not entirely necessary, 
but useful) items to bring into the Pit are usually (only ten examples are 
given because you're not supposed to leave the Pit of 100 Trials, even after 
getting Strange Sack):

2 Mushrooms (Super/Ultra Shrooms if you can get them instead)
2 Honey Syrups (Maple Syrups/Jammin' Jellies if you can get them instead)
1 Thunder Rage (Two words: Spike Parabuzzies; very much necessary unless you 
  want a bigger challenge, or unless you have better attack items)
2 Shooting Stars (70 shop points from buying and selling Sleepy Sheeps, and 
  the other can be gotten either the same way or from audience member throwing 
  it you, but you'll almost certainly need two for some Elite Wizzerds near the 
  bottom)
1 POW Block (for Dark Koopatrols or Dark Bristles, whichever are a bigger 
  threat to you)
2 Life Shrooms (1 from Hooktail Castle, the other from getting 150 shop 
  points; not needed, as your partner may use it early, but can be helpful)

And as for the locations of all 15 of the Star Pieces prior to going into 
the Pit of 100 Trials, here are their locations:

1. Behind some barrels in Central Rogueport; they're to the right of when 
   you first get there, a little ways south of the giant chest on the
   pedestal-like structure.
2. Inside the house of the thief who took half of your money, behind a thing 
   that looks like a mattress to the left; his house can be found by going to
   the back alleys of Central Rogueport, and then when the screen straightens
   out, go left and enter the door there.
3. On the roof of Zess T.'s house, to the far left of the roof and behind it 
   slightly; you can reach the roof by going into the area with the bar and
   the Inn, and going up stairs and exiting the door to the left. If you
   continue going left, you will eventually pass by the badge shop and jump
   onto her roof. The Star Piece is all the way to the left and a little ways
   behind the top part of the roof.
4. Behind the "trick wall" in East Rogueport (the one that looks 
   like this: _-_), behind the houses near Darkly, on some barrels to the
   right side at the end of the back alley where you see him.
5. Right behind where Dazzle usually is, behind the broken pillar.
6. Behind the gigantic yellow block that is near the door to the Thousand 
   Year Door, right next to the pipe you get out of when you come into the 
   room. There is also a Pretty Lucky badge if you go as far to the south wall 
   and jump when you are vertically lined up with the hole that Punio runs
   into earlier on when you had Frankly around.
7. Behind the staircase to the right of the pipe leading to the Pit of 100 
   Trials.
8. Hit a tree to the left of when you come out of the pipe from Rogueport to 
   Petal Meadows.
9. After hitting the block that makes the bridge to Petalburg be created, 
   keep going to the right and you'll find one.
10. Shake some grass in the area East of Petalburg to find one.
11. After lowering the small purple moving block in Hooktail Castle, use 
    Koops' ability and hold him in place where he'll hit the block again if
    you release the X button; get on the purple block, release Koops, and go
    into the door to the right to find it.
12. Jump into the broken window in the room to the left of the lower part 
    of the staircase above the giant floating green block; after going into
    the window, go right to find it.
13. After climbing out of the window you used to get the above piece, fall 
    off the ledge to the right when you come out and you'll be right next to 
    another; it's best to save this piece for later, when you're leaving the
    castle to do your other preparations.
14. Next to the Plane Panel you need to go to the upper part of the giant 
    staircase in Hooktail Castle, you go up as far as you can without falling 
    off, then go to the right to get it.
15. After getting Paper Mode, go to East Rogueport, past Gus (whether you 
    beat him or not, it doesn't matter), and slip behind the crack in the wall
    by the Trouble Center. Go to the right between some houses and a stack of
    barrels and get one.

With all that advice, you'd probably think it ended there with the the help 
I could offer, huh? Well, if you did think that, well... you'd be wrong! In 
this part of the section, I will be giving you some solid advice to help you 
in your Pre-Hooktail run, and to my knowledge, it should be quite effective, 
but only if you are confident in how it should work. Just have faith in your 
run, no matter how the tides have turned, and believe that you'll win no 
matter what. Here are some fairly good strategies to use on each level of 
floors that I have found to be quite useful in my travels (if you think you 
might have a better strategy, or would like to point out a flaw in one of 
mine, please feel free to contact me here on the Paper Mario 2 message board 
on GameFAQs or via e-mail on contact info):

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5.2 Pre-Hooktail Strategy [phtstrat]
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Being one of the hardest runs you could probably imagine, and considering 
how early you'll be going into the Pit of 100 Trials to do this, you'll 
likely need assistance if this is your first time attempting it, and maybe 
even if it is your 1000th time, I don't know how many times you may have 
done it, successfully or unsuccessfully, but this is the place where I can 
try to help you as best I can in the field of... well, giving you a strategy 
to use in the Pit of 100 Trials in a Pre-Hooktail Pit-run... A good piece of 
advice I would like to say is this: If you have a partner at 1 HP, if you 
are using the (100% recommended) Mega Rush P, NEVER GRAB HEARTS (the ones 
that appear after a battle or during battle [the ones audience members 
throw]) WHILE THAT PARTNER IS OUT! They will gain that HP and will not be 
given the +5 ATK from Mega Rush P; take out your other partner (whoever is 
not the main attacker with Mega Rush P's effect) after the battle is done 
and grab the hearts with them instead! If you have a partner that is KO'd 
that was or you would like to have as your attacker, then grab a heart with 
that partner out, and either avoid all other hearts or grab any for your 
other partner, so that the partner you want is always at 1 HP! Hope it helps!

*Note: Some strategies I give for this may incude parts for those who have 
all (or most of) Mario's best equipment (boots, hammer, and badges), as well 
as some of the partners to a certain Rank (usually Goombella being at Super 
Rank), so if you don't have the ability or badge I say, then just ignore 
or improvise where needed if you want.

:::Floors 1-9 [phtstr1]:::

Normally, these floors wouldn't be too hard for you if you were possibly a 
higher level or better equipped when doing this, but now, with yourself being 
at a usually low level (best around 2-3), and without many of the resources 
you might have had before (being straight out of chpater 1 without any 
additives), these aren't as big of pushovers as before... Gloombas might be 
a pain, but if you have Mega Rush P on, and your partner at 1 HP (or 0 if it 
is Koops, as partners that can make first attacks and are at 0 HP are still 
awarded the +5 from Mega Rush P while they are KO'd if they make a First 
Strike); It shouldn't take more than one hit of either if you have that on, 
and then these floors won't seem to be so much of a problem. Just stick to a 
Mega Rush P'd Koops and flow through these floors with Power Shell... If you 
have a Life Shroom with you, try all attempts you can to superguard if your 
partner is the one to be attacked, as with 1 HP, damage won't be a real 
factor in whether they survive or not... Dull Bones, Fuzzies, Spinias, and 
Spanias shouldn't mean too much to you, and are usually taken care of in a 
few short turns at most... You'll be at 10 in no time, but this only just 
the beginning of a very painful journey... It's about to get worse VERY 
quickly...

:::Floors 11-19 [phtstr2]:::

Okay, now we have Paragloombas, the pesky high ATK Goombas with wings... This 
time around, it may not be bad to equip Mario with Multibounce and have Koops 
with 1 HP and Mega Rush P, and then do that in order, and they shouldn't be 
too bad... Clefts may seem tough, but they've only got 2 HP, and go down with 
one Piercing Blow or Power Smash, both of which cost 2 FP and (should) deal 
the same damage to it. Do whichever you want, or use Koops and Mega Rush, 
maybe Power Shell if things are getting crowded... Puffs are a little nastier,
as they can go up or down, and their 3 HP makes it a pain to kill them in one 
hit with regular attacks. Just use a Power Jump or Koops's Shell Toss if you 
find these pesky enemies, and they'll be gone before long... Piders also are a
threat, having a stronger 5 HP, but are still taken out fairly easily with 
Power Jump or Koops. Heck, you can just guard with Mario from the "Tactics" 
menu, and use Koops to attack, and they can't harm you if you use the A 
button guard on their attacks. Cheap and effective, plus, if you do this, you 
may have solved your future problems... Well, then there's the Pokies... 
Annoying little creatures, but they still stand no chance against Koops' Mega 
Rush (it'll be a lot more repetitive in the future, so you'll have to bear 
with him for a while). Just try your best to superguard their fling attacks 
to hurt them significantly, and then use Koops or Mario's Power Smash to hurt 
them or kill them, depending on if you succeeded in the action command (which 
you should by now). After that, you'll soon be on floor 20, awaiting the more 
challenging foes that await you beyond the pipe...

:::Floors 21-29 [phtstr3]:::

These floors are bit more difficult... Adding in higher ATK Spiky Gloombas, 
their really not much different than other normal Gloombas, just that they 
can't be jumped because of that nasty spike on their head... Just give 'em 
the ol' one-two strike and knock them out for good... Bandits are somewhat 
trickier... With their stealing of your coins and having a decent HP of 5 
(which is above average at this point), they can be trouble, but again, they 
can be "harvested" for experience (see [ strat3 ] without the spaces)... 
But, because their HP is a little lower than that of Spiky Gloombas, and 
don't have as much ATK, they should pose too much of a problem... Koops with 
Mega Rush P is still lethal to use, so just spam him with Power Shell and 
take them out for good... Bob-ombs are also strange enemies, but aren't too 
difficult... For easy experience, you can just hit them with Fire Drive and 
kill them, or you can just attack one and attack the same one again with a 
partner (preferably Koops, who can't be damaged by the resulting explosion) 
to kill them without (majorly) hurting yourself... Boos als have fairly high 
HP, and have the ability to make themselves invisible at any time, but 
because they start out near the ground, using Koops should make this kind of 
fight easier with his Power Shell and Mega Rush P... If they go invisible, 
don't panic; they can still be superguarded, and can also suffer from burn 
damage if you hit them with Fire Drive... just try and beat them before 
that happens though, as 5 invisible Boos can make this fairly difficult in 
a short amount of time... Lakitu's are also fairly tricky because they 
always hover in the air and can't be hit by Koops, and also fling Spinies 
at you, so it would probably be best to use Goombella with Mega Rush for 
these fights if you can, or (if you levelled her, which was recommended) to 
use Multibonk on their 5 HP... Just try to do so before they become a 
nuisance with their Spiny-throwing, as well as the fact they might hold 
Spiny Eggs over their head just so you can't jump on them... Spinies though 
are easy if you have Piercing Blow, so just use that to take care of them... 
After that, you should be on floor 30 fairly soon, and be able to continue 
down into this treacherous place...

:::Floors 31-39 [phtstr4]:::

Finally, the Gloombas are gone (which should have been one of the bigger 
threats of those floors), but only to be replaced by Dark Koopas, who are 
quite powerful, what with 8 HP, 4 ATK, and 2 DEF, which is twice the 
strength a normal Koopa has... Just use Mario's Jump or Multibounce on 
it/them and have Koops rip through them with Power Shell, preferably with 
Mega Rush P, but despite how much you'll hate them, you might actually 
thank them, as they are the bearers of even MORE Mega Rush P badges! If you 
can get lucky enough to get another, you might as well have already beaten 
this thing, as a +10 ATK partner pretty much owns all else... Flower Fuzzies 
are quite annoying in the sense that they suck FP (and HP when FP is 0), but 
their attack is easy to superguard, so you can easily take these wimps out... 
Just bear in mind that, if you are unfortunate to have one attack you, KILL 
IT FIRST! You DON'T want to get hit by that magical attack of its, especially 
not in a place like this... Basically, if you know the timing, or equip the 
ZAP TAP badge, you'll have a 100% chance of free Star Points at the end of 
the battle... Hyper Clefts are also fairly easy enemies to superguard, but 
make sure you absolutely know it if you can't kill them before they hit you 
with a charged attack, as 9 damage is quite a lot of damage at once... Just 
use Piercing Blow or Mega Rush P'd Koops to knock their blocks off... 
Parabuzzies are a little tricky because of their DEF, and that they also 
immediately get up after they are flipped, but that doesn't mean you can't 
just spam Multibounce and knock them all to the ground... ;) Just do that 
and use either partner and they shouldn't be too hard, plus their attack is 
similar to that of Koopas, so you shouldn't have too much trouble with them 
on the ground, but try to ground them early, as their flying attack is hard 
to dodge... Another tricky enemy here is the Shady Koopa, who, despite being 
a Koopa, is able to attack if it is flipped on its back, and that's not 
good... To beat them before they do this, try using Power Bounce with Mario, 
then hit them with whichever partner has enough ATK to kill them before they 
attack, or if you want to play it safe, just use Koops and Power Smash, and 
you'll be able to just attack them without ever having to fear their back-
attack... After all those guys, you'll meet up with floor 40, in which, if 
you haven't done so before (if you could or have the room or coins) would be 
to buy as many Thunder Rages as you can, as the next lot will get pretty 
tough without them...

:::Floors 41-49 [phtstr5]:::

Okay, this is where it starts to seem like these floors were meant to try 
and prevent a Mario version of this, since there are quite a few spiked 
foes here, one of which is flying! Okay, let's get all this straight... 
Dark Paratroopas make an appearance, which are just flying Dark Koopas, so 
just Multibounce to knock them to the ground and use whichever partner is 
powered up to kill them easily, especially if you Multibounce them twice... 
Again, they're also the bearers of Mega Rush P, so wish with all your might 
you get one... Now, we have Bulky Bob-ombs, which are just giant pink 
Bob-ombs that, after a set amount of turns they are in battle (4), they 
explode with a reckoning force of 8 damage to both you and your partner for 
piercing damage! That's a combined 16 if you look at the total amount dealt, 
and that's no wimpy explosion, no sirree... try and take them out with the 
Mega Rush P'd partner, or try to get them into Peril for it to happen, 
because I'm pretty sure you don't want to get hit by that (even though the 
enemies get hurt by it too), so just do that and have Mario just use Power 
Smash, or if you can't seem to hurt them fast enough, just take the quick 
path and use Fire Drive to set them off early to deal only 2 damage to you 
and your partner instead of the usual 8 (if you do it before it ups its ATK 
the third turn after lighting). With those moves,Bulky Bob-ombs are a little 
easier, but their explosion is just one of those things you try to avoid 
like the plague in this run... Lava Bubbles are fairly new to the strategy, 
so let's see what we can dig up; they can't be jumped on or touched, and 
heal and multiply if hit with Fire... hmmm... not very good, I'd say, even 
without their 4 ATK, though their 6 HP is a good deal... Well, the only real 
way I can help make them easier would be to tell you to just use Koops with 
Mega Rush P and slaughter them with Power Shell before they have a chance to 
attack, and just use Power Smash with Mario if you can't use Koops like that 
(since Goombella is useless against these guys)... Poison Pokies are here, 
and stronger than their orange brothers, and have the ability to poison you 
with their attacks as well, making the a double threat in comparison to 
Pokies... Of course, hitting them with Koops knocks off segments, and 
superguarding their body-lob attack deals a hefty 4 damage in retaliation to 
their attack, which is extremely high for this early, especially with it just 
being a general superguard... Just remember not to touch it with Jumps or 
Goombella, and Koops with Mega Rush P and Power Smash are the best moves to 
use on it (Fire Drive if there are more than 1, but not if there are any Lava 
Bubbles). And now, for the hard part: Spiked Parabuzzies (S. Parabuzzies is 
its shortened name), the spiked beast in the sky, in which no Hammer can 
reach (without Hammer Throw, which isn't normally available at this time) nor 
no Jump can hit (unless with Spike shield, but again, is not available)... At 
this point, the best thing to do is to either kill it with any possible 
Thunder Rage(s) you may have, or anything along those lines if you have other 
items, and the only other piece of advice I can give is to learn the timing 
for their superguard... In all honesty, these guys are probably the most 
challenging enemy in the Pit in this thing, mostly because of the flying-
spikedness of it, not because of its low HP or incredible DEF... Though it 
may seem hard to beat them with what you have now, it isn't impossible... 
Just keep at it and you'll get it/them eventually... After those encounters, 
you'll meet face-to-face with the floor of the Strange Sack. HOWEVER in this 
run, because of its limits and prohibitions, YOU MUST NOT LEAVE AFTER GETTING 
THE STRANGE SACK, OR IT WILL NOT COUNT! You must continue on after getting it 
and hope you don't die before you leave this place, though having 20 Fire 
Flowers on Hooktail does kinda shift the tables around, not to mention the 
possibly insanely high level you'll be when you leave this place (usually 
around 23-26 depending on when you enter)...

