How Many Jumps Does It Take To Beat Banjo-Tooie? - DPadGamer

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it has been one year since gran toll of the witch was defeated by vertically challenged Banjo and Kazooie and after all this time we must ask the question how many jumps does it take to beat banjo tooie if you saw my video for banjo kazooie then you pretty much know what to expect if not just know that we're aiming to beat the game with as few jumps as possible I should say I'm not the first person to try this challenge but I did the whole thing without looking at anyone elses jump this attempts so that I could actually you know challenge myself as for guidelines a jump is a jump it's as simple as that you press a the character jumps up and falls back down I know a lot of people want to argue semantics but just know a jump is a jump and that's final also I will not be using any major glitches in the first one that meant no furnace fun moves or reverse the adventure here that means no wrong warping to the final battle oh and uh fair warning the number of jiggy's I have in one clip and the number we've looked at may not match up because I'll be presenting each objective in the most logical order I could come up with while actually recording the footage I was not optimal at all now I think that's enough preamble let's just not jump into things following the return of grins Hilda and the tragic on a liveing of bottles we set off from spiral mountain in pursuit of the hag one immediately we have a mini-boss against the witch's dopey minion klungo this fight repeats three times throughout the game and the order in which the potions appear differ from one save file to the next it just so happened that for this one he used the red potion which allows him to grow in size after using his volley of projectiles this is by far the simplest just attack him right after he finishes growing easy as that as you can no doubt tell this whole thing doesn't require any jumps but it's worth pointing out that banjos forward roll has been upgraded considerably from the first game and this one a travels a bit further a bit faster and it's controllable mid roll which makes it very useful after that fight we emerge into a partially destroyed ginger village here is a good place to bring up the fact that Jin in this game are collectibles independent of the individual worlds whenever you reunite a whole family you get a jiggy and the color of each jinjo is randomized at the start of the file since there's no real standard layout I just sort of went with what I had as a results I'll be discussing the location of Jin and their collectability later on after we've collected more of the moves I should also mention this is where we find her first jam jar silo these metallic structures give us access to the game's overworld fast travel which makes navigation way easier than in the first as long as we can reach the next hub silo any potential backtracking won't require any additional jumps running up the hill and atha thankfully smooth stairs we find ourselves in King jingling throne room it's here that he gifts our duo with their first jiggy and also in that same cutscene from very far away Grand so the far is the Bo be sucking the life out of the jinjo King ouch leaving more wreckage behind our only path forward is through bottles underground home speaking to goggles we can get the Amazo gaze glasses which simply allow us to zoom in and out while in the first-person mode I never actually use this but it's still nice to grab running past his wife and not talking about what we know we move through stickies room and take the hidden exit into the wooded hollow here we unlock another silo before entering jiggy wiggies temple this is the home of the titular puzzle piece faced priest who allows the berenberg to attempt to jiggy wit challenges when the appropriate number of puzzle pieces have been collected with our one jiggy we can attempt and easily beat the challenge to unlock rule 1 mayhem temple right out of the gate things are again different from the first game while there's still 100 musical notes to collect / world 3rd divided into 16 nests to 5 and 1 nest of 20 much like in the first video I won't cover how to get each of the notes but know that I never used a jump for any of them on the topic of notes they're used to convince jamjars the mole to teach our duo new moves the first of which being egg aiming this comes in handy all over the place especially to take out the gobbles terrorizing Bolinas farm I just realized how great that name is giving us our first jiggy of this world nearby Oh we'll come across one of this world's warp pads these ones activated a lot of the duo to teleport between them freely which greatly simplifies how we'll tackle explore raishin next we'll learn the briegel blaster move from jammed errors on the cliff overlooking the small lake this is used in special first-person shooter areas like inside target sans temple as for the challenge in said temple you can't jump in here even if you wanted so this whole thing is of course jump less from this we get one jiggy from Targa's hands slightly secret chamber and another jiggy for defeating targets and himself back outside our next stop is inside mumbos school much like his helm mumbles role has changed rather than transforming the barren bird he can be paid one globo in exchange for his magical services which he performs on any relevant mumbo pads here this is done so that he can raise and control the golden Calliope this giant golden column is used to kick a hole through these stone door below the bridge break the rock covering the flight pad kick open the doors near the world entrance and collect the jiggy floating above the island in the quicksand once that's done we can return mumbo to his home which requires us to walk him up the side of his chair where he's a damaged wish because the front of it is actually not accessible jumplist and to do we can then revisit the jade snake Grove hatch to learn grip grab which lets banjo grab onto ledges the last do you want to collect for now is a top target sans temple you could fly to it but I opted use the bird bounce aka what I call where you step off a ledge and immediately ground pound to scale small ledges that said for now the rest of the collectibles are either impossible to get jump lists or require moves learn later on so we'll move on access to jiggy wheeze temple requires four jiggy Zander up to six so it's no problem one puzzle later and we've unlocked Glitter Gulch mine that done our next stop is sad town population us everything thus far hasn't been done without requiring extra effort from poor banjos legs but this grippa bowl edge is too great fo if you're curious we can bird bounce up onto the platform below the ledge but as far as I'm aware none of our current tool will get us up there hey bird bounce doesn't get us high enough to grab it and we can't even grab a Ledge during the ground pounds recover animation so we must expend a single jump to reach the upper ledge unfortunate but once you reach the plateau we can unlock the silo and we'll never have to look at that curse at ledge again also here we can speak to jam jars to learn the fire egg ability these eggs do more damage than normal and are helpful in certain situations like hitting the switch nearby which opens up the path to the pine grove in here is another silo and a hatch where we can learn grenade eggs as you might expect from the name grenade eggs explode this allows us the damage boosts ourselves almost anywhere which is extremely useful heading back to the plateau I should mention that the large beehive is home to honeybee who provides our deal with extra health lots in exchange for empty honey combs while I tried to collect as many of these as possible how many extra health isn't necessarily required so for the sake of brevity I won't be covering every honeycomb in the game just know that much like the music notes I never used a jump to collect any of them heading into Glitter Gulch mine jump list we can either damage boost ourselves or simply tell and trot over the left side of the wooden frame once inside the layout might seem daunting at first but the minecart track that runs through it is more than enough to allow us to reach all main sections of the primary cavern from the entrance we can step on a button which opens up a gate long enough for us to race through using some speedy shoes this gives us access to the waterfall cavern jiggy that son I went ahead and made that duo forcibly respawn this game doesn't have a life counter so deaths are more of a tool than a hindrance after that we'll want to get another useful ability which is sadly unreachable jump lists so I ran up to the nearby slope to get up to the cabin and then used one jump to reach the platform with the