____ __________ ___ ____ // \\ _____ /_________ \ /\ | __\ | __ |\\____// /_____\ // \ \ //\\ || \\ || || ____ // _ \\ || ___ \ \ // \\ || \\ || || | __ |// /_\ \\ || \__| / / // /\ \\ || \\|| || || ||/ // \\ \\ _______ || ___/ / // /__\ \\ || _ \ | || || || // \\ ||| _____ | || \ \ // \\ || | \ \| || || || || || ||||_____|| || ___ \ \// ______ \\|| ||\\ ||// // \\ // |||_______| || \__| ) ) /______\ \\| || \\ |// //\ \\_// // || / / // \\ \\__|| \\__|\\ // \\ \_/ // \\_________/ /__// \\/ /___| \___|\\// \\______// \__________/\__/ \_/ \/_____\______/ ______________ ______ ______ // \\ __________ | ____________ |______\ /______\\\_____//| ________ | ||____ ____|| __ \\ // __ \\ _____ || ______|| _______ |____ | | ____| /__\ \\// /__\ \\ ___ | || | ______| | _____ | || || || // \\ || // \\ || || || ||___ ||_____|| || || || || || || || || || || || | ___| |_______| || || || \\__// || \\__// || || || ||______ || || \\ \__/ //\\ \__/ //| || || |______ | ||__|| \\______// \\______//||___|| ||________|| |____| \______/ \______/ |_____| |__________| ~An FAQ/Walkthrough Created By: Croco~ ________________________________________________________________________ This Document is Copyrighted 2000-2001 by Croco. Any reproduction of this document in part or in whole without the author's consent is strictly forbidden. If the reader wishes to use the FAQ for their personal and private use only, then a printed copy may be made. This complete FAQ/Walkthrough to the Nintendo 64 game Banjo-Tooie Includes the Following Features: *All the Levels Covered in Full *Where to Find Collectibles Such As Jiggies, Jinjos, and More *Lists of Enemies, Items, Objects, and Transformations *Guide to the Multiplayer Mode *Guide to the Game's Secrets *More! Read On... Contact Me: croco64@yahoo.com (See Part 4, Section 5 for details) -VERSION HISTORY- ------------------------------------------------------------------------ This is currently the Final Version of the Croco FAQ/Walkthrough for Banjo-Tooie, Created 4/21/2001. Final Version - Created 4/21/01 Wow, who'd have thought that I'd actually finish this FAQ? After those couple months of no progress, I bet you didn't think it would ever be complete. See, your good friend Croco doesn't let you down... at least not all the time. Anyway, I've wrapped up the last remaining parts in the FAQ, of most interest the Cloud Cuckooland and Cauldron Keep Walkthroughs. The last thing I've added is a few samples for the Tower of Tradgey Quiz Questions. Well, this is it. Th-th-th-that's all folks! Version 1.6 - Created 4/9/01 Due to the whining and nagging of all you readers (Croco! Please update the FAQ! Croco! Please update the FAQ!... yech), I've decided to fulfill all of your wishes and put some more stuff in the FAQ you've come to know and love. As expected, this update includes a walkthrough to the Hailfire Peaks stage, but there's also some new things, such as codes that allow you to get the secret items in Banjo-Kazooie and a history of the connection between the two games. Version 1.5 - Created 2/4/01 Gee, it's nearly been a month... where does the time go? If you're wondering what wily shenanigans I've been doing throughout January, I'll let you know that I didn't update due to laziness. Well, actually, after a year of hard work on my FAQs (yup, my 1st FAQ Writing Anniversary was on the 11th!), I decided that I've earned a little break. After a few weeks of doing nothing, I'm back and ready to write. This update includes everything you need to know about the incredibly-complex level, Grunty Industries. Version 1.4 - Created 1/5/01 Well, since the webmaster of GameFAQs (CJayC) took a little time off (good for him), I didn't get to update right before Christmas like planned. But I probably wouldn't have anyway, knowing my work habits. Anyway, after having a nice long break, I'm back for the first update in 2001! Terrydactyland is complete. Version 1.3 - Created 12/18/00 Hey hey! Sorry for taking almost a week for this update, but there was another FAQ that I wanted to update (still haven't, but getting closer to updating it). But I bet you don't care about that other FAQ, just this one. So what's new? Like usual, a new level has been added to the Level Walkthroughs, this time Jolly Roger's Lagoon. I still haven't gotten around to getting some of the Tower of Tragedy Questions here, but I hope to within the next couple updates. Version 1.2 - Created 12/12/00 Only 13 days until Christmas. Wow, I'd better get some of my shopping done. Stupid greedy pigs! Nonetheless, I've managed to come out with another update, which seems to be beginning a trend of an extra day added on between updates. My first update was three days after the first version, this one is four days after Version 1.1, and I expect to update again in five days. Woe is you, being forced to wait longer and longer for more of my magnificent work (ahem, of course it is). Take a look at the new WitchyWorld guide, as that's pretty much all I've added this time around. Version 1.1 - Created 12/8/00 Hey, it's Friday, the beginning of the weekend! Why not celebrate with another update? I know, incredible, aren't I, getting by my severe laziness and having an update in three days? So, wondering what's new? This update includes the Glitter Gulch Mine Walkthrough, the complete Transformations Guide, and updates to the Secrets Section (including a new section, the Code Guide). Version 1.0 - Created 12/5/00 Another new FAQ, another first Version. How nice, I got this one out earlier than I expected. I was planning at first for this to come out on the fifth, but then decided the tenth would be more realistic. Strangely, progress was faster, so I got it out by the original date of the fifth. Crazy. Anyway, since I did get this out sooner, it's less than complete. Level 1 is the only one completed as of now, but also in this FAQ is Spiral Mountain and some of the Isle O' Hags. Some more sections that are complete include the Multiplayer Mode, The Secrets, Parts 1 and 5, and much of Part 2. Updates are sure to follow shortly, so stay tuned. ------------------------------------------------------------------------ UPDATE NOTICE: New to this Version is the Cloud Cuckooland and Cauldron Keep Walkthrough, as well as updates to the Spiral Mountain and Isle O' Hags Walkthroughs. Also included are a few samples of the Tower of Tradgedy Quiz Questions. FINAL VERSION ADDITIONS: As we all know, even with the Final Version around, sometimes additions need to be made. This isn't an official update, but there's a lot of new things put in here. In this minor update, I've gotten the entire FAQ copy edited by Trevor Covert. What a job it was for him to not only do it, but for me to make the corrections! Of most importance is a new section devoted entirely to answering how you can beat that dastardly Canary Mary in Cloud Cuckooland. Also included are a few new FAQs to satiate your question needs. ________________________________________________________________________ ~TABLE OF CONTENTS~ I. Part 1- Introduction 1. Introduction 2. The Story Behind This FAQ 3. Game Story II. Part 2- Basics and Guides 1. Controls & Play 2. Characters 3. Collectibles/Items 4. Special Objects 5. Basic Moves 6. Advanced Moves 7. Enemy Guide 8. Transformations III. Part 3- Level Walkthroughs 1. Training Area: Spiral Mountain 2. Overworld: Isle O' Hags 3. Level 1: Mayahem Temple 4. Level 2: Glitter Gulch Mine 5. Level 3: WitchyWorld 6. Level 4: Jolly Roger's Lagoon 7. Level 5: Terrydactyland 8. Level 6: Grunty Industries 9. Level 7: Hailfire Peaks 10. Level 8: Cloud Cuckooland 11. Level 9: Cauldron Keep IV. Part 4- Multiplayer, Secrets, and More 1. Multiplayer a. Characters/Options b. Games 2. Secrets a. Secret Items b. Cheato's Cheats c. Code Guide d. Banjo-Kazooie Codes 3. Jinjo/Empty Honeycomb Guide 4. Tower of Tragedy Questions V. Part 5- Miscellaneous 1. Additional Tips 2. Rare Connections 3. Frequently Asked Questions 4. How to Beat Canary Mary 5. Contact Info 6. Credits/Other 7. Closing Statement _______________ *: This symbol indicates that this section has been started on, but is currently under completion. Expect more in future updates. **: This symbol indicates that this section has not been started on at all. When it will be started on is usually based on the order it is on the list. : No Marks indicate the section has been completed. Where Should You Go? Part 1- Generally just an Introduction and not much information that will help you beat Banjo-Tooie or collect items. Look here for fun, not for info. Part 2- This describes the basics, but also has some guides to other things such as transformations, enemies, and characters, which could be helpful, and at the very least interesting to read. Part 3- If you're stuck finding something on one of the Levels, look here. The walkthrough includes Jiggies, Jinjos, Jamjars' Moves, Cheato Pages, Empty Honeycomb Pieces, Notes, and more, as well as where the levels are located and what it takes to get in. Part 4- This section not only covers the Multiplayer Mode, but also secrets found in the game. You can also find a guide to how many Jinjos you need to complete the families and how many Honeycomb Pieces are needed for a new energy piece. The last section goes over some of the questions on Grunty's Tower of Tragedy Quiz. Part 5- If you've looked in the other sections and haven't found anything, this is where some additional tips are located. If they don't help you, feel free to send in an e-mail, but first check this part for details on how to do so. Also, there's a section on connections between Banjo-Tooie and other Rare games, which is very interesting. Finally, I wrap up the FAQ here. ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/******************* PART 1: INTRODUCTION ********************| | | __ \=============================================================| | |____/ |_| =============== INTRODUCTION =============== Banjo-Kazooie... Rare's Mario, released over two years ago in the summer of 1998. For those of us that played it for hours and collected all the Jiggies, a special ending was shown. That crazy shaman Mumbo Jumbo fell down from the coconut tree with pictures... pictures of the sequel. While it took a lot of us a while to get it through our heads that this "Banjo-Tooie" Mumbo talked about was a sequel, when we did discover the meaning of these things we were overjoyed. We would get to play another Banjo, a sequel. This sequel to the first game was announced already, and was something to look forward to. And those pictures that Mumbo showed of the places that were impossible to reach, we would finally be able to get the items shown when the new game would come. Well, finally we'll get a chance to go back and do those things. Or can we? It seems that the gaming community is having a hard time deciding whether or not you can either go back or at least access new areas in Banjo-Kazooie with information gained in Banjo-Tooie. As great as it would be to do this (and after disappointedly getting the Ice Key and Mystery Eggs), it's much more exciting to have this great new game to play. Is it as good as Kazooie? That's up for you to decide. I can tell you, though: it's an excellent game. Banjo-Tooie is a game filled with wonders, wonders that all should experience. ________________________________________________________________________ =============== THE STORY BEHIND THIS FAQ =============== I'll get to the point: I hope to make this one of my biggest (not size, but in quality and popularity) FAQs yet. That's not an easy task for someone as incredibly talented as me (of course I am, you know it), but I like a challenge. In all seriousness, though, it's going to take a bit of work to make this FAQ great. So, I've decided to do things a little differently. In all of my previous FAQs, there are four main parts, each relatively the same. In this FAQ, there are five. I felt another part as needed, because some things just didn't go in the others. Not only does this organize things better, it allows me to go into things that I probably wouldn't have incorporated elsewhere in more detail. For those of you that will read more of my FAQs, you might be wondering whether the five-part FAQ will stay. I'm not sure myself, but I can tell you one thing: it's gonna help make this FAQ one of my best yet! ________________________________________________________________________ =============== GAME STORY =============== For those that are interested about how Banjo-Tooie is set up (hmm... perhaps you fell asleep during the opening cutscene?), here's the game's story. For those that are lazy, I sum it up at the end. ~THE STORY OF BANJO-TOOIE~ _ /-\ /_|_\ midnight storm raged outside, and Banjo the bear nodded ruefully as he observed the varying fortunes of the players huddled around the card table. His breegull partner, Kazooie, was losing badly, and Bottles the mole was about even. It had been a good night, however, for Mumbo Jumbo, the shaman who was shaking excitedly as he dealt the next hand. "S-Stop rocking the t-table-you're s-spilling our d-drinks!" Kazooie squawked accusingly at the shaman. "N-Not Mumbo. W-Whole h-house s-shaking," Mumbo replied unsteadily. He was right, Banjo's house was shaking, but it suddenly ended just as abruptly as it had begun. "I wonder what that was? Perhaps someone should go and take a look," Bottles blinked nervously. "Mumbo much brave. Me go outside," declared the shaman confidently, striding toward the door and out into the howling storm. As rain pattered down on his bony head, Mumbo noticed two witches hurrying toward where Banjo's arch enemy, Gruntilda the witch, had been buried two years before. By the time he found a suitable hiding spot close to the action, the two witches were standing in front of the boulder that covered Grunty's grave, mumbling in a strange language. Suddenly the large boulder rose into the air and vanished! As the smoke cleared, a figure slowly emerged from the freshly-opened grave-it was Gruntilda! But it wasn't the Grunty they all remembered. The two years she had spent underground had taken their toll on her warty body, reducing her to a mere skeleton! Grunty looked down at her bony body in disgust. "Nice Grunty looks. Lost weight you have," the thin witch grinned. Grunty glared at her sisters. "I hate bones, a body I need. Can you help me with this little deed?" Just then, Mingella, the thin witch, turned in Mumbo's direction and pointed a long, crooked finger toward him. "Arrgghh! Seen us, bony man has!" she screeched. "Leave it to me-he's no hassle. I'll kick butt, then off to the castle!" cackled Grunty as she lumbered after him. Mumbo fled frantically from his hiding place and crashed through the front door of Banjo's house. "Grunty spell coming! Quick, must all run!" Gruntilda watched gleefully as the bright light of her spell slammed into the side of Banjo's house, reducing it to a pile of smoking rubble. Cackling maniacally, she hurried across to where her sisters were waiting. The three of them climbed into the giant digging machine Mingella and Blobbelda had used to tunnel their way to Spiral Mountain. As they headed back to their castle, the two fleshy sisters described a machine they had created. They explained to the skeletal Gruntilda that it could suck the life force from the ground itself and from any creatures standing on it. Once enough of that life force had been collected, they could use it to restore her former bloated body. Grunty couldn't wait to give it a try! Some time later, a very groggy Banjo sat up on the grass where he'd been thrown when the spell struck. Kazooie emerged from the safety of his backpack and watched in amusement as Mumbo rubbed his bruised skull gingerly. "Ooooh, Mumbo's head hurt," the shaman groaned. Banjo surveyed the smoldering wreckage of what used to be his house. "Well, at least everyone got out safely..." he sighed. "Hang on. Where's Goggle Boy?" trilled Kazooie. Everyone turned to look as a blackened shape stumbled out of what was left of the house. Bottles wobbled and staggered toward his friends, then collapsed to the ground and lay there motionless. Banjo and Mumbo rushed to help the stricken mole. "Grunty's killed poor Bottles!" the bear gasped. Kazooie screeched excitedly. It seemed like such a long time since their last adventure. "Those witches are gonna pay! C'mon, Banjo, let's go!" ~TO SUM IT UP~ Gruntilda is freed from her grave, destroys Banjo's house, and kills Bottles. As you can imagine, Banjo might not be too happy. But there's more trouble to come... ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/***************** PART 2: BASICS AND GUIDE ******************| | | __ \=============================================================| | |____/ |_| =============== CONTROLS & PLAY =============== Here I'll go over how to control the game, as well as a few special controlling tricks that may be helpful to know. After that, I'll explain the game basics, such as how to open levels and what Jinjos are for. ~CONTROLS~ -Control Stick: This moves Banjo, and he will move at different speeds depending on the pressure applied. *Very Slight Push: Banjo will tiptoe. This is helpful for sneaking up on sleeping characters. *Moderate Push: Banjo will walk. This is good for places where you need to move carefully, such as when you are high in the air on a rope. *Full Push: Banjo will run. This is the best way to get around. -A Button: This makes Banjo jump. *Tap: Banjo will jump. *Hold: Banjo will jump higher. *Press While in Air: Kazooie will help slow the decent. -B Button: This is the action button. When standing still in front of a sign or character, Banjo will read/talk. In any other location, Kazooie will attack when standing still and Banjo will roll while running. -Z Button: This makes Banjo duck. *Z+A: Banjo will do the Flip-Flap jump, which allows him to jump higher than usual. *Z+B: Banjo will do the Beak Barge, which is a charging attack. -Top C: Switches to first person view (Banjo cannot move). -Bottom C: Makes camera zoom out. There are three camera distances. -Left C: Moves camera to the left. Hold it to continue camera movement. -Right C: Moves camera to the right. Hold it to continue movement. -R Button: This has several functions. *Hold: The camera will move behind Banjo. *Tap: Brings up egg list. Press R again to select a different egg type. -WHILE SWIMMING- -A Button: Banjo does the flutter kick. This gives you more control of Banjo's movements, but is very slow. -B Button: Kazooie does the wig stroke. This gives you good speed, but is harder to control. -DURING TEXT- -A Button: Will speed up the text. -Z Button: Will slow down the text. -B Button: Will cancel the text. -Hold L & R, Press B: Will cancel even important text (though some cannot be canceled ever). ~GAME BASICS~ -Collecting Items: The main focus of the game is to collect certain items. The most prized item is the Jiggy, which will allow you to progress further into the game. Notes are another important item, as they allow you to learn new moves. The other items, however, pretty much simply help you in your quest. For example, collecting Empty Honeycomb pieces will raise your energy level. While helpful, it is not necessary. -Opening Levels: Opening levels is different from Banjo-Kazooie. To do so, you must complete one of Jiggywiggy's Challenges. However, Jiggywiggy will only allow you to attempt these challenges once you have enough puzzle pieces. If you do, you can either walk into his temple or transport there from the yellow Jiggy statue outside the level's entrance. -Jinjos: Jinjos are scattered throughout the Isle O' Hags and the levels. In the Jinjo Village, there are nine houses. Each contains a specific colored Jinjo family, with a specific number of members. When all are reunited, they will show their thanks with a Jiggy. ________________________________________________________________________ =============== CHARACTERS =============== While this game is filled with a bunch of crazy and lovable characters, the main ones are listed below, along with some information that you may find useful... or at least interesting. -BANJO- Appearance: Bear wearing fashionable yellow shorts and blue backpack. Role: Main character (along with Kazooie), i.e.- you control him Status: Returnee from Banjo-Kazooie Home: Spiral Mountain Gibberish Quote: "Guh-huh!" Description: Banjo the Honey Bear prefers a quiet life to the thrill of adventure that his breegull partner seeks. Unfortunately for him, Gruntilda's up to her old tricks, so he won't get to relax anytime soon. And this time around, Banjo will have to learn some new tricks, since his partner plans to ditch the backpack and head out alone... -KAZOOIE- Appearance: Red-crested breegull Role: Banjo's partner and main character. Status: Returnee from Banjo-Kazooie Home: Spiral Mountain Gibberish Quote: "Bree!" Description: This red-crested breegull is ill-mannered, foul-mouthed, and proud of it! She's the attacking force behind the formidable bear-and-bird partnership, but Banjo's steady head makes too many sensible decisions for her liking. Kazooie can't wait to see what kind of trouble she can get herself into once she's free from his backpack! -BOTTLES- Appearance: Short-sighted Mole Role: Reviews Moves from Banjo-Kazooie, One Reason for Quest Status: Returnee from Banjo-Kazooie Home: Isle O' Hags (Bottles' House) Description: This timid mole's moves enabled Banjo and Kazooie to defeat Gruntilda in their first adventure. But he chose the wrong night to visit his old friends as the recently-exhumed witch blasted him with her fatal spell. Will Bottles ever see his family again? The bear and bird are his only hope... -JAMJARS- Appearance: Rhyming Military Mole Sporting Sunglasses Role: Teaches Advanced Moves Status: New Character Home: Unknown Gibberish Quote: "Hey-huh!" Description: As different from his brother as chalk is to cheese, Sergeant Jamjars joined the mole military when he was just a nipper. Those years of rigid rodent discipline may explain his lack of manners and nonexistent sense of humor, but his advanced ability training will be essential if Banjo and Kazooie are to stand any chance of defeating the evil coven. -MUMBO JUMBO- Appearance: Shaman with Skull on his Face Role: Best Shaman in All Game (will perform magic) Status: Returnee from Banjo-Kazooie Home: Various Skulls Gibberish Quote: "Oobalaka!" Description: This skull-headed shaman has spent the last two years at witch doctor school, so his mysterious powers have never been greater. Mumbo hopes that this time he'll get a chance to leave the safety of his skull hut to show Banjo and Kazooie what he can really do with his newfound skills. -HUMBA WUMBA- Appearance: Sexy Native American with No Mouth Role: Best Magic Person in All Game (transforms Banjo and Kazooie) Status: New Character Home: Various Wigwams Gibberish Quote: "Han-na!" Description: The Isle O' Hags' resident magic user takes none too kindly to the intrusion of Mumbo Jumbo and his supposed reputation. She, too, has the ability to transform subjects into other forms and is determined to expose the shaman as the amateur that he is. -KING JINGALING Appearance: Large Jinjo with Crown Role: Rules Over all Jinjos Status: New Character Home: Jinjo Village Description: King Jingaling is the king of all things Jinjo and the ruler of Jinjo Village. At least he was before Grunty and her sisters plowed through the peaceful kingdom with their digging machine, scattering his subjects to the far corners of the island. -MASTER JIGGYWIGGY- Appearance: Figure in Cloak with Jiggy for its Head Role: Opens New Worlds, Controls the Power of the Jiggies Status: New Character Home: Isle O' Hags (Wooded Hollow) Description: Little is known about the ancient order of the Jiggywiggy except that it is based in a bizarrely-shaped temple and led by a recluse known only as Master Jiggywiggy. Legend has it that Master Jiggywiggy controls the all-powerful Crystal Jiggy and that those seeking help must first prove their worth... -HONEY B- Appearance: Giant Bee Role: Gives Banjo and Kazooie More Life Energy Status: New Character Home: Isle O' Hags (Plateau) Description: She is one of the few friendly characters you're likely to meet on Grunty's Isle O' Hags. In exchange for the tasty empty honeycombs she craves, Honey B will provide passing travelers with much-needed extra energy. Be on the lookout for her distinctive home-a gigantic beehive, naturally. -MINGELLA & BLOBBELDA- Appearance: Thin and Fat Witches, Sisters of Gruntilda Role: Plan to Help Grunty Get Her Body Back Status: New Characters Home: Isle O' Hags Description: The comical appearances of tall, thin Mingella and short, fat Blobbelda disguise this pair's magical prowess. Not since childhood have these two been united with their sister Gruntilda, but now the odds have suddenly swung back to three against two in their favor. -GRUNTILDA- Appearance: Large Bony Old Witch Role: Main Enemy Status: Returnee from Banjo-Kazooie Home: Gruntilda's Lair Description: The small matter of being dead and buried isn't enough to finish Banjo's arch enemy. And now, thanks to her grave-robbing sisters, Grunty is back and almost as good as before. Her subterranean stay may have reduced her to a mere skeleton, but she's wasted no time in blasting poor Bottles into oblivion and devising an evil plan to restore her carcass back to its former bloated glory. ________________________________________________________________________ =============== COLLECTIBLES/ITEMS =============== In this section I'll go over the things you'll collect in Banjo-Tooie, and of course descriptions on what they do. Also here are items, such as feathers and eggs that appear throughout your quest. -JIGGIES- Type: Collectible Number Per Level: 10 Jiggies are the number one item to collect. They allow you to progress through the game and unlock new levels. They are the reward for most tasks you must perform in levels, and ten can be found in each level you visit. -NOTE NEST- Type: Collectible Number Per Level: 16 Like most abundant items returning from Banjo-Kazooie, Notes now come in a nest. Each Note Nest contains five notes, so now you'll always have a nice round number of notes. These are usually fairly easy to find, as they aren't hidden away, and two or more nests usually appear together. There are a total of sixteen Note Nests in each level. -TREBLE CLEF- Type: Collectible Number Per Level: 1 These are like super-Note Nests, and contain twenty notes (fifteen more than the normal note nest). There is only one of these in each world, and it's hidden a little better than the normal Note Nests. -JINJOS- Type: Collectible Number Per Level: 5 The lovable Jinjos return, and once again they are strewn throughout the levels. With the power these guys possess, how are they captured/frightened so easily? Anyway, these guys are waiting for someone to find them so they can go back to their homes and families in Jinjo Village. Once all family members for a certain color has returned, they'll give you a Jiggy as thanks. -GLOWBOS- Type: Collectible Number Per Level: 2 In this game, Mumbo and Wumba will not use Mumbo Tokens for magic, but instead the magical creatures known as Glowbos. These guys pack more of a wallop than the Mumbo Tokens, and only one is needed for magic. They are always found near the homes of Mumbo or Wumba, and thus are fairly easy to find. However, I must note how these poor creatures are treated. They're just captured and thrown around, their powers sucked out so you can get a few Jiggies. How cruel. -CHEATO PAGES- Type: Collectible Number Per Level: 3 After Banjo-Kazooie, Gruntilda ripped out most of Cheato's pages (how she did this when she was buried under a rock...). Because of this, Cheato can't help Banjo and Kazooie with the spells as they are on the pages (or maybe he's just greedy and wants you to do tons of work when you don't have to). Anyway, he wants you to collect five of his lost pages for each new cheat he gives you. There are three of these in each level. -EMPTY HONEYCOMB PIECES- Type: Collectible Number Per Level: 3 Empty honeycomb pieces are what you need to increase your energy. When you give an ever-increasing amount of these to Honey B, she'll increase your energy meter with more Honeycombs. Needless to say, these are quite helpful. -EGG NESTS- Type: Item These nests contain a certain amount of eggs, which varies depending on the type. Once more than the standard Blue Eggs become available, these nests will cycle through each of the types so you can stock up on whichever kind you're low on. These are very common and are found in abundance in each level. The number of eggs for each type is listed below. Blue Egg: 20 per Nest Fire Egg: 10 per Nest Grenade Egg: 10 per Nest Ice Egg: 10 per Nest Clockwork Egg: 1 per Nest -FEATHER NESTS- Type: Item These nests, much like Egg Nests, contain a certain amount of Feathers (depending on the kind displayed). They will usually cycle between Red and Gold Feathers, allowing you to stock up on whichever is low. Like Egg Nests, these are quite abundant. The number of feathers for each type is listed below. Red Feather: 20 per Nest Gold Feather: 2 per Nest -HONEYCOMB- Type: Item Honeycomb pieces are usually found when an enemy is defeated. These tasty little hexagons will refill one Honeycomb on the energy meter. They will stick around (he he) after they first appear, but sometimes will disappear if you take your eyes off them. -SKILL HONEYCOMB- Type: Item Skill Honeycombs look just like regular Honeycombs except they have a "!" in the center. When collected, the Honeycomb segments on your energy meter will flash in order. When it gets to the top, tap B and you'll have full energy. If you tap it anywhere else, that's what you get. While incredibly easy to get at the beginning of the game, stopping it at the top gets harder as the game progresses. Avoid these if you have full energy, because there's nothing you can gain from it. -MYSTERY HONEYCOMB- Type: Item Mystery Honeycombs are much like Skill Honeycombs, only instead of flashing in order, they flash randomly. This makes things a