:::Floors 51-59 [phtstr6]:::

High HP and ATK enemies are going to be making appearances, so all your 
previous encounters are basically forgotten memories at this point. Here, we 
have Badge Bandits, who, like normal Bandits, can steal your stuff (which, 
for them includes Badges and items, so be wary) and then make a quick getaway. 
Of course, like the normal Bandits, defeating them gets you your stuff back, 
but the problem here is their whopping 12 HP, not to mention their 5 ATK! 
Equipping Zap Tap to prevent them from taking your stuff and running (along 
with damaging them if you don't superguard them) may be necessary, but just 
try and be persistent with your attacks, and it wouldn't be too bad of an 
idea to just focus on these guys if there are other enemies in the battle as 
well; if there are more than one, focus on the one in front with Koops and 
Mega Rush P activated, and possibly Goombella if availble to take them out 
individually (when available, which is just having her in front at max HP and 
getting hit with a normal one of their attacks [or three if you levelled her] 
and guarding a second [or fourth if she is Super Rank] with the A button to 
knock her to 1 HP) and you should have an easier time fighting them, but 
probably not enough to where you'll look down upon them as weaklings, 
though... Dark Boos are also a pain, with their 5 ATK as well, and let's not 
forget the abilities a normal Boo has, like invisibility, floating (and its 
allies), and are usually teamed up with other enemies rather than just 
fighting Dark Boos. Just do what you would have done with normal Boos 
(since the only real difference is 1 HP and 2 ATK) and you should do well... 
Ice Puffs are also in the "more of annoying than powerful" factor, as 
freezing can essentially be a game over if you can't guard it or kill it 
fast enough... If you find these guys, try to "arrange" the battle (battling 
and then running instantly if the battle isn't what you want it to be) to 
make them all float to the ground, then use a Fire Drive or something, and 
have Koops out as well to maximize damage with Power Shell (better with 
Mega Rush P). Do that, and they shouldn't be too big of a hassle, but you 
still won't be in the clear yet... We also have Moon Clefts, which tie with 
about 3 or 4 others in having the highest DEF of any enemy in the game 
(most of which live in the Pit, of all places), but they are actually not 
that hard. Just use Piercing Blow to deal damage with Mario, and having Koops 
with Mega Rush P is pretty much a must at this point (or any point at all, 
pretty much). Try to superguard their attack as best you can, as 5 damage 
each can add up pretty badly for what level you may be... And then, the only 
one of these floors yet to be mentioned is the Red Chomp, which I actually 
have to admit probably might be one of the weaker enemies of these parts... 
I mean, yeah, it has 5 ATK and 3 DEF, but 6 HP is pretty low, and their 
attacks are immensely easy to superguard if you know the timing... Using 
Piercing Blow and a Mega Rush P'd partner makes battles with these easier 
than most around here, but they're still not actual easy enemies, since they 
were obviously put on floors 51-59 for a reason (somewhat beyond me >_>)... 
After these obsessively compulsive floors, you'll be on floor 60, which is 
doing fairly good if this is your first try, but it'll only get worse...

:::Floors 61-69 [phtstr7]:::

Well, from here on out, you'll be encountering lots of enemies with lots of 
HP, so try not to be overwhelmed by them all... We have Dark Lakitu, who by 
far is more annoyance than fighter, with 13 HP and 5 ATK, along with the 
ability to bring in reinforcements of Sky Blue Spinies, who alone are 
stronger than half the things in the Pit, and also can pull out Pipes 
(basically blue Spiny Eggs, which leads me to wonder why Nintendo would 
call them Pipes...) above their heads just so you can' jump on them... yeah, 
these guys are bad... Not only that, but they obviously can't be hit by Koops 
either, so using him is useless, and because the the "holding-the-Pipe-
above-their-head-spam" thing, they sometimes make it almost impossible 
for you to even attack them, not to mention not even superguarding them 
damages them either (since they just throw Pipes)... Using Power Bounce or 
Multibonk on these floors may not so bad of an idea, along with having Mega 
Rush P with Goombella... These guys are just plain nasty, and can cause a 
great deal of irritation if left battling for a while... Next, we have Dark 
Craw, one of the many newer and to-be-seen-in-the-near-future enemies with 
exceptional HP, and are no laughing matter in most cases... You can't jump 
on them because of their spear, so don't try it, and they can use an attack 
that can be superguarded for damage and another that can't deal damage (it 
throwing its spear), which may come into play more often than you'd like... 
Their high ATK also makes them one of the first enemies that you'd like to 
take out of the battle, which is fairly reasonable... Just try to use 
powerful moves, like Fire Drive and Power Smash, as well as Mega Rush P with 
Koops (since Goombella can't hurt them with her attacks), so don't feel bad 
about using a lot of FP in the battles with these guys involved, mostly 
because they'll be giving you fairly high amounts of Star Points (based on 
your level), not to mention these guys can also carry a fairly wide variety 
of useful/painful items with them as well, such as Shooting Stars and Ruin 
Powders... Try to survive these fights, and that's about it for them; after 
a while though, you'll get the hang of these guys (since, if you know Gus, 
they're exactly the same as him, only with double the ATK), and they 
shouldn't pose as much of a threat as before... And now, for a quick change 
of pace, we have a Wizzerd enemy, Dark Wizzerd to be precise... They can 
use a LOT of different kinds of moves, like healing and piercing damage, as 
well as stat changing, so these guys may cause trouble to you in the 
future... Though they might seem tough at first, they may not be if you just 
follow one simple attack pattern: Fire Drive, then Mega Rush P'd Koops with 
Power Shell... It really is a simple strategy, yet it will instantly despose 
of the first one closest to you in battle, and the burn inflicted on them 
all will end up killing the second (one that got hit) enemy, in which you 
can just pick off the rest, but when combined with other enemies, like Dark 
Craws, they may be deadly... Aside from all that, they can also carry the 
unthinkable: a Stopwatch... Basically, if you see this on a back row enemy, 
and you know you can't kill it, you've pretty much lost the battle if you 
can't survive being hit by the enemies while being stopped... It's one of 
those things you'll learn to hate about later on, especially when you're 
fighting their most powerful brethren across floors 91-99, but we'll cover 
that later... Just remember, using Fire Drive and any partner that is in 
Peril with Mega Rush P pretty much becomes the main attack of your party in 
this kind of battle, except that Mario uses Fire Drive or heals when 
necessary... Dry Bones are also fairly annoying enemies, but nothing a 
little Fire Drive couldn't solve... Once these guys are defeated, instead of 
dying, they lay on the ground unless killed by a fire or explosion... Your 
best bet would be to hit with Fire Drive then attack with Koops (which would 
be better if he is in Peril with Mega Rush P, which should be obvious by 
now). Do that and you should be fine, just try to persevere through them... 
Frost Piranhas are one of those kind of enemies that are easily spammed into 
making your run a little more challenging, since their normal attack can 
freeze you (and deal 5 damage from the hit), which can be pretty nasty if
you get frozen while there are multiples of them on the field... Just use 
Fire Drive to deal major damage to them and use Koops, since Goombella 
can't attack them regularly... Once all of these floors are done, you'll 
soon be on your way to floors 71-79, some of the hardest floors here for the 
level you'll likely be at...

:::Floors 71-79 [phtstr8]:::

Well, here you are, at level 71-79, where some of the most powerful enemies 
(one of which has the highest HP of any normal enemy) reside... Once you hit 
these floors, difficulty spikes once again, but it shouldn't increase by too 
much after this... Here, we can find the oddly colored, yet still powerful 
Wizzerd, not to be confused with Dark Wizzerd (though in color, that would 
be hard to do)... They are also slightly more powerful than Dark Wizzerds as 
well, but not by enough to make it all that noticeable... They have the same 
amount of HP, so killing them shouldn't be much harder, but they also have 
one more DEF than Dark Wizzerds, so maybe defeating them may be a little 
harder, and their increased ATK doesn't help much either... They can also 
inflict a random status ailment on a player instead of dealing damage with 
their laser attack, which can vary from Dizzy, Confuse, and Shrink (as far 
as I have witnessed), and are all definitely not the kind of ailments you 
want on you for very long. Use Sweet Treat when and if you get hit by these, 
and try to beat them just as you would a Dark Wizzerd... Chain Chomps also 
make an apearance here, but this isn't their home-location... They are also 
one of the select enemies in the Pit that have the 5 DEF, and also have a 6 
ATK and 7 HP to back their bark with bite... Though they are more powerful 
than their Red siblings, attack method should still be the same: Piercing 
Blow and a Mega Rush P'd partner can take these guys out fairly easily... 
Just try and refrain from using Fire Drive though, as it doesn't seem to 
work on these guys (or their Red-colored brethren either, for that 
matter)... And now, for the big daddy of pretty much most of the enemies in 
the entire Pit (HP-wise): the Dark Koopatrol. A massive 25 HP, 5 ATK (which 
is fairly normal, until they charge), and 2 DEF (fairly average as well) 
set him apart from the rest, and he can easily just overpower most people 
on its own in battle (hence the title "The Koopinator" in the Glitz Pit). 
Defeating these guys is no simple task, especially if you're dealing with 
more than one, which will be common... If you have any POW Blocks (like the 
one I told you to bring SPECIFICALLY for this), do not hesitate to use it
on the first turn, though usually it is best to use when there are two or 
three, so if you're only fighting one, save it for next time (there will 
be one, no doubt), and use it when opportunity is at its best, then just 
use a Mega Rush P'd partner and have Mario just Multibounce (if possible) 
to prevent them all from getting up (since being jumped on makes them stay 
on their backs longer), hopefully while it is just the Koopatrols left on 
the stage at the time to prevent damage... If you DON'T have any POW Blocks 
left (or any at all, which is uncommon to not bring one, unless you already 
used it in a previous encounter), then I suggest just using Piercing Blow, 
Fire Drive, and Koops with Mega Rush P... Try your best against them to 
learn the timing for a superguard, as 25 HP is a lot to try and get down 
at once, especially when they're wailing on you at the same time... Next 
up are Phantom Embers, the devilishly blazing foes most people will love 
to hate... Being pretty much the same as a Lava Bubble, except with more 
HP and ATK, tactics against it shouldn't really change, so just do what 
you would against them that you would do to Lava Bubbles, or at least try 
to make powerful attacks against them, like Koops with Mega Rush P and Power 
Smash... With these guys around, battles with other enemies in the same 
battle can get annoying, especially when they're in the front... If this 
kind of thing happens, it is usually best to try and get them early on, so 
as to not be killed by their assistive onslaught of burning attacks... 
Lastly for these floors, we have the cute little Swoopula, who is pretty 
much just asking for a beatdown... Seriously, all you need to do against 
them is equip Zap Tap and the battle against them is already won... Your 
partner shouldn't be of too much concern here, since if they die, you'll 
likely get a heart after the battle (especially if you have Heart Finder) 
and grab it to heal them to 1 HP, which is useful for Mega Rush P... 
Usually, at this point, you may have or had access to getting a Volt Shroom 
after a battle if you've been keeping that Item Hog equipped, so if you have 
any, you may use some, but maybe saving them for later would be better 
(you'll see why)... After these guys, you'll end up on floor 80, where 
everything seems to just get darker... You're already 80% the way there! 
Don't give up!

:::Floors 81-89 [phtstr9]:::

High ATK enemies appear quite often here, so keeping your HP up may be a bit 
difficult... In this sector of the Pit, you can find the powerful Arantula, 
which has a fairly high amount of HP and high ATK as well, not to mention 
the ability to attack multiple times at once (the total being more than a 
single powerful shot), which is pretty bad at this point in the game... 
Defeating these guys will be hard, but not the hardest. If possible, use 
Goombella with Mega Rush P equipped to deal large amounts of damage, 
especially if she has Multibonk (from being levelled to Super Rank, in which 
she is the recommended partner to level) to easily KO them before they can 
do anything majorly harmful, and have Mario wail on them with Power Jump and 
Power Smash. These guys are no joke, so handle them with caution in 
battle... Another new appearance in here is the Dark Bristle, an enemy you 
may recognize from Petal Meadows... well, almost the same... These guys 
have 4 times as much HP and  8 times more ATK than those guys, and are just 
as difficult in battle... If you have any POW Blocks left from the previous 
floors, you can use them to knock these guys on their backs so they can't 
attack you, but because of the spikes on their belly, jumping is still not 
an option, though their DEF does drop to 0... Once that happens, use Koops 
to attack them, or you can try and superguard their attacks if you can time 
it well, as there really isn't a lot of ways you can attack these foes... 
Items and Koops are pretty much the only things, other than superguarding, 
since the spikes in them prevent jumping, and the spears they have poke you 
if you try to use a hammer on it... Among those fiends are the top plant, 
the Piranha Plant, who has a high amount of HP and also boasts the highest 
regular ATK of any enemy in the game (even Bonetail doesn't deal this much 
damage)... Trying to beat these guys before they beat you can be difficult, 
but not impossible.Use hammer force and Koops to deal serious blows, and 
they should be taken care of easily. A tip I can give for you at 
superguarding them is to hit B right when they shut their mouth when they 
attack the person, so learn it well and use it good! And last, but certainly 
not least, we have Spunias, who look almost identical to their floors 1-9 
counterparts, only it is pink, and has incredibly higher ATK (and DEF) than 
the others. Because of its DEF, you'll have to use Power Smash, Fire Drive, 
or Piercing Blow to be able to damage them, or superguard their attacks or 
use Koops with Mega Rush P. These guys are no pushover, so try to beat them 
quick... Once you've overcome those nine floors, the "Final Countdown" 
begins: floors 91-99... and then, after that, the almighty Bonetail... Hope 
you've been prepared, because here we go!

