__ __ __ __ __ __ __ __ __( )__ __( )__ __( )__ __( )__ __( )__ __( )__ __( )__ __( )__ _| _| _| _| _| _| _| _| _| (_ B (_ A (_ N (_ J (_ O (_ - (_ (_ (_ | __ | __ | __ | __ | __ | __ | __ | __ | |__( )__|__( )__|__( )__|__( )__|__( )__|__( )__|__( )__|__( )__| _| _| _| _| _| _| _| _| _| (_ (_ (_ - (_ T (_ O (_ O (_ I (_ E (_ | __ | __ | __ | __ | __ | __ | __ | __ | |__( )__|__( )__|__( )__|__( )__|__( )__|__( )__|__( )__|__( )__| Strategy Guide by 3791 __ __( )__ _| _| ================================================================== (_ (_ TABLE OF CONTENTS | __ | ================================================================== |__( )__| I. INTRODUCTION A. About this Guide B. Characters II. MOVES AND ITEMS A. Basic Controls and Beginning Moves B. Items C. Special Locations and Objects D. Menus III. WALKTHROUGH A. Introduction B. Mayahem Temple C. Glitter Gulch Mine D. Witchyworld E. Jolly Roger's Lagoon F. Terrydactyland G. Grunty Industries H. Hailfire Peaks I. Cloud Cuckooland J. Cauldron Keep IV. WORLD GUIDES A. Spiral Mountain B. Isle o' Hags C. Mayahem Temple D. Glitter Gulch Mine E. Witchyworld F. Jolly Roger's Lagoon G. Terrydactyland H. Grunty Industries I. Hailfire Peaks J. Cloud Cookooland K. Cauldron Keep V. LISTS AND STUFF A. Cheato's Codes B. Mystery Items C. Complete Move List D. Legal Notice BBBBB TTTTTTT* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BB BB TTTTTTT================================================================ BBBBB === TTT I. INTRODUCTION [I] BB BB TTT================================================================== BBBBB TTT * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * __ __( )__ _| _| ================================================================== (_ (_ A. ABOUT THIS GUIDE [I.A] | __ | ================================================================== |__( )__| Welcome to my guide for Banjo-Tooie. I think this is one of the best N64 games and an improvement over Banjo-Kazooie in almost every way, so I hope you enjoy it as well! Banjo-Tooie, developed by Rare Studios, is an action-adventure game released for the Nintendo 64. It is the sequel to the N64 game Banjo-Kazooie, named after the co-heroes of the game: Banjo the bear, and Kazooie the breegull who lives inside Banjo's backpack. Together they explored the lair of the evil witch Gruntilda in order to rescue Banjo's little sister Tooty. In Banjo-Tooie, the bear-and-bird duo are off on another adventure. In every way, Banjo-Tooie builds on top of Banjo-Kazooie. All of the moves learned in Banjo-Kazooie remain in Banjo-Tooie (with only a few minor changes), and almost all of the characters from the first game show up in the sequel. But this time Banjo and Kazooie will learn how to separate and explore the worlds on their own, each gradually learning their own collection of unique moves and abilities. The worlds are bigger, the characters are wackier, there are more items to collect, more bosses to fight, more ridiculous transformations.... it just keeps going. For those who are unfamiliar, the format of the game is very similar to that of Super Mario 64. There is a hub world, in this case the Isle o' Hags, and from this hub you can access other worlds. In each world, you must learn new moves, defeat bosses, and above all collect golden jigsaw puzzle pieces called Jiggies. When you have collected enough Jiggies, you can unlock the next world, where you can find more Jiggies, and so on. Each of the main worlds, as well as the hub world, holds 10 Jiggies, for a total of 90, although you do not need to collect every Jiggy in order to win the game. NOTE: This guide only contains information about the single-player game. I have not played nor am I particularly interested in the multiplayer mode, so I have ignored it. I: INTRODUCTION You're reading it right now. This section gives a general introduction to the game and this guide. II: MOVES AND ITEMS This section gives information about the controls along with the standard items and objects you will encounter throughout the game. III: WALKTHROUGH Use this section if you want a 100%, fairly direct path through the game. I tried to avoid constant backtracking by saving backtracking for a few well-timed points. This means that this walkthrough does not always have you collect every item as soon as possible, but I think I have arranged things in a fairly reasonable and logical order. IV: WORLD GUIDES This section contains basically all the same information as in the walkthrough, just arranged differently. Banjo-Tooie involves much more criss-crossing and backtracking between worlds than the first game, so in addition to the walkthrough there needs to be a section where you can easily look up which Jiggies you are missing from a world, where that last Jinjo is, etc. This is that section. For each world, I have included a map showing the connection between the various rooms/sections of the world (i.e. everywhere that gets a title on the bottom of the screen) as well as a comprehensive list of every item in the world with the steps to collect it (even if those steps involve other worlds). V: LISTS AND STUFF This section has all of the odds and ends that didn't fit anywhere else. Check here for a list of Cheato's spells, where to find all of the mystery items in the game, a complete move list for the game, and the legal notice (that one is very popular, I assure you). And now, let's get on with the guide! __ __( )__ _| _| ================================================================== (_ (_ B. CHARACTERS [I.B] | __ | ================================================================== |__( )__| A big part of what makes Banjo-Tooie so much fun is the huge variety of wacky characters you will encounter. Here are some descriptions of the most important characters in the game. BANJO: This lovable, easy-going, less-than-genius honey bear is the co-protagonist of the game. He lives in Spiral Mountain and always wears bright yellow shorts and a blue backpack, which is the home of his best friend and constant companion Kazooie. Together they defeated Gruntilda after she kidnapped Banjo's little sister Tooty in Banjo-Kazooie. KAZOOIE: The opposite of Banjo in almost every way, this red Breegull is loud, hyper, quick-tempered, and sharp-tongued. Despite all that, Kazooie is Banjo's best friend, and together they make the perfect evil-witch-hunting team. Kazooie spends most of her time riding in Banjo's backpack. BOTTLES: This shy, bespectacled rodent helped Banjo and Kazooie in the last game by teaching them new moves. He's not quite as "lively" in this game, though... JAMJARS: Bottles's brother Jamjars wears sunglasses and military fatigues. Whereas Bottles was friendly and soft-spoken, Jamjars is a loud, no-nonsense drill sergeant. Find his hatches to have him teach you new moves. MUMBO JUMBO: This skull-faced shaman lives in a skull-shaped hut. In the first game, he used his magic to transform Banjo and Kazooie into different creatures, but this time he will help out himself as a playable character. Mumbo can use his magic on special Mumbo pads in each world. HUMBA WUMBA: Taking over the transformation duties from Mumbo Jumbo is the Native American stereotype Humba Wumba. She and Mumbo don't get along too well. By jumping into the magic pool in her wigwam, Humba can transform you into a different creature in each world. MASTER JIGGYWIGGY: This mysterious figure has a Jiggy-shaped head and is the leader of a cult that worships the Jiggy. By collecting Jiggies and completing the challenges in his temple, Master Jiggywiggy will use the power of the crystal Jiggy to open the entrances to each world. KING JINGALING: The too-cool king of the Jinjos will ask you to round up the Jinjos for a kickball tournament right before the witches aim their Big-O-Blaster at his palace. CHEATO: Grunty's spell book, Cheato helped you out in the last game by giving you cheat codes. Unfortunately, he's had all his pages ripped out, so now you'll have to collect his pages and bring them to him before he can give you a cheat. You'll find him inside the ruins of Gruntilda's Lair in Spiral Mountain. QUEEN B: Queen B is a bee who lives in a giant beehive in the Isle o' Hags. Bring her empty honeycombs and in exchange she will extend your life meter (and flirt with you). GRUNTILDA: Your standard run-of-the-mill evil witch, basically. After being beaten by Banjo and Kazooie at the end of the last game, she fell off the top of her lair and was buried underneath a huge boulder until she was rescued by her sisters. Now reduced to a skeleton, her sisters have a plan to restore her body which involves sapping all of the life force from everyone in the Isle o' Hags. Naturally, it's up to Banjo and Kazooie to stop that from happening. Plus, she blew up their house, so they want revenge. MINGELLA AND BLOBBELDA: Gruntilda's sisters, one is tall and skinny while the other is short and fat. They used their giant drilling machine (the digger) to free their sister and take her back to their tower in Cauldron Keep. From there they hope to use the Big-O-Blaster (B.O.B. for short) to restore their sister's body by sucking the life force out of the entire Isle o' Hags. KLUNGO: Grunty's extremely loyal and dim-witted henchman, Klungo has remained by his master's side throughout her three-year imprisonment. Despite the fact that she abandoned him as soon as she was free, Klungo is still the devoted servant of his mistress Gruntilda. TOOTY: Tooty? Who's Tooty? I don't know what you're talking about. I've never heard of anyone named Tooty! ... AND MANY, MANY MORE! Banjo and Kazooie will meet dozens of wacky characters on the Isle o' Hags and its worlds. From a sentient flying saucer to a canary in a coal mine, from thieving cavemen to Gobi the camel, there are plenty of faces old and new to encounter! BBBBB TTTTTTT* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BB BB TTTTTTT================================================================ BBBBB === TTT II. MOVES AND ITEMS [II] BB BB TTT================================================================== BBBBB TTT * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * __ __( )__ _| _| ================================================================== (_ (_ A. BASIC CONTROLS AND BEGINNING MOVES [II.A] | __ | ================================================================== |__( )__| This section lists only the moves that you begin the game with - it's still quite a list! With a couple of small exceptions, you begin the game with all of the moves you learned in Banjo-Kazooie. Movement ======== CONTROL STICK: MOVE Like in every game ever, use the control stick to move around. The farther you tilt the stick, the faster Banjo moves. Also, if you tilt the stick the smallest amount possible, so that Banjo just barely moves, he will tiptoe silently. You can tell if Banjo is tiptoeing if he is holding his arms out at his sides. Z: CROUCH Simply pressing and holding Z will cause Banjo to crouch. This isn't very useful in itself, although you can use it to dodge some attacks, but crouching is the start for performing several other moves. Z + C LEFT: TALON TROT An incredibly useful move, the Talon Trot causes Kazooie to walk while carrying Banjo on her back. Kazooie moves faster than Banjo does, and the move also lets you climb up slopes that are too steep for Banjo. Once you've pressed C left, you can just continue holding Z to keep talon-trotting. Jumping ======= A: JUMP Tap A to perform a simple jump. Hold A for a slightly higher jump. Also, when jumping you can continue to hold A and Kazooie will flap her wings to slow your descent (up to a point), which can save you from damage if you're jumping from a moderate height. A + A: FEATHERY FLAP Press A to jump, then press A again in midair to perform a Feathery Flap, which extends the horizontal distance (but not the height) of your jump. Z + A: BACKFLIP Press Z then A to perform a backflip jump. This is the highest jump that Banjo and Kazooie can perform without special pads or shoes. Attacking ========= B: PECK/ROLL ATTACK While standing still, pressing B will cause Kazooie to perform a basic peck attack. While moving, press B to perform a roll attack. A + B: IN-AIR PECK ATTACK Press B during a jump to perform an in-air peck attack. A + Z: BEAK BUSTER Press Z in mid-air to perform the Beak Buster attack, which causes you to smash directly down to