little trickier, but it still shouldn't be hard to get the full energy you need. -WADING BOOTS- Type: Item (Kazooie Footwear) Wading Boots, a returning item from Banjo-Kazooie, allow you to tread in murky waters and swamps or over other places that would normally bruise your poor little feet. -TURBO TRAINERS- Type: Item (Kazooie Footwear) Also returning from Banjo-Kazooie, the Turbo Trainers (the white tennis shoes) give Kazooie incredible speed. She's so fast with these on, in fact, that she can even run across water (don't slow down though, or you'll fall in). -SPRINGY STEP SHOES- Type: Item (Kazooie Footwear) A new shoe for Kazooie to wear in Banjo-Tooie, the Springy Step Shoes unfortunately don't let you bounce around the entire world. Instead, their super-springiness can only be used once, but the height from the leap is humongous. -CLAW CLAMBER BOOTS- Type: Item (Kazooie Footwear) The second new shoe for you to u...se (sorry, I had to keep the rhyme going) is the Claw Clamber Boots. These allow you to climb up the steepest of walls, providing that there are footprints going up there. ________________________________________________________________________ =============== SPECIAL OBJECTS =============== This section will go over some special objects you'll encounter. These aren't items or collectibles, but rather things like switches and special pads. Read on to find out more. -SHOCK SPRING PADS- If you've played Banjo-Kazooie, you'll already know all about these. when you stand on one and hold A, Kazooie will perform a jump that'll go much higher than a normal jump or even the Flip-Flap Jump. -FLIGHT PADS- Flight Pads, strangely, make you fly. Crazy, huh? Press A while on one and you'll take to the skies. -WARP PADS- A new Special Object in Tooie, Warp Pads allow you to quickly warp to other Warp Pads so you don't have to trek through the same territory over and over. Once you walk onto a Warp Pad for the first time, it'll activate and you can warp to others. Simply stand still on one and Press B, then choose the one you want to go to and you're off. -MUMBO PADS- Since Mumbo Jumbo is now a controllable character, there are certain things that he and only he can do. One of the main (and usually only) things he's useful for is to provide his magic at the point indicated by a Mumbo Pad. Stand on one and press B, and Mumbo will perform his magic. -SPLIT-UP PADS- Once you learn how to split up from Jamjars, when you see one of these Pads you can break the two characters apart for some separate exploration. Just stand on one of the pads and Press A. To change characters, press A while on the Split-Up pad or a special swap point (they aren't specified, but it may be apparent when you need to do swaps). -SWITCHES- Switches do all sorts of things, from raising blockades to opening doors. Sometimes both Banjo and Kazooie must stand on separate switches, causing you to find a Split-Up Pad first. -MOLEHILLS- Bottles' Molehills are only found in Spiral Mountain, which is the only place that you've already been to in Banjo-Kazooie. Bottles will help you re-learn some of the old moves from the last game when you stand on these and press B. -JAMJARS' HATCHES- These Hatches work just the same as Bottles' Molehills, but they're found on the Isle O' Hags and teach you new, advanced moves. Stand by them and press B to have the rhyming Jamjars teach you what you want to know. -JAMJARS' SILOS- Jamjars not only teaches you new moves, but he also gives you easier transportation around the Isle O' Hags. These are the same as Warp Pads, but allow you to warp around the Isle instead. -BEEHIVES- Beehives are a welcome sight to the weary traveler. Inside are three Honeycombs. Handy indeed, and there are usually a few in each level. -SIGNPOSTS- Signposts give out helpful hints or tell you some information needed. They can be on a wide variety of subjects, and will usually help you complete some nearby task. -JIGGYWIGGY'S ALTARS- One of Master Jiggywiggy's mystical altars is located by the entrance to each world. They will tell you how many Jiggies are required to enter, and if you have enough, will warp you to Jiggywiggy's Temple to open the level. ________________________________________________________________________ =============== BASIC MOVES =============== These moves should be familiar to those that have played Banjo-Kazooie. To review, I've placed them in this section. They're oldies, but are still used frequently. You'll start out being able to perform all of these moves. RAT-A-TAT RAP: Jump and Press B This attack is one of the most commonly used in the game, because it has decent range and is quite powerful. When A then B are pressed, Kazooie will perform three short pecks. While this move is intended for enemies in the air (as you jump first), you can also hit most enemies on the ground by jump tapping A for a small hop. BEAK BUSTER: Jump and Press Z The Beak Buster is a slow but powerful attack. After leaping into the air, Pressing Z will cause Kazooie to smash into the ground beak-first, destroying anything there and also sometimes activating stuck switches. This isn't very useful for enemies, because it takes longer to perform than most attacks and the enemy must be directly under you. TALON TROT: Hold Z and Press Left C The Talon Trot is Kazooie's way of getting around. She comes out of the background and carries Banjo until you let go of Z. Kazooie can go up steeper slopes than Banjo, and also moves faster (though more recklessly). EGG SHOT (FORWARD): Hold Z and Press Top C The Egg Shot is a commonly used attack, which will fire eggs forward. While this is good for shooting things with eggs, it is rather weak and won't hurt enemies much. However, you can fire from a distance, so it may be worth it. EGG SHOT (BEHIND): Hold Z and Press Bottom C While the forward Egg Shot will fire quickly, an Egg Shot from Behind will bounce around. It's not very useful unless you have no time to react. Even then, it takes longer than turning around and attacking. It's not much use unless there's something on the floor you need to hit. FLYING: Press A on Flight Pad Flying is very helpful, as it will allow you to reach place normally inaccessible. Flying is a quick and easy way to get around the world. BEAK BOMB: Press B while Flying The Beak Bomb is a very powerful attack, which sends Kazooie at top airborne speed through the air, and I pity whatever is in her way. It also is a good way to get around quicker while flying. ________________________________________________________________________ =============== ADVANCED MOVES =============== The moves in this section are all new to Banjo-Tooie, and are learned throughout your trek through the Isle O' Hags. Also listed here is where they are found, which character(s) learns it, and how many notes you need to learn them. -EGG AIM- Level: Mayahem Temple Notes Needed: 25 Perform: Top C, Then Z to Fire This move will allow you to aim with accuracy. Whenever you switch to the first-person view, crosshairs will appear. Target what you want to shoot with an egg, then fire. After you learn this move, you'll never go back to using eggs any other way. -BREEGULL BLASTER- Level: Mayahem Temple Notes Needed: 30 Perform: When Enter Specific Areas When you learn this, you can use Kazooie as a gun, so you move around like in Perfect Dark or Goldeneye (a First-Person Shooter). You won't be able to do this whenever you want, but when you enter certain areas, you'll automatically switch. -GRIP GRAB- Level: Mayahem Temple Notes Needed: 35 Perform: Jump to Ledge The Grip Grab allows you to hang onto ledges, and also to shimmy across them. Simply jump to a ledge and you'll grab on to it. While on ledges, you can attack to the left or right by moving the control stick in the desired direction then pressing B. -FIRE EGGS- Level: Isle O' Hags Notes Needed: 45 Perform: Press R to Switch Fire Eggs are the first type of special eggs you'll learn to use. Fire eggs can be used for a variety of purposes, including lighting fires, warming someone up, or just in attacking an enemy. You can access the Egg Menu by tapping R, then switch by pressing it again. -BILL DRILL- Level: Glitter Gulch Mine Notes Needed: 85 Perform: Jump and Hold Z This is one of the most common moves you'll use in Banjo-Tooie, and it's especially useful in the first two levels. Large rocks, special patches of ground, ice, and more can be broken with the Bill Drill. The Bill Drill is much like the Beak Buster, but drills into the object, causing it to shatter if it's the right kind. -BEAK BAYONET- Level: Glitter Gulch Mine Notes Needed: 95 Perform: B (while in 1st-Person) This attack will become your main attack when in 1st-Person mode, as it is an attack that doesn't use up any eggs. By simply pressing B, Kazooie will smash enemies with her beak. While it doesn't have the range of eggs and takes a second to pull her back, it is useful. -GRENADE EGGS- Level: Isle O' Hags Notes Needed: 110 Perform: Tap R to Switch Yipee, another type of egg! This is a very commonly used egg, not only for destroying things with cracks in them but also for damaging enemies severely. Jamjars' Hatch is located just under the ride where the log cars are falling out, right on the beach. Tap R to bring up the Egg Menu, and select this egg by tapping R again and again until you reach it. -PACK WHACK- Level: WitchyWorld Notes Needed: 120 Perform: B (while Banjo) This is Banjo's main attack when he's separated from Kazooie. When performed, Banjo takes off his backpack and swings it around twice, whacking any enemies that get in the way. It's quite slow to start and ends sooner than you'd think, so you must time it just right if you want to do any damage. It can also be used for getting across larger pits, as Banjo floats while doing this. -SPLIT UP- Level: WitchyWorld Notes Needed: 160 Perform: Press A on Split up Pad Splitting Up is one of the main features of this game, and you'll be doing it quite a bit throughout the course of your adventure. Simply stand on a Split Up Pad and Press A. You'll now only control one character. The characters can perform attacks they could normally; for example Kazooie can still shoot eggs. However, moves requiring both members of the team (which is most of them) can't be performed. New, single-character moves can be learned, however, and is one of the main reasons for Splitting Up. -AIRBORNE EGG AIMING- Level: WitchyWorld Notes Needed: 180 Perform: Top C to Aim (while Flying) While you can shoot eggs normally, you can't while flying... and this move will now let you do just that. It's handy to be able to hurt enemies while flying around, but you won't use it all that much. -ICE EGGS- Level: Isle O' Hags Notes Needed: 200 Perform: Tap R to Switch Add another egg type to your repertoire. Ice Eggs, like Fire Eggs, aren't used all that much. However, they are useful for putting out fires and freezing things. When shot at an enemy, they will not harm them. Instead, they freeze them in their tracks. This makes it a rather worthless attacking egg. Tap R to bring up the Egg Menu, and select it by tapping R until you reach it. -WING WHACK- Level: Jolly Roger's Lagoon Notes Needed: 265 Perform: B (while Kazooie) This move is one of Kazooie's few attacks when she's separated from Banjo. While standing still, Kazooie will slice the air (or an enemy) with three chops, and while running, she'll spin around. A good attack, and helpful for dispatching baddies when away from the backpack. Just press B. -SUB-AQUA EGG AIMING- Level: Jolly Roger's Lagoon Notes Needed: 275 Perform: Top C while Underwater You can shoot eggs on land, you can shoot eggs in the air, now learn to shoot them underwater. This is an incredibly useful move to know, especially in Jolly Roger's Lagoon, a level that's almost entirely underwater. You'll fire eggs like you normally do; just press Top C. -TALON TORPEDO- Level: Jolly Roger's Lagoon Notes Needed: 290 Perform: Z while Underwater This attack is one of the few ways you can choose to attack underwater, and it's good in some cases while not so good in others. When Z is pressed underwater, Kazooie will shoot out from the backpack and swim around at high speeds. This is most useful for destroying things with her picture on it, but it can also be used to hurt enemies or steal items from the Seemee (transparent fish) in Jolly Roger's Lagoon. There's a time limit and also a cost of five Red Feathers each time you use it. -CLOCKWORK KAZOOIE EGGS- Level: Isle O' Hags Notes Needed: 315 Perform: Tap R to Switch The final type of egg you learn how to use is the Clockwork Kazooie egg. While its explosion is identical to that of the Grenade egg, Clockwork Kazooie eggs have a special feature. When they hit the ground, they will break open and a controllable bird will come out. While it can only run and perform small jumps, you can take it anywhere you want, including small openings. If it hits a wall with force or an enemy/character, it'll explode like a Grenade egg. After you take the bird to where you want it to go, press B to detonate it. It can also collect items. -SPRINGY STEP SHOES- Level: Terrydactyland Notes Needed: 390 Perform: A While Wearing S.S. Shoes Jumping on the Shock Spring Pads allows for increased jumping height, and jumping on them with only Kazooie allows for even more. But a jump while wearing the Springy Step Shoes surpasses both. These shoes are found just like Running Shoes or Wading Boots are, but instead of gaining speed or swamp-treading powers, the Springy Step Shoes gives Banjo a huge jump. The best part is that you can use them wherever you want, so long as you can reach the location before time runs out. For the highest jump in the game, wear the shoes while only Kazooie, and you'll rocket incredibly high into the air. -TAXI PACK- Level: Terrydactyland Notes Needed: 405 Perform: Hold Z, Press Left C The Taxi Pack is one of Banjo's most common uses of his backpack. When Kazooie is gone, Banjo can use his backpack to hold other characters and transport them places. When you hold Z and press Left C, Banjo takes off his backpack. He can then grab certain characters and put them in his backpack, then drop them off at a certain location. -HATCH- Level: Terrydactyland Notes Needed: 420 Perform: Hold Z, Press Left C (Kaz.) This move is learned by Kazooie and is used to hatch eggs. By holding Z and then pressing Left C, Kazooie will sit down on any kind of egg and will use her bird instincts to hatch it open. There are many different kinds of eggs found throughout your quest, so this move will be used often. -CLAW CLAMBER BOOTS- Level: Grunty Industries Notes Needed: 505 Perform: Run Up Walls The last type of shoe you'll learn, and one you've likely needed to learn for a while, are the Claw Clamber Boots. With these you can run up walls. Sounds pretty sweet, doesn't it? Well, you can't run up any wall, just areas with footprints going up. Still, there are quite a few of these places in the game. A basic name for these is the "suction cup shoes". -SNOOZE PACK- Level: Grunty Industries Notes Needed: 