:::Floors 91-99 [phtstr10]:::

Here we are: the final ten... On these floors, the most powerful enemies in 
the game roam (except HP-wise, since Dark Koopatrols are on 71-79 and Dark 
Bones aren't in here), so you must always be on your guard... Try not to lose 
hope here, as this is about as real as it'll ever get in here. Well, as for 
enemies, we'll start off with Bob-Ulks, the humungous purple Bob-ombs that 
like to explode themselves to kill you... Now, one or two isn't too bad, 
but three or more, and they become a problem... Because of their somewhat 
high (lowest of any enemy on these floors though) HP, and their 2 DEF, 
sufficient damage to defeat them before they go off may be difficult... 
Remember, you can always just take the quick way out with Fire Drive if 
you have the HP to survive the resulting explosion (4 damage each), so that 
they don't have the chance to use their 16 damage explosion, but it's not 
all that wise unless you know for a fact that you won't be able to beat 
them. Usually, for this battle, it would just be best (if they are alone) 
to just take the time to use Sweet Treat, heal, Appeal, and continue the 
cycle, running away when they are nearing detonation, so that you may be 
prepared for what will be to come. Other than that, Piercing Blow, Power 
Jump, Power Smash, and a Mega Rush P'd partner all make these foes feel 
the pain, so try and vary your moves depending on the situation... Next up 
is none other than the infamous Elite Wizzerd. It has caused many players 
to have lost their Pre-Hooktail runs because of their uncommon need of 
holding Stopwatches and lingering at the back of the line of battle, making 
it very hard to kill it before it can kill you... Not only that, but they 
have incredible stats, such as their fairly high HP of 12, a worthy 8 ATK, 
and an immense 5 DEF, making these some pretty tough foes. All in all, it'll 
usually be these guys who determine whether you pass or fail this run, no 
joke... As for defeating them, Piercing Blow and Fire Drive are both great 
moves to use, and a Mega Rush'd partner is essentially a must at this point, 
in which, if you want to KO a specific one, Goombella would probably be 
better, but if you need to damage all of them, then perhaps Koops would 
be better. These fellas are the cream of the crop when it comes to the 
Pit, so it would probably be best not to toy around with them at all. 
Kill them the first opportunity you get! Poison Puffs also make their 
first appearance here, and being the last in their line, they're obviously 
no pushovers... With their fairly high 15 HP, and the ability to poison 
you with their breath attack, not to mention the attack itself deals quite 
a hefty damage amount (10 to each), so these guys can be a real pain in 
these floors... Because of their ability to randomly swap positions in the 
air, it would probably not be wise to rely on using Koops for this battle, 
unless one of them charges for their breath, in which Koops will be the one 
you'll want to attack them with, since the only attacks that work against 
them are non-direct... With that said, the best ways to beat them quick (or 
nearly as quick) as you'll want, just use a Mega Rush P'd Goombella or 
Koops (depending on the position of the Poison Puffs in the air), and just 
have Mario Fire Drive the ones on the ground or Power Jump on the ones in 
the air... Other than that, learning to superguard against their breath may 
be useful, but it's also very difficult to learn since only they use that 
kind of attack... Use caution when facing them... Fortunately for these 
floors, they wouldn't be anything without the spammy easy-to-kill enemy, 
which for these floors is the Swampire... For this type of fight, just equip 
the usual Zap Tap and watch them fall victim to their stupidity from trying 
to attack Mario (though you'll need a Volt Shroom to spare your partner the 
pain, or else they'll still be able to be hit). Pretty much, these guys are 
free Star Points when separate from any other fighters, but they can be 
pretty bad when combined with, say, a couple Elite Wizzerds and a Poison 
Puff... If that happens, just use all the powerful jump attacks you might 
have, like Sleep Stomp to put them out of commission, and take out the others 
without having to worry all that much about these guys... And last of all, 
but most DEFINITELY not least, the Amazy Dayzee... Yeah, this is one of those 
enemies that can really affect the outcome of the entire run, and I am 
not even kidding one bit... If you can't defeat them fast enough (within 
one turn), it/they (yes, you can find more than one in a battle here) will 
either run or attack, and you definitely don't want to be hit by that... 20 
damage and being put to sleep is definitely not what you would call 
"homely"... For this, I can't be of too much help other than for telling 
you to use Goombella's Super Rank attack Multibonk while she is in Peril 
from Mega Rush P, and use Mario's Fire Drive to finish it if it's still 
alive... If you can't do that, then you may be outta luck if it decides to 
attack, as you can't have anything to prevent that much damage, and you 
can't get the badge needed to prevent the sleep status until after chapter 
7, so you'll just have to hope they spare you and run away instead of 
attacking... You can also try to put them to sleep with Sleep Stomp, since 
you don't even have to deal damage to put them to sleep, but perhaps you 
shouldn't rely on the chances that it may or may not be put to sleep, but 
it could be a risk worth taking if you can hold out the battle long enough 
to kill it and gain an ungodly amount of Star Points... Well, whichever 
path you take in trying to beat them, it would also not be too bad of an 
idea if you equip any Pretty Luckies or the Lucky Day you got from floor 90 
you might have from your previous adventures before entering the Pit of 100 
Trials, and just hope that, if they attack, they will just miss Mario (your 
partner will probably stand no chance unless you can superguard the 
attack)... After the relentless fighting prior to floor 100, you'll 
probably have wanted to be fully healed at the end of the match, like by 
using Sweet Treat before the battle ended, so that you are better 
prepared for what's to come... The best stuff to have would probably 
Fire Drive, Mega Rush P (unless your partner[s] is/are dead), and as 
many "Lucky" badges as you might have, and any other good badges you might 
have for him, and don't forget to unequip the badges you have on that 
affect things that happen after a battle is finished, like Heart Finder 
and Item Hog, and use that BP for things that may be more useful... This 
is it... the final battle before the end... You must then enter the pipe 
before you, and you will meet face to face with Bonetail...

:::Floor 100-Bonetail [phtstrbt]:::


BOSS BATTLE!

Bonetail
200 HP
8 ATK
2 DEF


Well, you got this far, and now it's time to end it already: the boss battle 
with Bonetail! Like any optional boss, it's probably going to be harder than 
most of what you faced before, and this is not excpetion to that rule. 
Because of what you are stuck with (limited items and badges, not to mention 
level as well), he is much more challenging than he was if you would have 
normally gone through the Pit of 100 Trials... Now, for this fight, it would 
be much easier if you have levelled Goombella to Super Rank, as a 
Multibonking, Mega Rush P'd Goomba can cause some major damage to him, 
especially if you might have gotten any Power Punches from any drops from 
the enemies around in the rest of the Pit (it's possible, but not likely), 
and she will be your main attacking unit... that is, until she gets 
attacked by Bonetail... Unless you have Life Shrooms or keep your partners 
out of Peril, you'll likely end up fighting this battle alone in the end... 
When that happens, just use Fire Drives and use Star Power when necessary 
to heal your HP and FP. At this point, if you have followed the basic needs 
for stats, you should probably have about 60+ HP, 20-25 FP (based on 
tastes), and about 24-30 BP, which is all fairly necessary to keep a long 
battle like this going, and if you already have all those as high as they 
are on the list, then just increase HP more, as it'll likely be the winning 
factor in this fight... Superguarding is also a must, as his attacks can be 
quite a pain if you can't, though it's not even worth it to try and 
superguard against his quick Bite attack, as that is unsuperguardable... 
The rest of his attacks, however, aresuperguardable, though you won't be 
able to deal any damage to him on your own by superguarding alone. You'll 
need to pick up the pace with Piercing Blows (if FP get low and you have it 
on) or Fire Drive, until he starts using his healing, in which it would 
probably be best to do the same unless your stats are good enough as well, 
which pretty much makes it a free turn to attack him without any downsides. 
Persevere with the onslaughts of Fire Dives and possible Power Smash or 
Piercing Blows until he is finally felled... Once you have done this, you 
will finally obtain the Return Postage badge and be able to leave this 
place once and for all... that is, until next time you get that urge, and 
come back to this place... Until then, you will be recognized as a part of 
the elites of the Paper Mario: The Thousand-Year Door game, being one of a 
handful of people who have achieved such an... uh, achievement... ^_^; 

Congratulations!

+-+-+-+-+-+-+-+-+-+-+-+-+
6. About the Mover [abmov]
+-+-+-+-+-+-+-+-+-+-+-+-+

So you're going through the Pit, and you come into a room that is almost 
completely empty, except that there is a guy who looks like a Puni walking 
around like nothing's really going on, and there's a blue "!" block next to 
where the pipe would be. This is a Mover floor. Here, you can choose to go 
down one floor for free, no cost, no fighting, just hit the block to go down 
to the next floor, OR you can pay Mover to "move" you to another floor or 
even out of the Pit entirely, all by paying a certain amount, based on the 
quality of the service you are asking for, which are:

2 floors down - 10 coins
5 floors down - 30 coins
Leave the Pit - 10 coins

Mover will not move you directly to a 10's floor if you choose an amount 
that goes over it (i.e. go down 5 while you are on floor 66, in which you'll 
end up on floor 71, not 70; you will still have to go down 2 floors with 
mover and fight another two fights to get to 70). You must get there 
yourself, unless your amount leads you straight to it (i.e. going down 2 from 
floor 28 will bring you to 30). The usefulness of Movers are fairly limited 
though, as there is no definite way to tell when one's about to come, so you 
have to just either be good at guessing or be very lucky to get him when you 
actually want him. Try to use him to your best advantage; if you are severely 
weakened, it would probably be best to get out of there as fast as possible, 
so you should try and make yourself as close to the next 10's as possible to 
limit the amount of battles so you can still have the chance of levelling up 
and continuing, or if you aren't confident that you can even do that, then 
you may just pay him 10 coins to leave the Pit entirely. Other than that, he 
is usually best to be used in moderation if you want experience... Try to 
think carefully whether or not to actually use him or not if he does appear.

Well, I hope with all that special info, using what you may or may not have 
found out already with the rest of my Guide prior to this, or whatever 
knowledge you had of this prior to reading it, you will most certainly be 
able to stand a chance at beating the Pit of 100 Trials, perhaps even before 
you beat Hooktail! I wish you all the best, especially if this is the first 
time for you! Good luck!

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
7. Items Recommendation List [itemrl]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Now, as you may know, the Pit is a fairly big challenge for most people, and
although badges may help a lot, items also play a huge role in the successes
of many who enter, especially when trying to go all the way down. The
purpose of this section is to list all the (regular) items that can be used
in this game, and then list them by their usefulness.

The usefulness levels go on a scale from X to *****, with each representing
their usefulness by how many asterisks they have for them. Here's what
each level means in terms of usefulness:

X     - WHY DID YOU BRING THIS IN?!
*     - usually a waste of space
**    - not useful in many situations
***   - occasionally useful
****  - usually wanted
***** - totally worth bringing

Here is the list of items and their usefulness. If you would like to find a
specific item, press CTRL and F, and then type in the name of the item you
would like to find.

