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- Some things:
- Don't pick up a honeycomb until the first Klungo fight; at any other time, Bozzeye will interrupt the game to tell you about them. (Thank god that a boss fight is considered too important to interrupt I guess.)
- Pack Whack, as a move with a large area of effect that stays for a good amount of time, is an extremely useful move. It's the only move that allows you to reliably hit bosses frame-perfectly. All other moves will bounce off Klungo/Grunty's shield if you do it too early.
- The way to avoid talking to the jinjo oracle when you pick up the jiggy is simply to be in the air. So just jump onto it.
- For some parts of the game, the enemy's placement can be predictable. Some enemies move in cycles, their starting location fixed as well. The rat area in Breegull Beach is an example of this. The Gruntlings will ALWAYS be in the same locations based on how long you've been in the area. (Other Gruntlings, like pretty much all the ones in Cliff Farm, are completely random.)
- To do the Mumbo Warp, I hop onto the little table, jump directly up, and then change direction to up-left before touching the roof, then hold it til the warp.
- During Fishy Fingers, it's not RNG which shadows are fish or snippets. (I thought it was, and died a lot there until smasher told me this.) The fish and snippets move in a different way. Snippets have linear movement (their speed is constant), while the fish go slow, and then go fast for a bit, and slow back down.
- In the sheep fishing game, there are only 12 sheep in existence. (I.E. if you only have 2 sheep left, it's impossible for 3 sheep to be on the screen.) This means misses near the end are extremely costly, as you'll have to wait for the sheep to wrap back around. On the other hand, in both fish fishing games, there's an unlimited amount of fish and crabs.
- You can cast your line in between two rows. It's extremely precise, and I can never get it 100% of the time, but it's often great to try for if it'll get a double. Miss, and you'll still get a single. No harm in it.
- It's often not good to go for sheep/fish in the back row. Charging up your cast takes longer, the cast reaching the row takes longer, and the cast going back to you takes longer. It's slow through and through. While you're catching one sheep in the back row, more often than not, more than 1 will zip by you in the front two rows. The back is generally only worth it if it's a double, if there's absolutely nothing else in sight, or if it's for the win / only a couple sheep are left. It's hard to put into words the strategy for fishing games, you have to kinda get the hang of it yourself.
- Rolljumping:
- From Cliff Farm to Breegull Beach, your fastest method of travel is rolling. However, you don't want it to go to completion, as you'll be frozen in place for a bit like in B-K, or you often want to change direction sooner than that. So, instead, what you'll want to do is rolljumps. In this game, when you jump out of a roll, you keep the speed of the roll, UNLESS YOU CHANGE DIRECTION MID-AIR. If you change direction, you'll be going at slower than walking speed for the rest of your jump.
- If you're going a straight distance, you can jump near the end of the roll, and make it a big jump, to maximize your time spent going at roll speed. If you're going to need to change directions though, you should jump at the start of the roll, and make it a tiny little hop, then switch directions on the ground, and repeat. You want to maximize how much time you spend travelling at roll speed.
- Talonrap:
- This is very similar to rolljumping, but instead of jumping out of a roll, you rat-a-tat rap out of a talon trot jump. You keep the speed of the talon trot jump (unless you switch directions), and you also don't lose nearly any height until the rap ends, at which point you'll fall STRAIGHT down. So, you can talonrap at the height of your jump to keep height, or as close to the ground as possible to maximize distance travelled, or somewhere in between.
- The first use of the talonrap in the run, getting the Jiggy in Monster Manor that normally requires Battery Eggs, requires you to talonrap almost at the height of your jump. If you do it TOO early though, the rap will end before reaching the jiggy and you'll fall straight down. But too late and you won't have enough height.
- Minimizing the time you swim after the lava area jiggy in Spiral Mere is an example of doing it as close to the ground as possible. Since at the end of your rat-a-tat you fall straight down, you want to start it very very close to the surface of the water, to maximize the time you spend at Talon Trot speed and minimize time spent swimming.
- Spiller's Harbor Grunty Fight:
- A very difficult fight to do great. Both the direction she goes and the speed with which she does it is random, so your shots usually don't work out...
- I'm not consistent with the fight myself. Have a battle plan, and practice a ton. Find what works best. Right now my PB has a pretty bad Spiller's fight. Not HORRENDOUS, but bad. I missed more shots than usual, and also had to pussy out near the end because I only had one health (due to getting hit by the ice cream birds stupidly).
- The least random part of the fight is the start. It's easy to get two hits on her right away by spamming B at the start.
- From there, I like to go back and forth to get the respawning egg nests, shooting whatever's closest on the way. The less time those egg nests stay uncollected, the better. You are going to use more than 19 eggs on the fight, so collecting more is a necessity. The first thing I like to focus on is the hat, then I try to go for the hands.
- Aiming for her hat first is good because that is the hardest part to hit when she's shooting more energy balls. Since the hat is above her eyes (where the balls come out of), an egg aimed for her hat is more likely to get snuffed out by a ball on the way. You will have a LOT of trouble shooting her hat if it's the last part.
- Aiming for the hands early is good because they're out of the way. A shot aimed towards the cluster of three targets in her chest is more likely to hit at least one of them. A shot aimed towards her hand either hits it or misses.
- Here are a couple examples of good fights. Neither of them are god-tier, but they aren't horrible. This first one has a good hat and left hand, but is average after that.
- https://www.youtube.com/watch?v=jfgLeKe8H1A
- This one has a very weak hat/hands, but a GREAT ending, showing why it's a good idea to leave the middle 3 parts for last.