the ground. This move is useful for breaking some objects, for stopping the horizontal progress of a jump, or anywhere that strong downward force is needed. Z + B: BEAK BARGE Crouch, then press B to perform a Beak Barge attack. This move causes Banjo to slide forward a short distance. It is useful for breaking some objects or pressing switches on walls. Z + C UP/DOWN: SHOOT EGGS Press C up while crouching to fire an egg forward. This is a useful long-distance attack, but can be hard to aim. Pressing C down instead will fire an egg backward, but instead of shooting out it will bounce slowly along the ground. This was useful in Banjo-Kazooie when you needed to accurately deposit eggs into jars, but it is practically unnecessary in Banjo-Tooie. Try not to think too hard about how and out of what those eggs are being fired. Z + C RIGHT: WONDERWING Press C right while crouching to enable the Wonderwing ability. This makes Banjo and Kazooie invulnerable for as long as you continue to hold Z, but it costs gold feathers to use it (about one feather every three seconds). This is a great move when you need to quickly kill or get past a room full of enemies, and is the only way to get through certain obstacles. Climbing ======== Banjo can climb vines, ladders, pipes, and similar objects. Jump onto the object to grab on, then use up and down to move. Press A to jump off or Z to let go. Swimming ======== While on the surface, use the control stick to swim dog-paddle style, press A to jump out of the water and B to dive underwater. Once underwater, you have two different strokes you can perform. Hold A to perform a flutter kick, which is slow, but easy to steer; use it when you need to aim for an item or character. Hold B to perform a wing stroke, which is faster but less precise; use it when you just need to cover distance underwater. Note that while underwater your air meter will appear and slowly deplete; come to the surface or find an air bubble to refill it. Once your air meter runs out, then your life meter will start to deplete at the same rate. Flying ====== To take off, press A while standing on a flight pad. Once you are airborne, use the control stick to steer and press A to fly higher. You can also press B to perform a Beak Bomb, which will cause you to fly straight ahead at high speed, like a missile. This can be used to attack enemies and to break some barriers. Taking off, flying higher (pressing A), and performing a Beak Bomb each cost one red feather. To land, simply fly into the ground or press Z to do a Beak Buster. Use the Beak Buster if you need a precision landing, but you will take damage (or die!) if you use it from too high above the ground. Interaction =========== The B button is generally the "action" button. Press B while standing still to speak to characters, read signs, and perform other special actions. During dialogue, you can hold A to speed up the text, Z to slow it down, or press B to skip it altogether. (Note: you cannot skip important text or change the speed of text that is part of a cut scene). Camera ====== Use the C stick to control the camera. C left and C right rotate the camera, while C down adjusts the zoom level (cycles through close, medium, and far). Press C up to enter Banjo's eyes (first-person) view. You cannot move while using this view, but you can use the control stick to get a better look around. Press C up again to exit the view. Finally, hold R to adjust the camera so that Banjo is in the center of the screen. Menus ===== Whenever you are in a menu, press A for "yes" or "accept" and B for "no" or "cancel". During gameplay, press Start to pause the game and bring up the Pause menu. Here you can check all your item counts, see what items remain to be found in each world, and save your game. __ __( )__ _| _| ================================================================== (_ (_ B. ITEMS [II.B] | __ | ================================================================== |__( )__| This section lists the items that you can find and collect in each world. JIGGIES: Collecting Jiggies, which look like golden jigsaw pieces, is the main goal of your adventure. Some simply have to be reached to be collected, but many will be rewards for defeating bosses or completing challenges. Each world contains ten Jiggies, and you need Jiggies in order to attempt Master Jiggywiggy's challenges, which unlock new worlds. JINJOS: Jinjos are small, brightly-colored creatures that you will find in each world. They come in nine families, each family a different color, and when you rescue all the Jinjos in a family, you will be rewarded with a Jiggy. Each world contains five Jinjos; you will know one is nearby by their distinctive whistle and shout of "Help!". Note that each Jinjo's color is determined randomly, so this guide will not indicate the colors of Jinjos or take note of when a family is completed, since these will vary on different save files. NOTES: Musical notes are found in each world. They come in nests of five notes each, plus one large treble clef that is worth twenty notes. Each world contains sixteen note nests and one treble clef for a total of 100 notes per world. You need to have a certain number of notes to learn each of Jamjars's moves. GLOWBOS: Glowbos are small pink creatures that are needed in order for Mumbo and Wumba to use their magic. There are two Glowbos in each level, and they are always located near (or sometimes inside) Mumbo's skull and Wumba's wigwam. You can tell one is nearby by its "Tee-hee" laugh. EMPTY HONEYCOMBS: These golden, empty hexagons can be given to Queen B in exchange for adding extra honeycombs to your life meter. There are three hidden in each level. CHEATO PAGES: Collect five of these white pages and give them to Cheato in order to learn a new cheat code. There are three hidden in each level, and some of them can be extremely difficult to find. HONEYCOMBS: Honeycombs are often dropped by defeated enemies and will refill one unit of your life meter. (Note: You have infinite "lives" in Banjo-Tooie, but dying will send you back to the entrance of the world you are in.) Beehives contain three honeycombs, but if it is surrounded by bees, the bees will chase you once you destroy the hive! There are also two special types of honeycomb that sometimes appear: - SKILL HONEYCOMB: These honeycombs are marked with a "!" symbol. When you pick one up, the honeycombs on your life meter will begin flashing in order. When you press B, your life meter will be filled up to the currently lit honeycomb. At first, this is an easy way to get a full life meter, but the timing gets faster and faster as your life meter gets longer - MYSTERY HONEYCOMB: These honeycombs are marked with a "?" symbol. They are similar to skill honeycombs, except that these cause the honeycombs on your life meter to flash randomly, making them a little tougher. EGG NESTS: Eggs are your ammo, and egg nests refill your supply of the various egg types. At first the only type of egg available is the standard blue egg, but you will learn to use up to five different types of eggs. Most egg nests will cycle through all of the egg types you know how to use; whichever type is showing when you touch it is the type you get. In fact, an egg nest that does not cycle is usually a hint that you need that type of egg nearby. The number of eggs you get from a nest depends on the type: one nest refills 20 blue eggs, but the number is less for other types. FEATHER NESTS: Similar to egg nests, feather nests refill your stock of red and gold feathers. These also usually cycle through both types of feathers: the type showing when you touch the nest is the type you get. Red feathers are needed to fly, while gold feathers power the Wonderwing ability. Each nest will refill 20 red feathers or 2 gold feathers. OTHER ITEMS: You will encounter numerous other types of items that can be collected. Most of these are only needed in a single world or for a single challenge, but there are a few rare and mysterious items.... You can check all the items you have by selecting "Objects and Items" from the pause menu. __ __( )__ _| _| ================================================================== (_ (_ C. SPECIAL LOCATIONS AND OBJECTS [II.C] | __ | ================================================================== |__( )__| This section describes special locations and objects that you will find in most worlds. MUMBO'S SKULL: This large, skull-shaped building can be found in each world and is where you will find Mumbo Jumbo. If you give Mumbo a Glowbo, you can take control of him as a playable character. As Mumbo, press A to jump and B to perform a shock attack with his wand. When you find a Mumbo pad, stand on it and press B to perform Mumbo's magic spell for each world. To stop playing as Mumbo, return him to the chair in his skull. Note that Mumbo cannot leave the current world. Mumbo's life meter is one honeycomb shorter than Banjo-Kazooie's. WUMBA'S WIGWAM: This yellow and blue tent can be found in each world and is where you will find Humba Wumba. Bring her a Glowbo and you can transform into each world's special creature by jumping into her magic pool. Most transformations can jump with A and perform a special ability with B. To transform back into a bear and bird, jump in the pool again. TRAIN STATION: Most (but not all) worlds contain a train station. Find the train switch in that world to open the train station tunnel doors. Then you can call Chuffy the train using the train sign at the station or ride Chuffy from another world to that station. JAMJARS' HATCHES: These metal hatches with a red light on top are where Jamjars teaches you new moves. Press B next to a hatch and, provided you have enough notes, Jamjars will teach you a new move. Once you've learned the move, the light will turn green and you can stop by for a free life refill. BOTTLES'S MOLEHILLS: In Spiral Mountain, you can press B next to the brown molehills and Bottles will review your moves from Banjo-Kazooie. WARP PADS: Several of these swirling blue and purple pads will be found in each world. Stand on one and press B to bring up a list of other warp pads you have discovered in that world. Select one and press A to warp to that pad. Since the worlds in Banjo-Tooie are so large, these are great time-savers. JAMJARS' SILOS: These fulfill the same function on the Isle o' Hags as the warp pads do in the other worlds. They look like metal domes with lights around the rim. The lights are red at first, but turn green once you approach the silo. Jump in to warp to any other silo you've found. MUMBO PAD: These pads have Mumbo's face on them and can only be used by him. As Mumbo, stand on one and press B to use Mumbo's magic spell for that world. SHOCK JUMP PAD: These pads are green and bear an image of one of Kazooie's talons. Press A while standing on one to perform an extra-high jump. FLIGHT PAD: These pads have red feathers on a blue background. Press A while standing on one to begin flying (if you have red feathers). SPLIT-UP PADS: These blue (for Banjo) and red (for Kazooie) pads are always found side-by-side. Once Jamjars teaches you how, stand on the Banjo pad and press A to split up. You will start controlling Banjo, but you can switch characters by standing on that character's pad and pressing A. You can also switch characters while standing in a swap cloud (colored sparkly lights): these will appear whenever they are needed. To reunite Banjo and Kazooie, just touch the two characters together. WADING BOOTS: Touch the green wading boots, and you will be able to walk through dangerous terrain (like quicksand) for a limited time. TURBO TRAINERS: These white sneakers will allow you to run extremely fast (so fast you can run on water!) until the time runs out. SPRINGY STEP SHOES: Once Jamjars teaches you how, you can wear these purple shoes with springs in the soles. Press A before the time runs out to make a humongous leap (higher than the shock jump pad). CLAW CLAMBER BOOTS: Once Jamjars teaches you how, these blue shoes with red suction cups on the bottom will let you walk up walls that are marked with Kazooie's footprints (until time runs out). SIGNPOSTS: You will find wooden signs with a yellow question mark painted on them throughout the worlds. Press B to read them. Some contain useful hints or information, while others are just for fun. JIGGYWIGGY'S ALTARS: These yellow