525 Perform: Hold Z and Bottom C This is one of Banjo's most useful moves. When Kazooie's away, Banjo can hop inside his backpack and take a quick nap. This nap refills his energy. Yup, it really does. This makes being careless with Banjo a whole lot easier. -LEG SPRING- Level: Grunty Industries Notes Needed: 545 Perform: Hold Z and Press A The Leg Spring is an incredibly powerful jumping move that Kazooie learns by herself. This jump will allow Kazooie to leap much higher than even the Flip Flap Jump, though not as high as a Shock Spring Pad. Still, having a great jump at your disposal to use anywhere is very handy. -SHACK PACK- Level: Hailfire Peaks Notes Needed: 640 Perform: Hold Z and Press Bottom C Another move that Banjo performs with his famous blue backpack is the Shack Pack. Banjo throws the backpack over his head, squeezing himself into the tight space. This not only protects him from hot and toxic liquids, but it also makes him smaller and allows him to enter small holes. -GLIDE- Level: Hailfire Peaks Notes Needed: 660 Perform: Press Z While in Air Kazooie's Glide move allows you to fly at any time without the use of red feathers, but is very limited. You cannot fly higher than your starting position, and you will gradually lose height. You will also not be able to perform the Beak Bomb attack. However, being able to fly anywhere is very handy. Simply press Z while at the top of a jump, during a drop, or any other time you're in the air. Gliding does offer more precise maneuverability than flying, though it is slower. This move is very useful because performing a Leg Spring to gain height then gliding at any spot is quite handy. -SACK PACK- Level: Cloud Cuckooland Notes Needed: 765 Perform: Hold Z and Press Top C The final move you'll learn is Banjo's Sack Pack, which is vital in completing the game. When alone as Banjo, hold the Z button and press Top C. Banjo will get inside his backpack from the top, as if it were a sack. He can then hop around without getting injured by thorns, toxic water, or anything else beneath his feet. ________________________________________________________________________ =============== ENEMY GUIDE =============== Here you'll find a long list of all the enemies found in Banjo-Tooie, including what you can do to beat them, where they're found, how they attack, how to get extra Honeycombs from them, and descriptions. ---~KEY~---------------------------------------------------------------- 1. Name: What I refer to the creature as. In most cases, this is the official name Rare gave these characters, though some of them are names I've made up myself. 2. Level: This is where the enemy can be found. 3. Attack: This is how the enemy attacks, how it hurts you. 4. Defeat: This is how you can defeat the enemy. 5. Croco's Name: In the cases where an enemy has a known official name, I've also included my name for it. Since the FAQ was written without the knowledge of these enemies' names, they're referred to as the Croco Name throughout the rest of the FAQ. ------------------------------------------------------------------------ -GRUNTLING- Level: Spiral Mountain, Isle O' Hags Attack: Ground Smash Defeat: Any Attack (Peck, Roll, Rat-a-tat Rap, etc.) Gruntlings are the common ground troops of Grunty's army, and patrol the Isle O' Hags and have recently invaded Spiral Mountain. They're quite easy and they must be right next to you before they attack, so defeating them shouldn't be a problem. -GRUNTYDACTYL- Level: Spiral Mountain, Isle O' Hags Attack: Dive Defeat: Any Attack (Beak Bomb in Air) Gruntydactyls inhabit the same areas as Gruntlings, but they attack from the air. Most of the time they hang around near the ground and dive down to attack, but there are instances where they fly high above the ground in the clouds. The Rat-a-tat Rap is the easiest way to defeat them. -MOGGIE- Level: Mayahem Temple Attack: Club Defeat: Any Attack (Beak Barge, Rat-a-tat Rap work well) Croco's Name: Moggy Moggies are the tiger warriors found across the jungle of the Mayahem Temple. They're quite easy to defeat, and are slow to attack. The only time you'll probably get hurt by them is when you accidentally run into them. -SPUT SPUT- Level: Mayahem Temple Attack: Dart Shot Stun: Shoot Jewel On Head with Egg Defeat (x2 HC): Kick with Golden Goliath Croco's Name: Dart Statue Sput Sputs are the dart-spitting statues that are found in many places around the Mayahem Temple. Though immobile, they pose a threat as their darts shoot quickly and far. Always stay on the run when you're near these guys. Shooting the jewel on their head will stun them for a little while, but the trouble usually isn't worth it. You can destroy them completely with a swift kick from the statue, Golden Goliath. -SNAPDRAGON- Level: Mayahem Temple, WitchyWorld, Jolly Roger's Lagoon, Terrydactyland, Grunty Industries, Hailfire Peaks Attack: Chomp Defeat: Grip Grab Beak Attack, Grenade Egg Croco's Name: Grip Grab Plant Snapdragons live inside small, tan, circular hives either above or below places where you use the Grip Grab to go across a ledge. You'll have to get near them to get them to come out and attack, but don't get so close that they'll hurt you. Once they're out, Press B to use the Beak Attack and kill them. They come in the green variety (which is slower) and the blue variety (which is faster and waits until you're very close before attacking). -BILLY BOB- Level: Glitter Gulch Mine Attack: Punch Defeat: Any Attack Croco's Name: Gulch Miner These guys like to surprise you. From a distance, all that you can see of them is their hat. When you come near, they pop up, yell "Yeeha!", and attack. While they're jumping out of the ground, you should attack. -TNT CRATE- Level: Glitter Gulch Mine Attack: TNT Throw, Explosion Defeat: Eggs (Any Attack Defeats But Causes Explosion) TNT Crates are menacing items. When approached, they hurl sticks of explosive dynamite at you. While they can be destroyed with pretty much any attack, they will explode and hurt you. Therefore, the only safe way to take them out is from a distance with eggs. -KLANG- Level: Glitter Gulch Mine Attack: Hop Defeat: Any Attack Croco's Name: Shovel Shovels are an unlikely enemy, and that's why it's so surprising when one first attacks you. They are always found near piles of dark, black coal, so be on your guard if you come across them. Their small size makes Klang somewhat harder to hit than other enemies. -JIPPO JIM- Level: WitchyWorld Attack: Mallet Smash Defeat: Any Attack Croco's Name: Rat Employee The rat employees are very common throughout WitchyWorld, and they patrol each of the zones. To make the themes of each zone more apparent, they wear masks or clothing that represent it, such as an alien mask for the Space Zone and a Cowboy outfit for the Western Zone. They're a bit quicker than the usual enemy at attacking, but are still quite easy to defeat. -FRUITY- Level: WitchyWorld Attack: Coin Shot, Handle Smash Defeat: Grenade Eggs, Money Van Croco's Name: Jackpot This is one of the more difficult enemies that you'll face early on. These guys are like living slot machines, running around and, of course, try to kill you. They're impervious to normal attacks, but a Grenade Egg or running over them with the Money Van will defeat them. Inside each one is a ticket to Conga's Big Top. It's best to just run by these guys. -MINJO- Levels: WitchyWorld, Jolly Roger Lagoon, Terrydactyland, Grunty Industries, Hailfire Peaks, Cloud Cuckooland Attack: Energy Charge Defeat: Any Medium-Strength Attack (rolling is too weak) By far the most annoying enemies in the game, the Minjos also take the prize for being the most common. I'll bet your superior intellect made you notice the connection between the name "Minjo" and "Jinjo". Minjos are in fact the evil counterparts of the Jinjos, and love playing pranks on people... then killing them. They look and act just like normal Jinjos, even yelling "Help!" and whistling. But behold, the second you walk up to these guys thinking you've found another Jinjo, ZAP! They growl at you and use their energy powers to deal damage. You can identify them by shooting an egg at them. If it goes through, then it's a real Jinjo. These guys are also usually in easy to find places, so that is also a good indication. -HOTHEAD- Levels: WitchyWorld, Hailfire Peaks Attack: Flame Charge Defeat: Rat-a-Tat Rap, Eggs Croco's Name: Flame Carpet Riders These lively little guys come in two variations. The first, found in WitchyWorld, rides down the Inferno slide, running into anyone who tries to ascend it. The more dangerous kind is found in the Hailfire Peaks. This kind floats around in the air, then dives down to attack. Not only are they hard to hit, but they'll likely knock you into the lava. It's best just to leave these guys alone. -BLUBBUL- Levels: Jolly Roger's Lagoon Attack: Tentacles Defeat: Stun with Egg in Eye/Talon Torpedo Croco's Name: Sea Anemeny (he he... isn't that great?) These giant sea anemones can't be killed. However, if you shoot an egg into its eye or run into it with the Talon Torpedo, it'll collapse for a few seconds, allowing you to get the item that it was guarding with its tentacles. -OCTOPUS- Levels: Jolly Roger's Lagoon Attack: Tentacle Whack Defeat: Invincible These guys guard narrow underwater passages in Jolly Roger's Lagoon, furiously waving their tentacles up and down. While it's difficult to get by, I've managed to do it unscathed by staying against the far wall and right in between the ceiling and the ocean floor. It's much easier, however, if you freeze them with an Ice Egg (shoot them in the mouth). This is one of the worst enemies you'll come across. -ELECTRIC EEL- Level: Jolly Roger's Lagoon Attack: Electric Shock Defeat: Grenade Egg Another underwater baddie is the Electric Eel. These guys swim around somewhat slowly, and are only a threat if you're swimming directly in their path. They're easy to avoid and not all that common, so they shouldn't be a big pain. A Grenade Egg, however, will defeat them. -PUFTUP- Level: Jolly Roger's Lagoon Attack: Enlarge Defeat: Grenade Egg, Talon Torpedo Croco's Name: Blowfish This blowfish is the most common enemy in Jolly Roger's Lagoon, and an annoying one to boot. Its body is covered with spikes. It remains flat from a distance, but swells up when you get near in an attempt to poke you with its spikes. A Grenade Egg or Talon Torpedo will defeat it. -SAILOR GRUBLIN- Level: Jolly Roger's Lagoon Attack: Club Defeat: Any Attack Croco's Name: Pirate This is the basic land trooper of Jolly Roger's Lagoon, though there isn't much land to be found in the level. Sailor Grublins resemble pirates. They are very easy to defeat; any attack will take care of them quickly. -SPINNING SEAWEED POT- Level: Jolly Roger's Lagoon Attack: Seaweed Spin Defeat: Any Attack Inside the Seaweed Sanctum of the Atlantis area, there are several pots of Seaweed-like plants (most likely seaweed). Some just sit there like the good seaweed they are, while others are possessed by some evil magic and come spinning at you. A quick attack will destroy them. -BARGASAURUS- Level: Terrydactyland Attack: Charge Defeat: Strong Attack (or Weak Attack x2) Croco's Name: Stegosaurus The stegosaurus look-alike, Bargasaurs are the common enemy of Terrydactyland and they can be found patrolling around the base of the mountain. Their thick skin makes them harder to defeat than most enemies, as a roll won't defeat them in one hit. Use the Rat-a-Tat Rap to defeat them quickly. They're pretty slow, so you don't have to worry about them too much. -DRAGUNDA- Level: Mayahem Temple, Terrydactyland, Grunty Industries Attack: Chomp Defeat: Invincible Croco's Name: Swamp Monster These annoying guys live in swamps or sludge and will attack if you so much as set a foot inside their territory. After taking a bite, they come up for a few seconds, giving you a chance to get out. These guys are very annoying, but can be avoided quite easily (see the Additional Tips section). -SOARASAURUS- Level: Terrydactyland Attack: Dive Defeat: Any Attack Croco's Name: Terronodon Another dinosaur and very common enemy of Terrydactyland is the Soarasaurus. These guys can be a bit of a nuisance, especially in areas where you don't want to be knocked off a small path into swamps or the sky below. They, of course, inhabit these areas most frequently and dive to try and knock you off. Respond with a well-timed Rat-a-Tat Rap and you'll defeat them. -MUCOIDS- Level: Terrydactyland Attack: Blob Walk Defeat: Any Move Mucoids help Terry in the great boss battle in Terrydactyland. These green guys vary in size and speed and are dangerous in large numbers. Be sure to defeat them on your first try, or they'll likely do some damage. -TINTOPS- Level: Grunty Industries Attack: Electric Shock Defeat: Grenade Eggs Say hello to one of the most annoying enemies in the game. Tintops are round, hovering robots that serve as security at Grunty Industries. The backbone of their functionality is a camera that will sound off if it spies any intruders, signaling the Tintops to come out. If you want to avoid the Tintops altogether, you can find and blast the camera (though it will regenerate). Tintops themselves can be defeated with Grenade Eggs, but are quickly replaced by another. It's best just to avoid these guys. -WRENCH WORKERS- Level: Grunty Industries Attack: Wrench Swing Defeat: Any Attack Wrench Workers carry huge wrenches, and won't hesitate to smack you across the head with it. They react slowly, mainly due to the fact that they gasp/scream whenever they see you. They're pretty easy to take out. -DRUMBLE- Level: Grunty Industries Attack: Charge Defeat: Powerful Attack (x2) Croco's Name: Toxic Waste Barrel The barrels of toxic waste in Grunty Industries have mutated into some living creature that only thinks to attack you. They sometimes blend in with other barrels, but you can usually tell the difference if you give them a good look. They're pretty strong, and can take a large beating before smashing into pieces. Even when they're gone, you're not safe. A green cloud of toxic gas will chase you, depleting your air (and possibly honeycomb) supply. Jump and run to get it off. The gas is more of a threat than the barrels, so hit them once, then leave while they're stunned. -BOLTS/SCREWS/WASHERS- Level: Grunty Industries Attack: Charge Defeat: Any Attack The three enemies mentioned above are all similar, so I've listed them all under the same enemy. They lie on the ground until Banjo approaches, then jump up and attack. They're easy to defeat. -HOTHAND- Level: Hailfire Peaks (Fire Side) Attack: Hand Swing Defeat: Ice Eggs, Snowball Roll Croco's Name: Flame Hands Hothands, also known as Flame Hands, rely on surprise and trickery. They come out of small holes in walls on the Fire Side of Hailfire Peaks, and swing themselves around trying to hit you. Their reach is further than you might think, so keep a safe distance. You can also jump over them, but this is more risky than just waiting a second for them to retreat back into the hole. -FIREBALL GARGOYLES- Level: Hailfire Peaks (Fire Side) Attack: Fireball Defeat: Grenade Egg Fireball Gargoyles are a large nuisance. They shoot Fireballs at you from their stationary position, meaning you can't stand still while you're in range of their attack. You can defeat them with Grenade Eggs, but they re-materialize quickly. -BIGGYFOOT- Level: Hailfire Peaks (Ice Side) Attack: Charge, Kick Defeat: Strong Attack (x2) Croco's Name: Bigfeet Bigfoot, Yeti, the Abominable Snowman... whatever you call them, this enemy resembles it. They patrol the Ice Side of Hailfire Peaks and are quick and sturdy. It'll take two strong attacks to defeat them. Other than that, there's nothing really special about them. -ICICLE CRYSTALS- Level: Hailfire Peaks (Ice Side) Attack: Charge Defeat: Any Attack Icicle Crystals inhabit the Icicle Cavern of Hailfire Peaks' Ice Side. They are quite fragile, and any attack will defeat them. The only thing that makes them somewhat dangerous is that they blend in with their surroundings and other icicles. However, you'll hear their cry whenever they're about to attack. -CUT-OUT CREATURES- Level: Cloud Cuckooland Attack: Object Swing Defeat: Any Attack These paper-thin denizens of Cloud Cuckooland's Central Cavern can be menacing, but fortunately they're not hard to defeat. These guys pop out of the ground when you come near, and shortly thereafter swing the object they hold at you. Your biggest danger is running in to them when they suddenly appear out of nowhere. Thankfully, these guys are easy to defeat (they're about as thick as a piece of paper, what do you expect?). -POWER FLOWERS- Level: Cloud Cuckooland Attack: Spin Charge Defeat: Any Attack These flowers look stationary at first, but then they come spinning at you... slowly. You'll have plenty of time to react and put these flowers to rest with a quick attack or two. -ZUBBAS- Level: Cloud Cuckooland Attack: Sting Dive Defeat: Any Attack The Zubba swarm has moved from Click Clock Wood to Cloud Cuckooland, and they're as feisty as ever. These wasp-like creatures are rather hard to hit, as they fly up rather high above the ground. The real chance you'll have to hit them is when they come diving down. Of course, this is assuming they don't hit you first. -CURSED BEEHIVE- Level: Many Attack: Charge Defeat: Any Attack Croco's Name: Evil Beehive The Beehives have never been too happy with Banjo breaking them into a million pieces and stealing their honeycombs, but these guys have decided not to take it anymore. Evil Beehives look normal enough from a distance, but when Banjo approaches, their eyes glow red and they charge. Taking them down yields the normal honeycomb amount. ________________________________________________________________________ =============== TRANSFORMATIONS =============== In every level, Humba Wumba will transform you into some object or creature. Here's a complete list of the transformations, including the strengths and weaknesses of each. -STONY- Level: Mayahem Temple Advantages: Can Talk to Other Stonies, Can Fit in Small Places Disadvantages: Low Jump Attack: Charge Wumba's first transformation changes the bear and bird into a Stony, which looks like a small statue of Banjo's head (with feet and arms, of course). The Stony moves a tad more slowly than Banjo and also can't jump as high. His only real advantage is that he can understand the Stony language and can also fit into small openings. He's also the only guy who can enter the kickball tournament. -DETONATOR- Level: Glitter Gulch Mine Advantages: Can Detonate Explosives Disadvantages: Can't Do Much Else Attack: Explode (-1 Energy) This is one of the most peculiar transformations. As a Detonator, Banjo will hop around with little bouncing jumps. The only reason to transform into this bizarre thing is to find a barrel of TNT or dynamite and explode. Everything that can be blown up with the Detonator will have a fuse leading out of it. Stand on it and explode, which will cause the fuse to light and will clear whatever's in the way. -MONEY VAN- Level: WitchyWorld Advantages: Frightens Enemies, Money Supply, Can Enter Van Doors Disadvantages: Low Jump Attack: Runs Over Not a very creative transformation, but a useful one. Not only can the Van run over enemies, but it also has a stash of money in the back that can pay entry to some of the star WitchyWorld attractions. Finally, there are certain doors throughout WitchyWorld that have a van sign on them, and you can only enter while transformed into the Van. -SUBMARINE- Level: Jolly Roger Lagoon Advantages: Missile, Fast Movement, Can Withstand Severe Water Pressure Disadvantages: Cannot Leave Water Attack: Missile (Sonic Ping with B) The Submarine is a useful transformation. It can go as deep as it wants in the water, it can fire explosive missiles, and it moves at a decent speed. This is one of the most fun transformations, and it even has a Sonic Ping attack, which emits green sound waves (which can damage enemies and also makes a cool "Ping!" sound). -T-REX- Level: Terrydactyland Advantages: Daddy- Roar, Weight Child- Roar, Small Size Disadvantages: Few Attacks, Poor Jumping, Sink to Bottom of Water Attack: Roar This is my favorite transformation, more because of the coolness of being a T-Rex than the advantages of it. Nonetheless, the roar from an adult T-Rex is enough to blow away, or even defeat enemies, and it will even freak out cavemen. By using Mumbo to change the size of Wumba's Wigwam, you can either turn into an adult T-Rex or a baby T-Rex. The only difference between the two (besides size) is that the adult T-Rex can push down large switches with his heavy body, while the baby can fir into small holes marked with a T-Rex. -WASHING MACHINE- Level: Grunty Industries Advantages: Can Wash Clothes, Throw Undergarments at High Speed, Can Enter Machine-Only Areas, Can Use Service Elevator Disadvantages: Very Low Jump Attack: Underwear Shot The Washing Machine changes from a bonus in Banjo-Kazooie to a useful transformation in Banjo-Tooie. In Kazooie, the Washing Machine was pretty much the same as Banjo and Kazooie, while in this game it's entirely different. Not only can it wash clothes (you wouldn't expect a washing machine to be able to do that, would you?), but it also can fling Underwear from inside, which do about as much damage as an egg. The most useful, feature, however, is its ability to enter places that are restricted to Banjo and Kazooie. It's also one of the most drastic changes, as its jump can barely be considered one, causing you to switch back frequently. -SNOWBALL- Level: Hailfire Peaks Advantages: Weight, Can Increase in Size, Gain Energy Disadvantages: Poor Jumping, Melts on Lava Side Attack: Roll Perhaps one of the unexpected (and most useless) transformations is the snowball. Of all the cool snow things you could be, why a snowball? Oh well. The Snowball's only purpose is to use its weight to push down large switches. When rolling through the snow, it increases its size and energy, which is good if you're low but bad if you want to enter a small opening (you'll need to melt yourself down to get in). You won't be using it that much on your visit to the Hailfire Peaks -BEE- Level: Cloud Cuckooland Advantages: Fast Flying, Fast Ascent (Flying), Stinger Disadvantages: Slow Walking, Light Weight Attack: Stinger Shot Perhaps the best transformation from Banjo-Kazooie returns, and this time it has a couple new features. Not only can the Bee fly forward faster, but it also fires unlimited stingers at a fast pace. It's fun flying around as the Bee, but not as fun as it was in Click Clock Wood. ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/**************** PART 3: LEVEL WALKTHROUGHS *****************| | | __ \=============================================================| | |____/ |_| If you need help finding a Jiggy, Jinjo, Cheato Page, Empty Honeycomb, Move, or anything else in any of the levels, look no further. This section holds the complete guide to everything in Banjo-Tooie (besides Multiplayer & Secrets, see the next section for that). Enjoy! ---~LEVEL WALKTHROUGHS KEY~--------------------------------------------- 1. Level Information: Each level will start out with basic information on it. This includes where on the Isle O' Hags the level is found, how many Jiggies are needed to get in, the number of moves taught to you, enemies found, characters found, Mini-Games, and the Transformation. 2. Things To Do: This is the first section, as this is top priority stuff. The stuff here is stuff that you should do right away (if possible), because it'll help you greatly and is sometimes needed in several situations. You won't get an item directly out of it, but it'll help you get items later. For the Training Level and Overworld, this will be replaced by a "Beginning Walkthrough", which takes you through the first things you need to do. 3. Jiggies: This is what everyone wants, right? Since Jiggies are so important, they get to be the first of the items presented. 4. Notes: Notes are generally easier to find than other items, but their importance is quite significant so they get to be second. This also includes the location of the hard-to-find Treble Clef. 5. Empty Honeycombs: While easier to find than some of the other items, Empty Honeycombs are next. 6. Jinjos: Jinjos are usually well hidden, so look here to find them. 7. Cheato Pages: The hidden Cheato Pages are next in the order. 8. Moves: The moves you learn in the level are listed here, including how many notes you need to get them. 9. Glowbos: Glowbos are the easiest collectible to find, so they get to be last. 11. Boss: Look here for information on how to beat the Boss of the level. While they usually yield a Jiggy, the Jiggy Description will simply tell you how to get there and such, not how to beat them. Look here for that. 12. Mumbo Pads: Mumbo will do several things in each level that will help you out. Find out where the Pads are where he performs his magic. 13. Warp Pads: Warp Pads are very helpful in transporting across the level, so be sure you've found them all. 14. Area Descriptions: Each of the areas listed at the beginning of the Level Walkthrough is listed here. Make sure you've been to every place. Since you probably have, this comes last in each Level Walkthrough. ------------------------------------------------------------------------ ________________________________________________________________________ =============== TRAINING AREA: SPIRAL MOUNTAIN =============== ________________________________________________________________________ Areas: Spiral Mountain, Gruntilda's Lair, Behind the Waterfall, Banjo's House Characters: Bottles, Cheato Enemies: Gruntling, Gruntydactyl Boss: Klungo Moves Learned: All Basic Moves Spiral Mountain, Banjo's beautiful and quiet home. It's filled with lush fields, a sparkling river, and a spiraling mountain (thus the name). At least it was until Gruntilda destroyed most of it with her spell, ripping the picturesque landscape to shreds. This should be familiar territory to players of Banjo-Kazooie. Not much of the game takes place here, but it will be beneficial to revisit it every so often. =============== BEGINNING WALKTHROUGH =============== The game will start out with Banjo outside his house after Bottles has collapsed. If this is your first time playing a Banjo game (i.e.- you never played Banjo-Kazooie), then you'll want to visit each of the Molehills found throughout the ruins of Spiral Mountain to learn all of the Basic Moves. If you've already played Kazooie, and remember all the moves, you can skip this. After you're sure you know all the moves, head on into the tunnel that Gruntilda and her sisters escaped through. Inside is poor Klungo, Gruntilda's assistant, whom she left behind. He'll be a little angry, and you'll go into a battle. See this area's Boss Walkthrough for how to beat him. Once you've trounced him, the exit to the Isle O' Hags will open. ~INCREASE AIR SUPPLY/LEARN NEW STROKE~ After you've learned the Bill Drill in Glitter Gulch Mine, return to Spiral Mountain. As you may remember, Banjo's Goldfish was stuck under a large boulder. Use the Bill Drill to clear the rock from him, then take the goldfish to the moat around the mountain. He'll be so happy to be alive that he'll increase your air meter and also teach you a new Stroke (Hold A & B) that will allow you to swim even faster with the combined efforts of the duo. =============== BOSS: KLUNGO =============== ~MINION WITH A MISSION~ Klungo is simple, despite his new potion that he thinks is so great. His attacks are simple and, like most of the bosses, follows a consistent pattern. He'll start out by drinking (then eating) his potion. Klungo's potion will do one of the following three things. 1. This potion will create clone images of Klungo, and to proceed you must find the real Klungo and attack. You can tell him apart from the others by his slightly whiter lab coat. He's also the last one to start moving when the clones appear. After you attack the real Klungo (the Rat-a-tat Rap works well), he'll form a protective shield and will start hurling beakers of poisonous chemicals at you. Run around him in a circle until he stops throwing. He'll begin again with making clones, but this time they will be two. The last time there's three. After hurting Klungo three times, he'll flee in pain. 2. The second potion variation makes Klungo grow to monstrous proportions. Soon after, he will leap into the air and come crashing down. Simply attack when he stands still, then he'll activate his protective shield and throw beakers of potion at you. He'll then start over with growing large and will repeat the process until you've hit him three times. He'll run away after the battle. 