Pit of 100 Trials
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Pit of 100 Trials is an example level created by BushBacon. This level features 100 rooms of challenges without checkpoints, making it a large gauntlet to overcome.
Walkthrough
General Info and Tips: Every tenth room with the exception of rooms 50 and 100 contain no enemies, but contain Health and Weapon Energy. In addition, enemy drops are disabled for the entire level. This makes health a limited resource, however the player is given two weapons, those being Grab Buster and Plant Barrier, to help them heal up should they be hurt.
Character Selection: The first room is a fairly simple starting room. There are Character Capsules for every character should the player wish to play as someone other than Mega Man. In addition, there is a Yashichi for players to restock after deaths, and a Anti-Yashichi should players wish for an extra challenge. In the center is a teleporter to begin the challenge.
Rooms 1-10: Room 1 contains only a single Mega Man 1 Met. Room 2 contains a Tamp and some basic platforming. Room 3 contains a Brain Break and a low ceiling, causing it to be more difficult to avoid. Room 4 contains a Cyber Gabyoall on a small platform, requiring careful timing to avoid. Room 5 contains a Sniper Joe on a small ledge. Room 6 contains a single Shield Attacker. Room 7 contains a single Blocky. Room 8 contains a Fire Totem on a ledge. Room 9 contains a Gockroach S, as well as a nest to spawn more if the player does not destroy it or rush to the next room. Room 10 has a small health pickup and small weapon energy pickup.
Rooms 11-20: Room 11 contains a single Mega Man 2 Met on a ledge, making it a slightly more dangerous version of Room 1. Room 12 requires the player to move through some quicksand while a Doncatch fires debris from above. Room 13 contains two Beaks in a formation similar to some official stages. Room 14 contains an endless swarm of Flying Shells. Room 15 contains a Merserker on a staircase, requiring some careful firing of your weapons. Room 16 requires the player to move across a small platform with two Girees, where falling will damage them with a Fuse Rail. Room 17 contains two Minoans on the ceiling and a Gyoraibo in some water underneath. If the player does nothing, they will get damaged by the Gyoraibo's missile. Room 18 contains several Rompers, two of which fall from the ceiling. Room 19 contains two Petit Snakeys. One must be defeated to progress, while the other is out of reach. Room 20 is identical to room 10.
Rooms 21-30: Room 21 contains a single Metall Cannon. Room 22 contains a Chainsoar on a ledge, requiring a quick dodge to avoid damage. Room 23 contains an Electriri and two spawners. Room 24 contains two Crabbots, one underwater and one on a ledge. Room 25 contains an icy floor and a Kaona Geeno on a ledge. Room 26 contains a staircase with a Doctron spawner at the top, spawning several enemies to deal with. Room 27 is another icy room, this time with a Sumatran. Room 28 has a Rabbiton skating on more ice. Room 29 has two Surumakers in water. Be sure to defeat them quickly, as they can dash towards you. Room 30 is identical to the rest two refill rooms.
Rooms 31-40: Following the trend of Met rooms, Room 31 contains a single Train Met. Room 32 contains a Skull Walker. Room 33 has an Electric Gabyoall to traverse through. Room 34 has a Mash Burner over a Jumpthrough Platform, requiring the player to jump over the flames. Room 35 has the player climb a ladder while a Hotchkiss'n fires down at them. Room 36 simply has a Brown standing in their way. Room 37 contains Fans, Fuse Rails, and a Tripropellan firing down. Room 38 has a Frisk Cannon firing at the player. Room 39 has a Pointan attacking. Room 40, unlike previous refill rooms, supplies a large health and weapon energy rather than small ones.
Rooms 41-49: Once again, Room 41 contains a single Met. This time, it is a Metall Sniper. Room 42 has a floor of Fuse Rails and two Icicle Tecks above. The player must either damage boost through, or time their platforming off the icicles that fall. Room 43 requires the player to balance on a Flip Platform and defeat a Cannon while it attacks. Room 44 requires the player to travel downwards while three Skullmets block the way. Room 45 requires the player to deal with a Pierobot that spawns above them. Room 46 has the player deal with a Numetall that, if not dealt with quickly, will cause the Chemical Solution to damage the player. Room 47 has the player deal with a Subeil and Neo Heli Metall. Room 48 has the player deal with a Mecha Pitchan atop a ladder. Room 49 has the player deal with a blue Gori Three.
Room 50: Unlike rooms 10, 20, 30, and 40, Room 50 is a boss fight against Dark Man 4. However, you are given a large Health pickup upon defeating him. This fight functions the same as normal, save for a small hill in the center that may make avoiding his shields more difficult than usual. Luckily, he does not have a weakness, and will be easier to manage if the player uses Time Slow. His weakness in this fight is Copy Vision. Upon defeat, a teleporter will appear.
Trivia
- This is one of the few example levels to be changed between updates. In this level's case, shadows and other decorations were added in 1.9.0.