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Hero Klungo Sssavesss Teh Universsse

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Hero Klungo Sssavesss Teh Universsse is Klungo’s eight-stage arcade sequel in Banjo-Kazooie: Nuts & Bolts, added with L.O.G.’s Lost Challenges. Its planetary courses take the running and jumping of Hero Klungo Sssavesss Teh World into a larger game with a laser pistol, reversed gravity, a skateboard and superhero flight. Klungo still carries the object he is rescuing, but the globe changes as he travels from Mercury to Neptune. Green enemies can now be destroyed, while the red ones remain obstacles that must be avoided. The adventure ends with a moving battle against Gruntilda rather than the original game’s single fireball jump. Access depends on completing the DLC’s challenge picture, and its achievements belong to the expansion rather than the Showdown Town arcade’s five-stage reward.

Finding the Game in Test-O-Track

With L.O.G.’s Lost Challenges available, go behind Mumbo’s Motors in Showdown Town and enter the additional door into the DLC version of Test-O-Track. This is the challenge-filled arena, not simply a request to test a vehicle in the garage. Once the arcade has been unlocked, find Klungo on the raised central helipad, marked with a large H, and speak to him to launch his new game. Visiting his arcade on Showdown Town’s waterfront still leads to Teh World, so returning there will not reveal the sequel even after earning the required DLC rewards. The minigame is played inside Nuts & Bolts; there is no separate application to launch or external arcade download to install.

Completing the Coloured Jiggy Picture

Earn a Jiggy-standard result or better in each of the six Lost Challenges using L.O.G.’s Choice vehicles. Each successful event fills its part of the picture in black and white and opens that event’s Player’s Choice version. Then clear all six Player’s Choice versions at Jiggy standard or better to colour the entire picture. There are twelve required results across the two sets, not twelve unrelated events. Check Big Rimmed Race Off, Several Sized Sumo, Car Park Cavalcade, Glossy Gaffes, Ben Hurdle and Hoop Scoop! in both versions if any piece remains unfinished. This unlocks the arcade and Sssave The Universsse!; T.T. Trophy results are reserved for the separate Paint the Town Gold objective. A large Showdown Town Jiggy Bank total cannot substitute for the DLC picture.

Controls and Enemy Colours

On the standard Xbox controls, press A to jump and X to fire the pistol. Klungo’s forward travel is automatic during the running sections, so the important choices are when to leave the ground and at what height to shoot. Green aliens are vulnerable to gunfire; red aliens cannot be cleared with the pistol. A shot that removes a green target does not make a red enemy behind it harmless, so continue watching the space you are about to enter. The pistol also matters during jumps, when the target is above ground level. Practise releasing and pressing the controls deliberately so that a successful shot is followed by the correct landing rather than a collision with the next obstacle.

Gravity, Skateboarding and Flight

The large arrows change which surface attracts Klungo, turning ceiling routes into part of the course. Read the next arrow and the landing surface together before committing to a jump. The skateboard accelerates the action and leaves less time between hazards, while flight uses the left stick to adjust height as the screen continues moving. Neither power-up removes the need to distinguish green targets from red obstacles. A green flying creature can support red enemies beneath it, so destroying the carrier changes the formation instead of simply clearing one small target. Approach these combinations by choosing a route for Klungo as well as a line for his shots; arriving safely matters more than firing at everything as late as possible.

Planet 1: Mercury

Mercury introduces the gun alongside familiar gaps and stepped platforms. Keep the ground route in view, clear green enemies with X and use A for the pits and indestructible red enemies. This is the best place to establish the difference between a ground-level shot and one fired while jumping: the latter can miss a low target completely. Avoid treating the pistol as a replacement for platforming. If a green enemy blocks the approach to a gap, deal with it early enough to concentrate on the take-off, then follow the course to its goal flag.

Planet 2: Venusss

Venusss introduces the gravity arrows. Contacting an arrow changes the direction Klungo falls, so the route now runs along both floor and ceiling. Watch the next stretch of terrain before reaching the switch and allow for the transition across the space between surfaces. Keep using the pistol against green enemies and choose jumps around the red ones. The danger after a reversal is often the next landing, especially when attention remains on the arrow just crossed. Treat each switch as the start of a new section and identify the first safe surface before choosing the following jump.

Planet 3: Earth

Earth returns to a course without the gravity-switching pattern and introduces the skateboard during its later section. The change in speed makes earlier, deliberate decisions more useful than reacting when an enemy is already touching Klungo. Continue pairing jumps over red enemies with shots into green targets, but read farther ahead once the board appears. A jump timed from the previous planet’s slower running rhythm can leave too little room here. Work out the next landing while clearing the current obstacle, and keep the pistol aligned with the target rather than repeatedly firing from whatever height Klungo happens to occupy.

Planet 4: Marsss

Marsss combines repeated gravity changes with narrow firing opportunities. Clear the flying green enemies through the openings while moving between the upper and lower routes. Later formations include green carriers supporting red enemies: remove the carrier, then cross the space the formation occupied. Timing the shot before the passage closes is more useful than trying to repair a missed shot at the last instant. Separate the tasks in your practice runs, learning the arrow sequence first and then adding the required shots at recognizable points. The route remains dangerous after a target disappears, because the next surface and any remaining red enemies still determine where Klungo can land.