hatch now the bill drill ability is ours allowing us to hold the shoulder button when using a grand pound to instead perform a drill attack which is required to break certain objects one such object is actually back in spiral mountain well I did this way later than I should have you can come here use a grenade eggs who damage boost onto the boulder and build drill it apart to uncover banjos pet fish Royston after delivering him to spawn Mountains pond he'll teach us how to swim faster and increase our air supply wall underwater it's not required but it's very useful another build rail location is actually back in mayhem temple now is when I'd suggest getting this jiggy butt and it'll see you throughout the video the actual order is it's it's all over the place so back in the temple we'll need to pay a Globo to a new character named humble Wamba which allows us to transform into a Stoney for now the Stoney's only purpose is to speak with another of its kind stationed near the prison complex to get the code needed to open the cell which is different for every playthrough after that well wanna go commit die or scale up the stairs back to humba humba Zweig wham if you're curious you can actually get up to staircase by using his shoulder bash attack at a very precise angle fun fact I guess as the Baron bird we can then backtrack to the prison damage boost on to the rock drill it open and then Delbert's of the bolt can be reunited with her friend bully and bill over and glitter gold mine once we get on to the table we can get another jiggy after that we can take on the organ and storage challenge to get in there we can use these sloped walls to get onto the large boulder and drill it open this is another one of those golden feather sections but rather than shooting we'll be using a newly obtained ability called the beak bayonet game after stabbing our way through all the TNT bundles in the time limits boolean build gives us another jiggy after that we might as well head into the Wigwam pay a Globo and transform into a cute little detonator this little guy is used to blow open the pile of rocks blocking the cave holding the abomination that is canary marry with either grenade eggs or by detonating ourselves we can blow open her cage after that it's back to Humble wamba's tents transformed into our animal forms and speak with canary besides her newly renovated minecart she challenges the duo to a race which is the epitome of reprimanding as long as you match her pace and pull ahead at the very end it's fairly easily done the first victory gives us a jiggy while the second is a useless cheetah page and after the second she leaves to show up again in a later world at this point we should visit mumbo School though its surrounding ledges at first seemed far too daunting sure a damage boosts can't get us up to the first a little bit but the rest are too high for a simple bird bounce I didn't realize this till way later but the build roll ability actually gives banjo more height during his recovery flip meaning that this upgraded bird bounce is enough to get us all the way up here it's truly magical before heading into the skull getting up here also allows us to flutter over to the nearby sign and then on to the boulder in order to drill it open excellent oh and there's also Globo behind the rock which is important to grabbed after taking control of Mambo we'll want to walk over to the crushing shed where his magic lifts a boulder and to said shed of crushing and then visit the train station lifts the train back upright while cruel the best way to get mama back to his school Jump List is to take an intentional death which always returns him to his homes front door as banjo kazooie again the train station looks like it might need another jump in order to get inside you're supposed to jump up and grab onto the small ladder to get into the doorway but I was desperate for some kind of alternative I tried damage boosting I tried climbing up the fronts and sing feet could somehow get on top of the Train none of it worked the solution as it happens was actually right in front of us all along the Lateran its collision hitbox is weird and for whatever reason if we run or roll into it from the right there's a little bit where banjo actually gets lifted into the air it's pretty hard to do reliably but running at this spot and spamming the our button will eventually allow us to start a brand pound which makes banjo watch on still letter letting us get inside jump lists ones inside it's a damage boost to get inside the furnace to take on old King Cole himself I did this when I had ice eggs but normal eggs or Grenada eggs would do the trick just fine beating him into submission nuts just another jiggy and then we can dim moose ourselves up and out of there as for the crushing shed it's very easily done jumplist netting us another jiggy near the crushing shed is a tunnel that takes us to a TNT hut this requires the detonator to blow apart and after that's done we're able to head down into the flooded caves this means that first can be a bit confusing but you need to just go straight into the central chamber take a right and then a left which brings us to the jiggies room this is where we would normally jump out of the water but that's not happening instead we can actually aim and fire a grenade egg into the wall like so which is enough to get us up and onto solid land for another jiggy backtracking if we head down the stairs near mambo school that we opened earlier we'll pass by a Jinja which i won't be collecting until later for the sake of clarity there's also another boulder to damage boost onto and destroy this gives us access to the power hut which is where you're supposed to do some overly complicated stuff to light up the path instead if your TV brightness is high enough you can easily make out the path and collect the jiggy jumplist now we're up to 14 G's which is more than enough to unlock world furry witchy world this is entered through the pine grove which we've already unlocked our first task is to learn some new abilities behind the big top tents we can learn split up which allows Bango and kazoo souls to go out on their own kazooie obviously moves faster and is great for air based stuff while banjo is slower weaker and has some perishing mechanics with his pack we also want to learn airborne egg inning from Jen gars over in space sound which does what it sounds like and over in the western zone we can damage boost onto the pads split up and have banjo damage boost onto where the hatches to learn pac whack this lets him use his pack as a weapon which is more useful down the road because it slightly extends his an air hang time with these skills on hand we can obtain the mr. patches jiggy because no matter what you say taking flight is not a jump and I am sticking to that from there the only other golden puzzle piece we can click right now is the one from ringing the cactus of strength also in western zone I collected this way later than I could have because I initially thought it was near impossible jumplist the edges of the button aren't enough to initiate a grand bound and you normally can't get onto a pole without jumping I did start to formulate a very wacky strat where I would need to bird bounce onto the very thin sign then flutter over and hit the button luckily much like with the tradestation the solution is way simpler if you roll straight into the pole the weird collision will get banja right up onto it meet with that we can pretty easily hit it once hit it twice hit it a third time to collect another jump list jiggy stroke after that's and a bit of boring note collecting we can head off to in lock the next world Jolly Rogers Lagoon this requires 14 G's and we're up to 16 so it's no problem also the path to get there via the plateau isn't difficult either once we're at the cliff top we can learn ice eggs from jam jars run along the cliff to unlock another silo and head into the lagoon itself in here there are a few things we can do a grenade egg can blow open the plaza statue to reveal some split up pads which can be reached with a couple of damage boosts for now it's a good time to split off and take kazooie into this cave to learn the wing whack ability also there's a number of doubloons scattered around that will want to grab some of them are underneath patches of rocks that could blown open with a grenade though they need a damage boost to get back out of the hole with some notes and coins in our pocket we can head into the tavern zaheer rogers not-so-jolly sob story and paid two doubloons to open the guest bedroom store so that we can learn underwater egg aiming which does what it sounds like also we'll want to perform a bit of indoor parkour to make our way onto this chair across onto the counter and then over to the stool all so that we can shoot