- https://www.youtube.com/watch?v=cskwBno7_kI
- New TAS strat:
- In my WR video (which I'd highly recommend watching and learning from), it uses the "TAS strat" to skip the majority of the first phase of the final boss. Then, I did a TAS of this game, and discovered... I guess the "new TAS strat". A better name would be... Egg Knockback? Yeah, that works.
- Basically, if an egg hits an enemy, but you aren't in egg firing mode, you get knocked backwards, as if you'd rolled/ratatatted into them. So if you shoot an egg at Grunty/Klungo, VERY quickly leave egg firing mode and do a flap flip, and get enough height before the eggs collide, that gives you just enough height to reach the Furnace Fun platform. It's a pretty free timesave against Grunty, and it also allows you to skip Fire Eggs, if you do it on Klungo. However, Klungo can be VERY VERY hard to skip with this method, because you're at the mercy of the RNG of where he wanders to! Grunty, however, has an easy setup, since you're in control of what direction she charges. This video may help:
- http://www.twitch.tv/blazephlozard/v/35189642
- Simple route:
- Switch text speed, get Jinjo, go left for Breegull Beach bridge notes, go back up
- Learn Pack Whack, travel right, open Cliff Farm, enter
- Learn to swim, pick up notes on right, go left into pool, pick up Jinjo, do egg slide
- Go up, ignore one note, damage boost off the tendrils, jump into pool
- Go up to learn roll, then face Klungo (grab honeycomb), finish near the exit pad
- Go directly right to catch the sheep, go down and right into the water
- Jump out when you can to grab a chick and three notes, then back in water and death warp
- Go left and up to Mumbo, transform, get the chicks and notes
- Go into Bluff Barn again, go to the Crag Mill, go back to Mumbo
- Go up the silo for honeycomb (if getting 6 health), give back chicks, exit Farm Heights
- Move right, get notes and jiggies (avoid talking to the oracle), exit level
- Open the beach, get honeycomb in haystack near Jiggywiggy's
- Go to Grunty's lair area, get jiggy in haystack and notes
- Climb Jingaling's head to get Jinjo (use damage boost), turn honeycombs in
- Go back up the hive and go left, get Jiggy above the water, go to Breegull Beach
- Go down for Jinjo, stay left past the shell stand, jump down on shell
- Go down into the water to dive down, get jiggy and jinjo, come back up
- Go north towards Grunty's Quarry, fight the boss, end the fight near the top
- Climb the quarry with flapflips to get another jiggy, leave, learn eggs
- Go left and transform into rat, free the breegulls, transform back
- Go left to collect the Breegull jiggy, keep going up to climb to Breegull Peak
- Learn talon trot, get the Jinjo (skip the honeycomb), get the worms
- Skip learning Feathery Flap, flip flap to pirate ship: Bottom left, right side, up on the sails
- Go down and talon trot jump to the feathery flap jiggy, jump down for last jinjo
- Get the shell jiggy, get the jinjo jiggy (AVOID TALKING TO ORACLE), leave level
- Go to the left, flip flap up, get bad magic bayou area jiggy
- Go right, get the switch jiggy, go open two levels, go up, over the bridge, and enter BMB
- Detour right for rat-a-tat rap, go back left and start climbing to the house
- Get the jiggy on top of the house, enter house, go left, talon-rap to the battery jiggy
- Go out and learn battery eggs, go up the stairs and get the jinjo, fight Klungo
- Leave the house, learn Bill Drill, get jinjo and jump down, trying to bill drill the switch
- Get the tree Jinjo, go down to fight the Gruntlings (use Battery Eggs)
- Go into the Vapor Scrubs, transform into candle, go into sewers
- Square = all but top left, star = all four, circle = bottom right top left, triangle = just top left
- Back into vapor scrubs, go right and get jinjo and jiggy
- Blindly jump up to the rat a little after the jinjo jiggy, fish, leave BMB
- GO DOWN for Bill Drill tree jiggy (frequently forgotten), go back up
- Get Jiggy above BMB, then go up to Spiral Mere, play the dolphin game, enter Spiller's Harbor
- Go left into sandcastle area, jump for the nest of notes in the swamp, learn wonderwing
- Jump onto the castle for a silver coin, leave, get the note nest behind the barrels
- Jump down to the swamp for another silver coin, enter honeycombpipe, go to Spillerston
- Go right to learn shock spring, go into Seaman's Lodge, get spaceship afterwards and give it to kid
- Go left, get silver coin in front yard, avoid bees and activate the shock spring pad
- Jump directly down for another silver coin, get the switch jiggy, leave Spillerston
- Learn ice eggs near Mumbo, get ice cream, go into Tiptup Suite for silver coin, fight Grunty
- Transform into octopus, feed ice cream, get jiggy on platform in water
- Go into Mucky Passage, get the jiggy, then Mumbo Warp and transform back
- Go back into Spillerston to get the jiggy from mother, go on the slide
- Get the Bilge Haven jiggy early with talonraps, leave level
- Shockspring below Spiller's entrance to get Jinjo, talonrap into the lava area, get jiggy
- Go to the red area and shockspring to a jiggy and get last jinjo
- Unlock Frozen Furnace, get Jinjo jiggy, enter Freezing Furnace (goal: 470 notes)
- Go right and up into Grunty Industries, jump down-right to go in the Bill Drill area, get jiggy
- Go to the left and up into Blistering Buttons, jump down and leave Grunty Industries
- Flipflap up more, talon-rap down-left to hit a Jiggy switch and go back up to get it
- Jump to the left and go into the igloo for Fishy Fingers, jump down and learn Fire Eggs
- Leave, open final battle, shoot switch from Jingaling's crown and enter final fight
- Pray
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