 _____________________________________________________________________________
/    Item     |   General Description   | Usefulness |    General Reason(s)   \
--------------|-------------------------|------------|-------------------------
Boo's Sheet   |Become invisible for 2   |   *****    |Not needed every time, 
              |turns.                   |            |but extremely helpful in
              |                         |            |the times it is brought.
-------------------------------------------------------------------------------
Cake Mix      |Heals 1 FP               |   *        |Cook for better results.
-------------------------------------------------------------------------------
Choco Cake    |Heals 5 HP and 15 FP.    |   ***      |A nice item, but there
              |                         |            |are better items too.
-------------------------------------------------------------------------------
Coco Candy    |Heals 3 HP and 15 FP.    |   **       |Nice, but there are
              |                         |            |plenty of better things.
-------------------------------------------------------------------------------
Coconut       |Heals 5 HP.              |   *        |Essentially useless by
              |                         |            |the time you get it...
-------------------------------------------------------------------------------
Coconut Bomb  |Deals 7 damage to 1 foe  |   **       |Damage is nice, but only
              |(explosion-based).       |            |targeting one foe is
              |                         |            |hardly useful.
-------------------------------------------------------------------------------
Couple's Cake |HP heals by 2 every turn |   **       |A Slow Shroom is the
              |for the next 10 turns.   |            |same, but isn't as hard
              |                         |            |to get.
-------------------------------------------------------------------------------
Courage Meal  |Deals 4 damage to 1 foe. |   *        |I honestly don't see
              |                         |            |much potential in this;
              |                         |            |get a Thunder Bolt if
              |                         |            |you want to damage only
              |                         |            |1 foe instead...
-------------------------------------------------------------------------------
Courage Shell |Increases DEF by 2 for 3 |   **       |Useful only for enemies 
              |turns.                   |            |with lower ATKs, but not
              |                         |            |as much so with higher
              |                         |            |ATK and DEF-piercers.
-------------------------------------------------------------------------------
Dizzy Dial    |Makes foes Dizzy for the |   *        |Rarely useful in many
              |next 3 turns.            |            |situations, and in some,
              |                         |            |isn't worth the risk
              |                         |            |that it might miss.
-------------------------------------------------------------------------------
Dried Bouquet |Heals 1 FP.              |   *        |One word: why?
-------------------------------------------------------------------------------
Dried Shroom  |Heals 1 HP.              |   **       |You'd think it'd be
              |                         |            |useless, but when you
              |                         |            |have a KO'd partner and
              |                         |            |a Mega Rush P, this
              |                         |            |helps a lot. Otherwise,
              |                         |            |yeah, it is fairly
              |                         |            |useless...
-------------------------------------------------------------------------------
Earth Quake   |Deals 5 damage to all    |   ***      |This can be quite
              |ground-bound (or         |            |helpful, but later on,
              |ceiling-bound) foes.     |            |Thunder Rages are better
              |                         |            |for being able to hit
              |                         |            |the fliers.
-------------------------------------------------------------------------------
Egg Bomb      |Deals 7 damage to 1 foe  |   **       |Good for damage, but
              |(explosion-based).       |            |being a single-target,
              |                         |            |it's not overly helpful.
-------------------------------------------------------------------------------
Electro Pop   |Heals 15 FP.             |   **       |Good for a slight FP
              |                         |            |heal, but there are
              |                         |            |better out there.
-------------------------------------------------------------------------------
Fire Flower   |Deals 3 damage to all    |   **       |Not overly useful
              |foes (fire-based).       |            |because of fire-based
              |                         |            |damage and a lot of
              |                         |            |tough enemies resisiting
              |                         |            |fire damage.
-------------------------------------------------------------------------------
Fire Pop      |Heals 20 FP.             |   **       |A decent FP heal at a
              |                         |            |usually affordable rate;
              |                         |            |however, not being able
              |                         |            |to be cooked until later
              |                         |            |in-game is a downside.
-------------------------------------------------------------------------------
Fresh Juice   |Heals 5 FP and cures     |   **       |Pretty much a Honey
              |most status ailments     |            |Syrup and a Tasty Tonic
              |in-battle.               |            |in one item; slightly
              |                         |            |useful in battles where
              |                         |            |statuses are concerned,
              |                         |            |like Bonetail.
-------------------------------------------------------------------------------
Fresh Pasta   |Heals 10 HP and 5 FP.    |   *        |A fairly decent uncooked
              |                         |            |item that heals a small
              |                         |            |amount of HP and FP. Due
              |                         |            |to its cost, however,
              |                         |            |it's unrecommended.
-------------------------------------------------------------------------------
Fried Egg     |Heals 10 HP.             |   *        |Better than uncooked,
              |                         |            |but not great overall.
-------------------------------------------------------------------------------
Fright Mask   |May scare foes, causing  |   **       |Only really good if you
              |some to flee the battle  |            |want to skip a battle or
              |(enemies that flee do    |            |two, but the experience
              |not give Star Points,    |            |is generally a reason
              |nor do they drop items   |            |why it's not so useful
              |or coins after battle).  |            |for some fights.
--------------------------------------------------------------------------------
Fruit Parfait |Heals 10 HP and 2 FP.    |   **       |A decent HP heal, but
              |                         |            |probably isn't worth the
              |                         |            |FP heal alone.
--------------------------------------------------------------------------------
Gold Bar      |N/A (sells for 100 coins |   X        |I question your
              |at any shop)             |            |intelligence if you bring
              |                         |            |this with you...
--------------------------------------------------------------------------------
Gold Bar x3   |N/A (sells for 300 coins |   X        |If you think this is
              |at any shop)             |            |useful, you may as well
              |                         |            |try Hammering a foe
              |                         |            |in-battle while equipped
              |                         |            |with the Jumpman badge.
--------------------------------------------------------------------------------
Golden Leaf   |Heals 10 FP.             |   **       |A decent FP healer, only
              |                         |            |not as easy to get in
              |                         |            |quantities, but is free.
--------------------------------------------------------------------------------
Gradual Syrup |Heals 2 FP per turn for  |   **       |Good for duration, since
              |10 turns.                |            |it's cheap and can heal
              |                         |            |up to 20 FP.
--------------------------------------------------------------------------------
Healthy Salad |Heals 15 FP and cures    |   ***      |Easy to get and good on
              |most status ailments     |            |the healing, plus the
              |in-battle.               |            |status-removal is nice.
--------------------------------------------------------------------------------
Heartful Cake |Heals 20 FP and induces  |   **       |A nice FP heal, but
              |Soft status for 3 turns  |            |unwise to be used
              |if used in-battle.       |            |in-battle, of course.
--------------------------------------------------------------------------------
Honey Candy   |Heals 20 FP.             |   ***      |A nice FP heal with no
              |                         |            |real down-side.
--------------------------------------------------------------------------------
Honey Shroom  |Heals 5 HP and 5 FP.     |   *        |Only 5 HP and FP? By
              |                         |            |then, most single-item
              |                         |            |cooks are better than
              |                         |            |that...
--------------------------------------------------------------------------------
Honey Super   |Heals 10 HP and 5 FP.    |   **       |Basically a cheaper Fresh
              |                         |            |Pasta, only you can
              |                         |            |get it slightly earlier.
--------------------------------------------------------------------------------
Honey Syrup   |Heals 5 FP.              |   *        |Low-dose and unrealiable
              |                         |            |later on, but at least
              |                         |            |it's fairly cheap.
--------------------------------------------------------------------------------
Honey Ultra   |Heals 50 HP and 5 FP.    |   ***      |High HP heal is great,
              |                         |            |but due to the lower FP
              |                         |            |heal, it's not much
              |                         |            |different from a regular
              |                         |            |Ultra Shroom.
--------------------------------------------------------------------------------
Horsetail     |Heals 3 HP.              |   *        |Not usually enough to
              |                         |            |even warrant CONSIDERING
              |                         |            |bringing it in...
--------------------------------------------------------------------------------
Hot Dog       |Heals 5 HP and 5 FP.     |   **       |Heals a fairly small
              |                         |            |amount of HP, but since
              |                         |            |it's an ealier version of
              |                         |            |Honey Shroom and only
              |                         |            |costs 10 coins, it's a
              |                         |            |plus.
--------------------------------------------------------------------------------
Hot Sauce     |Increase ATK by 1        |   *        |Power Punch is better,
              |temporarily.             |            |although more expensive,
              |                         |            |and lasts longer.
--------------------------------------------------------------------------------
HP Drain      |Deal 5 damage to an      |   ***      |The fact you can kill an
              |enemy and heal 5 HP.     |            |enemy and heal yourself
              |                         |            |is a nice benefit, if the
              |                         |            |enemy has a small enough
              |                         |            |HP amount.
--------------------------------------------------------------------------------
Ice Storm     |Deals 3 damage to all    |   **       |Not many enemies are
              |foes (ice-based).        |            |resistant, and can freeze
              |                         |            |certain ones, but only
              |                         |            |3 damage is a downside.
--------------------------------------------------------------------------------
Icicle Pop    |Heals 20 FP.             |   **       |Heals a decent FP amount,
              |                         |            |but I'd say to probably
              |                         |            |just make it easier
              |                         |            |by instead cooking the
              |                         |            |Honey Syrup with a Cake
              |                         |            |Mix for Honey Candy, as
              |                         |            |it is generally easier
              |                         |            |to make than this.
--------------------------------------------------------------------------------
Ink Pasta     |Heals 10 HP and 30 FP.   |   ***      |Not hard to get, heals a
              |                         |            |lot of FP and a little
              |                         |            |HP, but can be expensive.
--------------------------------------------------------------------------------
Inky Sauce    |Heals 30 FP.             |   ***      |Easy to get AND heals a 
              |                         |            |lot of FP.
--------------------------------------------------------------------------------
Inn Coupon    |N/A (allows one free     |   X        |If this is actually
              |stay at any Inn, no      |            |useful in the Pit at 
              |matter where or the      |            |all, then my name is
              |cost of a usual stay)    |            |Juliet... and it's not.
--------------------------------------------------------------------------------
Jammin' Jelly |Heals 50 FP.             |   ***      |Heals an awesome FP
              |                         |            |amount, but is rather
              |                         |            |expensive.
--------------------------------------------------------------------------------
Jelly Candy   |Heals 64 FP.             |   ****     |Heals a fantastic FP
              |                         |            |amount, but is also a
              |                         |            |tad expensive.
--------------------------------------------------------------------------------
Jelly Shroom  |Heals 5 HP and 50 FP.    |   ***      |Awesome FP heal with a
              |                         |            |little HP, but costly.
--------------------------------------------------------------------------------
Jelly Super   |Heals 10 HP and 50 FP.   |   ***      |Heals a decent amount of
              |                         |            |HP and a great amount of
              |                         |            |FP, but pricey. 
--------------------------------------------------------------------------------
Jelly Ultra   |Heals 50 HP and 50 FP.   |   *****    |The best HP healer and
              |                         |            |second-best FP healer,
              |                         |            |only probably the most
              |                         |            |expensive to make.
--------------------------------------------------------------------------------
Keel Mango    |Heals 5 HP.              |   *        |Essentially a free
              |                         |            |Mushroom, only not as
              |                         |            |simple to get.
--------------------------------------------------------------------------------
Koopa Bun     |Heals 15 FP.             |   **       |A nice FP-healer, but
              |                         |            |requires two items to
              |                         |            |make, which is a
              |                         |            |downside.
--------------------------------------------------------------------------------
Koopasta      |Heals 7 HP and 7 FP      |   *        |Fresh Pasta was better,
              |                         |            |only this heals slightly
              |                         |            |more FP at the cost of
              |                         |            |more HP.
--------------------------------------------------------------------------------
Koopa Tea     |Heals 7 FP.              |   **       |Easy to get and easy to
              |                         |            |make, but not a great
              |                         |            |healer.
--------------------------------------------------------------------------------
Life Shroom   |Revives fallen party     |   *****    |Many times you will come
              |member when s/he is KO'd |            |around and see that this
              |and heals to 10 HP, or   |            |is probably the single
              |heals 10 HP when used    |            |best item for bringing
              |as a normal item.        |            |into the Pit. No joke.
--------------------------------------------------------------------------------
Love Pudding  |Makes you Invisible for  |   *        |To me, it's not worth
              |3 turns, Electrified for |            |the risk, plus it
              |5 turns, or Sleepy for   |            |requires two items
              |5 turns.                 |            |to make.
--------------------------------------------------------------------------------
Mango Delight |Heals 10 HP and 3 FP.    |   **       |Only slightly better than
              |                         |            |a Super Shroom, only it
              |                         |            |requires two items to
              |                         |            |cook as well.
--------------------------------------------------------------------------------
Maple Shroom  |Heals 5 HP and 10 FP.    |   *        |A little HP and FP healed
              |                         |            |for requiring two items
              |                         |            |to make isn't great...
--------------------------------------------------------------------------------
Maple Super   |Heals 10 HP and 10 FP.   |   **       |A step up from Maple
              |                         |            |Shroom, but not by much.
--------------------------------------------------------------------------------
Maple Syrup   |Heals 10 FP.             |   **       |Heals a decent FP amount
              |                         |            |for cheap amount.
--------------------------------------------------------------------------------
Maple Ultra   |Heals 50 HP and 10 FP.   |   ***      |Great HP healer, mild FP
              |                         |            |heal, but the price is
              |                         |            |high to make.
--------------------------------------------------------------------------------
Meteor Meal   |Heals 7 HP, and then 2   |   *        |Since it requires a
              |more each turn for 3     |            |Shooting Star, and also
              |turns.                   |            |doesn't heal much
              |                         |            |besides the continuous
              |                         |            |heal, it's not very
              |                         |            |good at all to me.
--------------------------------------------------------------------------------
Mini Mr. Mini |Shrinks foes for 3       |   **       |Really only useful
              |turns, decreasing their  |            |against low-ATK enemies,
              |ATK by 2.                |            |but can work on some
              |                         |            |others as well, but is
              |                         |            |really limited in use.
--------------------------------------------------------------------------------
Mistake       |Heals 1 HP and 1 FP.     |   **       |Same as Dried Shroom,
              |                         |            |only it heals an FP as
              |                         |            |well, making it one
              |                         |            |step above it.
--------------------------------------------------------------------------------
Mousse Cake   |Heals 15 FP.             |   **       |Cheap, easy to get, and
              |                         |            |heals decently, but
              |                         |            |probably not as good in
              |                         |            |the long run as some
              |                         |            |other things.
--------------------------------------------------------------------------------
Mr. Softener  |Softens enemies for 3    |   **       |Helps in killing those
              |turns, decreasing their  |            |high-DEF monsters, but
              |DEF by 2.                |            |is limited in usage at
              |                         |            |certain points.
--------------------------------------------------------------------------------
Mushroom      |Heals 5 HP.              |   *        |One of the lowest HP
              |                         |            |healers; cheap, but there
              |                         |            |are so many better items
              |                         |            |out there.
--------------------------------------------------------------------------------
Mystery       |N/A (activates           |   *        |Once again, I probably
              |random item effect       |            |wouldn't risk it, but
              |in-battle)               |            |in some times, it can be
              |                         |            |kind of helpful.
--------------------------------------------------------------------------------
Mystic Egg    |Heals 5 HP.              |   *        |Another free, but harder
              |                         |            |to get, Mushroom variant.
--------------------------------------------------------------------------------
Omelette Meal |Heals 5 HP and 5 FP.     |   *        |Not easy to get, doesn't
              |                         |            |heal much, and can be a
              |                         |            |pain to make in
              |                         |            |sufficient quantities.
--------------------------------------------------------------------------------
Peachy Peach  |Heals 1 HP and 2 FP.     |   *        |It'd be better off made
              |                         |            |into Fresh Juice...
--------------------------------------------------------------------------------
Peach Tart    |Makes you Electrified    |   *        |Risk factor makes it
              |for 5 turns, Dodgy for   |            |unlikely to be useful
              |4 turns, or Sleepy for   |            |unless you're either
              |5 turns.                 |            |lucky or know your stuff.
--------------------------------------------------------------------------------
Point Swap    |Swaps current HP with    |   *        |If you have excess of a
              |current FP (max of the   |            |stat, but are doing poor
              |lesser amount, if any,   |            |in another, swap for
              |cannot be exceeded in    |            |better options.
              |this way, however).      |            |Otherwise, I wouldn't
              |                         |            |recommend it.
--------------------------------------------------------------------------------
Poison Shroom |Poisons the target; if   |   **       |Bad normally, but with
              |used while equipped      |            |Feeling Fine, it's either
              |with Feeling Fine, it    |            |the best healer or your
              |will instead either      |            |worst nightmare. If you
              |halve your current HP    |            |decide to bring it with
              |(up to 99 damage) or     |            |you, I hope you're lucky!
              |heal all of target's HP. |            |
--------------------------------------------------------------------------------
POW Block     |Deals 2 damage to all    |   **       |Great for flipping
              |foes, flipping foes that |            |certain enemies like
              |can be flipped (like     |            |Dark Koopatrols and Dark
              |Koopas and Bristles);    |            |Bristles, but then again,
              |using this item also     |            |Quake Hammer beats this
              |increases the chances a  |            |after you get it in
              |stage-involved incident  |            |Chapter 2.
              |occurs upon using it.    |            |
--------------------------------------------------------------------------------
Power Punch   |Increases ATK by 2 for   |   ****     |Perfect for multi-hitters
              |3 turns.                 |            |like Power Bounce, 
              |                         |            |most of Yoshi's attacks,
              |                         |            |or Multibonk; combos well
              |                         |            |with Power Lift.
--------------------------------------------------------------------------------
Repel Cape    |Makes the target Dodgy   |   **       |Since it lasts a while,
              |for 4 turns.             |            |it can be good, but why
              |                         |            |risk the chances of being
              |                         |            |hit when you can avoid
              |                         |            |them with a Boo's Sheet?
--------------------------------------------------------------------------------
Ruin Powder   |Confuses foes.           |   **       |Useful with the higher
              |                         |            |ATK enemies, but isn't
              |                         |            |effective enough to
              |                         |            |warrant prime usage, not
              |                         |            |to mention Vivian's
              |                         |            |Infatuate is the same
              |                         |            |for a little FP.
--------------------------------------------------------------------------------
Shooting Star |Deals 6 damage to all    |   *****    |Easy to get, a heavy
              |foes.                    |            |damage-all,
              |                         |            |non-elemental, a tad
              |                         |            |pricey, but definitely
              |                         |            |worth it! Bring plenty.
--------------------------------------------------------------------------------
Shroom Broth  |Heals 1 HP, and 2 more   |   *        |Only heals 1 HP when
              |each turn for a total    |            |used, and slowly heals
              |of 5(?) turns.           |            |for a little while, and
              |                         |            |requires two items to
              |                         |            |make it, which is not
              |                         |            |really a good thing.
--------------------------------------------------------------------------------
Shroom Cake   |Heals 10 HP and 10 FP.   |   **       |Nice healer, but there's
              |                         |            |usually better out there
              |                         |            |by the time you can cook
              |                         |            |it yourself.
--------------------------------------------------------------------------------
Shroom Crepe  |Heals 30 HP and 20 FP.   |   ***      |A great HP healer, and a
              |                         |            |good FP healer, but hits
              |                         |            |the wallet a little.
--------------------------------------------------------------------------------
Shroom Fry    |Heals 6 HP and 2 FP.     |   **       |Simple and easy to make,
              |                         |            |but the healing is low.
--------------------------------------------------------------------------------
Shroom Roast  |Heals 15 HP and 5 FP.    |   ***      |Easy to make, and heals a
              |                         |            |decent amount of HP, but
              |                         |            |FP healing is a tad
              |                         |            |lower, but at least its
              |                         |            |generally affordable.
--------------------------------------------------------------------------------
Shroom Steak  |Heals 30 HP and 10 FP.   |   ***      |Great healer; not as good
              |                         |            |on FP, and costly (unless
              |                         |            |you cook a Life Shroom
              |                         |            |and a Mushroom together
              |                         |            |to make it), but
              |                         |            |normally good.
--------------------------------------------------------------------------------
Sleepy Sheep  |Makes foes Sleepy for    |   **       |Usually effective, cheap,
              |5 turns.                 |            |and lasts long, but not
              |                         |            |reliable that, once the
              |                         |            |enemy is attacked, it
              |                         |            |might awaken.
--------------------------------------------------------------------------------
Slow Shroom   |Heal 2 HP each turn      |   *        |Can overall heal a total
              |for 10 turns.            |            |of 20 HP, but since you
              |                         |            |have to wait 10 turns for
              |                         |            |the full effect... yeah,
              |                         |            |not as good.
--------------------------------------------------------------------------------
Snow Bunny    |Heals 15 HP, but         |   *        |There are easier to make,
              |freezes you for 2 turns  |            |better healers, and I
              |if used in-battle.       |            |wouldn't ever consider
              |                         |            |using this in-battle
              |                         |            |either, mind you.
--------------------------------------------------------------------------------
Space Food    |Heals 5 HP and inflicts  |   *        |Not too difficult to
              |"Allergic" status on     |            |make, but a task to
              |you, preventing all      |            |actually be able to, not
              |good status ailments for |            |to mention the low heal,
              |the next 3 turns if used |            |and Allergic status
              |in-battle if you're      |            |isn't a good thing for
              |not on the moon.         |            |you either.
--------------------------------------------------------------------------------
Spaghetti     |Heals 6 HP and 4 FP.     |   *        |Fresh Pasta was way 
              |                         |            |better than this...
--------------------------------------------------------------------------------
Spicy Soup    |Heals 4 HP and 4 FP.     |   *        |Easy-to-make dual healer,
              |                         |            |only because it heals so
              |                         |            |little, it's not as
              |                         |            |useful further in.
--------------------------------------------------------------------------------
Spicy Pasta   |Heals 10 HP and 10 FP.   |   *        |An expensive-ish version
              |                         |            |of a Zess Dinner, which
              |                         |            |would make it slightly
              |                         |            |unrecommended, to me.
--------------------------------------------------------------------------------
Spite Pouch   |Gives the target         |   *        |As the point of bringing
              |"Payback" status,        |            |items is to help avoid
              |which makes all          |            |damage or heal it,
              |direct-attacking foes    |            |getting hit is usually
              |take half the damage     |            |the last thing you want
              |they deal, rounded down. |            |to do, which is all this
              |                         |            |is good for.
--------------------------------------------------------------------------------
Stopwatch     |Stops foes in time       |   ****     |It would be better if
              |for 3 turns.             |            |more enemies were
              |                         |            |affected, but this item
              |                         |            |is great here.
--------------------------------------------------------------------------------
Super Shroom  |Heals 10 HP.             |   **       |Easy to get and a decent
              |                         |            |healer in HP, but don't
              |                         |            |cook it.
--------------------------------------------------------------------------------
Tasty Tonic   |Cures most status        |   *        |Relatively few times is
              |ailments in-battle       |            |this actually useful,
              |(cannot be used outside  |            |specifically being
              |of battle).              |            |frozen.
--------------------------------------------------------------------------------
Thunder Bolt  |Deals 5 damage to 1      |   *        |Hitting only one enemy is
              |foe (electric-based).    |            |a downside that Thunder
              |                         |            |Rage fixed, and this
              |                         |            |isn't very good to use
              |                         |            |against Bulky Bob-ombs,
              |                         |            |if you know what I mean.
--------------------------------------------------------------------------------
Thunder Rage  |Deals 5 damage to all    |   ***      |A target-all version of
              |foes (electric-based).   |            |Thunder Bolt, which
              |                         |            |really makes it a step
              |                         |            |up. Still not good on
              |                         |            |the big Bob-omb enemies,
              |                         |            |though.
--------------------------------------------------------------------------------
Trial Stew    |Drop target's HP to 1    |   **       |Only good if you plan on
              |and reduces FP to 0,     |            |using Mega Rush, and
              |but recovers Star        |            |even then, healing your
              |Power to max.            |            |FP back up is going to be
              |                         |            |a pain, but it can be
              |                         |            |helpful, perhaps.
--------------------------------------------------------------------------------
Turtley Leaf  |Heals 3 FP.              |   *        |Cook before bringing.
--------------------------------------------------------------------------------
Ultra Shroom  |Heals 50 HP.             |   ***      |Awesome healer, but can
              |                         |            |cost a lot to get it.
--------------------------------------------------------------------------------
Volt Shroom   |Gives the target         |   ***      |Makes a lot of enemies
              |"Electrified" status     |            |useless against you, as
              |for 5 turns, which       |            |well as damaging a great
              |makes most               |            |deal of them, and also
              |direct-attackers take    |            |allows the ability to
              |1 damage, and prevents   |            |jump on electric enemies
              |leeching foes from       |            |(like a powered-up Dark
              |touching the target.     |            |Puff), and not too
              |Unfortunately, when      |            |costly to get. Not many
              |stacked with "Payback"   |            |downsides, if I say so.
              |status, it loses it's    |            |
              |zap, and leeching foes   |            |
              |can then be able to      |            |
              |attack the target as     |            |
              |if it weren't            |            |
              |Electrified, although    |            |
              |they still take an       |            |
              |extra 1 point of damage  |            |
              |as if it were still      |            |
              |Electrified.             |            |
--------------------------------------------------------------------------------
Whacka Bump   |Heals 25 HP and 25 FP.   |   ***      |The fact that it's
              |                         |            |limited in supply is
              |                         |            |probably its only
              |                         |            |downside.
--------------------------------------------------------------------------------
Zess Cookie   |Heals 15 HP and 15 FP.   |   **       |Easy to make, and a nice
              |                         |            |healer in both HP and FP.
--------------------------------------------------------------------------------
Zess Deluxe   |Heals 40 HP and 40 FP.   |   *****    |Quite easy to make, heals
              |                         |            |a lot, and affordable,
              |                         |            |so not many complaints
              |                         |            |here on this one!
--------------------------------------------------------------------------------
Zess Dinner   |Heald 10 HP and 10 FP.   |   **       |A decent healer that
              |                         |            |isn't hard to make, but
              |                         |            |overall, it doesn't heal
              |                         |            |as much as hoped for
              |                         |            |later on.
--------------------------------------------------------------------------------
Zess Dynamite |Deals 7 damage to all    |   ****     |The only downside to it
              |foes (explosion-based).  |            |is that, being explosive,
              |                         |            |it can have "explosive"
              |                         |            |results on Bulky
              |                         |            |Bob-ombs and Bob-ulks.
--------------------------------------------------------------------------------
Zess Frappe   |Heals 20 FP.             |   **       |Good FP healer that isn't
              |                         |            |too hard to make, if you
              |                         |            |have the ingedients, that
              |                         |            |is... you might see
              |                         |            |better resulsts cooking
              |                         |            |that Maple Syrup with a
              |                         |            |Cake Mix.
--------------------------------------------------------------------------------
Zess Special  |Heals 20 HP and 20 FP.   |   ***      |A cookable (if only 
              |                         |            |slightly weaker) version
              |                         |            |of a Whacka Bump, making
              |                         |            |it a generally good item
              |                         |            |to bring, and seems about
              |                         |            |above-average in healing.
--------------------------------------------------------------------------------
Zess Tea      |Heals 20 FP.             |   **       |Easy to make, only
              |                         |            |requires one item, but
              |                         |            |being the item is only
              |                         |            |found in one place, it's
              |                         |            |not so useful to try and
              |                         |            |get large amounts.
\______________________________________________________________________________/


