Daily Super Adventure Box W2Z2
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W2Z2 is probably the least rewarding zone for the time investment, and as such the run is pretty much a straight run to the shortcut eagle with only a few detours listed for extra baubles and dailies.
Run as usual all the way to the first checkpoint and activate it.
Checkpoint 1
Immediately turn around and perform a long jump down to a small platform (to the right when facing the checkpoint). Dig here for 50 baubles then drop into the void to reset to the checkpoint.
Run forward, avoiding the assassins and pick up the extra life on the way (watch out for the dart trap!). Head to the right of the hill past the exploding barrel (avoiding more assassins) and climb up the tree. Jump across to a small pillar with another assassin on top. You don't need to kill them, but it may be easier.
Dig on top of the pillar for 20 baubles.
Turn and face checkpoint 2 in the distance. If you look down you can see a plant a long way below. Do a long jump and continue pressing forward as you fall to land on it - it is much easier than it looks. Continue up the hill to activate the next checkpoint.
Checkpoint 2
Drop down, kill the assassins and feed the octopus to raise the platform.
Checkpoint 3
Continue forward and look out for the toad hiding behind the wall.
Head left and use the flower to boost over the gap and climb up the tree and round the cliffs to the right. If you're only interested in the shop, you can jump down to the boost flower on the other side. Otherwise, continue on towards the pagoda past the assassins and turn left when you reach it - DO NOT activate the checkpoint.
Drop down to the grassy area and walk along beneath the wooden platform and dig. You can now drop into the void or /GG to return to the checkpoint, or if you want the shop as well, use the wooden beams to backtrack and jump across to the boost flower mentioned earlier. Then drop into the void or /GG.
Walk back up the hill, but turn right instead. Make a long jump across to a cloud - a dodge jump isn't required but is very helpful as the change in elevation of the hill can make your character "catch" on the terrain and reduce their jump distance. Once here, jump again before the cloud collapses, knock the block and use it to climb up to the Shortcut eagle. Wait for it to finish talking and you'll be transported.
Shortcut Eagle
Throughout this section, waves of owls will come at you and damage you if they hit. You can dodge these and try to collect a few baubles, but it's much easier to just move so you're directly behind the eagle's head, which will protect you.
This shortcut takes you all the way to the final checkpoint, but you can jump off the eagle early to end up at additional locations. As the terrain below passes quickly, the easiest way to track your position is by the waves of owls that come in. Multiple sets of owl waves spawn, with longer gaps in between:
- Drop off before the first set: Return to checkpoint 3
- Drop off sometime between the first set and after the second set: Checkpoint 6. This is frankly a disaster if you accidentally end up here as it strands you in the middle of the level and forces you to complete a long section to get back on track. It is faster to quit and start the entire level again.
- Drop off sometime after the third set appears: Checkpoint 10. This is a very useful trick, as it allows you to reach the glitch, the tree stump and some extra digs while still leaving you close to the end. You can drop off as soon as you see the third set of owls, but if in doubt you can always delay a bit to entire you don't end up at checkpoint 6.
- Ride all the way to the end: This positions you above the bell that opens the final checkpoint, so you can carefully drop down here to activate it.
- Crucially, as long as you don't activate the final checkpoint, your current checkpoint is still 10. This means you can complete the Shortcut for the daily, activate the bell, then /GG or drop into the void to reset to the checkpoint for the detour(s) below.
- If you are in a group and one player doesn't mind skipping the digs, one player can remain here while the others reset to checkpoint 10 to complete dailies. Once they are done, the player that remained can activate the final checkpoint and the other players can reset to skip the process of getting back here.
Checkpoint 4
Hop across the rocks to the right then stand on the spinning flower to boost across the river.
Jump to the rock, hit the crocodile, then jump across to the flower. Rather than jump left to the cliff, carefully drop down and land on another flower that launches you into the waterfall.
Move quickly past the bear and grab the 10 baubles as you go. Climb up the cliffs at the end and burn the tree before dropping down to the left.
Head up the hill, avoiding the bear if possible.
Jump left across the cliffs and the chest is in plain sight.
Just past the chest is a bear. Kill it ( Moto's Finger kills it instantly).
50 baubles are obtainable just past here, but the jump involved is quite unintuitive. Climb up above where the bear is and note the razor-thin ledge. Your goal is to jump off this ledge before you fall. It is too thin to stand on, but with practice you can land on it, move forward a pace, and then jump again before you drop, landing on another ledge.
This will likely take some time to learn, but once you can do it reliably, the 50 extra baubles are worth the time.
Make two jumps to an area above the location you entered, and dig. Jump down and repeat the loop all the way back to the hill.
Facing away on the right cliff is a toad. This one has a habit of seeing you as you approach, so it may be a good idea to stun it with a Boomerang before killing it. Jump across the small gap and burn the nearby tree.
Before moving forward, head left along the cliff, killing the toad immediately round the corner. Continue along this way until you see another toad. Rather than kill it, stand just around the corner and dig for 50 baubles. Return to where you were.
Bounce along the two flowers, and dig for 20 baubles. Jump down onto the checkpoint.
20 more baubles can be obtained by backtracking down the river. You can jump part way then into the river and let the current drag you along, hitting any creatures along the way and sticking close to the left wall. As you reach a dry area just before the waterfall, hop up and dig. Then /GG or jump over the waterfall to return to the checkpoint.
Checkpoint 5
Head forward across the rocks, logs and turtles, to the next checkpoint.
Checkpoint 6
There are a number of detours for baubles at this point. Two of them take you close to the next area, so they will be listed last.
Head up the hill to your immediate left, then jump across to a small outcrop. The jump is quite long, so a dodge-jump will help but isn't required. Climb up to the top. From this flat area, you want to make another long jump to the topmost rock that is inside the waterfall. Again, a dodge-jump isn't required but is helpful.