obelisks with a Jiggy icon engraved in them mark the entrance to each world. Press B next to an altar to check if you have enough Jiggies to open it. If you do, you can warp straight to Jiggywiggy's temple to unlock it. __ __( )__ _| _| ================================================================== (_ (_ D. MENU SCREENS [II.D] | __ | ================================================================== |__( )__| There are two menu screens in the game that it is important to know your way around. File Select Screen ================== This is the screen that appears after the title screen. It looks like a room in a house, and the different objects in the room represent different functions. PICTURE FRAMES: These are the three save files available to save your progress. If a file is empty, it will display a number (1, 2, or 3). If it contains data, it will display a picture of Banjo, Kazooie, or Mumbo. When the cursor is on a save file, the total game time and number of Jiggies collected will be displayed. NINTENDO 64: Select the Nintendo 64 on the table to access multiplayer mode. Note that you cannot select this unless you have at least two controllers plugged in. VCR: The yellow VCR on the table is the replay menu, where you can replay cut scenes, minigames, and boss fights that are normally one-time-only events. TV: Select the television to adjust video and audio settings for the game. CAMERA: If there is an empty save file, you can select the camera to copy a save file into an empty slot. TRASH CAN: If you want to permanently delete a save file, you can do so by selecting the trash can on the floor. Pause Screen ============ At any time, press the Start button to pause the game and bring up the pause screen. This screen not only shows you your life meter, air meter, stocks of feathers, eggs, Glowbos, and Jiggies, it also includes several other menus that give you detailed information about your progress in the game. RETURN TO GAME: Pretty self-explanatory. Select this to unpause the game. (or just push the Start button again). OBJECTS AND ITEMS: This will show you any collectible or temporary items you are carrying, such as Cheato pages, empty honeycombs, doubloons from Jolly Roger's Lagoon, etc. JINJOS: Select this to see how many Jinjos of each color you have rescued. GAME TOTALS: This is the most useful option for tracking your progress in the game. Use left and right on the control stick to view your statistics for each world in the game. For each world, you can see how many Jiggies, Jinjos, Cheato pages, empty honeycombs, notes, Glowbos, and Jamjar hatches you have collected (and, if you have found at least one, how many remain). The total time you have spent in each world is also displayed. SAVE AND QUIT: If you are done playing, select this option to save your game and return to the title screen. BBBBB TTTTTTT* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BB BB TTTTTTT================================================================ BBBBB === TTT III. WALKTHROUGH [III] BB BB TTT================================================================== BBBBB TTT * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * __ __( )__ _| _| ================================================================== (_ (_ A. The Rodent Always Dies First [III.A] | __ | ================================================================== |__( )__| | | | Spiral Mountain | | - 1 Cheato page (1/1) | | Isle o' Hags | | - 1 Jiggy (1/10) | | - 1 Jinjo (1/4) | | - Amaze-o-Gaze Goggles | |_____________________________________________| It Was a Dark and Stormy Night... ================================= - ... and Banjo, Kazooie, Mumbo, and Bottles were gathered at Banjo's house for an evening of playing cards. That all got interrupted, though, when a huge tank-like machine with a massive drill on the front broke through the cliffs surrounding Banjo's home area of Spiral Mountain. - Inside the digging machine are Mingella and Blobbelda, sisters of the witch Gruntilda, your nemesis from Banjo-Kazooie. Ever since she fell from the top of her lair at the end of the last game, though, she's been trapped in the ground underneath a large boulder. - Hearing all the ruckus from the digger, Mumbo Jumbo decides to go outside to see what's happening. What he sees is Mingella and Blobbelda using a spell to lift up the boulder over Gruntilda's landing spot! When they do, Gruntilda emerges! Her time underground has reduced her down to just skin and bones, well, mostly bones, but she is still alive and kicking. Thankfully, she has decided to give up her habit from the last game of speaking in rhyme. - Unfortunately, she spots Mumbo watching this and begins firing spells at him while he attempts to run back to the house and warn the rest of the gang. Banjo and Kazooie evacuate the house along with Mumbo, but Bottles doesn't believe Mumbo and remains in the house. - That's not good, because Gruntilda conjures up a massive spell which she throws at Banjo's house, completely destroying it. She then climbs into the digger, which heads back down the tunnel it drilled to return to her sisters' lair in Cauldron Keep, already plotting a way to return her body to a more life-like state. - Once the witches are gone, Banjo, Kazooie, and Mumbo step out to look through the ruins of the house. That's when they discover that Bottles did not survive the blast. So that settles it: Banjo, Kazooie, and Mumbo must set out to stop Gruntilda and her sisters from wrecking any more of the world. Spiral Mountain =============== - Poor Bottles! Even in death, though, Bottles still does what he can to help you. As you explore Spiral Mountain, press B next to his molehills and Bottles' ghost will explain your basic moves and the moves you learned in Banjo-Kazooie. - There's a goldfish trapped underneath a boulder next to Banjo's house, but there's nothing you can do now to rescue him. - Climb the spiral mountain (get it?) in the center of the area and use the flight pad to fly into the ruins of Gruntilda's Lair. You'll find Cheato the spell book inside, but he won't be able to give you any cheat codes until you bring him Cheato pages. - You'll find one CHEATO PAGE on a ledge near the waterfall: climb up some boulders to reach a shock jump pad from which you can jump to the page. - When you feel comfortable with the controls, follow the digger tracks into the tunnel out of the area. Inside the Digger Tunnel ======================== - Turns out that Gruntilda's loyal minion Klungo ("Minion with a Mission") is waiting for you inside the tunnel. Bars will block the ends of the tunnel and he will take one of Gruntilda's potions before attacking you. - Klungo will use the same potion throughout the fight, but which potion he uses is determined randomly. He will either turn invisible, grow to giant size, or create clones of himself. Whichever he uses, simply attack Klungo once to cancel the effect of the potion. Klungo will then create a shield around him and begin throwing potion bottles at you. Klungo cannot be damaged during this time, so just keep moving to avoid getting hit. - After a little bit, Klungo will take another potion and the pattern will repeat. Hit Klungo three times to end the fight and send him running away down the tunnel. Once he's gone, you can go through the other end of the tunnel. Jinjo Village ============= - The tunnel leads to another area of the Isle o' Hags, the large world of which Spiral Mountain and Gruntilda's Lair are only a small part. The Isle o' Hags is the overworld that connects all of the other worlds, and it is divided up into smaller areas. Jinjo Village, where you are now, is one of the smaller areas that are part of the Isle o' Hags. - Don't you love this music? Jinjo Village sounds like it should be a happy place, but there seems to be a distinct lack of Jinjos in this village. Straight ahead you'll find the first metallic JAMJARS'S SILO set in the ground in the center of a ring of colorful houses. Once you find more silos, you can use these to quickly travel between the different parts of the Isle o' Hags. - Enter one of the colorful Jinjo houses and you will find it empty. From his palace up ahead, Jingaling, king of the Jinjos, will invite you to come visit him so he can explain why. - Enter the palace to meet King Jingaling. He will tell you that the Jinjos got scared away when the digger drove through, but that he needs you to find them so that they will be able to compete in the upcoming kickball tournament. Then, as an incentive and just because he's a cool guy, King Jingaling will give you a golden jigsaw piece: it's your first JIGGY! He'll tell you to take it to Master Jiggywiggy and will open a door to him in Bottles' house nearby. - Meanwhile, in Cauldron Keep at the top of the Isle o' Hags, Gruntilda's sisters explain their plan to restore Gruntilda's body by using their Big-O-Blaster machine to suck up the life energy from the entire Isle o' Hags and transfer it to Gruntilda. They will perform a test by firing the device at King Jingaling's palace, leaving it grey and lifeless, with King Jingaling himself turned into a zombie! Banjo and Kazooie are lucky to be just outside the range of the blaster, and they need to stop the witches before the blaster is fully charged up and can zombify the entire world! - The entrance to Bottles' house (it's underground, of course; he's a mole) is directly across from the Jingaling's palace. Mrs. Bottles will ask about her husband, but Banjo doesn't have the heart to break the bad news to her. - Head down the hall to the left, then go left again to reach the bedroom of Bottles's younger son, Goggles. Talk to him and he'll give you the AMAZE-O-GAZE GOGGLES, which allow you to zoom in and out while in first-person view using C left and right. The bedroom at the other end of the hall belongs to Speccy, and it contains the back door that Jingaling opened. Go through the door to emerge in a new area of the Isle o' Hags, Wooded Hollow. Wooded Hollow ============= - As soon as you enter the area, the mysterious Master Jiggywiggy will direct you to visit him in his temple, which is pretty hard to miss: it's the giant golden building covered in Jiggy patterns. - There's a second JAMJARS'S SILO in the center of this wooded area: now you can jump into one silo and warp instantly to the other one. - You should note the other landmarks in this area: next to Jiggywiggy's temple is an impressive gray stone facade with a yellow Jiggy-inscribed obelisk standing next to a sealed stone door. Also, across from the facade is a path that leads to a giant egg. Enter through the crack in the egg to reach Heggy's Egg Shed. Heggy the hen will ask you to bring "special" eggs to her. If you go up the ramp you can see what she is talking about: a large, brightly colored egg covered in question marks. If you saw the bonus ending to Banjo-Kazooie, then that egg should look familiar. However, there's nothing you can do about it now. - At the end of the area is the tunnel made by the digger as it drove through the area. Go as far down the tunnel as you can to find a JINJO. Jiggywiggy's Temple =================== - Approach the door to Jiggywiggy's temple and talk to the brown-robed acolyte at the door. Since you have a Jiggy, he will open the door for you. Inside is an ornate room dominated by a giant crystal Jiggy-shaped platform on the floor, with Master Jiggywiggy himself standing at the other end. - Stand on the crystal Jiggy to talk to Jiggywiggy, and he will explain the power of the crystal Jiggy to open new worlds. ... - The "golden monolith" is to your right. Approach it and press B to begin Jiggywiggy's Challenge 1. You are facing a jigsaw puzzle with moving images on the pieces. Most of the pieces are already in place, but a few still need to be added to the puzzle. Use the control stick to move Banjo's hand to a piece, press B to pick it up, move it to where it needs to go, then press B again to let it go. If the piece is in the correct spot, it will fit into the puzzle. Place all of the pieces before time runs out to complete the challenge. - Once you complete the challenge, Master Jiggywiggy will proclaim that "now the great one will show you the way" and a beam of light will shoot out from the crystal Jiggy in the floor. The light beam will hit the door in the stone facade next door, blasting the door open. - You do not have enough Jiggies