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
7. Badge Recommendation List [badgerl]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

So, you may already have searched around the PAper Mario world, and thought
"what would be some good suggestions for bringing into the Pit?" Well, I have
good news for you: a badge usefulness section! Here, you'll figure from the
testing of some experts of the Pit and other players (although mostly me) and
how well they think the badges stack up to each other in how well they work
together or separately in the Pit.

The usefulness levels go on a scale from X to *****, just as it was with items
and their recommendations, with each representing their usefulness by how many
asterisks they have for them. Here's what each level means in terms of
usefulness (in case you skipped the items section or forgot):

X     - WHY DID YOU BRING THIS IN?!
*     - usually a waste of space
**    - not useful in many situations
***   - occasionally useful
****  - usually wanted
***** - totally worth bringing
E     - entertaining, but no use

Here is the list of badges and their usefulness. If you would like to find a
specific item, press CTRL and F, and then type in the name of the item you
would like to find.

 _____________________________________________________________________________
/    Badge    |   General Description   | Usefulness |    General Reason(s)   \
--------------|-------------------------|------------|-------------------------
All Or Nothing|Increase Mario's ATK by  |   ****     |Unless you're not very
(BP cost: 4)  |1, but if he fails the   |            |good at Action Commands,
              |Action Command, he does  |            |which you should be by
              |0 damage.                |            |the time you get it, I
              |                         |            |would sorely recommend
              |                         |            |it's 4BP 1 ATK increase.
-------------------------------------------------------------------------------
Attack FX B   |Changes Mario's attacks' |   E        |Er, I don't see why you
(BP cost: 0)  |sound effects.           |            |would need this, but it
              |                         |            |IS fun, perhaps...
-------------------------------------------------------------------------------
Attack FX G   |Changes Mario's attacks' |   E        |It's certainly a little
(BP cost: 0)  |sound effects.           |            |entertaining, but no use
              |                         |            |whatsoever.
-------------------------------------------------------------------------------
Attack FX P   |Changes Mario's attacks' |   E        |Do I have to add
(BP cost: 0)  |sound effects.           |            |anything from the above
              |                         |            |statements?
-------------------------------------------------------------------------------
Attack FX R   |Changes Mario's attacks' |   E        |The C-beginning, ricket-
(BP cost: 0)  |sound effects.           |            |ending badge, useful
              |                         |            |only on Hooktail, but
              |                         |            |useless on Bonetail.
-------------------------------------------------------------------------------
Attack FX Y   |Changes Mario's attacks' |   E        |Like this would help 
(BP cost: 0)  |sound effects.           |            |much more than any of 
              |                         |            |the other Attack FX
              |                         |            |badges...
-------------------------------------------------------------------------------
Bump Attack   |Touch a weaker enemy on  |   X        |5 Words: IT DOESN'T WORK
(BP cost: 5)  |the field to defeat it   |            |IN HERE! So, why bring
              |without a battle (does   |            |it if it has no use, and
              |not work in the Pit of   |            |you have to go to floor
              |100 Trials).             |            |80 just to get it?
-------------------------------------------------------------------------------
Charge        |Adds Charge to Mario's   |   **       |There are usually better
(BP cost: 1)  |Tactics menu, which for 1|            |badges out there. With
              |FP, he can increase his  |            |maybe 1 or 2, it can be
              |ATK by 2 (FP doubles for |            |useful in a few turns
              |every badge after the    |            |with multi-hit attacks,
              |first, and ATK increasing|            |but in general, not too
              |increases by 1).         |            |useful in all kinds of
              |                         |            |situations.
-------------------------------------------------------------------------------
Charge P      |Adds Charge to your      |   **       |Same as above, but for
(BP cost: 1)  |parter's Tactics menu,   |            |partners.
              |which for 1 FP, they can |            |
              |increase their ATK by 2  |            |
              |(FP doubles for every    |            | 
              |badge after the first,   |            | 
              |and ATK increasing       |            | 
              |increases by 1).         |            |
-------------------------------------------------------------------------------
Close Call    |When Mario's in Danger,  |   **       |Only particularly useful
(BP cost: 1)  |enemy attacks have a     |            |if you plan on getting
              |chance to miss him.      |            |Mario to 5 HP or less,
              |                         |            |or plan on him getting
              |                         |            |to it mid-battle, which
              |                         |            |honestly, though it
              |                         |            |might be good to plan
              |                         |            |for it, you don't want
              |                         |            |that (unless you're
              |                         |            |using Danger Mario).
-------------------------------------------------------------------------------
Close Call P  |When your partner's in   |   **       |Same as above, but for
(BP cost: 1)  |Danger, enemy attacks    |            |partners.
              |have a chance to miss.   |            |
-------------------------------------------------------------------------------
Chill Out     |Prevents enemies from    |   **       |Can be beneficial to 
(BP cost: 1)  |getting a First Strike   |            |someone who just can't
              |on you.                  |            |help but get hitby an
              |                         |            |enemy attack.
-------------------------------------------------------------------------------
Damage Dodge  |Increases Mario DEF when |   **       |Good for defenders, but
(BP cost: 2)  |by 1 when using the Guard|            |usually, because I like
              |command.                 |            |superguarding, its use
              |                         |            |is limited. Useful for
              |                         |            |badge-hunting, though.
-------------------------------------------------------------------------------
Damage Dodge P|Increases your partner's |   **       |Same as above, but for
(BP cost: 2)  |DEF by 1 when using the  |            |partners.
              |Guard command.           |            |
-------------------------------------------------------------------------------
Defend Plus   |Increases Mario's DEF by |   ***      |Helps a fair amount for
(BP cost: 5)  |1 point (pierceable).    |            |early on, being able to
              |                         |            |prevent small damage,
              |                         |            |has a slight cost to it,
              |                         |            |and can still be
              |                         |            |pierced, but it is at
              |                         |            |least helpful.
-------------------------------------------------------------------------------
Defend Plus P |Increases your partner's |   ***      |Same as above, but for
(BP cost: 5)  |DEF by 1 (pierceable).   |            |partners.
              |                         |            |
-------------------------------------------------------------------------------
Double Dip    |For 4 FP, Mario can use  |   **       |Useful in some few
(BP cost: 3)  |up to two items in the   |            |situations where two
              |same turn; if two are    |            |items won't do enough,
              |equipped, then for 8 FP, |            |or you need to use two
              |Mario can use up to      |            |in one turn (or even
              |three items in the same  |            |three), but not as
              |turn.                    |            |useful as you'd think...
-------------------------------------------------------------------------------
Double Dip P  |For 4 FP, your partner   |   **       |Same as above, but for
(BP cost: 3)  |can use up to two items  |            |partners.
              |in the same turn; if two |            |
              |are equipped, then for 8 |            |
              |FP, your partner can use |            |
              |up to three items in the |            |
              |same turn.               |            |
-------------------------------------------------------------------------------
Double Pain   |Double the damage Mario  |   *        |It's only real use is in
(BP cost: 0)  |receives in battle.      |            |making the damage dealt
              |                         |            |by Return Postage
              |                         |            |increase, but since you
              |                         |            |need to go into the Pit
              |                         |            |to get it in the first
              |                         |            |place, it's otherwise
              |                         |            |almost completely
              |                         |            |useless.
-------------------------------------------------------------------------------
Feeling Fine  |Prevent Mario from being |   ****     |Since most status
(BP cost: 4)  |afflicted by most (if not|            |effects in here are
              |all) status effects.     |            |going to tip the scales
              |                         |            |easily (such as being
              |                         |            |hit with Ruin Powder in
              |                         |            |the later levels), this
              |                         |            |will be a big help. It
              |                         |            |also helps prevent the
              |                         |            |statuses from Bonetail's
              |                         |            |breath attacks, which is
              |                         |            |a HUGE help.
-------------------------------------------------------------------------------
Feeling Fine P|Prevent your partner from|   ****     |Same as above, but for
(BP cost: 4)  |being afflicted by most  |            |partners.
              |(if not all) status      |            |
              |effects.                 |            |
-------------------------------------------------------------------------------
Fire Drive    |For 5 FP, if done        |   *****    |Considering you get this
(BP cost: 3)  |correctly, Mario can deal|            |at floor 20, it can hit
              |5 (piercing) fire-based  |            |all the ground-bound
              |damage to the first      |            |foes, can burn them for
              |ground-bound foe,        |            |3 turns, deals a set
              |decreasing in damage by 1|            |damage regardless of
              |for each ground-bound foe|            |your Hammer's original
              |it hits behind it, and   |            |ATK (ATK-affecting
              |inflicting a 3-turn burn |            |badges do affect this
              |that deals 1 damage to   |            |ability's damage
              |the burned foe at the end|            |though), and pierces
              |of their turn. For each  |            |enemy DEF? This badge is
              |badge equipped past the  |            |incredibly useful, and a
              |first, damage dealt      |            |must for almost any
              |increases by 1, the      |            |Pre-Hooktail run. The
              |foe(s) stay burned for 2 |            |only downside is that if
              |turns longer, and the FP |            |you want to use more
              |cost to use this move    |            |than one badge, it's
              |doubles. This move also  |            |already-high FP cost
              |deals 1 extra point of   |            |doubles for each badge
              |damage to icy foes.      |            |equipped.
-------------------------------------------------------------------------------
First Attack  |Defeat a weaker foe      |   X        |One word: USELESS!
(BP cost: 1)  |instantly without        |            |
              |battling it by initiating|            |
              |a First Strike on it     |            |
              |(does not work in the Pit|            |
              |of 100 Trials).          |            |
-------------------------------------------------------------------------------
Flower Finder |Increases the amount of  |   ***      |Surprisingly useful when
(BP cost: 3)  |Flowers that appear      |            |you're low on FP, as
              |after defeating a foe.   |            |just by beating an
              |                         |            |enemy, you're almost
              |                         |            |guaranteed some free FP
              |                         |            |healing.
-------------------------------------------------------------------------------
Flower Saver  |Decrease the FP cost of  |   ****     |Quite useful for cutting
(BP cost: 4)  |all of Mario's moves by  |            |the cost of even low 
              |1 (cannot make the cost  |            |FP-costing moves such as
              |of any move become 0 FP).|            |Kiss Thief, allowing
              |                         |            |many more moves to be
              |                         |            |used with the same FP
              |                         |            |amount. Even better when
              |                         |            |more are equipped beyond
              |                         |            |the first.
-------------------------------------------------------------------------------
Flower Saver P|Decrease the FP cost of  |   ****     |Same as above, but for
(BP cost: 4)  |all of your partners'    |            |partners, however I'd
              |moves by 1 (cannot make  |            |say this one is
              |the cost of any moves    |            |probably more useful due
              |become 0 FP).            |            |to the fact there's so 
              |                         |            |many partner moves and 
              |                         |            |most aren't too high on 
              |                         |            |FP cost, and even one 
              |                         |            |can make a world of 
              |                         |            |difference later on.
-------------------------------------------------------------------------------
FP Drain      |Decreases Mario ATK by 1,|   ***      |Despite the loss of ATK
(BP cost: 1)  |but he heals 1 FP for    |            |from this badge, when
              |every time he attacks.   |            |combined with Flower
              |                         |            |Savers, you can make
              |                         |            |many attacks become
              |                         |            |nearly (or literally)
              |                         |            |free of any FP costs
              |                         |            |they had before.
-------------------------------------------------------------------------------
FP Plus       |Increase Mario's max FP  |   *        |It's only use is for the
(BP cost: 3)  |by 5 points.             |            |versatility of swapping
              |                         |            |a level's worth of BP
              |                         |            |into an interchangeable
              |                         |            |level's worth of FP,
              |                         |            |only if you really
              |                         |            |more FP, just go and
              |                         |            |level-up if you need it
              |                         |            |that bad.
-------------------------------------------------------------------------------
Hammerman     |Increase Mario's Hammer  |   **       |Good if you REALLY like
(BP cost: 2)  |ATK by 1, but lose the   |            |to use your Hammer, but
              |ability to use Jump      |            |Jump and Jumpman combos
              |moves in battle.         |            |are usually better.
-------------------------------------------------------------------------------
Hammer Throw  |For 2 FP, Mario can throw|   *        |Not a lot of foes that
(BP cost: 1)  |a Hammer at a foe, no    |            |a Jump couldn't do more
              |matter where it is.      |            |than a Hammer could.
              |For every badge equipped |            |Jump with Spike Shield
              |past the first, damage is|            |is better in here.
              |increased by 1, and the  |            |
              |FP cost is doubled.      |            |
-------------------------------------------------------------------------------
Happy Flower  |Occasionally heal 1 FP   |   **       |Helps with the random
(BP cost: 2)  |between turns in-battle. |            |free FP it gives, but
              |Effects stack when more  |            |most battles shouldn't
              |are equipped at once.    |            |get too much use if
              |                         |            |they're too short.
              |                         |            |It's mostly useful for
              |                         |            |badge-hunting, as the
              |                         |            |occasional FP-heal helps
              |                         |            |allow more turns to
              |                         |            |steal.
-------------------------------------------------------------------------------
Happy Heart   |Occasionally heal 1 HP   |   **       |1 HP between turns isn't
(BP cost: 2)  |from Mario between turns |            |going to match up to the
              |in-battle. Effects stack |            |usual cases where you
              |when more are equipped at|            |would take a lot of hits
              |once.                    |            |during a battle, but
              |                         |            |it does prove worthwhile
              |                         |            |during long battles when
              |                         |            |you accidentally take a
              |                         |            |hit and want a small
              |                         |            |amount healed during the
              |                         |            |time.
-------------------------------------------------------------------------------
Happy Heart P |Occasionally heal 1 HP   |   **       |Same as above, but for
(BP cost: 2)  |from your partner        |            |partners.
              |between turns in-battle. |            |
              |Effects stack when more  |            |
              |are equipped at once.    |            |
-------------------------------------------------------------------------------
Head Rattle   |For 2 FP, Mario can      |   **       |Useful for some foes and
(BP cost: 1)  |Hammer a foe and have a  |            |some painful battles,
              |chance at confusing it   |            |where the availability
              |for 3 turns. For each    |            |to have foes attack
              |badge equipped past the  |            |other foes exists, but
              |first, the foe stays     |            |a great deal of them are
              |confused for 2 turns     |            |usually resistent to
              |more and the FP cost to  |            |this, which can be
              |use this move increases  |            |pretty bad... Still,
              |by 2.                    |            |Confuse is a nice
              |                         |            |ailment to inflict on an
              |                         |            |unsuspecting foe, and
              |                         |            |can easily turn the
              |                         |            |tables when used right.
-------------------------------------------------------------------------------
Heart Finder  |Increase the amount of   |   ****     |Free HP healing after
(BP cost: 3)  |Hearts that appear after |            |almost every battle? I'd
              |defeating a foe.         |            |say this badge could
              |                         |            |be VERY helpful in a lot
              |                         |            |of situations, and
              |                         |            |probably one of the best
              |                         |            |badges to bring on a
              |                         |            |Pre-Hooktail run.
-------------------------------------------------------------------------------
HP Drain      |Decrease Mario's ATK by  |   **       |It is kind of a pain to
(BP cost: 1)  |1, but Mario heals 1 HP  |            |have to lose ATK for
              |every time he attacks.   |            |this badge, but, hey,
              |                         |            |that 1 HP you heal could
              |                         |            |help... maybe...
-------------------------------------------------------------------------------
HP Drain P    |Decrease your partner's  |   **       |Same as above, but for
(BP cost: 1)  |ATK by 1, but they heal  |            |partners.
              |1 HP every time they     |            |
              |attack.                  |            |
-------------------------------------------------------------------------------
HP Plus       |Increase Mario's max HP  |   *        |Just level-up and level
(BP cost: 3)  |by 5.                    |            |HP instead, as all this
              |                         |            |badge is is a minorly
              |                         |            |flexible HP increase
              |                         |            |that can revert back to
              |                         |            |BP at any time, but even
              |                         |            |then, your BP is usually
              |                         |            |more important than your
              |                         |            |HP.
-------------------------------------------------------------------------------
HP Plus P     |Increase all of your     |   ***      |Even though this badge 
(BP cost: 6)  |partners' HP by 5.       |            |costs more BP to equip
              |                         |            |then Mario's, it gives
              |                         |            |a potential for a total
              |                         |            |of 35 HP increase
              |                         |            |overall, which is a
              |                         |            |fairly decent increase.
-------------------------------------------------------------------------------
Ice Power     |Increases the damage     |   **       |This badge is a cheap
(BP cost: 1)  |of Mario's attacks to and|            |and effective way to
              |decrease the damage dealt|            |make any fiery enemy
              |from fiery foes by 1, and|            |(such as Lava Bubbles or
              |also allows Mario to Jump|            |Phantom Embers) become
              |on fiery enemies as well.|            |easier; the only problem
              |                         |            |here is that those are
              |                         |            |the only two enemies
              |                         |            |it's any good for.
-------------------------------------------------------------------------------
Ice Smash     |For 2 FP, Mario can      |   **       |Good on a fair few of
(BP cost: 1)  |Hammer a foe and have a  |            |enemies, and deals extra
              |chance to freeze it for 2|            |damage to fieery foes,
              |turns as well. For each  |            |but usually, Sleepy
              |badge equipped past the  |            |Stomp's effect is mostly
              |first, the foe stays     |            |better, and only works
              |frozen for 2 more turns, |            |on ground-bound foes.
              |and the FP cost to use   |            |Overall, has some uses,
              |this move increases by 2.|            |but not too many.
              |This move also deals an  |            |
              |extra point of damage to |            |
              |fiery foes.              |            |
-------------------------------------------------------------------------------
Item Hog      |Increases the likelihood |   ***      |Helps decently in any
(BP cost: 3)  |that an item drops after |            |runthrough, and also
              |battle.                  |            |to have that random item
              |                         |            |some foes might have
              |                         |            |in-battle drop more
              |                         |            |often, as well as the
              |                         |            |occasional Dried Shroom,
              |                         |            |Fright Mask, POW block,
              |                         |            |Tasty Tonic, or Volt 
              |                         |            |Shroom. The only problem
              |                         |            |I could see with this is
              |                         |            |that, in theory, it has
              |                         |            |the chance to lower
              |                         |            |badge drops from after
              |                         |            |a battle (unless an
              |                         |            |enemy had it equipped
              |                         |            |in-battle), and I am a
              |                         |            |guy who likes to get
              |                         |            |my grubby hands on
              |                         |            |those badges...
-------------------------------------------------------------------------------
Jumpman       |Increases Mario's Jump   |   ***      |Has a slight bit more
(BP cost: 2)  |ATK by 1, but lose the   |            |use to it than the
              |ability to use Hammer    |            |Hammerman badge, but,
              |moves in battle.         |            |just as with its twin,
              |                         |            |it also cuts Mario's
              |                         |            |versatility down. Good
              |                         |            |for strategies revolving
              |                         |            |around dealing lots of
              |                         |            |damage with Mario's
              |                         |            |multi-hitting Jumps.
-------------------------------------------------------------------------------
Last Stand    |When Mario's HP is 5 or  |   ***      |Good for if you plan
(BP cost: 1)  |less, any damage he takes|            |on going into Danger
              |is halved. For each badge|            |with Mario in-battle, or
              |equipped past the first, |            |if you're using a Danger
              |damage is then decreased |            |Mario set-up. My only
              |by 1 (after halving), but|            |fair complaint is that
              |does not make damage     |            |you need to be in Danger
              |taken become 0.          |            |to get its effects,
              |                         |            |means any normal attack
              |                         |            |that deals any decent
              |                         |            |damage could still have
              |                         |            |the chance to kill Mario
              |                         |            |in just one or two hits.
-------------------------------------------------------------------------------
Last Stand P  |When your partner's HP is|   ***      |Same as above, but for
(BP cost: 1)  |5 or less, any damage he |            |partners.
              |or she takes is halved.  |            |
              |For each badge equipped  |            |
              |past the first, damage   |            |
              |is then decreased by 1   |            |
              |(after halving), but does|            |
              |not make damage taken    |            |
              |become 0.                |            |
-------------------------------------------------------------------------------
L Emblem      |Make Mario's outfit look |   E        |ZOMG IT'S LUIGI!!!!!!1!
(BP cost: 0)  |like Luigi's; when       |            |Or, if equipped with W
              |combined with the W      |            |Emblem: ZOMG IT'S
              |Emblem, it makes Mario's |            |WALUIGI!!!!!!1!
              |outfit look like         |            |
              |Waluigi's.               |            |
-------------------------------------------------------------------------------
Lucky Day     |Greatly increase the     |   ****     |A very handy badge that
(BP cost: 7)  |chances that an enemy's  |            |makes enemies miss
              |attack will miss Mario.  |            |fairly often, but it
              |                         |            |does come with a fairly
              |                         |            |high price at 7 BP.
-------------------------------------------------------------------------------
Lucky Start   |Randomly inflicts a good |   ***      |For a 4 BP badge that
(BP cost: 4)  |status on Mario for 3    |            |gives Mario a random
              |turns, which includes:   |            |useful status effect at
              |Electrify (does not stack|            |the start of battle for
              |with Zap Tap's or Volt   |            |a short while, this
              |Shroom's effects), Dodgy,|            |badge has quite the