a grenade through the opening in the wall to blast open the outer wall which will come in handy later some more parkour can be used in paano shop to reach the Globo hanging out above his counter it's a bit tight that you can damage boost onto his counter flutter and bird bounce off of box and then bird bounce to get up onto the ledge with that glow boat we can bribe Mambo into casting a spell that makes the Sun stronger this lets us breathe underwater which is uh yeah that makes sense heading down into the lake you'll find that over half this world content is actually underwater usually water levels are the worst but this one is actually welcomed since you don't need to jump out of water after reaching and activating the warp pad in Atlantis while want to head into the electric eels layer near the top there's another one of those dreaded ledges as far as I'm aware a simple damage boost isn't feasible so we must use one jumps to get up out of the water this is a worthwhile sacrifice because the bill do we learn from jamjars is the talent torpedo which is actually required to reach the next Isle hacks area which in turn opens up many many possible jiggies also in Atlantis we'll want to shoot eggs into these statues to open up the temple and assist crispy bacon in order to earn a jiggy there's another jiggy we can grab from within a transparent seamy fish using town torpedo and heading down into the big fish cavern we can blow park the fish's teeth which I'm just realizing would be really painful a venture inside and free Mary Maggie who heads back to the tavern when we visit jolly will report us with jiggy lastly we can visit humble Wamba pay her a glow bow and turn into a submarine this allows us to take on the mine shooting minigame for a jiggy as well as easily take on and destroy Lord anger fish himself for another jiggy that done we can head back up and break open the doors to the UFO inside are some aliens that crash-landed after the ship ran out of power their cryo engine simply need a few I cigs so once those are filled they'll fly off to a later world leaving behind another water locked jiggy since our Lagoon business is done for now we can revisit the Pine Grove dropping into the nearby pond a talent or pedo is needed to destroy the boulder blocking the way heading through we'll find ourselves at another klungo fights this time around he used the green potion which is probably the weakest of the bunch after each game of catch he'll turn invisible spam eggs roll everywhere or even just time a single shot and he's easily defeated on the other side we'll find ourselves in the wasteland for just 315 notes we can learn to use clockwork eggs which are probably the most useful ability in the game I would say this is a game changer but I'm pretty sure we're still playing banjo tooie anyway since this move will be used a lot let me explain how it works as we backtrack so clockwork eggs are eggs that once shot will hatch into clockwork kazooie's these little guys have a limited lifespan and will explode once the timer is up they take any kind of damage step into water or you press the X button they can jump but that's not all that helpful well the game expects you to use them as fragile remote-controlled explosives their true purpose is to collect stuff from the fart like for example these notes on this arch in the plateau back in mayhem temple we can bypass needing to jump or even do the puzzle by shooting a clockwork up to collect the pillar jiggy because clockworks can actually collect those as well and Glitter Gulch mine we can avoid needing to use these springy step shoes by shooting a clockwork to grab the jiggy behind the waterfall and they even come in handy with the generator room and here you're supposed to either navigate the path which requires at least a jump if not more or be a sneaky peeky and backflip grande pound to climb the ladder from the start that's just like a fun quick strat for you both of those are no good because that requires jumps so instead we can shoot a clockwork directly into it this can be a bit difficult because it always shoots out with an arc and it explodes if it goes too far but if you hit the jiggy straight on you'll collect it just fine also this is a bit out of order but we can also use a clockwork to help retrieve the rest of the balloons allowing us to buy Panos jiggy jump lists and they can even be used to collect these smugglers cavern jiggy with a careful shot from the water our last bit of backtracking with clockworks takes place in which ii world in the western zone is humble wamba's wigwam which unfortunately you're supposed to jump to it multiple times if you want to get up there but again clockworks proved their clock worth after trying you know I realized that clockworks are actually able to activate warp pads which is very useful while the angle and distance seem to be too much at first a well-placed clockwork shot right up at the warp pads ledge can activate it despite not actually landing on it this lets us warp to wig Malak Mazama ham and transform into a bank van this chunky vehicle is needed to pay the toll at a number of spots in particular this one in the horrors own which gives us access to mumbo skull inside is some stuff though our main reason for being here is to bribe Mambo into doing some magic over in the space zone this lets us enter and pay the toll in the dodgem dome and then participate in the dodgem challenge this involves three increasingly difficult tasks involving bumper cars but driving in a circle is way too powerful for them netting us a wonderful jumplist jiggy at this point we have a total of 28 jiggies available to us so we can actually unlock pterodactyl land which only requires 20 jiggies its entrance is in the wasteland so it's no problem getting inside the world itself is a bit of a problem you see the level is pretty similar to click clock woods from the first game and that has a large central structure that you must scale and go in and out of also the ground around the mountain is very similar in that it's just like all over the place luckily while it's a bit tedious we can reach mumbos pad though I never actually use Mambo and humble wamba's work pad jump let's also before forget while navigating this ledge near the wigwam I found this weird little ledge glitch it's pointless but neat past that area is the entrance to the Dino family's home as well as the jail cells this also has a path where we can take to start scaling the mountain from here we can flutter down and reach this jammed ours hatch allowing us to learn these springy step shoes heading back up that same path as soon as we reach the sign pointing upwards well won't form a very careful flutter around down to here it's pretty punishing if you miss it this is where we're supposed to roar as a dinosaur to open the gate but you can instead just shoot a clockwork through the gap on the side between the gate and the wall this is known as a parallel shot which is very useful throughout the rest of the game with that it's another jump with Giggy continuing on we can procuress liebhard bounce our way across the steps until we gain access to the unga-bunga as cave this room is home to a kazooie specific move but first we'll want to scale the ledges up to the nearby room this is very obnoxious but doable using repeated bird bounces once up here we could use the split-up pad so that kudzu can run back down to the hatch to learn hatch like the ability it's another one of those abilities that's not used very often but it is useful oh and if you're curious the best way to get a solo character back to the split a pad jump list is to take an intentional death kazooie always has grenade eggs which makes that quite easy while banjo needs some kind of damage source to fling his body into that done we might as well cover the rock nut tribe jiggy this one first seemed quite daunting like I feel like I've said that a lot but still first level there are five members of the rock nut tribe who wear powerful armor that blocks attacks from the front as a result you're required to navigate a clockwork to their literal backside in order to take them out luckily all of them are actually reachable first off up and to the left of the world entrance is rock net number one pretty easily dispatched Rock nut number two is in that jail cell area we passed earlier this one requires you to navigate your minion through the multiple little tunnels until you reach the targets the third rakhna is in the train station which has its entrance near the springy step hatch heading up the path if we instead go to the right there's a raised lake and a waterfall as well as a small hole for a clockwork to go through and blast the fourth rock nut and finally the fifth Rock nut tribe member is in the tunnel next to the diner roar cage diggy we collected