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  1.  
  2. Spiral Mountain:
  3. Run to speed shoes, run to Klungo. Kill Klungo. Yeaaa
  4.  
  5. Isle O Hags: 20 Notes.
  6. Run to the red jinjo's house. Flip flap up to the archway, then flip flap backwards making sure you aren't hugging the wall and beak buster up to grab the trebel cleft. Now run to Jingaling. Get jiggy. Run over to white jinjo house. Stand atop the doorframe, talon trot jump, flap, and beak bomb over to the door. Jiggywiggy, beat the puzzle. Walk out and into Mayhem Temple.
  7.  
  8. Mayhem Temple: 100 Notes., 120 total.
  9. Run up and hit the warp pad. Run up the stairs collecting notes along the way. Stop at Jamjars for Egg Aim. Continue to run up the stairs, go off to the right to get Bregall Blaster, then come back to Mumbos getting the warp pad on your way. Pick up the glowbo, and get mumbo. Run back out, grab the trebel cleft and jump down to activate the golden goliath. Run down, kick open the door. Run to the cheat chamber, knock it open. Make sure to activate the warp pad in here, and get back to the statue. Back as mumbo, go to the entrance warp pad and warp back to Mumbos. Change back to Banjo and Kazooie. Take the Warp pad to near Wumbas. Head to the cheat chamber. Enter the cheats Superbanjo and JiggyWiggySpecial, and Honeyking. Go back the the warp back, go to the entrance and leave.
  10.  
  11. Isle O Hags: 20 notes, 140 total
  12. Run across to the patch of grass where you would normally grip grab, and place yourself in the corner as that is where the ground is the highest. Start to run down towards the broken staircase and Flip Flap + Beak buster up, you'll just make the height and move onto the Plateau. Run up the stairs, Flip Flap + Beak Buster up for the ten notes on the sign post. Run up to hennys for the ten around the posts. Check out Jamjars for some fire eggs. Jump down into Glitter Gulch Mine.
  13.  
  14. Glitter Gulch Mine: 80 Notes, 220 total
  15. Hold up initially in the air and not up+right, because that'll get you stuck in the rope. Activate the warp pad, grab the speedshoes in the box and run to your right to the Fuel Depot. Grab the 20 notes in here, starting at the bottom right going anti-clockwise and leave. Follow the train tracks up the hill, then jump over the water over to the green mound for another 20 notes, stroll down the right side (make sure to touch the mound again as you fall down, you'll kasplat otherwise) to hit the warp pad and warp back to the start. Grab the speed shoes again, and this time go to the right of Wumbas. Jump past the platform in front of you for 5, then grab the lower 5 on the right side of these platforms. Run up the purple hill here to the top 5 on the right side, just across to the top 5 on the left side then jump back for the middle 5 on the right side. Continue over to Mumbos, grab the left 5, activate the warp pad, get the ten on the left and warp back to the entrance. Now leave.
  16.  
  17. Isle O Hags: 10 Notes, 230 total
  18. Jump back off the rope, activate the silo fire egg the switch and run through to Pine Grove. Jump in the log for 10 notes, hit up jamjars to learn grenade eggs and run into WitchyWorld.
  19.  
  20. Witchyworld: 60 Notes, 290 total
  21. Run to the right, grenade down the door. Shock spring to the 10 notes up top. Run into the circle of notes around the circus, grab the first 5 and head left (clockwise.) Grab 15 more, and then head up to the circus for Split up. Now head back out and collect 5 notes, continue to move clockwise for another 10 notes until you reach the castle area. Check behind the doors for another 10 notes and head in. Split up, teach Banjo Pack Whack, join back up and head out. Run clockwise again for the last 5 notes and run out.
  22.  
  23. Isle O hags:
  24. Take the silo back to Plateau. Split up, open the door and head up the Cliff Top. Run left up the hill, activate the silo and fall off the cliff to the bridge swith. Run up the stairs into Jolly Rogers Lagoon.
  25.  
  26. Jolly Rogers Lagoon: 90 Notes, 380 total.
  27. Run right Jollys for 5 notes. Jump on top of the bar for 15, and exit. Run left to the pawno for 5 notes. Jump onto the pillar in front of you for 15, and exit. Run forward and to the right and ACTIVATE THE WARP PAD! Run forward/left to blubbers for 5. Jump onto the stand on the left for 15, and exit. Dive into the water, and swim straight down to the green opening and find the octopus. Swim across to the eel room, grabbing the ten notes above the room first. Swim up, learn tallen torpedo and swim back down. Swim up close to the warp pad to align yourself vertically with the squid, talon torpedo into the squid for the trebel cleft and take the warp pad out. Now run out.