yet to attempt another challenge (and thus open another world), so leave the temple and head left to enter the door that was just opened. __ __( )__ _| _| ================================================================== (_ (_ B. Craztek Culture? Incaredible Artifacts? [III.B] | __ | ================================================================== |__( )__| | | | Mayahem Temple | | - 9 Jiggies (9/10) | | - 5 Jinjos (5/5) | | - 3 empty honeycombs (3/3) | | - 3 Cheato pages (3/3) | | - 3 Jamjars's hatches (3/3) | | - 100 notes (100/100) | | - 2 Glowbos (2/2) | |_____________________________________________| Main Pathway ============ - You will emerge from a staircase out of the ground into the midst of a tropical civilization. This is Mayahem Temple, the first of nine main worlds that you will explore (besides the overworld, the Isle o' Hags). Each world contains ten Jiggies, and by collecting Jiggies you can open up more worlds. - Directly in front of the world entrance is a pad with a swirling purple and blue pattern on it. This is a WARP PAD, which functions just like the silos on the Isle o' Hags. - To your right is a small pool of water: dive in to find a JINJO at the bottom. - Head straight from the entrance and you will encounter a large stone head that rotates in place and shoots darts at you when you get too close! You can't attack it right now, so move past it and start heading up the steadily- climbing path, collecting notes as you go. - You'll see a building guarded by a large cat to the left. Talk to the guard and he'll tell you that this is the entrance to the kickball stadium, but that only "Stonies" are allowed to enter. What is a Stony, you ask? Well, there is one just to the right of the stadium entrance. It's a short creature made of, surprise, stone. You can talk to it, but you can't understand its language. - Continue climbing up the main path, and just after you pass a second large stone door (the first was close to the world entrance) you'll find a metal hatch with a red light on top. Approach it to discover that this is one of Jamjars's hatches. Jamjars is Bottles's drill-sergeant brother, and he'll be taking over the move-teaching duties for this game. If you have enough notes (this is hardly ever a problem), Jamjars will teach you a new move. His first move for you is EGG AIM: crosshairs now appear in first-person view which you can use to fire eggs by pressing Z. - You can use your new egg aiming ability to stun the stone heads by shooting them in the diamond on their forehead. - Continue up the path until you reach another building off to the left. The door is shut, but you can open it by firing eggs into the mouths of the six snake heads on the front of the building. - This is the treasure chamber, aninside you will find Bloatazin running around in a panic. It appears he has lost Targitzan's "priceless relic thingy," and he will be in big trouble if he can't find it. He will open another entrance into the treasure chamber at the top of the building, but there is no way for you to reach it. There's nothing more you can do to help him right now, but you can talon trot up one of the piles of gold to find an EMPTY HONEYCOMB: eventually you will be able to use these to extend your life meter. - Just past the treasure chamber is a large skull-shaped building that players of Banjo-Kazooie will recognize as an enlarged verson of Mumbo's skull. You don't need to enter it now, but you can activate the WARP PAD in front of it, allowing you to warp between Mumbo's skull and the world entrance. - The path lined with notes will end in front of an impressive Mayan-style pyramid with steep stone steps leading up the side. Climb the steps to reach a door: you can go inside, but Targitzan won't let you proceed yet. Instead, walk around the back to find a steep ramp up to the very top of the temple. Talon trot up the narrow ramp to find a JIGGY, as well as a great view of the world. - Climb back down the pyramid and walk around the back of the base of the pyramid to find this world's TREBLE CLEF, which is worth 20 notes. - Look for a rope bridge near the base of the temple; there's a JINJO waiting for you on the bridge. - At the other end of the rope bridge you'll meet Bovina the cow. Her crops are being attacked by giant flies, and naturally she needs your help. You can kill some of the flies using your normal attacks, but you will need your egg aiming ability to kill all four of them. When you do, Bovina will give you a JIGGY. - On the other side of the temple from the rope bridge is a ledge with another one of Jamjars's hatches. Talk to Jamjars here to learn the BREEGULL BLASTER: this allows you to enter special areas where Banjo wields Kazooie like a gun and the game plays like a first-person shooter! - This is what you need in order to enter Targitzan's temple. Climb back up the stairs and enter the door. This time, Targitzan will let you go past the lobby. Targitzan's Temple ================== - When in Breegull Blaster areas like this one, use A to open doors, Z to fire eggs, and hold R to bring up aiming crosshairs. - Your goal is simply to collect green Targitzan statues. There are plenty of statues scattered around, so you should be able to find plenty just by wandering around. Use eggs to shoot the feline Moggie guards that patrol the temple. - When you collect 10 statues, the door to the Slightly Sacred Chamber will open. When you find the door, enter it to reach a large room which is empty except for a JIGGY in the center. - There is also a JINJO standing in a window overlooking the doors into the slightly and really sacred chambers. Go back up to the green room filled with pillars to find a doorway that leads to the Jinjo. - Find 20 statues to open the door to the Really Sacred Chamber. There are more than 20 statues in the temple, but once you collect 20 the rest will disappear. Make your way to the Really Sacred Chamber, and it appears at first glance to be identical to its slightly sacred neighbor. - As you approach the Jiggy, though, Targitzan will spring up from the floor, with the Jiggy sitting on top of his head far out of reach. The exit will lock, and you will be in your first boss fight! Targitzan: Despotic Dizzy Totem God =================================== - Targitzan consists of several layers of spinning targets. You must shoot four targets on the bottom layer in order to destroy it. Once you destroy the first layer, Targitzan will summon a Moggie to attack you. - When you defeat the Moggie, Targitzan's next layer will start to spin. However, this time there will also be a dart-shooting mouth on the layer in addition to the targets. When you see the mouth approaching, you need to move backwards and sideways to avoid being shot. Again, shoot four targets to destroy the layer. - With each successive layer, the number of mouths increases, as does the number of Moggies that appear afterwards. When you kill the Moggies, make sure not to collect the honeycombs until you need them. You can hide behind the stone walls for cover from darts, but they will be destroyed after receiving a few dart hits. - For the fourth layer, when there are more mouths than targets, the best strategy is not to try to aim for the targets, but just to keep moving and fire rapidly whenever you are facing Targitzan. There are plenty of egg nest available, so you won't have to worry about running out of ammo. - After destroying the fourth layer and defeating four Moggies, Targitzan will be down to just his head and will self-destruct. Get as far away from Targitzan as you can before he explodes, because darts will fly out in several directions. Once Targitzan is gone, his JIGGY is yours for the taking. Mumbo's Magic ============= - Once you've defeated Targitzan, leave the temple and return to the skull-shaped building you passed earlier. Inside you'll find a small pink creature called a GLOWBO and a ramp up to the upper level. Up there sits Banjo and Kazooie's good friend the shaman Mumbo Jumbo. @ Give Mumbo the Glowbo and you can begin controlling Mumbo. Mumbo has only one attack: a zap from his staff with B. As Mumbo, head down the path until you reach the platform with the top of a golden statue sticking out from the top. @ Next to the platform is a Mumbo pad. Stand on the pad and press B to perform a magic spell: in this case the spell is Summon, and it will cause the rest of the golden statue to rise up from the platform and come to life. You can now control the statue until you return it to its base or time expires. @ Start off by pressing B to kick the large boulder nearby, exposing a flight pad underneath. Then head up the hill to the large stone door near the first Jamjars hatch. Kick the door to knock a hole in its base large enough for Banjo to walk through. @ Now head back down the hill towards the world entrance where there is another stone door. When you kick this door, the entire door will open. Go through the door to enter a new area of the world called Jade Snake Grove. Inside, the only path that the statue can fit through is to the left, and it leads through quicksand. Banjo could never walk through this, but it doesn't bother the statue at all. Cross the quicksand to claim a JIGGY floating high in the air overhead. @ If you still have time, continue to the other end of the quicksand pit to reach an open area with a smooth-sided pyramid. Kick open the entrance to the pyramid. @ If you're not able to get all of that done before time runs out, just use the Summon spell again to keep controlling the statue until you do everything. @ You've now done everything you can with the Summon spell, so return to Mumbo's skull and sit down in the chair to return control to Banjo-Kazooie. Treasure Chamber ================ - Your first task should be to make use of the flight pad you uncovered next to the statue's base. Take off from the flight pad and fly to the top of the entrance of the kickball stadium in order to collect a JINJO. - Use the flight pad on the stadium entrance roof to fly to the upper entrance to the treasure chamber; just in front of the door is a CHEATO PAGE. - Go through the door and after descending some stairs you will come to a T-intersection. Head left to reach a switch and a gate. Step on the switch to open the gate, then head on through. - You'll be in a cave that opens out into a larger cavern. (You're actually in a different world, Terrydactyland, but that's not important to know now). You can see a golden statue that must be Targitzan's relic sitting on a ledge, and nearby is a sleeping caveman. - The floor surrounding the caveman and the relic is covered with twigs, and when you walk on them the noise will wake up the caveman, who will eject you from the cave. - In order the reach the relic, you must tiptoe across the twigs to avoid making noise. Tiptoe by tilting the control stick as little as possible; you will know you are tiptoeing if Banjo holds his arms out to his sides. - Once you reach the relic, follow the path behind the relic to reach the other side of the cave and return to the exit. Back in the treasure chamber, go straight to drop down to the floor and return the relic to Bloatazin. He will reward you with a JIGGY. Jade Snake Grove ================ - Now return to the world entrance and go through the stone doors so you can explore Jade Snake Grove as Banjo and Kazooie, not a giant golden statue. - Straight ahead when you go through the doors you will find the last of Jamjars's hatches in this world. Here Jamjars will teach you the GRIP GRAB, which allows you to grab and hang onto the edge of ledges and cracks. While hanging, you can move side to side, attack with B, let go with Z, and climb up (if possible) with A. - You can try out the new move on the ledge right behind Jamjars's hatch. Do a backflip to grab onto the edge of the ledge, then climb up to reach the JINJO standing there. - To the left of Jamjars's hatch is the quicksand pit the statue walked through, while to the right is another Stony (who you still can't understand) and a staircase up to another enclosed area. There's a WARP PAD here, with stairs straight ahead leading to a Native American-style teepee and a gateway to the left leading into an open area. - Head left to reach the smooth-sided pyramid whose door was kicked open by the statue. Go inside to find a grid of letters on one wall and a platform in the