earlier since this tribe member always faces banjo you'd normally run to one side shoot a clockwork have a jump across and then detonate on his exposed posterior since we convert bounce to get over here we can stand on this step which is roughly perpendicular to the tunnels entrance on the cage side shooting a clockwork off to the right gets it back onto solid ground where we can actually have enough of an angle to take him out netting us another jump less jiggy all there are lots of notes to collect that's it for jiggy so backtracking Jolly Rogers Lagoon the jiggy that kazooie can collect by damage boosting up on to tip tops egg and hatching it just note that this one is interesting that if you shoot too close the explosion will actually touch the egg which doesn't destroy it but it does upset tip top making you have to try again once his little son is free will be rewarded with another jiggy that brings our total up to 31 jiggy's which is more than the 28 we need to unlock world 6 grunty industries unfortunately in the past two grunty industries involves a hole in the side of the wall in the wasteland which is pretty high up there if you're curious there's a glitch I haven't covered yet where we can actually warp through certain loading zones with clockworks but that requires the clockwork kazooie to be able to go through set loading zone and this one doesn't let you do that so with no other options we must use one jump with the springy sin shoes to get up and through the hole on the wall in the wasteland to go to the quagmire much like way earlier once there we can lock a silo so we won't have to do that again heading integrety industries things are not very fun I mean realistically it's not that challenging in the world or even that scary but as a child I always found it really unsettling just wanted to share that said in order to get into the factory itself we have to do some roundabout stuff namely wait across the mud filled with Chompy boys bird bounce onto the ladder and then step onto the button to unlock grungy industries train station then either safe or deathwarp out of there backtracking all the way to glitter gold mine we must again get into chuffy jump lists and for the first and last time directs him to visit a different train station now that we're inside granny industries we can then head out into the main room split up and unlock the main gates and activate the main entrances warp pad this also allows us to learn the claw clamber ability from Jim jars from here we need to gain access to the higher levels but that's a difficult jump list our primary way up is to somehow unlock a higher warp pad so that we can then descend down when needed the first step in this plan requires us to travel outside and around to the backside of the factory here is an emergency exit door which is locked we need to perform a fairly precise parallel clockwork shot to get our agent through the loading zone so that it can lock the door for us infiltration complete we can then travel up and unlock the warp pad on floor two next to the Wigwam this is also where we can venture into a nearby room split up and learn kazooie's like spring ability though I'm pretty sure never actually use it so it's totally optional also on floor two we'll want to collect the nearby Globo pay humble Wamba and transform into the angelic washing machine unlike the easter egg in the first game this washing machine is totally playable what's the ability to shoot at briefs and of course wash dirty garments for now we'll use it to access the exclusive service elevator to floor for and damage boost onto this switch that unlocks flight pads outside the factory transforming back into our bear and bird and once more going outside we can then use the flight pads to well fly all the way up and unlock the warp pad at the top of the factory that done our path from there is a bit convoluted but we can head down unlock phors war pad which is quite handy as for jiggies here's what we can do as so look as a we can fly it from the top of the roof down and through this window and use two wing whacks and some fluttering to reach this arena then it's a bit of combat and clockwork for jiggy another jiggy is on this box accessible through a skylight on the top of the roof collected with a clockwork finally we can also collect the world our jiggy without having to do any of the convoluted setup needed to reach and defeat him while exploring useful glitches in this world I learned four strat thanks to a video by cronikeys a very talented glitch hunter the glitch in question takes place in the air conditioning plant standing at the ladder we normally climb to gain access to the fan room we can perform a very very very precise parallel clockwork shot through the gap between the ladder and the wall which actually drops out a little clock boy right onto the jiggy witches are awesome with that we've raised our total jiggy count to thirty four but here's the thing we actually need a total of 36 if we want to gain access to the next world and thus some new moves that can blow up in this entire game so let's talk about the jinjos starting from one member and incrementing all the way up to nine members the family colors are white orange yellow brown green red blue purple and black to receive any one of their jiggy's we need to save the whole family like I mentioned before jinjo locations are static but the color of any one jinjo is almost always different from one file to the next thanks to the speedrun community namely dubs Lee and cool boy man who produced the data set I'm working with we know that there are at least 32 general patterns that you can possibly get at this point we have access to six of the eight worlds and there are five jinjos in each world and five in the isle of hag so 35 of the possible 45 are currently available of those to the best of my knowledge two of them are not possible jumplist meaning we have 33 ginger locations to work with I wanted to be as precise as possible so before we look at each of the spots here's some data for you I determined how many of each family are completable with the current limitations and then summed up the total number of jiggies each seed could give us as it happens out of 32 known seeds 31 of the seeds will have at least 2 G's that means that while it's very very likely you wouldn't have any problem sending this challenge there's a very small chance you'd come up one short which is pretty rough on the flipside one single seed would provide us with 6 jiggy's so yeah it's very doable to get what we need so let's actually look at those jinjos in Mayhem temple the jinjos found on the bridge and the small lake hid it inside the temple and sitting atop the kickball stadium entrance are all easily click to jump list during normal gameplay the fifth jinjo hanging out above this jam jar hatch requires a single clockwork egg as for Glitter Gulch mine all five are easily collected for reference those can be found on the minecart track underneath the boulder atop a pile of gems which requires that damage boost there's also one inside the jail cell and the toxic gas cave and lastly atop the water tanks which needs you to enter the world from a under water pipe and Jolly Roger Lagoon which you world is where things get difficult the jinjos in the cave atop of the tent in western world and behind the area 51 thor are all easily collected the jinjo on top of the dodgems stadium is as far as I'm aware unreachable without jumping getting on top of the stadium small domed entrance is easy enough with BK and solo kazooie while a ladder move called sack pack has potentially get us up the pole the large slippery slope is too much without jumping as banjo kazooie no matter what I tried I couldn't get on to the pole you can't grab on to stuff during the recovery animation from an explosion so a damage boost doesn't do anything and also there's no jank that'll let us roll on into it and so look as I even attempted to use a later move called the glide from all over the place but without jumping is just not possibly good enough height to reach the upper section oh and clockworks also slipped and can't be shot high enough to reach so that's unfortunate next in Jolly Roger Lagoon it's once more smooth sailing get it anyways the one in the sunken ship chest the one in the big fish belly are pretty easily collected without any extra effort the jinjos and blubber shop rafters seaweed sanctum and the main areas all Cove all need clockwork eggs over and Terry died : we can easily collect the one in the alcove near the entrance in the jail cell in the cage near humba stents which requires a parallel clockwork shop and in the pool which requires a talent or pedo to hit a button unfortunately the Jindo trapped in a cage in the stomach planes is impossible to reach right now because we can't