Editing The Final-Final Test Badge Marathon
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The level takes place in a factory resembling the courses found in [[Castle Bowser]]. It is split into a series of rooms separated by [[Warp Pipe|pipe]]s; each room automatically changes the player's current badge to a certain Action Badge or Expert Badge, and the player must use said badge to navigate the obstacles in the room. There are a total of 10 rooms, and the level features two [[Checkpoint Flag]]s. | The level takes place in a factory resembling the courses found in [[Castle Bowser]]. It is split into a series of rooms separated by [[Warp Pipe|pipe]]s; each room automatically changes the player's current badge to a certain Action Badge or Expert Badge, and the player must use said badge to navigate the obstacles in the room. There are a total of 10 rooms, and the level features two [[Checkpoint Flag]]s. | ||
The first room uses the Parachute Cap badge, and the player must use it to dodge [[Sugarstar]]s while activating [[Wow Bud]]s to lower the [[Poison (obstacle)|poison]] until reaching safe ground. The second room uses Floating High Jump, and the player must [[jump]] and [[Ground Pound]] to propel an accordion-like [[lift]] while avoiding large poison geysers. The third room uses Dolphin Kick, which allows the player to dash away from underwater | The first room uses the Parachute Cap badge, and the player must use it to dodge [[Sugarstar]]s while activating [[Wow Bud]]s to lower the [[Poison (obstacle)|poison]] until reaching safe ground. The second room uses Floating High Jump, and the player must [[jump]] and [[Ground Pound]] to propel an accordion-like [[lift]] while avoiding large poison geysers. The third room uses Dolphin Kick, which allows the player to dash away from underwater {{conjectural|electricity block}}s that activate quickly. Clearing this room leads to the first Checkpoint Flag. | ||
The fourth room uses Crouching High Jump, where the player must quickly charge and activate its ability quickly along [[Zip Track]]s to avoid poison geysers and [[Muncher]]s. The fifth room uses Wall-Climb Jump, where the player must outrun rising poison by using the ability and jumping on the seeds from [[Melon Piranha Plant]]s, while [[Lil Sparky|Lil Sparkies]] and [[Hothead]]s move across platforms. The sixth room uses Spring Feet, and requires navigating increasingly thin platforms with large and rapidly moving [[Fire Bar]]s while subject to jumping perpetually. Clearing this room leads to the second Checkpoint Flag. | The fourth room uses Crouching High Jump, where the player must quickly charge and activate its ability quickly along [[Zip Track]]s to avoid poison geysers and [[Muncher]]s. The fifth room uses Wall-Climb Jump, where the player must outrun rising poison by using the ability and jumping on the seeds from [[Melon Piranha Plant]]s, while [[Lil Sparky|Lil Sparkies]] and [[Hothead]]s move across platforms. The sixth room uses Spring Feet, and requires navigating increasingly thin platforms with large and rapidly moving [[Fire Bar]]s while subject to jumping perpetually. Clearing this room leads to the second Checkpoint Flag. |