center. Cheato will explain that this is the Code Chamber where you will enter his cheat codes. Since you don't have any codes yet, there's not much to do here. - Talon trot up the sides of the code chamber, then jump to reach the top of the pyramid. Here you'll find a JIGGY being guarded by Slumber the snake. Like in Unga Bunga's cave, the Jiggy is surrounded by twigs. If you walk on the twigs, Slumber will awake and eat the Jiggy. He won't spit it back up until you leave the top of the pyramid. To reach the Jiggy, you must climb onto the top level in the one corner which is not covered with twigs, then tiptoe silently to the Jiggy. - From the top of the code chamber, you can also grab onto the edge of the stone wall and scoot along it to reach a ledge with a CHEATO PAGE. You'll need to use Kazooie's B attack to fend off the munchers that will try to bite you as you pass their nest. Kickball Tournament =================== - Now return to the teepee (actually, it's a wigwam) near the warp pad. Go behind the wigwam to find a GLOWBO, then go inside to meet Humba Wumba. Since Mumbo is now a playable character, Humba is now responsible for transforming you into a different creature in each world. Give Humba the Glowbo, then jump into the pool to transform into a Stony! # As a Stony, you can do a simple barge attack with B. You'll notice that you are also shorter than your normal self. You can also understand other Stonies when you speak to them, and they may give you some hints. Return to the world entrance (either via the warp pad or directly) and you'll find a small alcove behind the entrance that only a Stony can fit through. Walk into it to reach the EMPTY HONEYCOMB stored there. # Now head to the kickball stadium. Now that you're a Stony, the guard will let you in (even though he knows who you really are). There's another WARP PAD in the lobby of the Mayan Kickball Stadium. Talk to the Stony there and he will open the door to the quarterfinal match for you, as well as point out the training room downstairs. # The goal of the kickball games is to score the most points before time expires. You score two points for each yellow ball you get in your own goal (the blue one). You can control a ball just by touching it, kick it with Z, and barge with B - you can use this move to steal a ball from an opponent. Just grab as many balls as you can and you should win the quarterfinal match without much trouble. # Once you win the quarterfinal match, you can proceed to the semifinal and final matches. In the semifinal, red balls will appear along with the yellow ones; each red ball is worth -1 point. In the final, there will also be black bombs, which you can kick at opponents to stun them temporarily. Win the final match to take home the trophy, which is a JIGGY. Prison Compound =============== # After winning the tournament, head up the main path to the second stone door, the one with a hole kicked in it. Go through the hole to reach the prison compound, so named because of the stone prison cell at one end of the area. The final WARP PAD for this world is located in this area. Talk to the Stony in the area to learn the combination for the prison door. Enter the combination by stepping on the sun, moon, and star switches in front of the prison. (The combination changes in different save files, so it cannot be given here.) # When you enter the combination correctly, the door will open and you can talk to Dilberta the hard hat-wearing rat who has been trapped inside. Unfortunately, she reached the prison by digging from "the mine" and got trapped by a boulder that fell and blocked the tunnel, so she still cannot return home. There's nothing more that you can do for her right now. # There's nothing more you can do as a Stony, so warp back to Humba and jump in the pool to transform back into a bear and bird. Wrapping Up =========== - Warp back to the prison compound and climb up the boulders beside the prison (next to the pool) to reach the roof of the prison. Here there are two cracks in the wall heading left and right, respectively. Hang from the one going left and scoot along it to reach a ledge with a pair of wading boots. With the wading boots on, you can walk across the neighboring quicksand pit to reach a JIGGY on the other side. There's another pair of wading boots to help you return. - Return to the top of the prison and follow the right crack. This will lead you to a passage overlooking a smaller area with several pillars of varying heights, and a boulder blocking an opening of some kind in the center. On the top of the highest pillar is a Jiggy, but it's too far away to reach. You can, however, reach the CHEATO PAGE at the end of the passage. (If you drop down to explore the room, you can exit by swimming through an underwater tunnel.) - Finally, return to Bovina's field across the rope bridge. Do a backflip from the top of Bovina's hut to grab onto a high ledge. Pull yourself up to reach an EMPTY HONEYCOMB. - And that's it! You've collected everything there is to find in Mayahem Temple except for the final Jiggy: it will just have to wait until you have some new abilities. For now, return to the world entrance and descend the stairs to return to the Isle o' Hags. __ __( )__ _| _| ================================================================== (_ (_ C. Let's Stab Sentient Dynamite! [III.C] | __ | ================================================================== |__( )__| | | | Spiral Mountain | | - double air meter | | Isle o' Hags | | - 1 empty honeycomb (1/1) | | - 1 Jamjars's hatch (1/4) | | - 40 notes (40/100) | | - Ice Key | | Mayahem Temple | | - 1 Jiggy (10/10) | | Glitter Gulch Mine | | - 8 Jiggies (8/10) | | - 4 Jinjos (4/5) | | - 3 empty honeycombs (3/3) | | - 3 Cheato pages (3/3) | | - 2 Jamjars's hatches (2/2) | | - 100 notes (100/100) | | - 2 Glowbos (2/2) | |_____________________________________________| Isle o' Hags: Plateau ===================== - Return to Jiggywiggy's Temple and approach the golden monolith on the side wall. Since you have the required four Jiggies, you can attempt Jiggywiggy's Challenge 2. When you complete the puzzle, another beam of light from the crystal Jiggy will be unleashed. This one will blow the cover off of an opening in the ground in a new area of the Isle o' Hags. - Leave the temple and look for a crack in the wall next to the Mayahem Temple entrance. Grip Grab along the crack to reach a door out of Wooded Hollow. - The door leads to the Plateau, a desolate-looking area on the side of a steep cliff. This is the area where the entrance to the new world is located. There are several piles of rubble around the area, and a sign at the top of the ramp from the door reads "Glitter Gulch Mine". Backflip onto the top of the sign to collect the two note nests there. On top of one of the piles of rubble in the area is JAMJARS'S SILO. - At one end of the area is a giant version of the beehives you've found. There are two note nests at the base of the beehive, and around the back you can find an EMPTY HONEYCOMB. - Inside the beehive you'll meet Queen B. You can trade in your empty honeycombs to her and she will extend your life meter. The first extension costs 1 empty honeycomb, the next one costs 3, the next one costs 5, and so on. If you've found the 3 empty honeycombs in Mayahem Temple plus the one behind the hive, then you will have enough to add two more honeycombs to your life meter. - Before you climb down the rope to enter the mine, look for one of Jamjars's hatches nearby. If you have at least 45 notes, Jamjars will teach you how to use FIRE EGGS. As you might expect, fire eggs will set their targets on fire. Most egg nests will now cycle between blue and fire eggs, and you can select the egg type you want to fire with R. - With all that taken care of, climb down the rope or just jump down the hatch to enter Glitter Gulch Mine. Breaking Boulders ================= - At the bottom of the rope which marks the world entrance is a WARP PAD. By climbing partway up the rope, you can jump to the top of the "Glitter Gulch Mine" sign to reach the CHEATO PAGE there. - Step out from the world entrance into the main passage of Glitter Gulch Mine. You'll notice Wumba's wigwam on top of a pile of purple jewels nearby. There are several other brightly colored jewel piles around this main passage, as well as many buildings, side passages, and landmarks that you'll encounter as you explore the world. Running along the length of the passage is a small stream, and you'll also find minecart tracks around the passage. - Head towards Wumba's wigwam, but you want to explore the world first before you transform. Beyond the wigwam, follow the stream and you'll soon reach two sets of several small stepped ledges on either side of the stream. Climb up the ledges on the right side of the stream to find one of Jamjars's hatches. If you have at least 85 notes, he will teach you the BILL DRILL, which is an upgrade to your Beak Buster attack. - Jump up the ledges on the other side of the stream to collect five note nests. You can also test out the Bill Drill on a boulder partway up: your attack will shatter the boulder and expose an EMPTY HONEYCOMB inside. At the top of the ledges is a small building. - Inside the Prospector's Hut is Bullion Bill, the owner of the mine. He's pretty depressed because his partner, Dilberta the rat, has gone missing. Of course, you already met her trapped in the prison in Mayahem Temple. - Continue along the stream to reach an open area to the right of the stream with Mumbo's skull atop some ledges at the back of the area. Before you head towards the skull, though, Talon Trot up the minecart tracks that lead up a steep pile of purple jewels and into a tunnel. Partway inside the tunnel is a JINJO. - Head back towards Mumbo's skull to find a WARP PAD and three note nests on the ledges around the skull. There's also a green-tinted side passage nearby labeled "Mine Entry 2". There's a GLOWBO behind a boulder in the passage: drill the boulder to reveal a staircase. Generator Cavern ================ - Go down the stairs to enter Gloomy Caverns. There are prison cells to your left, but you can't open any of them, although there is a barrel of TNT next to one of the cell doors. Drill the boulder blocking the door at the other end to reach a more open area with a moss-covered building at one side. This is the Power Hut, and unfortunately you can't accomplish anything inside it yet. - There is another boulder blocking another door out of the lower level of this area. Drill the boulder, and beyond it is a Y-intersection: to the left is a brown-tinted exit, to the right a red-tinted one. - Take the red-tinted path to reach the Generator Cavern. This is a large, dimly-lit cavern filled with narrow paths. In fact, the room is pitch-black except for several generators giving off a dim red light. Shoot a fire egg at the green light on a generator to power it, causing a few lights in the room to turn on for a few seconds. This should be just long enough for you to see the path to the next generator. - Just keep powering generators using fire eggs, then following the path as far as you can see, then power the next generator, etc. Take your time and don't rush on the narrow pathways, and you will reach the JIGGY on the ledge over the door. Take the ladder down to return to the door and exit the cavern. - This time take the brown-tinted exit out of Gloomy Caverns to return to the main passage, this time near a sign labeled "Mine Entry 3". Look for a large pile of blue jewels, and on top of it is a boulder which you can drill to free a JINJO. You'll also find a WARP PAD nearby as well as a doorway labeled "Train Station". Inside it is, surprisingly enough, a train station. Unfortunately, the locomotive is lying on its side next to the tracks, with a Mumbo pad nearby. Until the train is put back on the tracks, the only thing you can do here is break a crate to the right of the door for an EMPTY HONEYCOMB. Running on Water ================ - From the train station, warp or walk back to the world entrance. There is a blue switch next to the stream near the world entrance. When you step on it, a grate will open where the stream disappears into the wall, near the train station. The grate will only stay open until the timer runs out, but how can you get there in time? - Return to the world entrance and break the two crates