Sittch Events 2008

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(Ninja Training 8+)
 
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|Chance of: <span style="background:#FF0000">[[Fat Pitch]]</span>
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! 1
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|rowspan="7"| Chance of:<br /> [[Hot Hitter]]
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| rowspan="5"| Chance of:<br /> [[Hot Hitter]]
 
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==Ninja Training 4: Water Spider==
==Ninja Training 4: Water Spider==
-
Walking on water by pushing a button at a rhythm. Mashing the button will work.
+
Walking on water by pushing a button at a rhythm. Mashing the button will work.
-
You will need 30 blue stars to pass.
+
You will need 30 blue stars to pass. (There are a total of 132 stars.)
 +
 
 +
*'''Success''': Vitality -30, Motivation +1, Energy +4, Strength/Technique/Quickness points increase based on number of blue stars. (Typically 20-25)
 +
*'''Failure''': Vitality -30, Motivation -1?, Strength/Technique/Quickness points increased based on number of blue stars. (Typically 10-15)
 +
 
 +
==Ninja Training 5: Cicada Shell==
 +
Just like Activity 1, but slightly faster. Results appear to be the same as Alter Ego.
 +
{| class="wikitable" style="text-align: center;"
 +
|-
 +
! width="70"|# Correct
 +
! width="70"|Energy
 +
! width="70"|Vitality
 +
! width="70"|Technique
 +
! width="70"|Mentality
 +
! width="150"|Abilities
 +
|-
 +
! 0
 +
| rowspan=11|+3
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| -3
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| 0
 +
| 0
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|Chance of: <span style="background:#FF0000">[[Fat Pitch]]</span>
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|-
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! 1
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| -6
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| 4
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| 3
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|-
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! 2
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| -9
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| 9
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| 6
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|-
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! 3
 +
| -12
 +
| 15
 +
| 9
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|-
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! 4
 +
| -15
 +
| 22
 +
| 12
 +
|rowspan="7"| Chance of:<br /> [[Hot Hitter]]
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|-
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! 5
 +
| -18
 +
| 30
 +
| 15
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|-
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! 6
 +
| -21
 +
| 39
 +
| 18
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|-
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! 7
 +
| -24
 +
| 49
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| 21
 +
| rowspan="4"| Chance of:<br />[[Good B2B Hitter]] <br />[[Gd Pickoff]]
 +
|-
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! 8
 +
| -27
 +
| 60
 +
| 24
 +
|-
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! 9
 +
| -30
 +
| 72
 +
| 27
 +
|-
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! 10
 +
| -33
 +
| 85
 +
| 30
 +
|}
-
==Ninja Training 5==
 
-
Just like Activity 1, but slightly faster.
 
-
Unconfirmed for hitters, but Good Pickoff was obtained after completing all 10 levels.
 
==Ninja Training 6: Shuriken Dodge==
==Ninja Training 6: Shuriken Dodge==
-
You dodge rubber shurikens.  Sittch will tell you beforehand where he is going to throw them (not the list that involves your eyes, the one after that), so you must memorize the spots before the text scrolls away.  You have a limited time after each throw to choose the spot he his throwing at by memorization.  You gain Quickness points, but if you get hit you lose Motivation. (Some shurikens are real though... watch out.)
+
You dodge rubber shurikens.  Sittch will tell you beforehand where he is going to throw them (not the list that involves your eyes, the one after that), so you must memorize the spots before the text scrolls away.  You have a limited time after each throw to choose the spot he his throwing at by memorization.  You gain Quickness points, but if you get hit you lose Motivation. As a pitcher, you have a chance of getting <span style="background:#FF0000">[[Hot Head]]</span> (Some shurikens are real though... watch out.)
 +
 
==Ninja Training 7: Shuriken Throw==
==Ninja Training 7: Shuriken Throw==
-
You throw rubber shurikens at Sittch.  Using the same technique as Activity 6, striking Sittch will gain you [[Contact Hitter]], Error Resistance +1 (if you are a Fielder) or an Original Pitch if you are a Pitcher.  Note: If you already have [[Contact Hitter]], you will receive [[Spray Hitter]] instead.
+
You throw rubber shurikens at Sittch.  Using the same technique as Activity 6, striking Sittch will gain you [[Contact Hitter]], Error Resistance +1 (if you are a Fielder) or an [[Original Pitch Guide 2008|Original Pitch]] if you are a Pitcher.  Note: If you already have [[Contact Hitter]], you will receive [[Spray Hitter]] instead.
 +
 