actually get to the planes without reaching this help the mountain which requires they move learned from the world we're trying to get to as for a last currently available world all of them were actually collectable fairly easily at that there's one or four too near the leg spring ability hatch as well as another inside the water supply structure accessible from Jolly Rogers Lagoon one is inside the smokestack another is behind the locked door that requires you to split up hold the button and clock clamber up the side of the wall and lastly one is in the attic accessible via breaking and entering through a window and the last five gingers available to us right now are spread across the ala hags and are all thankfully collectible in spiral Mountain we can collect one behind a talent or Peter Rock in the wooded Hollow we can get another by just running down the tunnel to the left of the temple the plateau is home to a jinjo stuck beneath a boulder that needs drillin cliff top has our fourth ginger requiring the clock clamber booths and wasteland has our final agenda which is accompanied by a tricky robotic impersonator called up Menjou all that covered we've collected 30 of the jinjos giving us at most six jiggies bringing our total up to 40 with that we can lock hail fire Peaks which is accessed quite easily from the cliff tops this world's quirk is that it has a hot side and a cold side with relevant obstacles and challenges on each from the entrance we'll want to flood or grand pound and burn ourselves across the lava lake to reach this structure baits chili Billy into destroying it with the fireball and boom we can fly anywhere on the lava side this lets us lock the fire side upper area pad as well as enter the eye side and then activate the upper lower and eye Scotto pads as for abilities we can split up from the fire upper area and take banjo over and down to this gym gars hatch to learn shaq pack it's a real neat move in some very specific situations one of those situations is in grunty industries from the first floor we can head down into the air control plant where we do a bird bounce to climb up the ladder where we perform the weld our heading down the air-duct lets us reach the seemingly unpassable fan room of course you're supposed to come through here after turning off the fan which requires a defeating wall dar but a very difficult clockwork warp is enough to get you through the door I couldn't pull this off myself because it's already a fairly precise trick made harder with the fan constantly pushing banjo as you can see in this clip by cronikeys depositing a grenade egg into the doorway and immediately shooting a clockwork into the door will do a clockwork warp allowing banjo kazooie into the room I couldn't do it but it is doable so I'm considering it done from there we can use Shaq back to retrieve the toxic waste jiggy Heil fires final ability requires us to first bait chilly willy into blasting the bigger foot on the icy side split up and have kazooie cloth clamber up to the side of the mountain from here we just need to carefully wing whack and flutter down to reach the hatch that normally requires a bunch of cursed platforming this rewards us with the glide ability which lets kazooie hold a trigger button to glide while in the air it's basically following with style like I mentioned before this opens up a de number of jiggies first off we can backtrack to witchy world and take solo kazooie into the star spinner area you're supposed to climb the star is using jumps but we can actually use a wing whack out of the crater to get airborne and then flutter and glide over so that we can get hit by an enemy and recoil onto the first star it sounds very simple but it took me like 20 minutes to get up there just once though as soon as we're up there we can climb the rest of these stars with no issue at the top to click the jiggy we can aim and shoot a clockwork so that it hits it head-on which is tough but doable even bigger than that though in pterodactyl wing inside the mountains cavern we can split up and glide over to the previously inaccessible flight pad I tried for way too long to get up here as banjo kazooie using a damned booth but I don't think that's possible after flying to the top of the cavern we'll find our path out gated normally this is where you enter the cavern so the button is on the other side thankfully a parallel clockwork shot is more than enough to breach it unfortunately a clockwork can't press the button but it can travel out around to the stairs down and over to unlock the warp pad before the timer is up doing this let's just reach the titular Terry beat him for a jig and blow open a hole and his nest for a second jiggy from the mountaintop war pad we can then reach the same area from before but with both bear and bird with fairly precise movement we can run off the ledge flutter down to land on this pillar this lets us summon Champa at I know who has a bit of a stomach ache to fix this he eats us and we participate in a minigame to clear up his gut as a reward we get another jiggy from the mountaintop we can also take kazooie across the treacherous pathway and through the fire nest cave we need to shoot ice exuding ocean fire and some very careful movement will actually get us across into the a fer mention stomping plains with its war pad we can reunite and bring both banjo kazooie here the great faceless stomping on guards these Plains and one step from it reduces us to one health as such we have to wonder wing our way across in order to activate the button and retrieve its jiggy just checking in we're now up to 46 jiggies that's already more than enough to unlock the final world but first let's go ahead and grab some hellfire jiggies first off hail fires Coliseum has a path into the mayhem kickball stadium and mayhem temple along with a handy war pad after transforming back into the stony we can teleport into the stadium and painstakingly shoulder bash into the corner of the wall and the steps in order to scale dum dum place this took way too long to get done but once it's done we can go through a set of minigames for a jiggy back inhale fire the jiggy inside the volcano is fairly easy we just got to perform some careful flutters and grande pounds to navigate the various platforms also near the top of the fire side will want to use solo banjos Shack pack ability to delve into the hot water to retrieve the helpless fish unfortunately for the fish we'll be taking him over through the icy side and delivering him straight to the mouth of baka the polar bear for another jiggy by the way for curious to get to this igloo we need to abuse chili Willie's frost bolt attacks to skill the fearsome ledges also also each of those attacks shakes the screen which actually allows for a really cool trick if we position banjo against the right wall of the igloos entrance aim directly at the seam and wait for the perfect moment we can fire clockwork a gray through the gap that appears during the screen shake this allows us to collect the eysie side train-station jiggy we jump less but without needing to do any other usual required shenanigans next we click the Globo deliver to Humble Wamba and transform into a snowball in this form we can teleport over through the upper fire side roll to the left and head back into the icy side assuming we have full health and thus are hefty enough to press the button the oil drill can be turned on after transforming back solo banjo can use the shack pack to venture into the pipe and collect another jiggy also on the icy side I should mention that on our first visit will see a fun cutscene where the aliens from earlier show up just to have the father fall out of the ship he dies after reviving him with mumblers magic he'll ask us to find his three children the dead alien named Al Fateh near Humber's 10news Ubu bill drilled free as does bet but you'll need to rely on getting airborne from chilly Willie's frost attack the third gamete is above the icy splitter pad you just need to take Sola kazooie up the side of mountain and carefully glide and floor down to land directly onto the small alien and hatch her okay the last thing we'll need to do is have mumbo come over and revive alpha which rewards us with another jiggy the other mumble pad near the igloo can be reached with more of chilly willies frost bolts once up here mumbo can revive the frozen Cybermen as Banjo and Kazooie we can then use fire eggs to warm him up in preparation for a later visit for now we have a total of 52 jiggies which is way more than enough to unlock cloud cuckoo-land the final world of the game and this one navigating between individual islands is done with the flower cannons and jelly at landing pads it's weird but no jumps required also if there are multiple fly pads scattered around as for warp pads the only other one