there. In one of them you will find a pair of turbo trainers. Put on the trainers, then step on the switch to open the grate. If you are facing Wumba's wigwam, follow the stream to the right after stepping on the switch. Remember that with the turbo trainers, you can run on water. - Simply follow the course of the stream and you should be able to make it through the grate before either the timer or your turbo trainers run out. You will emerge in Waterfall Cavern at the top of, well, a waterfall. Press B to turn off your turbo trainers if they haven't expired yet, then drop straight down into a small pool partway down the side of the wall. On the rim of the pool is a JIGGY. - Once you've gotten the Jiggy, drop into the larger pool at the bottom of the cavern and swim to the door. This door leads to Water Storage. You can shoot fire eggs at the TNT boxes in the middle of the room to blow them up - otherwise they will throw sticks of TNT at you if you get too close. Dive into the yellow-tinted moat (better not to ask) in the middle of the room to find this world's TREBLE CLEF at the bottom. - On the other (lower) side of Water Storage, you can climb up the side of the cylindrical water tank and dive to the bottom for a CHEATO PAGE. - Exit through the doorway in the lower section of Water Storage and you will emerge back in the main passage next to a sign labeled "Mine Entry 1". Next to you is a building called the Crushing Shed, with a WARP PAD next to the door. Unfortunately, there's not much to do inside. However, the nearby Mumbo pad and the large boulder with a Jiggy symbol painted on it look promising. - Explore in the area around the Crushing Shed to find four note nests on top of a green jewel pile in a corner. You can also find the waterfall that feeds the stream, with an unreachable Jiggy on a high ledge behind it. - Near the waterfall is a door that leads to the Toxic Gas Cave. As the name suggests, the air inside this cave is toxic, and so your air meter runs just as if you were underwater. Inside is a JINJO and a number of boulders; Bill Drill them to find an EMPTY HONEYCOMB inside one. - As you head back towards the world entrance, you may notice a small passage that leads to a metal shed. The door of the shed is blocked with boulders and TNT, while the words "Danger" and "Keep Out" are spray-painted on the front of the shed. Ordinance Storage ================= - As you face the world entrance, head down the side passage to your right, where the minecart track ends. Behind the track (with a broken handcart on it) is the Fuel Depot, where you can collect four note nests and talk to a UFO inside a box (Talking UFOs? Why not?) whose way out of the mine is blocked by a pile of rubble, with a TNT barrel nearby. - Next to the Fuel Depot entrance in the main passage is a slope that leads up to a boulder blocking an opening in the floor. Drill the boulder to enter Ordinance Storage, which is a Breegull Blaster (first-person shooter) area. - Find Jamjars in the entrance area to learn the BEAK BAYONET, which lets you perform a stabbing attack with B while in Breegull Blaster mode. Once you learn this attack, Bill will open the door to the main Ordinance Storage area for you. - Bill will explain that 15 TNT sticks have escaped and are loose in the area. You need to destroy them, but you cannot shoot them or they will blow up (hence, you must use the Beak Bayonet to attack them). Also, as soon as you destroy the first one, a 200 second timer will start ticking. - This is essentially a much more difficult version of Targitzan's Temple. You must explore the maze-like area searching for the red TNT sticks, which you can hear as they hop around. When you find a stick, destroy it with the Beak Bayonet. You can also use eggs to attack the cowboys wandering around inside, but don't waste much time on them. There are exactly 15 TNT sticks, and you must destroy all of them within 200 seconds. - If you hit a TNT stick with an egg or fail to find all 15 before time expires, you will automatically evacuate and will have to start over. If you manage to complete the task successfully, Bill will reward you with a "funny- shaped nugget", i.e. a JIGGY in the entrance room. Crushing Shed ============= - You have found two Mumbo pads so far in this world; it's time to find out what they do. Warp to Mumbo's skull and take control of the friendly neighborhood shaman. @ First warp to the Crushing Shed. Stand on the Mumbo pad to use the Levitate spell, which will lift the giant boulder off the ground, through the opening in the roof of the Crushing Shed, and set it down on the conveyor belt inside. @ Now warp to the train station. On the pad there, use the Levitate spell to set Chuffy the Train upright on the train tracks. @ That's all Mumbo needs to do in this world, so warp back to the skull and return control to Banjo-Kazooie. - Head back to the Crushing Shed and go inside. Use good timing to avoid being squashed by the crushers on the stopped conveyor belt, then perform a Beak Barge attack to press the red button on the wall. This will turn on the conveyor belt, which will lead the Jiggy boulder into the rotating metal grinders at the end. As the boulder gets ground up, bits of rubble will spew out of the top of the shed. Among the rubble are three gold pieces that will be scattered around the area around the shed. - Exit the shed (jump along the conveyor belt) and pick up the three golden pieces scattered around the shed. When you find all three, they will form a JIGGY. Old King Coal: Grubby Boiler Monarch ==================================== - Warp to the train station and enter the now-upright locomotive. Inside is a green "GO" pad, but Chuffy the train won't let you use it until you battle him! Hop inside the boiler to enter a large area with a pile of black coal at the end. It turns out not to be just a pile of coal, though, but the boss of this world, Old King Coal. - Old King Coal won't do much to attack you other than run around the room, but he will turn the floor of the room red-hot, so you should stay on the metal platforms scattered around the room. Also, because of the heat and the fumes, you can only survive inside the boiler for 150 seconds - if you don't defeat him before time expires, you will collapse. - Luckily, the strategy to defeat Old King Coal is extremely simple: just shoot eggs at him. Not fire eggs, just regular old blue eggs. It takes 50 hits to defeat Old King Coal, and as he accumulates damage he will start to lose limbs (like the Black Knight from "Monty Python and the Holy Grail" - unfortunately, being made of coal, he can't even bleed on you). As long as you have a full supply of blue eggs and keep steadily pelting him (use first- person view to aim more accurately) you shouldn't have any trouble defeating him before time runs out. - If you run out of eggs, you can damage Old King Coal by rolling into his legs, but you can only do this when the floor is not hot. If you haven't defeated him before the timer reaches zero, then the floor will stay hot permanently, which will also cause your air meter to begin to deplete. - Once you score the final hit on Old King Coal, he will explode, leaving behind a JIGGY. Chuffy the train will also let you ride and control him now, although you will have to open more train stations in other worlds in order for him to be able to take you anywhere. On a Short Fuse =============== - Warp back to the world entrance and pick up the GLOWBO on the small pile of purple jewels next to Humba's wigwam. Talon trot up to the wigwam to find a WARP PAD inside, and with the Glowbo Humba will let you jump into the pool to transform into a detonator. # That's right, you're a small wooden box with a handle. As a detonator, you can hop and jump around (including on the surface of water), although your movements aren't very precise. You are also mostly defenseless: your only attack is to blow yourself up! Doing this (with B) will destroy any nearby enemies, but it will also cost you one honeycomb of damage. # The real use of the detonator is to light the fuses attached to TNT barrels you've seen around. The first is right next to the base of Humba's wigwam. Just place yourself on top of the fuse and you will automatically light it, blowing up the TNT and revealing a doorway. You'll need to return as B-K in order to do anything else inside, though. # Your next stop is the Fuel Depot, at the end of the side passage next to the world entrance. Light the fuse on the upper ledge to blow up the boulders, allowing the UFO to move into the next passage. Behind the boulders is another straight passage with a bright exit leading out of the mine at the end. Unfortunately, this exit is also blocked by a gate, and you can't open it from this side, so you've done all you can for the UFO for now. # Near the Crushing Shed is a small passage that leads down to a flimsy metal shed. Light the fuse there to blow up the TNT in the door of the shed. This will blow up not just the door, but the entire shed as well, revealing a tunnel behind it. The tunnel leads to the Flooded Caves, but since detonators cannot swim, you'll need to return here again once you've transformed back. # Finally, enter the Gloomy Caves through the entrance near Mumbo's skull (marked "Mine Entry 2") to reach the prison area. Light the fuse here to blow up one of the cell doors, which will allow you to enter the cells and rescue a JINJO. - After having so much fun blowing stuff up, it's time to go back and see what you've accomplished. Return to Humba's wigwam and transform back into a bear and bird. Canary Mary =========== - Go through the door revealed by blowing up the boulders outside Humba's wigwam to enter the Canary Cave. This cave is filled with toxic gas, so don't waste time as you Beak Barge the door of the large metal cage inside, freeing the canary/woman Canary Mary inside. - Once she's out of the cage, Canary Mary will fly to the end of the minecart track in front of Fuel Depot. Meet her there and you will find that she has fixed the handcart there and would like to race you. - Agree to the race by jumping onto the handcart. You propel the handcart by simply mashing A as fast as you can. That's it. Mash the A button as fast as you can as you careen around the world with Canary Mary flying beside you. Don't let up, even if you have a big lead, because Mary is sneaky and will get a burst of speed at the end. Win the race and Canary Mary will reward you with a (rather smelly) JIGGY. - Talk to Canary Mary again and she will challenge you to a second race. Beat her again to win a CHEATO PAGE. After two wins, Canary Mary will fly out of the mine. Who knows if you will see her again? Flooded Caves ============= - Return to the Flooded Caves (near the Crushing Shed) and dive into the water to swim through an underwater tunnel. This leads into a small maze of underwater chambers, and you cannot come up for air in some of them. - From the entrance, swim straight, then right, then left to reach a chamber with a JIGGY waiting for you on a ledge. You can also swim straight, then left, then right (from the entrance) to reach the Waterfall Chamber. - You're almost through with your first visit to Glitter Gulch Mine, but you still haven't rescued Bill's partner Dilberta. To do so, you'll need to exit the mine and return to Mayahem Temple. Detour to Spiral Mountain ========================= - Before you head to Mayahem Temple, though, there are a couple of errands you can take care of. Start off by warping back to Jinjo Village. - First, jump onto the top of the door to the red Jinjo family's house. From there, backflip and you should be able to grab onto the roof of the house. Pull yourself up to collect the Isle o' Hag's TREBLE CLEF on the roof. - Next to the digger tunnel that leads back to Spiral Mountain, there is a mostly empty sandy area. There is a crack in the wall that you can hang from. Follow it until you can climb up to reach a tunnel. Inside is a small room with a Banjo-Kazooie cartridge! That's pretty unusual! Break the cartridge open with a Beak Barge, and inside is nothing less than the ICE KEY! This key was visible through a window in the walrus's home in Freezeezy Peak, but there was no way to reach it. You don't know what to do with this key, but it is pretty cool to have (no pun intended). - Now enter the digger tunnel to return to Spiral