Carefully walk through the waterfall, and make three more jumps along the cliff. Bomb the wall at the end to reveal five baubles, then dig to the right of it for 50. /GG or jump off the cliff to return to the checkpoint.
The 20 baubles are just about worth it, but a /GG is required to make it efficient.
Head into the woods, and bear (aha) right, following the wall and trees until you see a toad. Kill it, then dig past the barrel for 20 baubles. Backtrack to the most recent junction, take the right path (from your current position), and then hug the trees on your left until you reach an opening with a Stump. This is guarded by a Raccoon Kingpin, who is much more dangerous than the Queen Beedogs in World 1, so going here other than for the daily is even less recommended. /GG or backtrack to the checkpoint.
The next two routes provide either a lot of baubles, or the glitch. Both these routes take you to the other side of the river (or close enough), so can be used to progress. Otherwise, you'll need to make your way across the river normally.
The 20 baubles at the start of the glitch route are good to get regardless of whether you go for the glitch.
Follow the hand to the right to a large river. First, turn right and bomb the waterfall, then walk inside for 20 baubles.
For the glitch, we need to go all the way down the river (look to the left for the water spout just in front of the waterfall). You can jump in without worrying about logs and walk towards the rock next to the spout. From this rock, jump to the spout, then again to dry land.
Make a series of jumps down and to the right, then along the cliff to the left. Climb up the cliff towards the bouncy mushroom.
Jump up onto the rock, then the bouncy mushroom, and land on the flower which launches you across to a new area. Bounce up the mushroom.
Another shop is on the left, and the glitch crystal is to the right. Hit the crystal with a ranged weapon, then jump along the boards that appear. Melee the crystal again as you go past it and carry on, into the waterfall to find the glitch crystal.
If you aren't interested in the final route, you can make a big jump back through the waterfall towards the far end of the river. You won't make it, but you should be close enough to safely wade the remaining distance. If you manage to make it to the area with the burnable trees, you can dig for 50 baubles (see the end of the next optional route for details). Otherwise /GG to return to the checkpoint.
The next route has some tricky sections, but a good number of baubles once you learn it.
Walk forward from the checkpoint towards the hillbillies. Head to the cliff edge to their left and look down. Your goal is to drop down and move yourself forward while falling to land in the area below.
From here, jump down towards the river. Follow it upstream, then at the end you will see a section of "rapids", with small rocks on either side.
Jump up these rocks. If you're careful, you should be able to hold your position even if you get knocked down by the water. Jump into the bouncy mushroom, then the next, and land on the area above, overlooking the checkpoint.
Face the topmost section and dig, then look back down to see a yellow bauble. Jump down, and bomb the crumbly wall next to it. Prepare yourself to move fast when you head inside.
This area is infested with hillbillies. The best thing to do is just run and hope they don't shoot you. Head right immediately, then follow the wall on your left all the way along. Just past a long section with a barrel at the end, you will find an exit, but make sure to pick up the 20 baubles just to the right of it first.
Immediately through, you'll be face-to-face with a bear. Moto's Finger it. Then dig just past it for 50 baubles.
Burn the trees, then downriver and to the right.
However you reach the other side of the river, there is another shop, with a checkpoint to the right. Watch out for the hillbillies and explosive barrels.
Checkpoint 7
Past the checkpoint are some burnable trees and a bear. Before heading on, drop down to the left and dig for 50 baubles. /GG or drop off the cliff to return to the checkpoint.
The Oozes for Ooze Transportation are to the right.
There are two ways to cross the waterfall, a high path and a low path. The high path is safer but can involve a lot of waiting.
Jump on the first bouncy mushroom and land on the area above. There is a small cave hidden behind the waterfall between these two levels. If you're lucky (or patient) a log will be drifting by that you can jump on and wait until you pass the entrance.
Otherwise, stand towards the back of the leftmost point (as pictured) and jump into the waterfall from here. Performed correctly, you'll land inside the entrance and can dig for 50 baubles. Jump back out to get back to the lower level.
The High Path
Take the teleporter to reach the top of the waterfall. If doing Ooze Transportation, you will need to bounce up the series of mushrooms instead. At the top, you must wait for a slow-moving log to appear right next to you, then jump along the faster logs to reach a pillar. It can take quite a while for the first log to appear, so be patient. If you manage it, the next set of logs should be much easier, and you can safely drop down to the checkpoint (or if you're fast, you can actually reach the area with the last chest of the level instead.
Failing to reach the pillar means you'll either need to restart, or drop down (hug the pillar as you fall) and do the low path instead.
The Low Path
The low path starts from the platform with the teleporter. There are more logs here, so you won't need to wait as long. You can also reach the next spot with a dodge-jump (though not if doing Ooze Transportation). Land on the rocky part of the central pillar, carefully move around to the other side, and then across another log (once more, you can do a dodge-jump instead of waiting for a log). From this next area, wait for a log, hop on, then ride it down. Push into the waterfall as you go, and you'll fall into the dreaded bear cave.
This dark area is full of bears. You want to move quickly to avoid their attacks, and failure can result in you getting stun-locked. A mix of bouncing mushrooms and climbing will eventually leave you at the top, near the final locked chest of this map. Jump back out of the waterfall to hit the last checkpoint.
The final chest for Locksmithing 201 can also be reached if you manage to maintain enough height on the high path.
Checkpoint 8
If doing Ooze Transportation 201, head up the hill to the right of the checkpoint, jump back over the gap, and use the flower to launch yourself over to the farmer.
Otherwise, head forward, take the flower over to the cage, defeat the boss and finish the level!
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