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Blazephlozard

GR strats text file from 2014 (still relevant for beginners)

Jul 19th, 2019
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  1. basic info text file:
  2. 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.)
  3. 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.
  4. 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.
  5. For some parts of the game, the enemy's placement can be predictable. Enemies all move in cycles, and in some cases, their starting location is 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.
  6. To do the Mumbo Warp as Octopus, 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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, four 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.
  11.  
  12. Skipping text with B:
  13. If you've already seen text before, you can skip it with B. This is relevant in 100% where you can skip the 100 Note cutscene text after the first time. It also makes refilling your health at Bozzeye pretty quick (especially relevant at Fire Eggs). If you die to a boss you can probably skip their intro text.
  14. There are a couple exceptions where it can be skipped even though you haven't seen it before. When learning Pack Whack, you can skip the text once it goes back to Banjo speaking. If you accidentally talk to a Jinjo Oracle, you can't skip their intro text, but can skip the hint they try to give you.
  15.  
  16. Final boss skips:
  17. video here might help: https://www.twitch.tv/videos/35189642
  18.  
  19.  
  20. ---2014 stuff below---
  21.  
  22. Rolljumping:
  23. 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. 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 walking speed for the rest of your jump.
  24. 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.
  25.  
  26. Talonrap:
  27. 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.
  28.  
  29. 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.
  30.  
  31. 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.
  32.  
  33. Spiller's Harbor Grunty Fight:
  34. 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...
  35. 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).
  36. 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.
  37. 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.
  38. 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.
  39. 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.
  40. 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.
  41. https://www.youtube.com/watch?v=jfgLeKe8H1A
  42. 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.
  43. https://www.youtube.com/watch?v=cskwBno7_kI
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