Mountain (you won't have to fight Klungo again). Near Banjo's house is a boulder that you can drill. Underneath is a goldfish; pick him up and return him to the moat around the spiral mountain. In thanks, the goldfish will give you a DOUBLE AIR METER, allowing you to swim for twice as long before having to surface for air. He will also teach you a faster swim move by holding A and B together. - Climb the spiral mountain and use the flight pad to fly into Gruntilda's Lair. Since you've collected over five Cheato pages, you can give the pages to Cheato and he will teach you his first cheat code: FEATHERS. To enter the cheat, though, you will need to go to the Code Chamber in Mayahem Temple (as he not so subtly hints). Well, that's great, since you need to return to Mayahem Temple anyway! Return to Jinjo Village and use Jamjars's silo to quickly reach Wooded Hollow and enter Mayahem Temple. Finishing Mayahem Temple ======================== - In Mayahem Temple, head to the prison compound. You should have already opened the prison door, so enter Dilberta's cell and drill the boulder blocking her tunnel. - Dilberta will leave through the now-open tunnel. Follow her through to emerge in the Prospector's Hut in Glitter Gulch Mine. Talk to Bill and he'll reward you with a JIGGY. - Use the tunnel again to return to the Mayahem Temple prison compound. Go to the pool on one side of the prison compound and swim through the underwater tunnel there to reach a small area with four columns of various heights. In the center is a boulder, which you can drill to expose a staircase. - The stairs lead to the Column Vault underneath. Here you can see the bases of the columns above. By rolling into a column's base, you can cause it to shake. Try shaking columns until you find the tallest column, which happens to have a Jiggy on top of it. When you shake the tallest column, the Jiggy will bounce onto the top of the next-lowest column, and a 45 second timer will start ticking. - Now all you have to do is just go from column to column, bouncing the Jiggy along until it is on top of the lowest column. Climb back up the stairs and backflip onto the column to take the JIGGY before the time expires. - Don't forget to enter the Code Chamber in Jade Snake Grove. Stand on the platform in the center and enter first-person view. Carefully aim and fire eggs to spell out the cheat code (FEATHERS). Be careful, because if you make a mistake, you will have to start over. Once the code is entered, your maximum capacity for red and gold feathers will be doubled (to 200 and 20, respectively). If you want to turn the cheat off, you can do so at the "cheat sheet" on the side wall. - With that, Mayahem Temple is complete! You've found every item there is to find in this world! You've also collected everything you can get so far in Glitter Gulch Mine, so it's time to open up a new world to explore. Exit Mayahem Temple through the world entrance and head to Jiggywiggy's Temple next door. __ __( )__ _| _| ================================================================== (_ (_ D. Safety Violations: The Ride! [III.D] | __ | ================================================================== |__( )__| | | | Spiral Mountain | | - pink mystery egg | | - blue mystery egg | | Isle o' Hags | | - 1 Jinjo (2/4) | | - 1 Jamjars's hatch (2/4) | | - 20 notes (60/100) | | Witchyworld | | - 9 Jiggies (9/10) | | - 5 Jinjos (5/5) | | - 3 empty honeycombs (3/3) | | - 3 Cheato pages (3/3) | | - 3 Jamjars's hatches (3/3) | | - 100 notes (100/100) | | - 2 Glowbos (2/2) | |_____________________________________________| Isle o' Hags: Pine Grove ======================== - Like you've done twice before, approach the golden monolith to begin Jiggywiggy's challenge 3 (you have far more than the 8 Jiggies required). Complete the puzzle before time runs out to open the gates to a run-down amusement park named Witchyworld in an area called Pine Grove. - To reach Pine Grove, you'll need to return to the Plateau. There you can drill a boulder to rescue a JINJO underneath. - In the Plateau, there is a gate blocking a tunnel; above the tunnel is a button with an image of a flame on it. Shoot a fire egg at the button to open the gate and reach Pine Grove. - Straight ahead in the small area of Pine Grove is the entrance to Witchyworld, but to the left you may be surprised to find Wumba's wigwam. Talk to Wumba inside, and she will tell you that she has a great spell to use, but that it requires the legendary Mega-Glowbo. Obviously, you don't have one of those. - There are two note nests inside a car from the log flume ride "Flume of Doom" on the ground, and another two nests inside a car at the bottom of the pool. - Finally, make sure to talk to Jamjars in the sand to the right of the Witchyworld entrance. If you have at least 110 notes, he will give you the ability to fire GRENADE EGGS, which as you might expect, explode on contact. These are fairly powerful weapons, but you can only carry 25 of them at once. As with fire eggs, you can select them with R and they will now appear in most egg nests. - Walk through the open gate to enter Witchyworld. Collecting Tickets ================== - As usual, there's a WARP PAD in front of the world entrance. Ahead, next to a boarded-up ticket stand, you'll see what looks like a polar bear. Talk to her and you'll find that she is the wife of Boggy, who you met in Freezeezy Peak in Banjo-Kazooie! She has brought her three children to enjoy the amusement park, but now she needs you to round them up so they can go home. - You will find the three children in different places around the park as you explore. These locations are chosen randomly for each save file, but they're not hidden in any way. Each child will need some form of motivation in order to get them to return to their mom. The boy with the baseball cap will refuse to leave until you attack him. The girl won't leave until you bring her some fries from Salty Joe's. The fat boy needs burgers from Big Al, but then he'll ask you to carry him back to his mom. You don't have a way to do that yet, so he'll have to stay in place until you learn a way to carry him. - Behind the ticket stand is a shock jump pad. Use it to step on a switch on top of the ticket stand. The switch will cause Big Al to open up his hamburger stand. - Across from the ticket stand is an area that is themed to look like Area 51, but it's closed off by an electric fence. However, the gate is no match for a grenade egg! There's not a lot you can do here yet, but you can use the shock jump pad in the corner next to the fence to jump on top of the fenceposts and grab two note nests there. - In the center of the park is a large blue and white circus tent (the Big Top), and there is a circular path that wraps around the tent connecting the various areas of the park. Straight ahead on the path is a slot machine, but this slot machine will shoot chips at you and try to whack you with its lever! Stand far enough away that it doesn't notice you, then blast it with a grenade egg. The slot machine will leave behind a ticket. If you enter the Big Top and talk to Conga the ringmaster inside, he'll tell you that you need four tickets (and one of Jamjars's moves) to enter. - You should carefully Talon Trot up one ropes of the Big Top to reach the top of the tent, where you will find a JINJO. - If you just make a lap of the circular path, you'll encounter three more slot machines - one near the entrance to each of the three main areas of the park. Destroy them with grenade eggs to collect a ticket from each one. You'll also pick up eight note nests. - Between the Old West and the scary areas you'll find Salty Joe's fry stand - the switch to open it is behind it, and then you can talk to Joe to get some greasy, super-salty french fries. Yum! - When you reach the entrance to the scary area, head up the hill towards the Big Top to find Jamjars's hatch. If you have 160 notes, Jamjars will teach you the SPLIT UP move. This extremely important move allows Banjo and Kazooie to separate; they can then be controlled separately. To split up, press A while standing on the blue split-up pad. You'll start off controlling Banjo, who can do nothing but run and jump. Switch characters by pressing A while on the split-up pad or in swap clouds (colored sparkly lights) that will appear at convenient locations when you are split up. Reunite by simply touching the characters together. You can try it out on the split-up pads nearby, but you'll have plenty of chances to use this move soon. - Between the scary area and the Space Zone is Madame Grunty's tent. Enter and something random will happen: you'll get one honeycomb or an egg nest or something similar. - Between the Space Zone and the world entrance is Big Al's hamburger stand, which you already opened. Talk to him and he'll give you some hamburgers, but it's probably best if you don't eat them... - Having explored the central area, it's time to have some fun in the three themed areas of the park! Old West Area ============= - There are two note nests hiding behind the doors to the Crazy Castle Stockade (but don't go through the doors yet). - Instead, backflip onto the top of the right-hand door and jump towards the wooden fence against the wall. You will hang off the fence and can slide over to a ledge with a JINJO. - If you jump onto the left-hand door and follow the fence on that side, you'll reach a series of ledges that lead up to a WARP PAD and Wumba's wigwam. You're not ready to transform yet, but if you peek your head in you'll find a GLOWBO inside the wigwam itself. - On the other side of the Old West area you'll find the Cactus of Strength game. Attack the starburst-shaped pad on the floor with three different attacks (Beak Buster, Bill Drill, and grenade egg) within 20 seconds to ring the bell and win a JIGGY. Cable Car ========= - Climb up the wooden pillar in the center of the area to reach a small platform. There's a rope attached to the top of the platform that stretches across the park, and stuck a little ways out along the rope (out of jumping range) is a platform suspended from the rope. - Backflip up onto the top of the platform, then walk very carefully along the rope out to the suspended platform (or hang from the rope). When you press the red button where the platform is attached to the rope, it will slide all the way to the end. - You can now stand on the suspended platform and press B to ride across the park. You'll end up at a similar platform above the Space Zone. Backflip onto the top of this platform for an EMPTY HONEYCOMB. - From the top of the platform, jump towards the metal pipe against the wall to hang from it. You can then scoot along the pipe to reach a wide ledge that's high above the ground. When you reach the ledge, you can step on the switch there to create a shock jump pad which will make reaching this ledge in the future a little easier. - You can also press the red button on the wall with a Beak Barge. This will cause the gate in the wall to open, and what will come through the gate but the UFO-in-a-box from Glitter Gulch Mine! When it floats over onto the pad in the middle of the area, the box will open to reveal a small, multi-colored flying saucer. Unfortunately, you can't ride the saucer because it has no power. Bummer! Space Zone ========== - Drop down to the ground to explore the rest of the Space Zone. Unfortunately, there's not a lot you can do now. There is a WARP PAD near the entrance to the Star Spinner, but the three attractions: the Dodgem Dome, Star Spinner, and Saucer of Peril, are all without power. The Mumbo pads inside the Star Spinner and outside the Dodgem Dome might suggest a way to fix that, once you find Mumbo. - However, you can collect two note nests next to the (closed) doors of the Dodgem Dome. You can also backflip on top of the Dodgem Dome doors and climb up the side of the building to reach a JINJO. - Additionally, you'll find Jamjars on the right side of the Dodgem Dome. If you have 180 notes, he will teach you AIRBORNE EGG AIMING, which lets you fire eggs while flying. Yay! - You still haven't finished exploring the Old West area, so walk back there or warp to Wumba's wigwam. (You can't reach the cable car from the ground) Crazy Castle ============ - Back in the Old West area, go through the open doors to enter the Crazy Castle Stockade. This is another open area with