is in the central cavern this world also has one new ability you're expected to do some overly complicated stuff to reach it but page witches enter the cavern from the front drop down to reach jam jars with sheykh pack who move you learned is none other than sack pack these names are very easy to mix up sack pack allows banded where his backpack like a potato sack which has the added benefit of making him automatically bounce all over the place while moving if you're curious no those are not counted as jumps rather than go into the jiggies in this world let's first backtrack to pterodactyl and up and said the mountain is a small cave accessible from the above-ground lake where we'll find another Jambres hatch which I thought previously inaccessible the trick I found is to actually beat out the enemy in this corner and dismount so that you get damage boosted up once up here we can learn taxi pack which lets Fangio scoop stuff up and taking places while we can get some jiggies with a new ability and grunty industries it's actually the kids who are locking another move outside the factory we can smack and transport a battery to unlock the toxic waste plants I originally thought this would requires to reach the battery slot platform which seemed impossible I saw a banjo but we could just toss it in I tried a few craft away from up there for hours and you could just toss it in it was my proudest moment using the claw clamber boots we can get up and over to access the newly open hatch once inside we can split up and banjo can learn snooze pack now it's time for backtracking but only after we sack back across the waste and collect a jiggy with the power of sleep banjo can brave the trash compactor rewarding us with another jiggy and an pterodactyl and it all banjo very slowly make his way cross these stompin plains to activate the banjo button after dying and regrouping going back across again let's his transition into he'll fire peaks for another jiggy taxi pack also lots banjo carries Cybermen to his tents on the fireside for jiggy and that done his sack pack is key to another one but first a bit of context you're supposed to take banjo up the chain inside the Coliseum and out onto the balcony to initiate a bit of button musical chairs with kazooie this is impossible because we can only dismount this chain by jumping and that's a no-go I did consider a damage boost using the fireball shooting gargoyle from nearby but Bejo can't get out of the recoil animation soon enough to grab onto these ledge Kazu we can reach your buttons fine but banjos seems out of reach thankfully there's a glitch for that as it turns out if you use the sack pack right after taking damage that puts you in this animation like touching lava you'll activate a sword a low gravity sack pack where his animation is slower and he bounces way higher than normal combined with the dismount for added hang time banjo can quite easily reach this nearby alcove from there he can navigate over to the other alcove and then carefully bait out a blast from chilly Billy which allows you to initiate the glitch again and then I had to try this a few times we can bounce out to the right to smelt it and use the pack back they get just far enough to land on the balcony yeah looks painful but it's very much worth it because we can easily activate the other buttons for yet another jump less jiggy from there it's finally time to take out chilly Billy and chilly willie who ended up being a couple of our biggest allies in this world on the far side we can fly up to access the stairs to the peak as for the ladder a careful bird bounds will be enough the icy side arena is reached in much the same way just needing the clown clam boots that we've shown off previously these battles can seem daunting as you'd usually fire eggs out of the cannons and jump over their spicy tongue attacks instead you could just use wonder wing to avoid the damage and either bird bounce or carefully examine boost across any Lea gaps between the platforms with those strats in mind both battles are pretty easy which is another jiggy for us heading back to witchy world for the last time we finally have all the tools needed to return bodies mischievious children back to their mother soggy can be bribed into heading back by giving her fries which is easy enough we just need to press the button to activate salty Joe's shop Maggie needs to be smacked before he'll head back and when it comes to groggy he's stuck near mumbo skull but refuses to go back until he's given one final burger to activate the burger shop solo kazoo will need to get on to the big top tense which requires a damage boost and careful movement and then glide all the way over to the button after being fed a burger groggy will allow banjo to taxi and back to his mother at which point we'll get a jiggy and then over in western world we can also do some stuffs with the inflatable tent solo banjo has no problem using a sack pack his way up and into the air pump room kazooie previously seemed like a lost cause she's great at controlling descents but gaining height without flying is a no-go luckily she could just barely get in with the help of wing wax and gliding after the 10th is reinflates Lian challenge is an easy jiggy kazooie's solo ring challenge is much harder you're expecting to grab the running shoes and jump through the various rings of course worked not gonna do that the red rings worth one point are easily enough run through as her lower edge is almost flush to the floor these smaller higher up green rings worth two points can't be run through but thanks to the game's weird collision you're able to rub against them and sometimes get the points and the blue rings are totally out of reach also I'm realizing I called this thing a tenth twice even though it's a castle that's just a future me being confused at past me okay anyways that's a jiggy awesome back up in the clouds let's look at what's available to us so first off down into the left of the caverns main entrance is George Ice Cube much like his wife his only fate is suffering because he access to push him off the edge only for him to fall and melt in the pool of boiling water and Hellfire peeks down here Benja needs to use Shaq pack to push the button which drains Lee now just warm water and two Jolly Rogers pool as for that world itself we can blow open and enter the pipe with a bird bound switches where we collected that grunty industries Jindo I mentioned earlier as well as press a button that turns off the flow of toxic waste finally for our efforts and four different worlds we get a jiggy another water related task and cloud cuckoo-land requires us to break a talent repeat a boulder in this reservoir which blesses some rains down and pterodactyl and dippy gets to drink and we get a jiggy I should also mention that this world has two mumbo skulls it's a random chance on where it'll be button one of them will find an aggressive mumbo beating him up reveals that he's actually just min ji Jango a robo imposter it's a simple battle and thus a simple jiggy inside the main cavern there is a large metal safe that requires a code to be inputted you're expected to enter this code by pressing buttons placed around the world it's a easy parallel clockwork shot that make the lockpicking lawyer proud skipped that entirely for a nother G there is another puzzle piece inside of the red jelly castle which requires solo banjos Shack pack to enter and then to actually reach the jiggy the sack pack dismount is just enough height oh and another jiggy can be one using kazooie and a minigame inside the trash can then one of the islands accessible via flowers are flying contains humble wamba's wickety wackety tents by paying a globe oh we can transform into a familiar form be his moveset is much the same as in the first game able to take flight after becoming airborne which is doable by walking off a Ledge his new fancy ability though is to aim and shoot stingers while mid-air this is used to defeat the various eyeball planes throughout the world which gives us a jiggy and then it's also used to open the path into these abuzz nest high up in the mountain and here is a minigame where they once again offered to die for the sake of a bit of shooting practice of course the reward is jiggy back at the wigwam outside is the final boss of this world canary mary now don't get me wrong this doesn't require jump at all that said her rematch race is stupidly difficult personally I don't think I've ever beaten it was just my feeble human hands alone there's loads of tricks that you can use personally if I had the option I would have just used a turbo controller but since I didn't have one of those handy I opted for a different kind of tool assisted run while playing the game on the Xbox 360 I had used a pen that I rubbed quickly over the X