3. The third potion turns Klungo invisible. After a short period of time, Klungo's potion will wear off and you'll be able to see him. Attack him then. He'll go into his regular routine of throwing chemicals, then back to invisibility. Two more hits and he's beaten. =============== JINJOS =============== -JINJO: UNDER THE WATERFALL- Area: Spiral Mountain Location: Waterfall Lake Moves Needed: Talon Torpedo Magic Needed: None Though one of the easiest Jinjos to get, this guy is easy to miss because you don't think about looking here later in the game. The Jinjo is waiting under the large waterfall, in a small cave underwater. You'll need to have the Talon Torpedo move in order to demolish the Kazooie boulder blocking access to him. =============== CHEATO PAGES =============== -CHEATO PAGE: SHOCK SPRING CAVE- Area: Spiral Mountain Location: Near Gruntilda's Lair Moves Needed: None Magic Needed: None This is one of the two collectibles found in Spiral Mountain, and with three Cheato Pages in each world, it makes an even 25 pages to be found (just enough for five cheats). This page is found in the northern part of Spiral Mountain, between the entrance to Gruntilda's Lair and the stream that flows into the moat around the mountain. On a rock around here is a Shock Spring Pad. Jump up to a cave above that contains a Cheato Page. You can also get to this cave by flying. =============== AREA DESCRIPTIONS =============== SPIRAL MOUNTAIN: This is the main area, including the stream, fields, and the mountain itself. You'll start out here. GRUNTILDA'S LAIR: You can fly into what's left of Gruntilda's Lair by taking off from the flight pad at the top of Spiral Mountain or by doing a flip-flap jump up to the hanging bridge (which serves as a ladder). Inside is Cheato, Grunty's helpful spellbook. BEHIND THE WATERFALL: This isn't behind the main waterfall, but the smaller one next to it. If you're flying around, you can see the entrance at the top where the water comes out. BANJO'S HOUSE: You can go back in to Banjo's demolished house, but there's not much to see. ________________________________________________________________________ =============== OVERWORLD: ISLE O' HAGS =============== ________________________________________________________________________ Areas: Jinjo Village, Mole's House, Wooded Hollow, Plateau, Pine Grove, Clifftop, Quagmire Characters: Bottles' Family, King Jingaling, Honey B, Master Jiggywiggy Enemies: Gruntling, Gruntydactyl Moves Learned: Fire Eggs, Grenade Eggs, Clockwork Kazooie Eggs The Overworld is set in the humongous Isle O' Hags, which Banjo arrives at from an underground tunnel. This island is where the Jinjos, Bottles, and others live, as well as Grunty's two ugly sisters. All of the levels are connected to this Island. You'll encounter a variety of terrains here, ranging from the lush valley of Jinjo Village to the murky lakes of the Quagmire. There are notes, moves, and even an extra honeycomb piece to be found here, though it's not an official level. =============== BEGINNING WALKTHROUGH =============== You'll arrive at the once-peaceful town of Jinjo Village when you come up through the tunnel from Spiral Mountain. It seems that the digger Grunty, Mingella and Blobellda were riding through the Village and scared all the Jinjos away, and even crushed the Grey Jinjo house and family. You'll need to go see King Jingaling, the ruler of the Jinjos that is the only of his kind that hasn't fled. His palace is in the center of the Village area. He'll tell you how he needs to get all the Jinjos back in order for the Jinjo/Mole kickball game coming up. The Jinjos are hiding throughout the levels and the Isle O' Hags, and the only way to get them to go back is by taking upon the arduous task of finding each and every one. Each Jinjo family has a certain number of members, and once all members are reunited, they will give you their family treasure, a Jiggy (see Part 4, Section 3 for the Jinjo Guide). To help you out in your quest, the Jinjo King will give you a Jiggy and open up the passage to Jiggywiggy's Temple. Tragically, the moment you leave the palace, Gruntilda and her sisters suck the life out of Jingaling and the palace grounds, turning him into a zombie (and another incentive to trounce Grunty). When you leave the Palace, you'll be right in front of Bottles' House, where the passage to Jiggywiggy's Temple is located. In Bottles' House, talk to his wife and kids, and Goggles (Bottles child with the room on the left) will give you the Amaze-O-Gaze Glasses, which allow you to zoom in and out (with Left and Right C) while in the first-person view. In Speccy's Room (down the right path) is the exit to the Wooded Hollow, where Jiggywiggy's Temple can be found. Talk to the doorman and he'll let you enter. Inside, you'll have a brief conversation with Jiggywiggy, then be asked to attempt Jiggywiggy's Challenge one. Approach the altar to the right and press B. You'll have to assemble a puzzle (similar to the one in Bottles' Challenges in Banjo-Kazooie) in order to open up the first level. Only a few pieces are missing, so this should be a piece of cake. When the puzzle is completed, Jiggywiggy will open the door to Level 1, Mayahem Temple. ~ACTIVATE TRAIN SWITCH~ After you gain access to the Clifftop, go over by the hatch where you learn how to use the Ice Eggs (by the Train Station). Nearby is a ledge. Climb across it and you'll reach the Train Switch. ~FORM BRIDGE~ Also in the Clifftop, go near the entrance to Jolly Roger's Lagoon. Nearby are steps that go down along the face of the cliffside. At the bottom of the stairs is a switch that forms a bridge to the Hailfire Peaks entrance. =============== NOTE LOCATIONS =============== -TREBLE CLEF- Area: Jinjo Village Location: Near Spiral Mountain Entrance Moves Needed: Grip Grab Magic Needed: None The Treble Clef is on top of the Red Jinjo house near the entrance to Jinjo Village from Spiral Mountain. Use a Flip-Flap Jump to get above the doorway, the another to grab onto the rooftop (with the Grip Grab). Pull yourself up and run to the center to get the rare note. -10 NOTES- Area: Plateau Location: Entrance Sign Moves Needed: Grip Grab Magic Needed: None Two Note Nests sit above the "Glitter Gulch Mine" sign near the entrance to the Plateau. Use the Flip-Flap Jump and the Grip Grab to reach them. -10 NOTES- Area: Plateau Location: Beehive Moves Needed: None Magic Needed: None Two more Note Nests reside on the Plateau, in front of the two front legs of the gigantic beehive that Honey B lives in. -20 NOTES- Area: Pine Grove Location: Log Cars Moves Needed: None Magic Needed: None The Pine Grove has a few log cars thrown from WitchyWorld, and inside two of them are ten notes. The first can be found on land, the second underwater. -10 NOTES- Area: Wasteland Location: Left of Center Moves Needed: None Magic Needed: None In the Wasteland, head to the center from the entrance (leading from the Pine Grove) and go left to find a few notes. They're in a rocky area. -10 NOTES- Area: Wasteland Location: Near Cloud Bubble Ride Moves Needed: None Magic Needed: None Head through the Wasteland and toward the entrance to Cloud Cuckooland. When you go out of the small tunnel and into the sky area, look to the left and right. There will be two note nests there. -20 NOTES- Area: Clifftop Location: Outside Hailfire Peaks Moves Needed: None Magic Needed: None After forming the bridge across the clifftop to the Hailfire Peaks entrance you'll be able to obtain these notes surrounding the entrance to the level. =============== JINJOS =============== -JINJO 1: IN THE DIGGER TUNNEL- Area: Wooded Hollow Location: Digger Tunnel Moves Needed: None Magic Needed: None This Jinjo is pretty easy to find, and you don't need to do anything fancy to get him either. He's simply waiting at the back of the tunnel that the Digger made, which is down past the entrance to the Mayahem Temple and Jiggywiggy's Temple. Follow the treads' imprints. -JINJO 2: SMASHED BY THE DIGGER- Area: Plateau Location: Digger Entrance Moves Needed: Bill Drill Magic Needed: None This Jinjo was probably walking around on the Plateau happily, only to have a rock thrown up from the Digger entering land on its poor colored body, trapping it there. Free it by using the Bill Drill on the rock. The rock is located near the entrance sign to the Plateau, where the Digger tracks begin. -JINJO 3: THE GOOD, THE BAD... AND THAT'S IT- Area: Wasteland Location: Rocks Moves Needed: None Magic Needed: None Above the notes in the rocky area of the Wasteland, there's two Jinjos... or is there? One is real, and one is a Minjo. Take out the baddie and collect the real one. -JINJO 4: CLIFFTOP CLAW CLAMBER- Area: Clifftop Location: Near Silo Moves Needed: Claw Clamber Boots Magic Needed: None Near Jamjars' Silo on the Clifftop is a cave with a Jinjo at the top. Leading up to it are Kazooie footprints. So, where are the Claw Clamber Boots you're gonna need? Go across the bridge to the Hailfire Peaks entrance, then go behind the building. You'll find a pair of the suction cup shoes that you can use to scale the wall and grab the Jinjo. =============== EMPTY HONEYCOMBS =============== -EMPTY HONEYCOMB 1: BEHIND THE BEEHIVE- Area: Plateau Location: Honey B's Hive Moves Needed: None Magic Needed: None This is the only Collectible besides notes (and the Jiggies from the Jinjos and Jingaling) on the Isle O' Hags. It's located underneath Honey B's hive, behind one of the legs. It's not hard to find if you know where to look. =============== JAMJARS' MOVES =============== -FIRE EGGS- Area: Plateau Location: Dirt Mound Near Mine Entr. Notes Needed: 45 Perform: Tap R to Switch Fire Eggs are the first type of special eggs you'll learn to use. Fire eggs can be used for a variety of purposes, including lighting fires, warming someone up, or just in attacking an enemy. You can access the Egg Menu by tapping R, then switch by pressing it again. -GRENADE EGGS- Area: Pine Grove Location: Beach Notes Needed: 110 Perform: Tap R to Switch Yipee, another type of egg! This is a very commonly used egg, not only for destroying things with cracks in them but also for damaging enemies severely. Jamjars' Hatch is located just under the ride where the log cars are falling out, right on the beach. Tap R to bring up the Egg Menu, and select this egg by tapping R again and again until you reach it. -ICE EGGS- Area: Clifftop Location: Near Train Station Notes Needed: 200 Perform: Tap R to Switch Add another egg type to your repertoire. Ice Eggs, like Fire Eggs, aren't used all that much. However, they are useful for putting out fires and freezing things. When shot at an enemy, they will not harm them. Instead, they freeze them in their tracks. This makes it a rather worthless attacking egg. Tap R to bring up the Egg Menu, and select it by tapping R until you reach it. -CLOCKWORK KAZOOIE EGGS- Area: Wasteland Location: Center Area Notes Needed: 315 Perform: Tap R to Switch The final type of egg you learn how to use is the Clockwork Kazooie egg. While its explosion is identical to that of the Grenade egg, Clockwork Kazooie eggs have a special feature. When they hit the ground, they will break open and a controllable bird will come out. While it can only run and perform small jumps, you can take it anywhere you want, including small openings. If it hits a wall with force or an enemy/character, it'll explode like a Grenade egg. After you take the bird to where you want it to go, press B to detonate it. It can also collect items. =============== BOSS: KLUNGO =============== ~REVENGE-SEEKING MINION~ You'll encounter Klungo again on your way to the Wasteland. Klungo, though bruised (either from your beating or Grunty's), is back for more and will fight just as hard as the last time you saw him. This time, Klungo will perform one of the other attack variations from the one he did when you first met up with him. Like before, it's easy and you should be on your way to the Wasteland in no time. 1. This potion will create clone images of Klungo, and to proceed you must find the real Klungo and attack. You can tell him apart from the others by his slightly whiter lab coat. He's also the last one to start moving when the clones appear. After you attack the real Klungo (the Rat-a-tat Rap works well), he'll form a protective shield and will start hurling beakers of poisonous chemicals at you. Run around him in a circle until he stops throwing. He'll begin again with making clones, but this time there will be two. The last time there's three. After hurting Klungo three times, he'll flee in pain. 2. The second potion variation makes Klungo grow to monstrous proportions. Soon after, he will leap into the air and come crashing down. Simply attack when he stands still, then he'll activate his protective shield and throw beakers of potion at you. He'll then start over with growing large and will repeat the process until you've hit him three times. He'll run away after the battle. 3. The third potion turns Klungo invisible. After a short period of time, Klungo's potion will wear off and you'll be able to see him. Attack him then. He'll go into his regular routine of throwing chemicals, then back to invisibility. Two more hits and he's beaten. =============== GLOWBOS =============== -MUMBO'S GLOWBO- Go behind the entrance to Hailfire Peaks (found in the Clifftop area) and climb up the vine. On the roof of the building is the Glowbo. -WUMBA'S GLOWBO- See the Secrets section (Part 4) for directions on how to find the Mega-Glowbo Wumba needs (see the Ice Key information). =============== JAMJARS' SILOS ============== Jamjars' Silos are the Warp Pads of the Isle O' Hags. I don't know why these are here instead of Warp Pads, but they get you around just as well. Here's where they are. -SILO 1: JINJO VILLAGE- The first Silo is found in the center of the Jinjo Village, near where the entrance from Spiral Mountain is. -SILO 2: WOODED HOLLOW- This is near Jiggywiggy's Temple, Heggy's Egg, and the entrance to Level 1. It's right on the path, so you can't miss it. -SILO 3: PLATEAU- Silo #3 is on the dirt-covered mounds of the Plateau. This will let you come to Honey B's Hive and Level 2 quickly. -SILO 4: PINE GROVE- The Pine Grove is where Wumba's Wigwam and Level 3 are located, and the Silo connecting to this place is easy to find. -SILO 5: CLIFFTOP- This Silo is on the far part of the Clifftop, away from the train station and closer to Mumbo's Skull and the entrances to Levels 4 and 7. -SILO 6: WASTELAND- The Wasteland is where Levels 5 and 8 are. The Silo is near the entrance to Level 5. -SILO 7: QUAGMIRE- This Silo is on a hill in the middle of this area. Activating it will allow you to go to Level 6 and 9 quickly. =============== AREA DESCRIPTIONS =============== JINJO VILLAGE: You'll arrive here from Spiral Mountain. This place includes the Jinjo Houses, King Jingaling's Palace, and a sandy area. BOTTLES' HOUSE: Bottles house can be accessed from across the path from King Jinaling's Palace. Inside is Bottles' Family. WOODED HOLLOW: This area can be entered from Speccy's (Bottles' son) bedroom. You can find Jiggywiggy's Temple, Heggy's Egg, and the entrance to Level 1 here. PLATEAU: The heights of the Plateau can be reached only after you have the Grip Grab. Climb across the ledge near the back entrance to Bottles' House in the Wooded Hollow. The Plateau includes Honey B's Hive and the entrance to Level 2. PINE GROVE: Enter the Pine Grove by shooting a Fire Egg at the switch above the western part of the Plateau. The Pine Grove is home to Wumba's Isle O' Hags Wigwam and Level 3. CLIFFTOP: Also accessible from the Plateau , the Clifftop can be opened by splitting up Banjo and Kazooie on the eastern part, then taking them to their respective switches in front of the door. The Clifftop is loaded with things, including the Isle O' Hags Train Station, Mumbo's Skull, and the entrances to Levels 4 and 7. WASTELAND: The Wasteland is where you can find the entrances to Levels 5 and 8. To get there, smash the rock with Kazooie's face on it in the Pine Grove's lake. QUAGMIRE: The final area on the Island is where the Entrances to Levels 6 and 9 are. You can get here from the Wasteland using the Shock Spring Shoes. ________________________________________________________________________ =============== LEVEL 1: MAYAHEM TEMPLE =============== ________________________________________________________________________ Isle