  28.  
  29. Isle O Hags: 50 notes, 430 total.
  30. Run back to the bridge and collect the 20 ntoes around Hailfire. Run back to the silo and go to Pine Grove. Dive in, grab the 10 notes in the log, talen torpedo and swim through to klungo. Kill him with eggs on hit three, and move onto the wasteland. Get clockwork kazooie eggs on your left , grab the ten notes on the pillars on your left, and head stright up through the blue alcove. Grab the ten notes hugging the wall head back out and onto Terrydactyl Land.
  31.  
  32. Terrydactyland: 45 notes, 475 total.
  33. Run down and right to the grassy area for 15 notes on the mounds. Head across to the browny area, grab the 10 notes along the ground, run up the spiral hill, across the narrow path away from the unga bunga, and to your left for 15 notes. Jump off to your left and feathery flap to cushion, get 5 notes and scale up with Flip Flap + Beak Buster for springy step shoes. Now exit.
  34.  
  35. Isle O Hags:
  36. Head down, pick up the springy step shoes and jump up to the Quagmire. Enter Grunty Industries.
  37.  
  38. Grunty Industries: 30 notes, 505 total.
  39. Two courses of action here you can take:
  40. 1) Kill the enemy directly in front of you. Fire a grenade egg at the window frame, and blow it up. Now fire a clockword kazooie egg that sits inside the door until banjo is about to get hit, then walk through and re-appear as banjo. Walk straight back out. Flip flap + Beak buster up and collect the trebel cleft. Fly back in.
  41. 2) Kill the enemy directly in front of you. Run around to left left side, and fire a clockwork kazooie egg up to the top to snatch the trebel cleft, and fall down to break the window. Jump back over the near where the enemy will respawn, fire a second egg up to the door, enter as soon as you get hit.
  42. Personally I prefer method 1 as its safer, I'm shitass at the CKE to Trebel Cleft, and you have a greater feel for when the enemy is gonna hit you. However, your first shot is your first CKE, so that could somehow make method 1 more appealing >_>
  43.  
  44. Run down and feathery flap to learn near the split up pad. Position yourself in the up+left corner, and fire a clockwork kazooie egg over to 10 notes on a pipe near a window. Run over to Jamjars, learn Claw Clamber Boots, split up, open the gate and exit Grunty Industries.
  45.  
  46. Isle O hags: Run to the right, pick up some Claw Clamber boots, run up the pipe on the left, make sure to jump off the wall not just wait till the top as that sends you to the right, and walk through to Cauldron Keep.
  47.  
  48. Cauldron Keep:
  49. Flip Flap + Beak Buster up at the start, Split up, pack whack double jump across and fly, open the door and gold feather through the lasers. Beat up klungo with eggs on 3, and tower of tradgey it up! Only advice is to wind the clock to avoid as many "scenes" as possible, as winning is loleasy. Then in the last round be cool and get 50+ points (My score was 82, top that). Skip a few cutscenes, head outside up the right side to the top of the tower for the final fight.
  50.  
  51. Hag 1: Montrous Mechanical Mud-Muncher
  52. Jump up on top of the drill. Yeah that's right. Mass hits on top of the drill. The attack pattern/drill moving is: Right, Left (Faster), Stationary, Stationary, Forward then right (CKE), Forward then left (CKE), stationary, stationary, stationary.
  53.  
  54. For the actual fight, after hit 4, start using Fire eggs instead of normal eggs as they're closer to CKEs which you use in those phases. Also on those drill phases, she will spin when you're not on the center of the drill, you want to abuse this so that the back of the hag is pushed up against the wall. That way you can aim a CKE against the wall, which will break it open and just waltz into the back while still standing on the drill. Everything else is self explanatory.
  55.  
  56. And run over. Could run it without honeyking but fuck that now tbh.
  57.  
  58.  
  59.  
  60. ....Just you wait until Banjo-Threeie!
  61.  
  62. Test Times: The only issue I have here is that I can't test the times for the stupid codes because of nonsense shit ass shit. So you do those, and you've got yourself a test time.
  63.  
  64. Isle O Hags: 9:48
  65. Mayhem Temple: 9:36, (4:21 in code chamber, shitty emulator)
  66. Glitter Gulch Mine: 1:15
  67. WitchyWorld: 2:02
  68. Jolly Rogers Lagoon: 2:58
  69. Terrydactyland: 0:56
  70. Grunty Industries: 1:48
  71. Cauldron Keep: 19:36
  72.  
  73. Total: 50:09. With a 4 minute code chamber, this easily goes sub 50.
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