button but my xbox one controller seemed to be a bit too stubborn for that so I opted for something bit different I used the handle of my pro switch controller yeah sure I may have risked scratching two of my favorite controllers but something about the collaboration between Nintendo and Microsoft where a jiggy just sort of makes sense [Music] as we approach the end of our journey let's quickly look at the Geno's available to us and the final two worlds all of which are actually collectible jump lists okay so before we can even talk about the hail fire and cloud cuckoo-land jinjos I need to go back and talk about the stomping planes one you might notice I am a little flustered because I'm actually in the middle of editing a video rushing to get it out even though it had to be delayed because stuff like this so while recording the footage of the demonstration of how you were normally supposed to do this jinjo you run and jump between the various footprints as kazooie to gets either decide to press the buttons who opened the gate yes there is a glitch and the answer for version where you can scoop it out or use a beak egg barge glitch but that doesn't work on the Xbox version so I thought it's impossible but before that I was like okay I need to make sure to record some footage with the grenade eggs damage boosting but here's the thing that works that actually does it you can get all the way across and get the jinjo which means that opens up that much more so I have to run the numbers again and change some stuff later on for how many jiggies we get but yay progress okay back to your regularly scheduled jinjo recap and hellfire the Jin in the hot pool that had to fish Mildred ice cube and the ice core grotto are all simple enough the one and the small cave with the wind requires a full-size snowball to collect or a well-placed clockwork as for the one behind the boiling hot waterfall we can't get in there using the water wing which is what you're supposed to do but it turns out we could just damnit boost up in there nice in cloud cuckoo-land the jinjo in the central cavern humba rafters stinky cheese and trash can are all accessible with clockworks oh and the one inside that mingy Jango school can be grabbed like normal now before we head off to the end of the game let's first do a bit of a recap of all the jiggies I had to leave behind so in world one mayhem temple three of the Gees are just out of reach slumbers treasure located atop Cheetos temple and the Jade snake Grove normally requires you to jump twice to to the platform and sneak across the bramble to grab it without waking up the sink a clockwork is the go-to tool for this but has a few issues its range is limited and it will alert the snake if it touches the floor and it'll explode if it hits any part of slumber I tried for quite a while but it couldn't quite get it to work like most of the jiggy's on this final list I think there's definitely potential the jiggy on the other side of the prison compounds stretch of quicksand would normally require about four jumps to reach the awaiting boots which are required to get across I tried and tried to get a clockwork across but it just doesn't reach we can't split up anywhere in this world and a solo banjo or kazooie can't leave the other in the world you can't actually have sack pack or glide I mean there is a glitch where we can mess with where the dragon does spits you out but I don't think that is enough to get there either the last mayhem temple jiggy is the Targa's and sacred relic which is found in the unga-bunga cave and pterodactyl and the thing is here you're supposed to sneak across jump up grab the relic and just walk it back it's a surprisingly easy jiggy and it's supposed to be done very early in the game so this was like my goal this entire challenge it's like I really want this jiggy but it always seemed just out of reach but while getting the footage for this bit I cracked the case so this is not a possible jiggy it's actually quite possible okay so well once you split up outside of the caves like somewhere like the jail cell and walk banjo all the way up using the fire to activate the low gravity sack back we can get over onto this fire and damage boost so that we land in front of the relic now when we pull our sack pack will again have the low gravity glitch and we want to be very very carefully dismount while just nudging forward barely so that banjo lands right up there on the ledge without touching the relic as soon as you touch the relic you're locked into holding it but if you go into your sack pack then collect it and then go all the way around and then die it's not removed from you because it hasn't been pulled out yet so if we group back up as Banjo and Kazooie and we go and die when we respond which we respond in the last place we entered the world which was and the unga-bunga cave we have the roll I'm just so excited I do not expect to get this jiggy but it worked and that's how it's done once we have the relic we can freely just walk back turn it in and collect the jiggy no problem making it 73 look at that I did not expect that in which world there is again three jiggy's I wasn't able to get one is a top the dive of death platform in the spooky zone as banjo-kazooie our only barrier is actually getting onto the ladder like I mentioned before banjo can't grab on to stuff during the recall animation for an explosion so grenade eggs don't help and there's no jayegi collision like the train ladder and cactus pole so that's also out as for sulla banjo he can quite easily get up on the ladder using a sack pack but the actual jiggy seems to be a bit too high if we could activate the lower gravity sack package up here it might be possible but I just don't think it's currently doable jumplist nearby this spiral slide near mambo school is also just out of reach we can get banjo kazooie and solo kazooie up there quite easily but we would have to use a jump using the spring pad to reach the jig itself the surrounding stainable area isn't far enough outs who permit a clockwork to hit the jiggy let alone land on top of the platform and the last jiggy in this world is the saucer of peril the only thing stopping us from getting its jump list is the ledge in the fuel storage room we need to get detonator banjo up there to blow open the rubble but his little hops aren't enough to get there also attempting the detonator levitation glitch would require a jump so that doesn't help either so close yet so far the next three troublesome Ziggy's are in pterodactyl and all of them requiring a lot of steps we can warm and feed all most of the Google tribe but just almost getting into the cave is easy enough you can either use a clockwork work which I showed off earlier or do it as intended as large t-rex because he can get their jump lists lighting to the fires is easy enough as is delivering food to them from which world the issue arises when trying to reach the third you're supposed to use this spring pad to jump up to the grab a bull ledge while it might be possible to light the fire from afar using some weird stuff without a method to get banjo up there it's no go this cave is also where another jiggy has issues for much the same reason hatching and returning Terry's eggs is quite doable for three of the four assuming you would do the one inside the central cavern last the egg in this cave is just at reach and our only means of getting that high is another shock spring pad and then the last jiggy from this world would come from helping Scotty with her kids the sick Dino should also be jumplist as we can unlock the pterodactyl and train station with solo kazooie and it's a small jaunt over there from the cave the only thing stopping us from getting this jiggy is actually in witchy world there we need to unlock the train station by stepping on the button a clockwork doesn't work and we're expected to use the gravel edge and at least one jump I truly believe that this is possible using solo kazooie in a series of glide flutters against the available slope walls which would give you enough Heights it's just so close it's not quite there if it is possible reliably then the jiggy wouldn't be totally jumplist as for granny industries almost half of the jiggy's go uncollected first off we can wash almost all the rabbit workers clothes with washing machine but at the very least we would need at least one jump out doors to get up onto the platform as for the pack of the twinkly jiggy I was not able to find a way for solo Baggio carrying a battery to reach the boiler plant room which is where we need to deposit said battery to access the minigame I even tried utilizing the low gravity sack pack but it wasn't enough the last two jiggy's blast the barrels and destroy the clickers our gated behind the crushers on level 4 getting Mambo up onto the pad to