Annabelle Hunter

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Annie, or Annabelle, is one of your three potential girlfriends.  She is a math genius and a school tutor.  You have a chance to meet her during a random event involving a pop fly that hits her in the head.  After which she gives you homework to do, and if you do them she will reward you with her phone number.  Giving her gifts during holidays is preferred, since she can give you some very special abilities, including the [[Gyroball]] pitch style.
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Annie, or Annabelle, is one of your three potential girlfriends.  She is a math genius and a school tutor.  You have a chance to meet her during a random event involving a pop fly that hits her in the head.  After which she gives you homework to do, and if you do them she will reward you with her phone number.  She gives two assignments in total, and both are considered studying, but your player won't fall asleep even if the vitality is red.  Giving her the $200 gifts during holidays is preferred, since she can give you some very special abilities, including the [[Gyroball]] pitch style, as well as presents including the prized [[Gambling Ring]] from a [[Surprise Bag]] and ability books.  Her first two dates are ones that are fixed, meaning you can't choose the place.  The first is at the library where you study and raise your Bookworm.  The second is at a stylish cafe, where you spend money.  When choosing dates, the amusement park is the best.  Using a Challenge card to ride the roller coaster will net you positive gains in many stats and a slim chance at the [[Gyroball]] ability.
[[Category:Success Mode]]
[[Category:Success Mode]]
[[Category:Characters]]
[[Category:Characters]]

Revision as of 23:45, 7 February 2008

Annie, or Annabelle, is one of your three potential girlfriends. She is a math genius and a school tutor. You have a chance to meet her during a random event involving a pop fly that hits her in the head. After which she gives you homework to do, and if you do them she will reward you with her phone number. She gives two assignments in total, and both are considered studying, but your player won't fall asleep even if the vitality is red. Giving her the $200 gifts during holidays is preferred, since she can give you some very special abilities, including the Gyroball pitch style, as well as presents including the prized Gambling Ring from a Surprise Bag and ability books. Her first two dates are ones that are fixed, meaning you can't choose the place. The first is at the library where you study and raise your Bookworm. The second is at a stylish cafe, where you spend money. When choosing dates, the amusement park is the best. Using a Challenge card to ride the roller coaster will net you positive gains in many stats and a slim chance at the Gyroball ability.

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