No Jump No Hammer Double Damage Pre-Chapter 2 Pit is a challenge run in Paper Mario: The Thousand-Year Door. In this run, the player is required to complete the Pit of 100 Trials before entering Boggly Woods, while wearing the Jumpman, Hammerman, and Double Pain badges at all times in the Pit. As an extra challenge, the player can choose to avoid increasing Mario's HP when leveling up or equipping HP Plus, leaving his max HP at 10 for the duration of the run. Slow Go can also be included optionally, although few players wear it as it adds no real difficulty. The player is also not allowed to leave the Pit at any time after entering, as is standard for Pit runs. This is the earliest point in the game at which the challenge can be officially attempted, because the required badges for the Disabled Mario build are all sold by Charlieton in Rogueport after chapter 1.
| No Optional Restrictions | With 10 HP Restriction |
|---|---|
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Video proof is required to have the "10 HP" checkmark listed for this challenge.
Rules
Primary
- Complete the Pit of 100 Trials before taking the pipe to Boggly Woods and starting Chapter 2.
- Always wear the Jumpman, Hammerman, and Double Pain badges while in the Pit.
- Do not retry battles (Remake).
Optional
- Mario's max HP must remain at 10.
- Do not leave the Pit of 100 Trials partway. The run must be completed in one go.
- Always wear Slow Go while in the Pit.
- Do not use glitches like Ultra Hammer Early.
Completions
Paper Mario: The Thousand-Year Door (GCN)| Player | 10 HP | Didn't Leave Partway | Challenge Completion Link |
|---|---|---|---|
| Adobe Apps | ✓ | ✓ | Link |
| Amazydayzee3621 | ✓ | ✓ | |
| Dark Koopatrol | ✓ | ✓ | Link |
| Dyla | ✓ | ||
| Fatguy703 | ✓ | Link | |
| GamerFourFun | ✓ | Link | |
| Gibstack | ✓ | Link | |
| JTheGamer18 | ✓ | ✓ | Link |
| Justyce | ✓ | ||
| Kappy | ✓ | ✓ | Link |
| Koop | ✓ | Link | |
| Miccat87 | ✓ | Link | |
| Stebbdogg | ✓ |
| Player | 10 HP | Didn't leave pit partway | Challenge Completion Link |
|---|---|---|---|
| Amazydayzee3621 | ✓ | ✓ | |
| CurtyB | ✓ | ✓ | Link |
| Kappy | ✓ | ✓ | Link |
Tips & Tricks
- First strikes with Mario are allowed in No Jump No Hammer runs, and Jumpman and Hammerman together actually increase all of Mario's First Strikes by 1 damage! This is especially useful if you're pairing this with No Mega Rush P. Otherwise, you'll still usually be First Striking with Koops.
- Speaking of which, Mega Rush P will be even more indispensable in this format than in Pre-Hooktail Pit, due to Mario's limited attack options. Always bring Quick Change, and generally use the same MRP arrangement recommended for PHP (Koops from floor 1-90, Goombella for the 90s and Bonetail).
- Since Mario cannot use his regular attacks, Earth Tremor may be his only reliable means of dealing damage. This means the player will have to be much more careful about rationing Star Power between Earth Tremor and Sweet Treat than you would in a Pre-Hooktail or standard Pre-Chapter 2 Pit. It's usually optimal to be consuming Star Power on one move or the other at all times whenever it's available, never letting it sit unused, as Mario has few other useful commands.
- Obviously, Jump and Hammer badges are useless here. Just sell them or leave them in the shop. Power Plus is also largely useless, as it doesn't apply to Earth Tremor.
- Due to Double Pain, the player may want to invest more level-ups into HP than in a Pre-Hooktail Pit. If you're running this with 10 HP, you need to bring 10 Life Shrooms, because most attacks later on will kill Mario in one hit. FP, on the other hand, is much less valuable because you won't be using Fire Drive. Ultra Shrooms are probably the best item to bring in a run without level-up restrictions.
- The player should make sure to keep Goombella alive while fighting Bonetail. If she faints, Earth Tremor is the only means of attack and Sweet Treat may be the only means of recovery, which makes managing SP very difficult. Therefore, it's important that Koops stays healthy as a tank partner.







