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- Banjo-Kazooie 0 Mumbo Tokens / No Spending Mumbo Tokens Notes
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- You can get a transformation for free by visiting Mumbo as the Washing Machine (WM). To get that, after finishing the TTC sandcastle jiggy (or more likely, all of TTC) you return to Banjo's house and do Bottles's seven puzzles. Each one unlocks a transformation code, but only the final one, the WM, will actually work to give you free transformations. After you've done a transformation for free the first time, it's free forever whether you're WM or not.
- When in WM form, your hitbox seems to be slightly different; I haven't tested whether this affects clipping, but it means you may run under notes that Banjo would collect, like the ones in the swamp water outside the BGS mumbo. You can do all regular BK moves and any kind of damaging land doesn't hurt you. I think WM moves slower in talon trot than regular BK.
- Apart from the hitbox differences WM behaves as a sort of hybrid of BK and a transformation as far as how NPCs treat you. For some conversations or triggers you are treated like Banjo and for some you are treated like you are transformed. Some things that I couldn't do as WM:
- - Play the Tiptup Choir minigame, although you can help and enter Tanktup
- - Open the BGS egg - I couldn't do the Z+B part
- - Use the sled to help Boggy, and because of this, both of Boggy's races
- - Return presents to Boggy's kids
- - Play the Tumblar minigame
- - Return Nabnut's nuts, although he'll tell you he needs them (note if you collect them and come back as Banjo you'll have to do it again)
- - Return Eyrie's caterpillars, although you can open his egg and he'll ask you for caterpillars (note if you collect them and come back as Banjo you'll have to do it all again)
- - Play the Zubbas minigame
- To transform into or out of WM, you have to enter TTC, poop eggs into Leaky, enter the sandcastle, and type either WISHYWASHYBANJO or NOBONUS. Transforming via Mumbo and then transforming back will not take you out of WM form.
- Most mumbo tokens are trivial to avoid, but there were a few that you should watch out for. Here's what I remember:
- - MM, ticker's tower
- - MM, near Conga
- - CC, on pipe behind Clanker - you probably want to kill the enemy and jump over it
- - FP, on the sled ride - I was able to avoid this by ground pounding the sled
- - MMM, Motzhand shock jump pad - stay at the edge of the pad
- - MMM, in the loading zone to the church steeple - you just can't get up here without RBA
- - RBB, in the blue box with Chompas - kill and jump over
- - CCW, behind Gnawty's boulder
- - CCW, summer while climbing the tree between birds
- And here's a first draft route that I think should work for 100% no mumbo tokens:
- - FFM because why not
- - MM, TTC, CC as Banjo, unlock the first half of the CC-CCW warp cauldron
- - Head to TTC and become WM
- - BGS except for the egg and Tiptup (total: 400 notes and 42-43 jiggies)
- - Clip into FP and just transform into the walrus and back, then leave
- - Clip through the 450 door to unlock MMM, then enter MMM just long enough to break the gate, become a pumpkin, and hit the water switch
- - Raise water as necessary, clip through the 640 door, hit the CCW puzzle switch, warp to CC area, unlock CCW, warp back, enter CCW and become bee
- - Perform RBA on the 765 door, then head to MMM and collect the church steeple notes as bee, and the rest of the notes and all jiggies but Tumblar as bee/WM
- - Head to TTC and transform back to Banjo
- - Head to BGS for the egg and Tiptup, and unlock FP if you want to avoid clipping in again
- - Head to MMM for Tumblar, and unlock GV
- - FP, GV, RBB, CCW, FF skip, Grunty as Banjo
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