              |HP-regen, or FP-regen.   |            |potential to be useful,
              |                         |            |but mostly only if you
              |                         |            |get the right effect at
              |                         |            |the right time.
-------------------------------------------------------------------------------
Mega Rush     |When Mario's HP is 1,    |   *        |I would pretty much say
(BP cost: 1)  |his ATK is increased by  |            |right now, getting Mario
              |5.                       |            |to 1 HP to get this
              |                         |            |badge to work would be
              |                         |            |nearly suicide for the
              |                         |            |Pit. But, a 5 ATK
              |                         |            |increase is a 5 ATK
              |                         |            |increase... I would
              |                         |            |still recommend against
              |                         |            |using it here.
-------------------------------------------------------------------------------
Mega Rush P   |When your partner's HP is|   ***      |Same as above, but for
(BP cost: 1)  |1, his or her ATK is     |            |partners, only I'd say
              |increased by 5.          |            |this is probably much
              |                         |            |more useful due to the
              |                         |            |fact that if your
              |                         |            |partner dies, it isn't a
              |                         |            |Game Over, and the fact
              |                         |            |you can swap them out in
              |                         |            |battle to prevent them
              |                         |            |from dying at their low
              |                         |            |HP. Combos awesomely
              |                         |            |multihitting attacks
              |                         |            |like Goombella's
              |                         |            |Multibonk or your
              |                         |            |Yoshi's Stampede and
              |                         |            |Ground Pound moves.
-------------------------------------------------------------------------------
Money Money   |Increases the amount of  |   **       |Great for some major
(BP cost: 5)  |coins that may appear    |            |coinage after nearly
              |after battle. The effect |            |every battle, and helps
              |is increased if more are |            |make Charlieton's lower-
              |equipped.                |            |level pricing easier to
              |                         |            |get to. At the lower
              |                         |            |levels of the Pit, the
              |                         |            |amount of coins you may
              |                         |            |get with just one of
              |                         |            |these is almost uncanny.
-------------------------------------------------------------------------------
Multibounce   |For 2 FP, Mario can Jump |   ***      |For a multi-enemy
(BP cost: 1)  |on all (non-ceiling) foes|            |attack, this move is
              |once in a row. For each  |            |one of Mario's best,
              |badge equipped past the  |            |and combos well with
              |first, the ATK of this   |            |a high-ATK Mario and
              |increases by 1, but the  |            |Spike Shield/Ice Power
              |FP cost to use this move |            |to be able to kill
              |doubles.                 |            |several enemies at once.
-------------------------------------------------------------------------------
P-Down D-Up   |Decrease Mario's ATK by  |   ***      |With its unpierceable
(BP cost: 2)  |1, but gives him 1       |            |DEF point it gives, I'd
              |(unpierceable) DEF.      |            |say the trade-off of ATK
              |                         |            |is fairly okay. With a
              |                         |            |enough on at once, you
              |                         |            |can make a Mario that is
              |                         |            |invicible to every
              |                         |            |enemies' attacks...
-------------------------------------------------------------------------------
P-Down D-Up P |Decrease your partners'  |   ***      |Same as above, but for
(BP cost: 2)  |ATK by 1, but gives them |            |partners.
              |1 (unpierceable) DEF.    |            |
-------------------------------------------------------------------------------
Peekaboo      |Makes all enemies'       |   *        |I would probably go so
(BP cost: 2)  |current HP visible.      |            |far as to say simply
              |                         |            |Tattling the enemies
              |                         |            |for 0 FP seems to be a
              |                         |            |better solution, since
              |                         |            |you can see their HP
              |                         |            |forever with the badge,
              |                         |            |and is also necessary to
              |                         |            |complete the Tattle Log
              |                         |            |anyways. I mean, if it
              |                         |            |a 1 BP badge, it might
              |                         |            |be more useful, but not
              |                         |            |much more so than it is
              |                         |            |now...
-------------------------------------------------------------------------------
Piercing Blow |For 2 FP, Mario can      |   ***      |With the ability to
(BP cost: 1)  |Hammer a foe, ignoring   |            |cheaply and effectively
              |their DEF.               |            |cut through any enemy
              |                         |            |DEF, this badge makes
              |                         |            |its mark, especially in
              |                         |            |a Pre-Hooktail run, when
              |                         |            |a Fire Drive is either
              |                         |            |too much or too costly
              |                         |            |(or doesn't work).
-------------------------------------------------------------------------------
Pity Flower   |Each time Mario takes    |   *        |1 FP every time you're
(BP cost: 3)  |damage, he has a chance  |            |damaged (not for every
              |to heal 1 FP.            |            |HP, just damage), and
              |                         |            |you HAVE to be damaged
              |                         |            |for it to work? I'd
              |                         |            |probably just settle
              |                         |            |with Happy Flower
              |                         |            |instead, since it also
              |                         |            |costs less BP than this
              |                         |            |and doesn't force Mario
              |                         |            |to take damage to work.
-------------------------------------------------------------------------------
Power Bounce  |For 3 FP, Mario can Jump |   ***      |Great for pounding on a
(BP cost: 3)  |on a foe until the       |            |single foe with a high
              |Action Command is missed.|            |amount of ATK or hits,
              |                         |            |it can easily make any
              |                         |            |normally powerful foe
              |                         |            |feel a lot of pain fast
              |                         |            |if done right.
-------------------------------------------------------------------------------
Power Jump    |For 2 FP, Mario can stomp|   *        |Great for early on, when
(BP cost: 1)  |on a foe once for his    |            |Mario can't normally
              |total Jump ATK+2. For    |            |deal much damage with a
              |each badge equipped after|            |regular Jump, but later
              |the first, the ATK of    |            |on, Spin Jump is better
              |this move increases by 2,|            |doesn't require a badge
              |but the FP cost to use   |            |to be used.
              |this move doubles. This  |            |
              |move's ATK is based on   |            |
              |the Boots Mario currently|            |
              |has, having an original  |            |
              |ATK of 4 with Normal     |            |
              |Boots, 6 with Super      |            |
              |Boots, and 8 with Ultra  |            |
              |Boots.                   |            |
-------------------------------------------------------------------------------
Power Plus    |Increase Mario's ATK by  |   ****     |The most convenient way
(BP cost: 6)  |1.                       |            |to increase Mario's ATK,
              |                         |            |since there is no draw
              |                         |            |to it besides its 6 BP
              |                         |            |cost to equip.
-------------------------------------------------------------------------------
Power Plus P  |Increase your partners'  |   ****     |Same as above, but for
(BP cost: 6)  |ATK by 1.                |            |partners.
              |                         |            |
-------------------------------------------------------------------------------
Power Rush    |While Mario's HP is 5 or |   ***      |The badge that makes any
(BP cost: 1)  |less, his ATK is         |            |Danger Mario setup
              |increased by 2.          |            |possible, but I would
              |                         |            |honestly say, aside from
              |                         |            |being able to tear a
              |                         |            |path between your foes,
              |                         |            |it's abusably effective.
              |                         |            |Still, a bage is a
              |                         |            |badge, and I shouldn't
              |                         |            |disregard it for being
              |                         |            |more cheap than useful.
-------------------------------------------------------------------------------
Power Rush P  |While your partner's HP  |   ***      |Same as above, but for
(BP cost: 1)  |is 5 or less, his or her |            |partners.
              |ATK is increased by 2.   |            |
-------------------------------------------------------------------------------
Power Smash   |For 2 FP, Mario can      |   **       |Good early on, but at
(BP cost: 1)  |Hammer a foe for his     |            |some point, Jumps are
              |Hammer ATK+2. For each   |            |more effective, and
              |badge equipped past the  |            |Piercing Blow is better
              |first, the ATK of this   |            |against enemies with
              |move increases by 2, but |            |even decent DEF.
              |the FP cost to use this  |            |
              |move doubles. This move  |            |
              |also has a slight chance |            |
              |to make a stage effect   |            |
              |happen.                  |            |
-------------------------------------------------------------------------------
Pretty Lucky  |Slightly increase the    |   ***      |With the chances of
(BP cost: 2)  |chances that an enemy's  |            |any enemy attacks to
              |attack will miss Mario.  |            |miss, it's obvious that
              |                         |            |even just one of these
              |                         |            |can be a big help in
              |                         |            |some situations.
-------------------------------------------------------------------------------
Pretty Lucky P|Slightly increase the    |   ***      |Same as above, but for
(BP cost: 2)  |chances that an enemy's  |            |partners.
              |attack will miss your    |            |
              |partner.                 |            |
-------------------------------------------------------------------------------
P-Up D-Down   |Increase Mario's ATK by  |   ****     |When stacked with a ton
(BP cost: 2)  |1, but decrease his DEF  |            |of themselves, you can
              |by 1.                    |            |instantly make a Mario
              |                         |            |that can just annihilate
              |                         |            |enemies in just one or
              |                         |            |two attacks. Only
              |                         |            |downside is if an enemy
              |                         |            |attacks him, and you
              |                         |            |don't superguard, you
              |                         |            |may need t prepare for
              |                         |            |a lot of pain, even from
              |                         |            |wimps like Spinias...
-------------------------------------------------------------------------------
P-Up D-Down P |Increase your partners'  |   ****     |Same as above, but for
(BP cost: 2)  |ATK by 1, but decrease   |            |partners.
              |their DEF by 1.          |            |
-------------------------------------------------------------------------------
Quake Hammer  |For 3 FP, Mario can      |   ***      |A hit-all that flips
(BP cost: 2)  |Hammer all enemies that  |            |flippables and pierces
              |are touching the ground  |            |all ground-touching
              |or ceiling by 2 (that    |            |enemies' DEF for only
              |also pierces their DEF). |            |3 FP? This has its uses
              |For each badge equipped  |            |for a deal of the time,
              |past the first, the ATK  |            |but there will likely be
              |of this move increases by|            |a point when either Fire
              |1, but the FP cost to use|            |Drive is better or
              |this move doubles. This  |            |other multihitters like
              |move also has a slight   |            |Multibounce surpace it
              |chance to make a stage   |            |in damage or effect.
              |effect happen, as well as|            |
              |the ability to flip all  |            |
              |flippable enemies it     |            |
              |hits.                    |            |
-------------------------------------------------------------------------------
Quick Change  |Swap your partner in     |   *****    |This badge, in itself,
(BP cost: 7)  |battle without wasting   |            |essentially makes all of
              |a turn to do so.         |            |your partners become a
              |                         |            |single being, allowing
              |                         |            |for almost an entire
              |                         |            |WORLD of customization
              |                         |            |and strategy. Even with
              |                         |            |its high 7 BP cost to
              |                         |            |equip, I'd definitely go
              |                         |            |so far as to say this is
              |                         |            |the single greatest
              |                         |            |badge in the game.
-------------------------------------------------------------------------------
Refund        |Gain (roughly) 3/10 of   |   *        |Useful for situations
(BP cost: 1)  |the base cost of an item |            |where you have a lot of
              |that is being used in a  |            |items you don't need but
              |battle. Effect increases |            |can't go and sell, so
              |slightly if more badges  |            |having this on and using
              |are equipped.            |            |useless items in battle
              |                         |            |for free money is a
              |                         |            |fairly neat combo.
-------------------------------------------------------------------------------
Return Postage|Deals damage to direct-  |   *        |I have quite a few beefs
(BP cost: 7)  |attackers equal to 1/2   |            |with this badge, so
              |of the damage they deal  |            |here's the lowdown on
              |to Mario with an attack  |            |the low rating: it costs
              |(rounded down). However, |            |an ungodly 7 BP to wear,
              |if equipped with Zap Tap,|            |Mario has to take damage
              |it nullifies the effect  |            |for it to work, and even
              |of the electrification   |            |then, only direct
              |that prevents "leeching" |            |attackers receive the
              |foes from attacking      |            |damage, which is only
              |Mario. As a side-note,   |            |1/2 the damage they deal
              |this badge's effect does |            |to you, and it even goes
              |actually stack with a    |            |so far to tweak with the
              |Spite Pouch's effect as  |            |player as to nullify Zap
              |well, somehow...         |            |Tap's ability to prevent
              |                         |            |leeching foes from being
              |                         |            |able to attack Mario.
              |                         |            |Yeah, you could probaly
              |                         |            |say I would say this is
              |                         |            |one of the worst badges
              |                         |            |to bring in, not to
              |                         |            |mention the fact you
              |                         |            |have to have already
              |                         |            |BEATEN the Pit to even
              |                         |            |get it, so there are
              |                         |            |relatively few good
              |                         |            |things going its way.
              |                         |            |So far, the only pro I'd
              |                         |            |say it has is creating
              |                         |            |a few laughable
              |                         |            |instances where enemies
              |                         |            |KO themselves by 
              |                         |            |attacking Mario, but
              |                         |            |even then, it's hardly
              |                         |            |much compared to its
              |                         |            |wave of cons...
-------------------------------------------------------------------------------
Shrink Stomp  |For 2 FP, Mario can Jump |   **       |Helps to limit the
(BP cost: 1)  |on a foe with a chance to|            |damage you might take
              |decrease its ATK by 2 for|            |from a select few foes
              |three turns. For each    |            |that are weak to it/you
              |badge equipped past the  |            |would want to use it on,
              |first, the foe stays     |            |I guess, but I would say
              |shrunk for 2 more turns, |            |lowering its ATK is
              |but the FP cost to use   |            |probably not as useful
              |this move increases by 2.|            |as increasing the
              |                         |            |damage YOU deal to it.
-------------------------------------------------------------------------------
Simplifier    |Decrease the difficulty  |   *        |Helps make easy commands
(BP cost: 1)  |of Action Commands, but  |            |even easier, with the
              |decreases the amount of  |            |cost of lowering Star
              |Star Power gotten when   |            |Power gotten from your
              |attacking.               |            |attacks... yeah, I'd
              |                         |            |probably say that only
              |                         |            |beginners should ever
              |                         |            |use this badge, and all
              |                         |            |others, either don't use
              |                         |            |it or use Unsimplifier.
-------------------------------------------------------------------------------
Sleepy Stomp  |For 2 FP, Mario can Jump |   ***      |Helps to incapacitate
(BP cost: 1)  |on a foe with a chance to|            |a great deal of foes
              |put it to sleep for five |            |for a fairly decent
              |turns. For each badge    |            |amount of time, as well
              |equipped past the first, |            |as its high amount of
              |foe stays asleep for 2   |            |usefulness in badge-
              |more turns, but the FP   |            |hunting. However, the
              |cost to use this move    |            |only problem I could
              |increases by 2.          |            |see is that even
              |                         |            |dealing only 1 damage to
              |                         |            |the foe has a chance to
              |                         |            |wake it right back up.
-------------------------------------------------------------------------------
Slow Go       |Prevent Mario from being |   X        |Why would you actually
(BP cost: 0)  |able to run outside of   |            |want him to move any
              |battle.                  |            |slower than he already
              |                         |            |goes? Honestly...
-------------------------------------------------------------------------------
Soft Stomp    |For 2 FP, Mario can Jump |   **       |Helps those enemies who
(BP cost: 1)  |on a foe with a chance to|            |have annoyingly higher
              |decrease its DEF by 2 for|            |DEF amounts become less
              |three turns. For each    |            |difficult, but I'd
              |badge equipped past the  |            |probably say Piercing
              |first, the enemy stays   |            |Blow or any other move
              |soft for 2 more turns,   |            |like it would probably
              |but the FP cost to use   |            |be better.
              |this move increases by 2.|            |
-------------------------------------------------------------------------------
Spike Shield  |Allow Mario to Jump on   |   ****     |Pretty much removes the
(BP cost: 3)  |spiked foes; this also   |            |spikes from all the foes
              |allows Mario to Hammer   |            |in the game when worn.
              |Bristle enemies for      |            |Helps to make a high-ATK
              |some reason...           |            |Jumpman strategy quite
              |                         |            |useful, or even just a
              |                         |            |strategy to jump on any
              |                         |            |foe. No matter where
              |                         |            |your jumping needs are
              |                         |            |with spiked foes (or
              |                         |            |even hammering with
              |                         |            |Dark Bristles), this
              |                         |            |badge is there to help
              |                         |            |make things better for
              |                         |            |you.
-------------------------------------------------------------------------------
Super Appeal  |Increase the Star Power  |   ***      |With the amount of Star
(BP cost: 1)  |gotten when Mario attacks|            |Power you an get with
              |or Appeals. The effect   |            |a single badge and a
              |increases if more are    |            |single Appeal, and once
              |equipped.                |            |you consider how
              |                         |            |effective even more are,
              |                         |            |this badge will make all
              |                         |            |your Star Power troubles
              |                         |            |almost vanish for good.
-------------------------------------------------------------------------------
Super Appeal P|Increase the Star Power  |   ***      |Same as above, but for
(BP cost: 1)  |gotten when your partners|            |partners.
              |attack or Appeal. The    |            |
              |effect increases if more |            |
              |are equipped.            |            |
-------------------------------------------------------------------------------
Timing Tutor  |Make the timing for      |   *        |I'd say to just practice
(BP cost: 1)  |Stylish Commands         |            |your Stylish Commands
              |noticeable with brief "!"|            |elsewhere, so that this
              |when Mario or your       |            |badge isn't needed to be
              |partners attack.         |            |used to do Stylishes
              |                         |            |as often as you'd need.
-------------------------------------------------------------------------------
Tornado Jump  |For 3 FP, Mario can Jump |   **       |You may think that
(BP cost: 2)  |on a foe once, and if    |            |because this attack can
              |the random commands are  |            |pierce all airborn foes'
              |done correctly, this move|            |DEF for damage is pretty
              |deals 2 (piercing)       |            |useful, but you'd
              |damage to all airborne   |            |probably be wrong in
              |foes. For each badge     |            |most cases. Multibounce
              |equipped past the first, |            |is usually the superior
              |this move's ATK is       |            |choice in most cases,
              |increased by 1, but the  |            |this one's major uses
              |FP cost to use this move |            |for against Parabuzzies
              |doubles.                 |            |and the like. Still, I
              |                         |            |can't help but laugh at
              |                         |            |its Stylish Command...
              |                         |            |DO A BARREL ROLL! XD
-------------------------------------------------------------------------------
Unsimplifier  |Make Action Commands more|   **       |Easy extra Star Power
(BP cost: 1)  |difficult, but increase  |            |if you know your Action
              |the amount of Star Power |            |Commands well enough,
              |gotten when attacking.   |            |but is unrecommended
              |                         |            |for some moves to equip
              |                         |            |more than one at a time,
              |                         |            |such as for Kiss Thief
              |                         |            |or Shell Shield.
-------------------------------------------------------------------------------
W Emblem      |Make Mario's outfit look |   E        |ZOMG IT'S WARIO!!!!!1!
(BP cost: 0)  |like Wario's; when       |            |...wait, do you really
              |combined with the L      |            |want to make Mario look
              |Emblem, it makes Mario's |            |like HIM? Well, either
              |outfit look like         |            |way, mixing with the L
              |Waluigi's                |            |Emblem to make Mario
              |                         |            |look like Waluigi is
              |                         |            |pretty cool, especially
              |                         |            |if you ride on a black
              |                         |            |Yoshi. ;P
-------------------------------------------------------------------------------
Zap Tap       |Electrifies Mario,       |   ****     |A very flexible badge
(BP cost: 3)  |making all enemies that  |            |that does a fairly wide
              |attack Mario directly    |            |variety of things, such
              |receive 1 damage.        |            |as preventing leeching
              |"Leeching" enemies, such |            |foes from even touching
              |Fuzzies or Swoopulas, are|            |Mario, or preventing
              |also unable to attack    |            |Bandits from stealing
              |Mario while this is      |            |anythng from you, and
              |equipped. However, if    |            |even allowing Mario to
              |Return Postage is also   |            |Jump on any other
              |equipped at the same time|            |electrified foes (and
              |as this badge, leeching  |            |even Dark/Ruff Puffs
              |foes are still able to   |            |that are storing their
              |attack Mario, but do not |            |energy for their
              |drain any HP (or FP), and|            |lightning attack). The
              |still take 1 damage when |            |ONLY problem I could
              |attacking him. This badge|            |really find is the bad
              |also allows Mario to jump|            |glitch with the effects
              |on electrified foes.     |            |of return Postage...
              |                         |            |Aside from that, with
              |                         |            |badge's flexibility and
              |                         |            |decent BP cost, this is
              |                         |            |easily a recommended
              |                         |            |badge to bring and wear
              |                         |            |almost all the time.
\______________________________________________________________________________/