disable the crushers would require many jumps so that's not gonna happen one method that could work would be to get solo Kazooie up onto the platform via the hatch in the Attic but that requires at least three jumps to drill the bolts if we could get because we up there she can flutter into the crusher which causes a glitch that disables it without knitting Mambo from there it'd be way easier but for now that's not happening the only unclick the jiggy in hellfire Peaks is the Colosseum kickball tournament because little stony banjo can't reach the tunnel from a heme temple without needing at least one jump lastly cloud cuckoo-land has three Gigi's that I thought were impossible two of them pretty much still are but one isn't the original roadblock I was facing was that Mambo had no way to jump up the cavern to reach the stretch of land with the mumble pad as it happens he could just walk off the ledge from the Red Skull and slide on down like I mentioned before Mambo can be in either the blue or red skull based on the playthrough like randomly but you can reach the red skull from the blue one so that's not a problem with his rain dance you can fly over hit the button and run across the rainbow to access the pots of gold once inside just ignore my infinite eggs you must deposit a single egg of normal fire ice and grenade into their corresponding receptacles and then leave and do that whole thing again just so we can get back onto the platform the ensuing minigame is very easy giving us our seventy fourth jiggy I won't go into the other two GG's in depth because the ones found in the stinky cheese and from mr. Fitz challenges both have the exact same issue when it comes time for solo banjo to climb the Beanstalk that Mambo grew he can't just melt them without jumping literally no button other than jump will dismount him he's so close yet so far all that said we have 74 jiggies all of the moves and we've only used a total of four jumps thus far not bad all things considered now I think we're ready to finish this thing once and for all there are two final jiggy Wiggy challenges one at 55 G keys for the cauldron keep and the final as 70 G keys for the final boss itself once those are successfully completed were off to the quagmire well one a damage boost up onto the pipe run and grab the clock clamber boots and then run all the way back and up the wall once through were faced with the keep itself which is surrounded by a moat of purple acid Banjo and Kazooie can cross no problem but kazooie solo isn't so lucky much like mayhem temple's quicksand or the liquid in the chili Willie and Billy fights touching this acid removes any control you have spinning you back where you started that means that we need to get across without taking any damage which is extremely difficult without jumping luckily though it's difficult but not impossible so running along the outer on the side of the keep we'll find a small ramp it's very hard to do reliably but if we start a run wing whack over the acid and immediately flutter kazoo we can just barely pass across the acid and reach solid ground on the other side with that she can go step on to her own button to drop the drawbridge reconnecting with banjo and the dew can then disable the electric gate heading inside were faced with the third and final encounter against pork lung go on my file he used his blue potion for this one which lets them create Holograms in an attempt to confuse you while annoying this fight is just as simple as the previous and were able to move on to the government-mandated game show a slam-dunk final answer in a yellow fruit orange this one called the Tower of tragedy has banded facing off against Mandela and blob Elda in three rounds of rapid-fire questions while it's definitely fun this is much easier than in the first game as there are no minigame challenges mixed in to make things difficult with a bit of know-how and some careful buzzing we can emerge victorious witch gruntilda isn't happy about at all she retreats to the top of the tower where our final fight will take place [Music] [Music] before entering said fight I should mention that ding pot the cauldron is here ready to help the duel once more by refilling their eggs and health unfortunately we would have to jump to get into him so the only way to legitimately refuel between attempts is to warp at out and head all the way back down which is not fun taking an elevator up Banjo and Kazooie find themselves facing off against gruntilda and the hag one which is the vehicle that we've been on the trail of since the start of the game grunty and thus the hag 1 have a total of 100 health at every 10 health increments she'll change things up the battle begins with her turning on two of the hag ones lasers and doing some donuts normally you would have to jump over the lasers but you can actually just run up and hug the side of the vehicle to turn with it avoiding any need for jumping your wonder wing could work but it's too slow to pull out and has limited charge every so often grant Hilda will pop out and will have 5 seconds to answer a trivia question on a right answer she'll use a slower attack but on a wrong answer she'll use the faster one so we definitely want to answer correctly at 90 health she'll turn on all four lasers which is definitely more difficult to avoid but still very doable at 80 health she decides to turn off the lasers and instead uses some mortar cannons these shells explode into 4 projectiles which while dangerous can be avoided with some careful movement after reaching 70 health she'll bring out a second mortar cannon which leaves a bit less room for mistakes as soon as the hagwon reaches 60 health things get difficult and not because of her attacks after trying to drill into our very squishy protagonists the hag 1 will briefly shut down you're expected to shoot a clockwork into his exhaust pipe and blow up the batteries found within this square opening is very difficult to work with but with very careful aiming you can land a shot inside of the entrance rather than outside which would cost us to jump inside the batteries housing there are two wires blocking the path the first one can be walked over thanks to its janky collision the other isn't as forgiving the explosion alone won't reach so we're forced to expend one jump to destroy the first battery and a second jump to destroy the other battery after destroying both of them two hag one will be down to 40 health and Brent older will resort to tossing spells and enemies at us she is feeling the pressure so at 30 health Shirley's a toxic gas which will continually deplete your air meter it's a race against the clock but with some good ole rootin tootin point shootin we can get her down to a single health we have her on the ropes Booker and tilde Winky Bunyan witch extraordinaire isn't gonna go out that easily she summons one final ultimate spell to which we respond with a single egg to the face after all of this she is the source of her own destruction and her ultimate spell ultimately spells her on doom blowing up the hag one this marks her defeat and our victory over banjo tooie as a whole so finally as the credits play I can answer the question how many jumps does it take to beat banjo tooie well it's uh it's just six talk about an improvement from the first game like I mentioned in the start I took on this challenge and I saw it to the end without looking at anyone elses jump let's attempt so I was not expecting it to be this low if you look back our jumps were used twice for overall progression twice for access to critical moves and twice in the final battle well there is always room for improvement I am quite happy with how this turned out hopefully if you walked all the way to the end I hope you feel the same [Music] thank you so much for watching while videos this long are rare for me if you enjoyed be sure to leave like and maybe subscribe big thanks to my channel members with especially big thanks Christy countries pseudonymous Germain jure the weird gamer and thomas the dank 199 for being super fans that's it for this one I'll see you in the next video
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Channel: DPadGamer
Views: 490,854
Rating: undefined out of 5
Keywords: How Many Jumps Does It Take To Beat Banjo-Kazooie?, Banjo-Kazooie Jumpless, Banjo-Kazooie No Jumps, Banjo-Kazooie Challenge, Banjo-Kazooie Minimal Jumps, DPadGamer, Glitches With DPadGamer, No Jumps, No Jump Challenge, Banjo-Tooie, Banjo-Tooie Minimal Jumps, Banjo-Tooie No Jumps, Banjo-Tooie Challenge, Banjo-Tooie Jumpless, Banjo-Tooie No Jump Challenge, How Many Jumps Does It Take To Beat Banjo-Tooie, banjo kazooie, banjo, nintendo 64, Tooie
Id: WmBjuHqjPcM
Channel Id: undefined
Length: 67min 21sec (4041 seconds)
Published: Sun Apr 26 2020
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