Area: Wooded Hollow Train Station: No Jiggies Needed: 1 Moves Learned: 3 Characters: Officer Unogopaz, Bovina, Chief Bloatazin, Dilberta, Ssslumber the Snake Enemies: Moggies, Dart Statues, Grip Grab Plants, Swamp Monster Boss: Targitzan Transformation: Stony Mini-Games/Shootouts: Targitzan's Temple Levels Connects To: Glitter Gulch Mine, Terrydactyland, Hailfire Peaks The first level, the Mayahem Temple, is a jungle filled with ruins, temples, and quicksand. It's not quite as large as some of the later levels, but there's still plenty to see and do, such as entering the kickball tournament, finding lost treasure, and transforming into a statue. =============== THINGS TO DO =============== -OPEN SKULL DOORS- There are two large doors with giant skulls on them, one near the entrance and another up the hill a ways. Use the Golden Goliath (see Mumbo Pads) to smash one open and the other open an opening. -OPEN CODE CHAMBER- The Code Chamber is where you will put in Cheato's Codes that will give you special abilities. While a Stony can fit in through the hole, you'll need to go in as Banjo and Kazooie to enter the codes. Blast the door open with a Grenade Egg (found before Level 3) to gain access to the special room, or if you don't feel like waiting that long, a kick with the Golden Goliath will smash it open too. -UNCOVER THE FLIGHT PAD- There's a flight pad at the beginning of the level, resting under a giant boulder. It will make travel across the world much easier (plus you'll need to fly to get some items), so destroy the boulder as soon as you've learned the Bill Drill from Level 2. You can also do this earlier by using the Golden Goliath to smash the boulder. =============== JIGGIES =============== -JIGGY 1: THE TOP OF THE TEMPLE- Area: Mayahem Temple Location: Targitzan's Temple Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: None This one is easy enough to get. It's just sitting at the top of Targitzan's Temple, the large pyramid structure at the top of the hill. Go up the temple steps, but instead of entering the temple, go around the back behind the door. Talon Trot up the ramps to the top, where the Jiggy waits. -JIGGY 2: BOVINA'S FIELD- Area: Mayahem Temple Location: Bovina's Field Characters Involved: Bovina Worlds Traversed: None Moves Needed: Egg Aim Magic Needed: None Take the bridge across from the base of the temple to Bovina's field, where a swarm of flies is destroying her crop. She'll do anything to get rid of them, even parting with her beloved Jiggy. Shoot down the four flies using the Egg Aim technique, and she'll reward you with a Jiggy. Now you're moo-vin' on up! He he... I can make bad jokes like her, too. -JIGGY 3: GOLDEN QUICKSAND- Area: Jade Snake Grove Location: Quicksand Field Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: Mumbo Spell Getting this Jiggy requires the magic of Mumbo Jumbo the shaman. Head up to his skull near the Treasure Chamber, near the top of the hill. Once you've acquired his services, run down to the Mumbo Pad near the Kickball Stadium and perform some magic. This will cause the Golden Goliath statue to rise, and you can control it. Walk down to the bottom of the hill, kick open the large door, and go in. Now you're in the Jade Snake Grove. Go left into the quicksand, and as the Golden Goliath you will not be hurt by the monster dwelling there. Walk to the island at the end and collect the Jiggy in the air. -JIGGY 4: SSSLUMBER'S TREASURE- Area: Jade Snake Grove Location: On Top of the Code Chamber Characters Involved: Ssslumber the Snake Worlds Traversed: None Moves Needed: Grip Grab Magic Needed: None Head down to the ruins of a temple in the Jade Snake Grove to begin getting this puzzle piece. Use the Talon Trot to run up the side of the temple, then jump until you're just below the top level. You'll see Ssslumber the Snake above, sleeping. If you make too much noise, he'll swallow the Jiggy right next to him. To get the Jiggy, jump up to the bottom right corner of the top level. You'll see that this spot is clear of debris, allowing you to stand there. The rest of the level is covered with sticks and other noisy material, so you'll have to tiptoe to the Jiggy. Ssslumber won't wake up if you tread softly, so the Jiggy is yours. -JIGGY 5: WADING ACROSS THE QUICKSAND- Area: Prison Compound Location: Quicksand Characters Involved: None Worlds Traversed: None Moves Needed: Grip Grab Magic Needed: None The next Jiggy to find is across the quicksand pit in the Prison Compound. Get to the top of the prison via some large steps to the right. When on top, use the Grip Grab to go across the ledge on the left. At the end is a pair of Wading Boots. Jump down to the quicksand, which you can go across in the boots. On the other side is a Jiggy, and also another pair of boots for your return trip. -JIGGY 6: TARGITZAN'S SLIGHTLY SACRED CHAMBER- Area: Targitzan's Temple Location: Slightly Sacred Chamber Characters Involved: None Worlds Traversed: None Moves Needed: Breegull Blaster Magic Needed: None Now it's time to enter the FPS (first-person shooter) area, Targitzan's Temple. Simply go inside the entrance at the top of the temple after learning the Breegull Blaster. Inside, you must find ten statues to get into Targitzan's Slightly Sacred Chamber. Statue locations are shown below: *2 Statues rest in the alcoves on either side of the entrance door. *To the right of the beehive in the entrance room is a door. Go into the tunnel inside to find 2 Statues. *5 Statues are in the main, central room, in front of the Dart Statue. While on the walkway above, shoot the gem on the Dart Statue's head, then scurry over to collect the Statues. *3 Statues can be found in the blue-colored pillar room. *Under the Grip Grab Monster (or near the entrance to the Slightly Sacred Chamber) is a door. Enter to find 3 Statues. *In the orange and green-colored pillar room, there's 3 more Statues. *2 Statues are located in the room near the entrances to the two Sacred Chambers. After the door to the Slightly Sacred Chamber opens, enter to find a Jiggy. -JIGGY 7: TARGITZAN'S REALLY SACRED CHAMBER- Area: Targitzan's Temple Location: Really Sacred Chamber Characters Involved: None Worlds Traversed: None Moves Needed: Breegull Blaster Magic Needed: None To get into Targitzan's Really Sacred Chamber, you must find all 20 Statues. Consult the guide in the description for Jiggy 6 for their locations. When you enter the Really Sacred Chamber (the entrance is near the entrance to the Slightly Sacred Chamber), Targitzan will challenge you to a battle. Defeat him to win a Jiggy. -JIGGY 8: THE KICKBALL TOURNAMENT- Area: Kickball Stadium Location: Kickball Stadium Lobby Characters Involved: Officer Unogopaz Worlds Traversed: None Moves Needed: None Magic Needed: Stony Transformation Officer Unogopaz, the tiger guard at the kickball stadium, will not allow anybody but a Stony to enter. To solve this problem, go visit Humba Wumba and have her transform you into a Stony. Unogopaz will let you in, and you can play in the tournament. The series of challenges you'll have to go through is listed below. A good basic strategy is to steal any beneficial balls from the other players by charging them. *Quarter-Finals: In a quarter-final match, there are only yellow balls and the Stony competitors aren't very aggressive. It won't be hard to win, just remember to kick the ball into your goal, not bring it. *Semi-Finals: Semi-final matches add the red ball into the game. A red ball will give -1 points to whomever's goal it goes into. This isn't intended as an item to avoid, but rather one you shoot into other players' goals to hurt them. Use it to your advantage. *Finals: The last round of the kickball tournament features tough opponents that won't hesitate from stealing a ball out of your hands. Also added is the bomb, which will stop a player from moving for a few seconds. Even with the harder competition, it won't be too hard to emerge victorious. After you complete all of the matches, you'll be given your prize: a Jiggy, of course. -JIGGY 9: TARGITZAN'S TREASURE Area: Treasure Chamber Location: Treasure Mound Characters Involved: Chief Bloatazin Worlds Traversed: Terrydactyland Moves Needed: Grip Grab Magic Needed: None If you enter the Treasure Chamber near Mumbo's skull, you'll meet up with Chief Bloatazin, who's missing a priceless relic of Targitzan's. Help him find it before the totem god gets angry. He'll open the door to the top of the Treasure Chamber, which you can easily fly to if you have the Bill Drill. It's actually easier (and you can do it if you know the Grip Grab) if you simply climb up the ledge on the side of the chamber. Go up the mound to the left when you enter the door, then jump up to the ledge. Proceed down, killing the Grip Grab Plants, Shock Springing, and climbing until you reach the tunnel. Go down and hit the switch that will open the gate. Enter the room and you'll arrive in Unga Bunga's cave, a part of Terrydactyland (Level 5). It seems the caveman has stolen the relic, and has put crunchy sticks around the item so if anyone comes he can hear them. Simply tiptoe across the sticks to the relic, pick it up, then go down the tunnel behind it. When you come out, you'll bypass going across the sticks again and simply have to go back to the Treasure Chamber and give the relic to Chief Bloatazin. He'll give you a Jiggy for your trouble. -JIGGY 10: STONE PILLARS- Area: Prison Compound Location: Pillar Clearing Characters Involved: None Worlds Traversed: None Moves Needed: Bill Drill Magic Needed: None Right next to the Prison Compound is a beautiful lake. Dive in and swim through the underwater tunnel to come to a beautiful clearing filled with tall pillars. Unfortunately, they're too tall for you to jump up. Instead, you'll need to bump the Jiggy down. This requires using the Bill Drill to clear the rock from the stairs leading down. Underground, you must Beak Barge the pillars' bases to make the Jiggy hop down to where you can reach it. You will have 45 seconds to do this, which is more than enough time to smash into all of the pillars. Just be sure to hit them in order after finding the first one. =============== NOTE LOCATIONS =============== -TREBLE CLEF- Area: Mayahem Temple Location: Outside Targitzan's Temple Moves Needed: None Magic Needed: None You'll find the Treble Clef resting behind the Mayahem Temple on the ground. It's pretty easy to get, I must say. -80 NOTES- Area: Mayahem Temple Location: Hill Path Moves Needed: None Magic Needed: None On the way up the hill to the top of the Mayahem world you'll come across 75 Notes. You can find the last nest of five Notes over by the hill leading up to Mumbo's Skull. =============== EMPTY HONEYCOMBS =============== -EMPTY HONEYCOMB 1: BOVINA'S HONEY- Area: Mayahem Temple Location: Bovina's Field Moves Needed: Grip Grab Magic Needed: None After you learn the Grip Grab, go to Bovina's Field (across the bridge from Targitzan's Temple). Jump on top of her house (or shack or whatever it is) and from there jump up to the small cave. If you have the Grip Grab, you'll grab onto the ledge and can pull yourself up. Inside is an Empty Honeycomb Piece. -EMPTY HONEYCOMB 2: BEHIND THE ENTRANCE- Area: Mayahem Temple Location: Entrance Moves Needed: None Magic Needed: Stony Transformation Use Humba Wumba's magic to transform yourself into a Stony, then go back to the entrance to the level. Behind the entrance is an opening that leads to an Empty Honeycomb piece. It's quite visible, but you'll need to be the small Stony to fit in. -EMPTY HONEYCOMB 3: GOLDEN HONEY ON GOLDEN TREASURE- Area: Treasure Chamber Location: Treasure Mound Moves Needed: None Magic Needed: None The final Honeycomb is found in Targitzan's Treasure Chamber. The golden piece of honey rests on top of the small mound of treasure to the left when you enter the chamber. =============== JINJOS =============== -JINJO 1: ON THE BRIDGE- Area: Mayahem Temple Location: Bridge Moves Needed: None Magic Needed: None This Jinjo (which I previously thought was always white) is found on the bridge connecting Targitzan's Temple and Bovina's Field. This is the easiest to get of them all. -JINJO 2: DIVING FOR JINJOS- Area: Mayahem Temple Location: Lake Moves Needed: None Magic Needed: None Right near the entrance is a lake that the water from the river flows into from near the top of the mountain. Waiting at the bottom is a Jinjo. You won't see him if you walk up to the lake and don't switch the camera, because he's close to the wall. -JINJO 3: GRIP GRAB- Area: Jade Snake Grove Location: Entrance Moves Needed: Grip Grab Magic Needed: None The Jinjo is conveniently right above Jamjars' Hatch that teaches you the Grip Grab technique. After learning it, jump up to the cave above where the Jinjo awaits. The Grip Grab will allow you to grab onto the ledge. -JINJO 4: INSIDE TARGITZAN'S TEMPLE- Area: Targitzan's Temple Location: Exit Room Moves Needed: Breegull Blaster Magic Needed: None If you've been inside Targitzan's Temple, chances are you've seen this Jinjo waving at you from above the entrances to the sacred chambers. To reach him, go up the stairs opposite the exits and go up. In the green section of the pillar room is a door. Enter it and go down the tunnel to find the Jinjo. -JINJO 5: WATCHING THE GAMES- Area: Mayahem Temple Location: Kickball Stadium Moves Needed: Bill Drill Magic Needed: None The last Jinjo will require a trip to the next level to learn the Bill Drill (or you can just use the Golden Goliath). Once you've learned it, clear the rock off the Flight Pad near the entrance. Use the Pad to fly to the roof of the stadium, where the last Jinjo waits patiently... well, maybe not so patiently with all those "Help!"s and whistling. =============== CHEATO PAGES =============== -CHEATO PAGE 1: GRIP GRAB FROM CODE CHAMBER- Area: Jade Snake Grove Location: Above Code Chamber Moves Needed: Grip Grab Magic Needed: None Talon Trot to the area above the Code Chamber. To the right of the temple is a ledge that you can shimmy across. Go across, defeating the Grip Grab Plants along the way, and soon you'll come to the Cheato Page. -CHEATO PAGE 2: GRIP GRAB FROM PRISON- Area: Prison Compound Location: Pillar Clearing Moves Needed: Grip Grab Magic Needed: None Getting this Cheato Page is just like the first one, only you must scurry along the ledge to the right of the Prison Compound. At the end of the ledge, pull Banjo up and head through the tunnel. You'll emerge high above the Pillar Grove, and a Cheato Page will be waiting for you. -CHEATO PAGE 3: TO THE TOP OF THE TREASURE CHAMBER- Area: Mayahem Temple Location: Outside the Treasure Cmbr. Moves Needed: Grip Grab Magic Needed: None From the inside of the Treasure Chamber, go to the left side nearest to the door and shimmy up the ledges to the top of the room. Go down the tunnel, and about halfway there will be an opening on your left. Go down and Shock Spring Jump outside. You'll come out at the top of the tower, where a Cheato Page awaits your arrival. You can also get this by Flying from the Flight Pad. =============== JAMJARS' MOVES =============== -EGG AIM- Area: Mayahem Temple Location: Hill Path Notes Needed: 25 Perform: Top C, Then Z to Fire This move will allow you to aim with accuracy. Whenever you switch to the first-person view, crosshairs will appear. Target what you want to shoot with an egg, then fire. After you learn this move, you'll never go back to using eggs any other way. -BREEGULL BLASTER- Area: Mayahem Temple Location: Vine Wall Notes Needed: 30 Perform: When Enter Specific Areas When you learn this, you can use Kazooie as a gun, so you move around like in Perfect Dark or Goldeneye (a First-Person Shooter). You won't be able to do this whenever you want, but when you enter certain areas, you'll automatically switch. -GRIP GRAB- Area: Jade Snake Grove Location: Entrance Notes Needed: 35 Perform: Jump to Ledge The Grip Grab allows you to hang onto ledges, and also to scooch across them. Simply jump to a ledge and you'll grab on to it. While on ledges, you can attack to the left or right by moving the control stick in the desired direction then pressing B. =============== GLOWBOS =============== -MUMBO'S GLOWBO- This is the easiest Glowbo to find in the game (not like any of them are particularly hard, though). It's hopping around in the lobby of Mumbo's Skull, inside the beam of green light. -WUMBA'S GLOWBO- This is another sickeningly easy Glowbo to find. It's jumping around behind Wumba's Wigwam in the Jade Snake Grove. =============== BOSS: TARGITZAN =============== DESPOTIC DIZZY TOTEM GOD Targitzan will protect his treasure (a Jiggy) from you after you enter the Really Sacred Chamber of his temple. He's quite large, and with a few layers of a totem pole, he'll grow even larger. Each level of the totem has four targets that you must shoot in order to destroy it. Each totem level has a certain number of dart shooters, and after you destroy it a certain number of Moggies will attack. The first totem level has no dart shooters. After you shoot four targets, the level will be destroyed and Targitzan will send a Moggy out to attack. When you defeat it, the second level will begin its spinning. It has one dart shooter. Preceding the attack will be two more Moggies. The next level has two dart shooters followed by three Moggies, and the final level has three dart shooters and four Moggies attacking after it. After all four Moggies are killed, Targitzan will explode, sending out a wave of darts. They're not hard to dodge, but to be safe hide behind one of the rocks before he explodes. During the explosion, the Jiggy on Targitzan's head will fall to the ground. =============== MUMBO PADS =============== -MUMBO PAD: SUMMON GOLDEN GOLIATH- Area: Mayahem Temple Location: Hill Path Moves Needed: None The Mayahem Temple's only Mumbo Pad is only a short way up from the entrance along the Hill Path, right in front of the entrance to the Kickball Stadium. Here there's a Mumbo Pad, which will summon the Golden Goliath statue so that you can control it. =============== WARP PADS =============== -WARP PAD 1: ENTRANCE- The first Warp Pad greets you when you enter the temple. You can't miss it, no matter how bad you are. -WARP PAD 2: NEAR MUMBO'S SKULL- For quick access to Mumbo's Skull, activate the Warp Pad in front of the crazy shaman's home. -WARP PAD 3: NEAR WUMBA'S WIGWAM- You'll warp to this location several times, as it is the quickest way to get to the Code Chamber. It also, obviously, is near Wumba's Wigwam. -WARP PAD 4: PRISON COMPOUND- In the field in front of the Prison Compound, there's a Warp Pad. -WARP PAD 5: KICKBALL STADIUM LOBBY- After gaining entrance to the Kickball Stadium by being a Stony, you can warp there easily by activating the Warp Pad just inside. =============== AREA LOCATIONS =============== MAYAHEM TEMPLE: The main area. You'll start out in here. This leads to any other place in the level. JADE SNAKE GROVE: This place is inside the large skull door near the entrance. Open it up with the Golden Goliath. PRISON COMPOUND: Find the Prison Compound by kicking the middle of the door halfway up the hill with the Golden Goliath. TARGITZAN'S TEMPLE: Targitzan's Temple is inside the large pyramid at the top of the hill. To get into the maze and sacred chambers, you must first learn the Breegull Buster. TREASURE CHAMBER: Targitzan's personal treasure chamber is found inside the medium-sized temple near Mumbo's Skull. MUMBO'S SKULL: Mumbo's Skull is near the top of the hill. It's easy to find. WUMBA'S WIGWAM: Humba Wumba has set up shop in the Jade Snake Grove. ________________________________________________________________________ =============== LEVEL 2: GLITTER GULCH MINE =============== ________________________________________________________________________ Isle Area: Plateau Train Station: Yes Jiggies Needed: 4 Moves Learned: 2 Characters: Bullion Bill, Chuffy the Train, Canary Mary Enemies: Gulch Miner, TNT Crate, Shovel Boss: Old King Coal Transformation: Detonator Mini-Games/Shootouts: Ordnance Storage Levels Connects To: Mayahem Temple, WitchyWorld, Jolly Roger's Lagoon, Hailfire Peaks After exploring the jungle, your next trip takes you down into an old mine. There's still a few characters that inhabit this place - some willingly and some not. This level is filled with mounds of coal and minerals, as well as a handcart track connecting both ends of the level. This is a significant level, as the Chuffy the Train is found here, and without him you can't get a bunch of Jiggies or even enter one of the levels in the future. Deeper in the mine are dark tunnels that are hard to navigate, and even a network of pipes underwater. Exploring this level will take a good amount of time just by itself. =============== THINGS TO DO =============== *There Are No Important Things to Do In This Level* =============== JIGGIES =============== -JIGGY 1: THE WATERFALL CAVERN- Area: Waterfall Cavern Location: Waterfall Pool Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: None If you've visited the Waterfall Cavern in this level, you've probably seen the Jiggy resting high above, near the pool above where the water from the waterfall collects. To reach it, you must come from the top of the waterfall. This is located at the end of the river in the main area, but normally a grating covers it. Near the beginning of the level is a switch, but before you can reach the opening, it'll close. You'll need to be faster, and the Running Shoes in one of the crates near the rope at the level's entrance will allow you to do this. Slip the shoes on, then run to the switch near the purple mound to the right of the entrance. From here, follow the river (you can run on top of the water with the Running Shoes) to the end, where the entrance to the Waterfall Cavern is located. Go in, then jump down to the pool below. Jump out of the water onto the sides of the pool and go to collect the Jiggy. -JIGGY 2: THE CRUSHING SHED- Area: Glitter Gulch Mine Location: Crushing Shed Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: Mumbo Outside of the Crushing Shed is a large boulder with a Jiggy imprinted on the side. In the core of the rock is a Jiggy, but you must find a way to get it out. The Mumbo Pad next to it is the key. Visit Mumbo Jumbo and take him to the pad, where he will levitate the Jiggy boulder and move into the Crushing Shed. Enter the shed. Go on the conveyor belt to the back, where the big red switch is located (watch out for the crushers above). Beak Barge into the switch, which will take the Jiggy boulder into the spinning spiky-things (sorry for not using very good terminology). They'll rip the boulder up and spit the pieces outside. The Jiggy is split into three pieces, and you'll have to collect them all to get the Jiggy. However, first you must make it back out. Use the Talon Trot and jumping to get across the fast-moving conveyor belt, then go outside to search for the pieces. There are no set locations, but they will always be near the shed. Check by the river, the entrances to the mine, and on the green hill to the right of the shed. -JIGGY 3: GENERATORS- Area: Generator Room Location: Generator Room Characters Involved: None Worlds Traversed: None Moves Needed: Fire Eggs Helpful Magic Needed: None Head to the third Mine Entrance, located near the train station. Enter the tunnel and follow the left path to get to the Generator Room. This room is dark, and filled with power generators. The generators, when shot (on the green light) with a fire egg, will momentarily light up, allowing you to see the surroundings. It really depends on the brightness of your TV and the glare in whether or not you actually need to use these generators, though. On one of the TVs I play on, the path was easy to see without help from the generators, but on another I couldn't see the path at all. Anyway, the winding path goes across and above the chasm, eventually leading above the entrance where a Jiggy waits. -JIGGY 4: ORDNANCE STORAGE DYNAMITE- Area: Ordnance Storage Location: Ordnance Storage Mine Characters Involved: Bullion Bill Worlds Traversed: None Moves Needed: Bill Drill, Beak Bayonet, Breegull Blaster Magic Needed: None To the left of the entrance is a hole leading downward to the Ordnance Storage, but it's blocked by a large rock. Use the Bill Drill to smash the rock, and enter. Inside, learn the Beak Bayonet, then head to the opposite side of the entrance to strike up a conversation with Bullion Bill. 15 sticks of dynamite have gotten loose in the mine, and if you take longer than 200 seconds after defusing the first one, they'll explode. Because directions would be rather tedious, I've composed a map below of the area. ~FIGURE 1: ORDNANCE SHED~ Entrance _____ ~KEY~ | | [] | [] = Dynamite Stick V _____ |___ | A = Connects to -MAP PART A- | | | | | | Other A | | | | | | = = Raised Platform | |__| [] | |A| --> = Platform Going To Map Part B |____ | Downward ^ _____________| |___ | | ___________________ | _____________| |____| |__ __________|A|| |_ _ To | __ ================| |=================|| | Map ____ | | ||= (Green Room)=|__|= (Center Room) =|| | Part<--_ | | [] | ||= = __ = [] = | B | | |_____| |V= [] =| |= =|| | ________| |___ | | |=================|| || | |___ __________| |_ _____________||__ = (Red Room) | | | | |_________________|= ==| | |___________ | [] = [] =^| |______ | | _________________ = =|| | [] |___| | |= =|| | _____| _______ |===============| _____| [] | | [] |_ |_______________| | __________| ______ |_______ | ___| |__ _______| | | | | | | _ | _______| | -MAP PART B- | [] | | [] | | [] |_| | |________| | | | _ [] | |_ _| |______| | _____| ||| | | V __|[] |__ To Map Part A <-- _________ --> To Map Part A Use the Beak Bayonet on each stick of Dynamite to defuse it. When they're all defused, return to the entrance area to receive your reward, which is of course a Jiggy. -JIGGY 5: HANDCAR RACE- Area: Glitter Gulch Mine Location: End of Track Characters Involved: Canary Mary Worlds Traversed: None Moves Needed: None Magic Needed: Detonator OK, for sure you've deduced by now that the track in this level isn't just scenery, but something you can ride. And ride it you can, but first you must meet up with Canary Mary. Speaking of her, why must the most annoying characters always have larger roles than most? Thanks a lot, Rare. Anyway, the first step in getting this Jiggy requires the transformation into the Detonator. Visit Wumba and transform, then go down the side of the mound of purple minerals that her wigwam is on. Conveniently, the place you need to go is right next to her home. Near the track is a doorway covered by rocks. Stand next to the fuse of the powder keg and detonate. Now you can go back to Wumba and turn into Banjo and Kazooie. Go into the mine entrance you just cleared, and you'll run into Canary Mary. Use the Beak Barge to open her cage, then run to the Fuel Depot (by the entrance) where she flies to. She'll have fixed the broken handcar, and she challenges you to a race. The race is pretty simple, and you simply must Press A repeatedly (and quickly). I prefer to use my index finger, but hey, do whatever works. Mary is a tad slow, so beating her shouldn't be a problem. When you reach the end of the track (by the Train Station), you'll be awarded a Jiggy (if you win... which I hope you will). -JIGGY 6: BILL AND DILBERTA REUNITED- Area: Prospector's Hut Location: Prospector's Hut Characters Involved: Bullion Bill, Dilberta Worlds Traversed: Mayahem Temple Moves Needed: Bill Drill Magic Needed: Stony Transformation Bullion Bill's House, located above the river in between Mumbo's and Wumba's places, is where the sad prospector awaits the return of his friend, Dilberta. Dilberta isn't anywhere near, and is actually in an entirely different level. Head back to the Mayahem Temple and turn into a Stony. Your next stop is the Prison Compound, where Dilberta is being held. Talk to the Stony near the entrance to learn which of the switches (sun, moon, and star) that you have to press to enter (this changes depending on the game, so you must talk to him). Once you know how to get in, un-transform into Banjo and open the prison door. Inside, talk to Dilberta and you'll see that she's trapped in this level by a rock. Use the Bill Drill to clear it, and she'll go running into the hole. Go in too. You'll emerge in the Prospector's Hut, but Dilberta is nowhere to be seen. Talk to Bill, and during the conversation Dilberta will show up. The pair is overjoyed to be reunited, so they'll give you a Jiggy. -JIGGY 7: THE UNDERGROUND PIPE NETWORK- Area: Pipe Network Location: Dark Room Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: None The underground pipe network is a maze of underwater pipes, and I'll tell you that it is very helpful to have an increased Air Supply for this (see Spiral Mountain). There are two ways to get here. The first is by blowing up the rocks that block the main entrance, found near the Crushing Shed. The other is by jumping down from the pool underneath the waterfall in the Waterfall Cavern and onto the boards sticking out on the wall. Neither way is particularly advantageous. To get to the Jiggy from the main entrance, go forward, right, then left. To get to it from the Waterfall Cavern entrance, go forward, left, forward, then left. The Jiggy room is very dark, and the only thing that lights it up is the Jiggy. Defeat the Gulch Miners before collecting the Jiggy, so you're not left in the dark as to their location. -JIGGY 8: OLD KING COAL- Area: Train Station Location: Chuffy's Boiler Characters Involved: Chuffy the Train Worlds Traversed: None Moves Needed: None Magic Needed: Mumbo Time to confront this level's boss. He lives inside the Train, but visits to the Train Station have shown that it's turned over. No problem, especially for the mighty Mumbo Jumbo. Bring Mumbo to the station and have him use his magic to put the train back on the track. Now it's working just fine, and ready to go. But when you return as Banjo, a strange monster refuses to let you use the train. Enter the boiler of the train, and you'll initiate a fight with Old King Coal (a coal