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
9. Badge-Hunting in the Pit [bhitp]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Despite the challenges presented in the Pit of 100 Trials, it is also one of 
the greatest places to go "badge-hunting", where you would go in and find a 
certain enemy that has a chance of carrying a certain badge that you would 
want, such as P-Up D-Downs, which can be stolen from Dark Koopatrols if you 
try hard enough in your stealing (using Ms. Mowz's "Kiss Thief" ability) to 
be able to obtain one or more from it. Enemies that have a chance of 
carrying a certain item or badge will always give you the chance to steal 
one from it if you use Kiss Thief on them, even if they currently have 
nothing on them, like the above mentioned situation, it could have a Boo 
Sheet on it, then you steal it, turn around, and steal from it again, in 
which it would have nothing, and actually end up giving you a P-Up D-Down 
badge from it, even though it had nothing on it when you stole from it that 
time. Utilizing this technique, you should be ble to steal any amount of 
badges from even a single enemy, as long as the enemy has a chance of 
carrying the equipped badge. There are a great deal of enemies here in the 
Pit that often carry great badges, even ones that can be stolen repeatedly, 
so here is a list of all the badges that enemies in the Pit of 100 Trials 
have a chance of carrying (if it says "after battle", then it can't be 
stolen, and you must defeat that enemy to have a chance at it being dropped 
after the battle is over):