Planet 5: Jupiter

Jupiter introduces flight. Use the left stick to set Klungo’s height and keep the pistol trained along the space ahead. Staying high can simplify much of the course, but return attention to the green carriers and red enemies near the ending. Clear the supporting targets so the hanging obstacles leave the route before flying into their former position. Flight is faster than the skateboard, so make these adjustments while there is still a visible gap ahead. The useful lesson is to choose a safe horizontal passage and defend it with the gun, rather than moving up and down in response to every individual sprite.

Planet 6: Sssaturn

Sssaturn confines much of the flight to a tunnel. Destroy the green enemies that obstruct the available passage and make small height adjustments instead of swinging between its boundaries. Near the finish, successive flying formations occupy more of the screen: begin below the upper green enemies, then rise into a firing line through the final group. Keep some room above Klungo rather than forcing him against the ceiling and assuming the whole ending is safe. Watch where each new enemy enters before changing height, and keep shooting along the route to the flag. The limited room makes a controlled line more dependable than a large evasive movement.

Planet 7: Uranusss

Uranusss brings the mechanics together and demands quick opening actions. Jump promptly after the first landing, clear the early ground-level targets and line up the airborne green enemy before proceeding into the next group. The first upward gravity arrow also marks the secret route described below. Beyond it, continue treating changes of surface, gunfire and flight as one sequence: a shot that succeeds is only useful if Klungo reaches the next section safely. Near the end, hold the left stick upward during the final flying approach so that he actually reaches the goal flag. Do not release the movement input merely because the last visible enemy has been cleared.

The Old Ssskool Ssseekrit Area

At the first upward-pointing gravity arrow on Uranusss, stay below it instead of jumping into it. Continue to the gap, jump across and shoot the flying green enemy during the crossing so it cannot block your landing. Once on the far side, keep moving right into the apparent cave wall. The wall is false and lets Klungo pass through, earning Old Ssskool Ssseekrit Area for 20 Gamerscore. This is a hidden route inside the arcade course, not a wall Banjo must break in Test-O-Track. Missing the entrance means trying the stage again; simply finishing Uranusss does not replace the specific action of entering the secret passage.

Planet 8: Neptune

Neptune begins with enemy barriers before turning into a pursuit of Gruntilda. Keep clearing the green obstacles, then fire at the witch when Klungo is high enough for the shots to reach her. Continue avoiding the enemies she sends into the route while building damage. The encounter changes again when Klungo becomes Sssuper Klungo: the flight is faster and the usable space becomes tighter, so keep adjusting height and shooting instead of treating the transformation as a victory screen. Defeating the witch is part of finishing the course, and control should continue through the final sequence until the game confirms completion. This is a sustained shooting encounter, with no equivalent to Teh World’s one-jump solution.

Achievements and Completion Rewards

Three achievements directly mark the route from unlocking the sequel to finishing it. Sssave The Universsse! is awarded for the completed DLC challenge picture before the arcade adventure is beaten. Old Ssskool Ssseekrit Area requires its hidden entrance on the seventh planet, while Ultimate - Played The Game recognizes completion of all eight stages. Together these are 100 Gamerscore, although only 70 comes from actions inside the minigame itself. Arcade Pwner and the original game’s 300 Musical Notes belong to Teh World and should be tracked separately. The wider expansion has its own Nuts & Bolts achievements, including the T.T. Trophy objective, which is not an additional requirement for opening Klungo’s game.

RELATED ACHIEVEMENTS

Sssave The Universsse! achievement icon

Sssave The Universsse!

30 Gamerscore. Earn Jiggy rank or better in all six Lost Challenges with both vehicle choices to complete the coloured picture and unlock the game.

Old Ssskool Ssseekrit Area achievement icon

Old Ssskool Ssseekrit Area

20 Gamerscore. Enter the hidden passage beyond the first upward gravity arrow on Uranusss, the seventh planet.

Ultimate - Played The Game achievement icon

Ultimate - Played The Game

50 Gamerscore. Complete all eight planets, including the full Neptune encounter with Gruntilda and Sssuper Klungo.

Cabinet Artwork and the Ending

The sequel retains the deliberately simple retro presentation and Klungo’s exaggerated spelling, while its surrounding artwork shows him pursued by Gruntilda and Piddles. The changing carried planet makes the journey through the eight courses visible rather than leaving Earth in his hands throughout. Rare discussed the new DLC backdrop in its May 2009 Scribes column and made it available as wallpaper, alongside the earlier arcade illustration. Random crash interruptions from Teh World have been removed during ordinary play, although the ending brings back the crash joke after the credits. That scripted finish is different from a real console freeze and does not mean the earlier planetary routes must be replayed from the beginning.

Versions and Unavailable Content

The sequel arrived with L.O.G.’s Lost Challenges on 7 April 2009 for Xbox 360. The Rare Replay version of Nuts & Bolts includes that expansion, but its save still has to complete the coloured challenge picture before Klungo offers the game. On an original Xbox 360 installation, check that the expansion is present if the extra door behind Mumbo’s Motors is missing. Returning to the main arcade or collecting more of the ordinary adventure’s Jiggies will not install absent content. Once inside the correct DLC arena, an unfinished black-and-white section of the picture points to a missing Player’s Choice result; an empty section points to a missing L.O.G.’s Choice result. Use those visible pieces to identify the event that needs another visit.

Related Guides

For the first five-stage arcade game and its Note rewards, see Hero Klungo Sssavesss Teh World. The L.O.G.’s Lost Challenges page covers the expansion that unlocks this sequel, while the Nuts & Bolts achievement guide lists the rest of the game’s Xbox objectives. Return to the Banjo-Kazooie: Nuts & Bolts overview for its main worlds and other activities.