==Ninja Training 8+==
==Ninja Training 8+==
-
Chief trains with Sittch. (Vitality -30, Strength +6, Technique +6, Breaking Ball +22 for pitchers plus E RES +1 on Training 8 [but not from 9 on])
+
Chief trains with Sittch. (Vitality -30, Strength +6, Technique +6, Quickness/Breaking Ball +22 plus E RES +1 on Training 8 [but not from 9 on])
If Chief does not have sufficient vitality (30-ish), Sittch will say something about him looking tired, and suggest a nap. (Vitality +20, Energy +3 [?])
If Chief does not have sufficient vitality (30-ish), Sittch will say something about him looking tired, and suggest a nap. (Vitality +20, Energy +3 [?])
==Final Ninja Training==
==Final Ninja Training==
-
Occurs near the end of the second season. Sittch will claim he doesn't want to practice anymore and will give you [[Legends of Baseball]]. (Chance of [[Insomnia]].)
+
Occurs if you go to the Lake in the second week of July. Sittch will claim he doesn't want to practice anymore and will give you [[Legends of Baseball]]. (Chance of [[Insomnia]].)
[[Category:Free Time 2008]]
[[Category:Free Time 2008]]

Current revision as of 01:42, 13 September 2018

Contents

Overview

If you visit the Lake during your Free Time command when Sittch is there, you can go through various installments of ninja training. All events are Free Time Events, and cannot occur randomly.

Events

Ninja Training 1: Alter Ego

Sittch will make mirror images of himself and will swap places with them slowly at first, then more quickly as you guess which one is the real Sittch more and more. The player will gain experience points based on the number of correct guesses. It should be noted that the real Sittch will always pass in front of the two fake Sittches while they are being shuffled. Outcomes are summarized in the following table:

# Correct Energy Vitality Technique Mentality Abilities
0 +3 -3 0 0 Chance of: Fat Pitch
1 -6 4 3
2 -9 9 6
3 -12 15 9
4 -15 22 12 Chance of:
Hot Hitter
5 -18 30 15
6 -21 39 18
7 -24 49 21 Chance of:
Good B2B Hitter
Gd Pickoff
8 -27 60 24
9 -30 72 27
10 -33 85 30

Ninja Training 2: Tree Vanishing Trick

Event only. The correct choice is behind the tree.

  • Check in the water. (Motivation Down)
  • Check underground (Motivation Down)
  • Check behind tree. - Chance of Baseball Sense improving. Chance of Motivation Down

Ninja Training 3

You try to find Sittch but you drop your glove into the lake. He fishes it out and asks you what kind of glove you dropped, a gold or copper glove. The correct choice is neither, and he gives you your old glove back and gives you a free one. Possible gloves are:

Ninja Training 4: Water Spider

Walking on water by pushing a button at a rhythm. Mashing the button will work. You will need 30 blue stars to pass. (There are a total of 132 stars.)

  • Success: Vitality -30, Motivation +1, Energy +4, Strength/Technique/Quickness points increase based on number of blue stars. (Typically 20-25)
  • Failure: Vitality -30, Motivation -1?, Strength/Technique/Quickness points increased based on number of blue stars. (Typically 10-15)

Ninja Training 5: Cicada Shell

Just like Activity 1, but slightly faster. Results appear to be the same as Alter Ego.

# Correct Energy Vitality Technique Mentality Abilities
0 +3 -3 0 0 Chance of: Fat Pitch
1 -6 4 3
2 -9 9 6
3 -12 15 9
4 -15 22 12 Chance of:
Hot Hitter
5 -18 30 15
6 -21 39 18
7 -24 49 21 Chance of:
Good B2B Hitter
Gd Pickoff
8 -27 60 24
9 -30 72 27
10 -33 85 30


Ninja Training 6: Shuriken Dodge

You dodge rubber shurikens. Sittch will tell you beforehand where he is going to throw them (not the list that involves your eyes, the one after that), so you must memorize the spots before the text scrolls away. You have a limited time after each throw to choose the spot he his throwing at by memorization. You gain Quickness points, but if you get hit you lose Motivation. As a pitcher, you have a chance of getting Hot Head (Some shurikens are real though... watch out.)

Ninja Training 7: Shuriken Throw

You throw rubber shurikens at Sittch. Using the same technique as Activity 6, striking Sittch will gain you Contact Hitter, Error Resistance +1 (if you are a Fielder) or an Original Pitch if you are a Pitcher. Note: If you already have Contact Hitter, you will receive Spray Hitter instead.

Ninja Training 8+

Chief trains with Sittch. (Vitality -30, Strength +6, Technique +6, Quickness/Breaking Ball +22 plus E RES +1 on Training 8 [but not from 9 on])

If Chief does not have sufficient vitality (30-ish), Sittch will say something about him looking tired, and suggest a nap. (Vitality +20, Energy +3 [?])

Final Ninja Training

Occurs if you go to the Lake in the second week of July. Sittch will claim he doesn't want to practice anymore and will give you Legends of Baseball. (Chance of Insomnia.)

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