All or Nothing -- Arantula (after battle)
Charge         -- Hyper Cleft (after battle)
Charge P       -- Hyper Cleft (after battle)
Damage Dodge   -- Red Chomp
Damage Dodge P -- Red Chomp
Defend Plus    -- Chain-Chomp, Bob-ulk, Bulky Bob-omb
Defend Plus P  -- Chain-Chomp, Bob-ulk, Bulky Bob-omb
Fire Drive     -- Lava Bubble / Phantom Ember (after battle)
Flower Saver   -- Amazy Dayzee / Piranha Plant (both after battle)
Flower Saver P -- Amazy Dayzee / Piranha Plant (both after battle)
FP Drain       -- Dark Puff (after battle)
FP Plus        -- Poison Pokey (after battle)
Hammerman      -- Dark Bristle (after battle)
Hammer Throw   -- S. Buzzy family* / Swoopula (after battle)
Happy Heart    -- Shady Koopa
Happy Heart P  -- Shady Koopa
Head Rattle    -- Fuzzy (after battle)
Heart Finder   -- Shady Koopa (after battle)
HP Plus        -- Gloomba family, Dark Koopa family, Dull Bones (after battle)
HP Plus P      -- Gloomba family, Dark Koopa family
HP Drain       -- Swoopula (after battle)
HP Drain P     -- Swoopula (after battle)
Ice Smash      -- Ice Puff / Frost Piranha (both after battle)
Item Hog       -- Dull Bones (after battle)
Jumpman        -- Poison Puff (after battle)
Last Stand     -- Flower Fuzzy
Last Stand P   -- Flower Fuzzy
Mega Rush      -- Dark Koopa
Mega Rush P    -- Dark Koopa
Money Money    -- Dark Boo (after battle)
Multibounce    -- Gloomba Family / Parabuzzy / Swampire (after battle)
P-Down, D-Up   -- Dark Craw
P-Down, D-Up P -- Dark Craw
Pity Flower    -- Frost Piranha, Piranha Plant (after battle)
Power Jump     -- Buzzy Beetle (after battle)
Power Plus     -- Dark Wizzerd, Elite Wizzerd
Power Plus P   -- Dark Wizzerd, Elite Wizzerd
Power Rush     -- Shady Koopa
Power Rush P   -- Shady Koopa
Power Smash    -- Spunia (after battle)
Pretty Lucky   -- Bandit family, Spinia family
Pretty Lucky P -- Bandit family, Spinia family
P-Up, D-Down   -- Dark Koopatrol
P-Up, D-Down P -- Dark Koopatrol
Quake Hammer   -- Moon Cleft (after battle)
Refund         -- Badge Bandit (after battle)
Shrink Stomp   -- Buzzy Beetle (after battle)
Super Appeal   -- Dark Boo (after battle)
Super Appeal P -- Dark Boo (after battle)
Sleepy Stomp   -- Fuzzy / Paragloomba (both after battle)
Tornado Jump   -- Lakitu (after battle)

*S. Buzzy family meaning the "Spike Top" and "S. Parabuzzy" enemies.

With this, I hope you too become successful in your badge stealing, and are 
able to one day fulfill the perfect set-up that owns all your foes for 
you... ;) Happy hunting!

/Credit to many wonderful people on the PM2 board on GameFAQs for a great\
\  deal of the badges found from  most of the enemies. I thank you all!  /

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
10. Questions and Answers  [queandans]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

In this section, I will be answering a few frequently asked questions about 
the Pit of 100 Trials, which some of you may have at one time thought about 
yourself...

=========================
10.1 What to ask [qanda1]
=========================

Here is where I answer some common questions a lot of people have about 
the Pit, in which I will show 10 of them:

Question 1: Are enemies preset on each floor, like you'll fight the same 
            one on the same level each time you go into the Pit of 100 
            Trials?
Answer: Well, fortunately and unfortunately, no. You should encounter 
        enemies at a random pace, but usually you may encounter the same 
        kinds of battles with the same enemy layout in-battle, though 
        usually at varying floors, such as fighting 5 Elite Wizzerds. 
        There's very good reasons for me to believe that, no matter how 
        many times you go into the Pit of 100 Trials, this battle will 
        always be in there, though which floor you fight them on may be 
        different each time. The enemy you find on each floor, however,
        IS preset, but the enemy layout in that battle may not be the 
        same every time you visit.

Question 2: Once I go inside, is there any way to leave?
Answer: Yes. On every tenth floor (like 10, 20, 30, etc.), there is a pipe 
        on the right side of the room that leads you to the room where the 
        pipe to the Pit of 100 Trials is. You can also exit the Pit
        whenever you encounter a Mover by giving him 10 coins, and he'll 
        send you to the same area as mentioned above. If you can't pay him 
        though, you'll have to battle until you reach the next tenth floor...

Question 3: If I go into the Pit of 100 Trials again, can I keep getting the 
            badges at each tenth floor?
Answer: Unfortuntely, no, you can't. Once you get a badge from the 
        treasure chest, you can't get another from the same chest...

Question 4: If I have already beat the Pit of 100 Trials already, can I go 
            in and fight Bonetail again if I wanted to?
Answer: Again, I'm afraid not. Just like all the other bosses in this 
        game, once it is beaten, you can't fight it again. I wish I could,
        it would be awesome to fight him again, but no.

Question 5: Are there any Heart/Save Blocks inside the Pit of 100 Trials?
Answer: Nope; you must survive on what you have brought with you to last 
        throughout the entire Pit.

Question 6: When is the earliest that I can enter the Pit?
Answer: You can go in as soon as you get the Paper Mode from Hooktail castle, 
        in which you will be attempting what is formally known as a 
        "Pre-Hooktail Pit-run" if you try to do it before defeating Hooktail 
        and getting the first Crystal Star. If you so choose to do so, you 
        may look in the Pre-Hooktail section for more information on it.

Question 7: If I leave, will I be able to go back to the same floor I 
            left on?
Answer: No, I'm afraid not. Once you leave, you must start all over again 
        from floor 1 and go back to where you left if you want to continue.

Question 8: When is it recommended that I go into the Pit?
Answer: Usually, the best time to go into it would be to go in after or 
        before Chapter 4, just to go and get the Strange Sack, or go further
        if you want, but it is recommended to wait until you have at least the 
        Ultra Hammer to go in, which is right after chapter 6.

Question 9: What level should I be at before going in the Pit?
Answer: It all really depends on what kind of gameplay you do when you 
        go in. If you are attempting a normal run of the Pit, then it would be 
        best to go in when you are about level 20 or so, just to be prepared, 
        but if you are attempting a Pre-Hooktail, the best level to go in 
        would be is level 2 or 3. The lower the level, the better the 
        experience you get, and the faster you level up, which is basically 
        free healing for you, so there's no real definite level you should be 
        when going in... Just try when you feel like you'll be ready.

Question 10: Is there any way I can thank you for making this?
Answer: Yes, and that is just by telling me that you liked it, and that is 
        all I wanted to hear... And I thank anyone else who would like to give
        my Guide good feedback. I thank you all!

=============================
10.2 What NOT to ask [qanda2]
=============================

These are 10 questions that I can easily deem unnecessary for you to ask:

Question 1: Am I on floor 100 yet?
Answer: You have to turn the game on first...

Question 2: If Bonetail could be a summon in Final Fantasy, what would 
            his ability be?
Answer: How about the ability to corrupt your save file and delete all 
        memory?  >_>

Question 3: What is the meaning of life?
Answer: Ask a philosopher; they'll ask you the same question...

Question 4: Am I on floor 100 yet?
Answer: You have to enter the Pit of 100 Trials to get there...

Question 5: If I beat Bonetail 100 times, can I be the boss of you?
Answer: Maybe.

Question 6: If Mario had 7 Power Pluses, 3 All or Nothings, 17 Jumpmans, and
            22 Power Rush badges on, how many Goombas would there be left 
            in the Pit of 100 Trials?
Answer: Divide by zero error.

Question 7: Am I on floor 100 yet?
Answer: Stop dying in battle and maybe you might reach floor 2...

Question 8: What floor can I fight Wracktail?
Answer: Wrong game...

Question 9: How fast could Chuck Norris do this by himself, if he were in 
            the game?
Answer: Well, as soon as he gets near the Pit, it collapses from his 
        awesomeness, thereby allowing him to just walk in and take what is
        left, so I'd say pretty quickly...

Question 10: If you had to fight all the bosses in the entire game, 
             including Bonetail, at the end, would you still win?
Answer: Yes, yes I would.

Question 11: Am I on floor 100 yet?
Answer: Hey, wait a second, there's only supposed to be 10 questions! 
        HOW DID YOU DO THAT?!



Well, I hope with this section, I have answered all of YOUR questions as 
well, but I still hope that I may get some new ones in the near future... 
Please, don't hesitate to ask if you want to know something... You can 
always attempt to reach me at (see contact info section below for details), 
and I'll try to get to you as quick as I can, although you may want to
simply try contacting me on the PM2 GameFAQs message board, since I'm more
commonly found there than most other places anyways. :P

+-+-+-+-+-+-+-+-+-+-+-+-+-+
11. Contact Info [continfo]
+-+-+-+-+-+-+-+-+-+-+-+-+-+

If anyone has any questions, or you would like me to add something to my 
Guide, please feel free to e-mail me at whoopswrongboard@aim.com. You can 
ask me whatever you want, but please try and refrain from asking questions 
that have already been answered in this Guide. I will be accepting all 
positive messages and e-mails, such as new and useful strategies, good 
set-ups or moves to use on certain levels of floors or on certain enemies, 
and whatever else may be reasonable to add, and I'm open to suggestions 
all the time, so feel free to contact me if you think you have something 
you would like for me to add. The one thing I will not tolerate is if you 
to send any hateful messages or feedback, send me spam or viruses through 
my e-mail (in which I WILL notify the correct authorities if you do), or, 
in a sense, send me an "unintelligent" remark, like asking for the stat of 
an enemy that is listed here already... Until then, the "polls" are open 
and welcoming to all who wish to make my Guide better.

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
12. Pre-Hooktail Pit Run Video Guide by WayoshiM [phprvgbw]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

A very grateful thank you to the GameFAQs user WayoshiM for making his
very own Pre-Hooktail Pit Run video guide for all of us to use! He has 
made his videos of very good quality, both audibly and visually, and 
will allow the public to be able to see some of the methods listed in 
this FAQ in action! You can view the entire series by copying the link 
below and pasting it into your web address. For public knowledge, the 
videos are uploaded onto Youtube, and you must be capable of watching 
youtube videos to watch them. Not all of the tactics I gave are used, 
and some I didn't give here are used as well, so use these videos, and 
his time and effort, to your utmost advantage. ;P

Link: http://www.youtube.com/user/WayoshiM?feature=mhee#g/c/1B5E6F0E5C3365A4

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
13. Special Thanks  [specthnks]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

In this section I would like to thank all these people for their 
contributions to my Guide, no matter how big or small their find was:

skawo93         - For the inspiration while I was completing the "extreme 
                  difficulty" runs, as well as a lot of other stuff too 
                  numerable to name here, like the discovery of the 
                  "unsuperguardable bite" Bonetail uses (proved by using the 
                  Debug Badge), the confirmation on the locations of 
                  Multibounce from Paragloombas, Item Hogs from Dull Bones, 
                  Head Rattle from Fuzzies, and much more... 
                  You were a big help!
RockChalk19     - For his help on a few things here and there, like with 
                  a few questions and such, and also helping inspire me to 
                  complete my challenge runs as well. I thank you as well!
JPKilla         - For his Badge Set-up FAQ, which helped me to discover 
                  many of the badge-stealing opportunities in the 
                  "badge-hunting" section. I thank you much for your own 
                  efforts!
TheOthin        - For the confirmation on Frost Piranhas dropping Ice Smash,
                  of Shady Koopas dropping Heart Finder, and Multibounce
                  from Parabuzzies and Swoops. I also thank you for your
                  help in finding the enemy sets for what enemies you might
                  fight when you encounter an enemy on a floor. It was
                  extremely helpful to this Guide!
avengah         - For the confirmation on HP Plus from Dark Koopas, and 
                  nagging me on other parts of the Guide, such as my 
                  misspelling of "Pokey" and my misconception on the FP
                  amounts of Double Dip and Triple Dip.
Bladeof_Shadows - For a few good questions to add to the list; the Chuck 
                  Norris one was a definite win...
Chronoman17     - For the confirmation on Dark Wizzerds carrying 
                  Power Pluses.
Darksamus89     - For more info on the enemy sets, which was quite helpful
                  to this Guide.
fate311         - For his contribution on Piranha Plants dropping
                  Flower Saver badges after battle
Flamer500       - For pointing out an error, in which I said that a Pre-
                  Hooktail was "before beating Hooktail and getting the 
                  second Crystal Star," in which I actually meant the first 
                  Crystal Star... Thanks for reminding me about that 
                  mistake! ^_^; Also confirmed Hammer Throws being dropped
                  by Swoopulas.
Lolo_Guru       - For the confirmation on Dark Boos dropping 
                  Money Money's.
lostaname       - For the confirmation on Sleepy Stomp dropping from Fuzzies
                  after battle.
marc5third3     - For a lot of info on the enemy sets, which was a lot of
                  help to the success of this Guide!
Rydon7          - For the confirmation on Hammer Throw being dropped by 
                  Spike Tops and S. Parabuzzies after battle.
Toadettefanboy  - For confirming Hammerman from Dark Bristles; didn't 
                  think you could get more than one until I heard 
                  about that...
WayoshiM        - For telling me about Bulky Bob-ombs having 
                  Defend Pluses, and for his very generous donation of one 
                  fully-functional video guide of a Pre-Hooktail Pit Run. 
                  I thank you very much, WayoshiM! :D
X-Naut_P        - For confirming that HP Drain badges can be gotten from 
                  Swoopulas and Swampires.
Zero_Destroyer  - For your contribution about Lakitus dropping Tornado Jump
                  after battle and Jumpman from Poison Puffs.
ZeroN_Tsukaima  - For the confirmation on FP Plus being dropped from Poison 
                  Pokies after battle. 
Nintendo        - For making such a wonderful game... You deserve at 
                  least some credit in my Guide for all the time and effort 
                  you put into such a magnificent game, and I hope you 
                  also make a third "RPG" Paper Mario (like this game and
                  Paper Mario 1, but hopefully not like SPM, since it's
                  more of a platformer than an RPG, so I would consider it
                  a "platformer Paper Mario" instead).
Myself          - For without my tiring effort and perseverence 
                  throughout the making of this Guide, it wouldn't exist 
                  (in this dimension, at least); I heartily thank myself 
                  for a job well done. ^_^

...and many others whose name I have either forgotten or could not find to 
give the appropriate credit to. Forgive me if I might have missed you... I'm 
still human, of course... ^_^; 

If your name is not on the list, and would like to claim credit on a find 
that you KNOW (and I might recall) was you who found it, then contact me via 
e-mail or the Paper Mario 2 message board on GameFAQS so that I know whether
to assign the credit to you or not.


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
14.  Legality Issues  [legal]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Well, to be safe, I'm adding this, as I would like for this to remain 
untouched elsewhere, and would rather not have to gripe at someone arguing 
that I didn't tell them not to take this for their own greedy business and 
not give individual credits to the creator (me) and anyone else respobnsible 
in the creation of this Guide, however that may be...

This Guide is to only be used on these sites and ONLY these sites lited below:

www.gamefaqs.com
www.neoseeker.com
(and any other site I give permission to later on, which should be added 
accordingly, but only if permission is granted)

*This document is the copyright 2008 of username Chaosmaster00 (or 
otherwise called in the future) and is the intellectual property of the 
author. It may NOT be reproduced under ANY circumstances, except for 
personal or private use, as long as it remains in its unaltered, unedited 
form, and must be given the appropriate credit to the appropriate owners 
and sole copyright holders. It may not be placed on any web site (other 
than those I give the permission to have access to, which are as listed 
above) or otherwise distributed publicly without advanced written or 
typed permission to me the owner of this material. Use of this guide on 
any other web site or as a part of any public display is strictly 
prohibited, and a violation of copyright law. All trademarks and copyrights 
contained in this document are owned by their respective trademark and 
copyright holders. 

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15. End of Guide [endgde]
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Well, I thank you all for taking the time to read this Guide, and hope you 
got what you needed out of it! Know that I will be rooting for you on the 
sidelines, even if I don't actually know you, and that I hope your adventure 
never faulters far from success! Good luck on beating the Pit of 100 Trials, 
and good day!