one of those bouncy castles in the middle: the only problem is it's deflated. To the left, you can see what looks like a Jinjo standing in plain sight. That's a little odd: usually the Jinjos are a little harder to reach! When you get close, though, it will try to attack you! This is actually a Minjo, a fake Jinjo! You'll have to be careful of these from now on: if you see a Jinjo just standing in plain sight with no obstacles, it's probably a Minjo. Rolls won't hurt it, but you can kill it with beak attacks. - Behind the Minjo is one of Jamjars's hatches, but he won't talk to both Banjo and Kazooie; he wants to see Banjo alone! - Before you split up using the pads across the area, though, find the metal grate that blocks access to the pump room. The grate is cracked, so use a grenade egg to blow it off. You can then collect an EMPTY HONEYCOMB and enter the pump room. Inside, you'll see that there are two switches next to the pump: one has Banjo's face on it, and the other has Kazooie's. This is your first chance to use the split up ability! * Head to the pads across from Jamjars and split up. As Banjo, head over to Jamjars to learn the PACK WHACK, which gives him a basic B attack (Before learning this move, Banjo on his own has no attacks.) Now enter the pump room and stand on the Banjo switch. There's a sparkly swap cloud over the switch, so press A to switch control to Kazooie. ^ As Kazooie, head to the pump room and stand on the Kazooie switch. Now that both switches are pressed simultaneously, the pump will turn on and the Crazy Castle will inflate! You can now move Kazooie over to Banjo to reunite the pair. - Enter the Crazy Castle, and you will find that it contains two games inside. The left-hand door is closed, and the door indicates that you need to enter as Kazooie alone to access it. The right-hand door, however, is open. Since you have learned Airborne Egg Aiming, you can play the Balloon Burst game. - Fire eggs while flying around the room to shoot balloons and score points. Blue balloons are worth 3 points, green balloons are worth 2 points, and red balloons are worth 1 point. You have unlimited rapid-fire eggs for this game, so it's best just to hold down Z and spray eggs while flying around. If you score 50 points in 60 seconds, a JIGGY will appear on top of the castle. You can reach it using the shock jump pad behind the castle. ^ Split up using the pads outside the castle and reenter as Kazooie alone. This time the left-hand door is open, which leads to the Hoop Hurry game. Here you score points by jumping through colored hoops: blue = 3 points, green = 2 points, red = 1 point (this will happen a lot). You can put on the turbo trainers in the middle of the room to run faster, but it might make it harder for you to aim your jumps correctly. Score 30 points in 60 seconds to cause a second JIGGY to appear on top of the castle. Scary Area ========== - Head over to the scary area next. Climb the really tall ladder in the center of the area to reach a very narrow wooden platform. Carefully walk across the platform (or hang from the side and scoot across) to reach the JIGGY at the end. - Then, carefully jump straight down from the end of the platform to land in the pool at the bottom and collect two note nests in the water. Make sure you land in the pool, though: it's not called the Dive of Death for nothing! - There are three doorways in the back wall of the area, but the middle one, which leads to The Inferno, is shut. There's a box with a "Pay Here" sign next to the door, but you don't have anything to pay with now, so that door will have to wait. You can still explore the other two, though. The Haunted Cavern and Cave of Horrors ====================================== - Head down the left-hand, purple-tinted tunnel to reach The Haunted Cavern. This room is pitch-black except for the light cast by the ghosts floating overhead. The ghosts won't hurt you and there's no need to attack them, since you need their light to cross the room. The path across the room is very windy and is lined with spikes (you take damage if you touch them), so you need to rely on the light from the ghosts to safely cross the room and reach the door at the other side. - This door leads to the Cave of Horrors, which contains three cages with exotic creatures locked inside. The left-most cage, billed as the "Ancient Bearded Camel" turns out to be none other than your old friend Gobi the Camel from Banjo-Kazooie! Fire a grenade egg at his cage to set him free and he will gratefully head off for the "lava world" - wherever that is. - The middle cage contains a "Mighty Evil Dinosaur", but she doesn't seem too evil when you talk to her. She was just trying to visit the amusement park, but instead she got captured and turned into an exhibit! Blast her cage door off as well, but the dinosaur won't leave until a train comes that she can ride back home. - The last cage holds a "Weird Killer Alien" - that is, a JINJO. Fire a grenade egg at the lock to blast the door off its cage. - Head back to The Haunted Cavern, but follow the path to the right until it dead-ends at several egg nests against the wall. Jump up to grab onto a crack in the wall, and follow the crack to reach a ledge with a CHEATO PAGE! Continue following the crack to quickly return to the door back to the main area. Train Station ============= - Go down the right-hand, green-tinted tunnel to reach a train station, very similar to the one in Glitter Gulch Mine! There should be a way to call Chuffy the train to come here, but the large closed doors at the ends of the tracks seem to be preventing that. - Find a tall coffin standing against the wall and flip on top of it to reach a crack in the wall. Follow the crack to reach an alcove over the door with a switch. The switch has a train icon on it, and stepping on it will open the doors at the ends of the tracks! - Now you can call Chuffy the train using the train sign on the ground. When Chuffy arrives, the dinosaur you freed will hear the sound and head to the train station. She will go into the wagon behind the locomotive, and when you talk to her she will ask to go to Terrydactyland. You haven't been to Terrydactyland yet (well, actually you kind of have, but that doesn't matter), and the only other place Chuffy will go is back to Glitter Gulch Mines. So it looks like the dinosaur is going to have to wait a little to go home. Mr. Patch: Strange Wobbly Inflatable Thing ========================================== - You've already explored the Space Zone, so now is a good time to return to the Big Top in the center of the world. If you've collected four tickets by killing the slot machines and learned airborne egg aiming, then Conga will let you into the giant, empty area underneath the tent. - Empty, that is, except for a big pile of green plastic that will suddenly inflate into a gigantic green inflatable dinosaur named Mr. Patch. As per his name, Mr. Patch has twelve patches around his body, and you need to hit each patch with a grenade egg in order to defeat him. - After the first hit, flight pads will appear and a spring-loaded boxing glove will start popping out on the ground, preventing you from standing still on the ground long enough to fire eggs. Instead, you'll have to make the rest of your attacks from the air. Besides the boxing glove on the ground, Mr. Patch's only attack is to periodically cough exploding beach balls at you. When he does this, switch out of first-person mode if necessary and swerve or use red feathers to avoid the beach balls. - You can easily refill your red feathers and grenade eggs by landing and collecting them from the nests around the flight pads: these nests only give red feathers and grenade eggs, they don't rotate like most nests. There are also a couple of honeycombs at the long ends of the tent. One of the easiest ways to die during this fight is to accidentally press Z in the air while not in first-person view, thus performing a Beak Buster attack while high in the air and taking serious damage when you smash into the ground. So try not to do that. - You have to hit all twelve patches with a grenade egg in order to defeat Mr. Patch. With each hit, Mr. Patch will deflate and thus shrink a little bit. This makes the remaining patches a little smaller, so it's a good idea to try to hit some of the harder patches, like the one next to his tail or the ones on his face, as soon as you can. When you successfully break the last patch, Mr. Patch will spin through the air as he completely deflates, leaving behind a well-earned JIGGY. The Inferno =========== - It seems like there's not a lot left for you to do, but you haven't jumped into Humba's magic pool yet. Walk or warp to the wigwam above the Old West area. # Humba's spell for this world will transform you into an armored van! You can jump(?) with A and press B to honk your horn, which will open the square-shaped van doors you've seen around. You don't have any direct attacks, but come on, you're an armored van: you can just run enemies over! In fact, you are invulnerable to damage as a van! # Use the van door next to the wigwam to easily reach the bottom of the ledge and head to the scary area. Since you're an armored van, that means you're probably full of money. Approach the "Pay Here" box and you will deposit a coin into the box, opening the door to The Inferno. # Go through the door (you'll have to time it so you don't get crushed) and enter the fiery, lava-filled area called The Inferno. You'll want to return here as a bear and bird, but for now follow the path to the left to reach a van door. Honk to open it and grab the CHEATO PAGE behind it. # You can also drive over to the Space Zone and open a van door in the base of the Saucer of Peril to find this world's TREBLE CLEF. # Head over to Area 51 near the world entrance and open the van door at the end of the landing strip for a JINJO. # That's all you can do as a van for now, so return to Humba and untransform. - Return to The Inferno as Banjo-Kazooie and take a look around. Lava covers most of the floor, and in the center is a tall tower with a ramp spiraling around it, upon which fire creatures are sliding down into the lava. Mumbo's skull is nearby, tinted red and with devil horns added so it fits in better. - As you head towards Mumbo's skull, though, you'll pass a switch on a small island. When you step on the switch, a shock jump pad will appear at the top of the tower, but the pad will shatter as soon as you step off of the switch! Obviously, there's something up at the top of the tower, but you need to keep the switch weighed down in order to reach it. * The solution is to use the split-up pads that are near the door. Have Banjo stand on the switch so the shock jump pad remains in place at the top of the ramp. ^ Now switch to Kazooie (there's a swap cloud over the switch) and have her run up the ramp. There is a pair of turbo trainers near the bottom of the ramp, but it's actually easier without them. You need to jump over the fiery guys as they slide down towards you, and you also need to make sure to don't run off the side of the ramp. Going up without the turbo trainers makes it easier to control Kazooie so you're less likely to fall off. ^ When you reach the top of the ramp, use the shock jump pad to jump to the very top of the tower and grab the JIGGY there. Be careful, though, because Kazooie alone can jump much higher than Banjo and Kazooie together, so make sure you don't overshoot the jump. ^ You'll have to make your way back down the ramp (run down after one of the sliders) in order to reunite with Banjo. Power-up with Mumbo =================== - Continue on to reach Mumbo's skull and the usual nearby WARP PAD. Head to the end of the path a little beyond the skull to find a GLOWBO. Inside Mumbo's skull, an EMPTY HONEYCOMB is waiting for you in the lower level along with a bad guy. Talk to Mumbo and take control of the shaman. @ As Mumbo, your goal is to power up the rides in the Space Zone. Head out of the skull (watch out for the enemy in the lower level) and warp to the Space Zone. @ The first Mumbo pad is outside the Dodgem Dome. Stand on the pad and use the Power spell to restore power to the Dodgem Dome: the generator light will turn green, the building will light up, and the doors will open. @ Now enter the Star Spinner and find the Mumbo pad next to its generator. Now this ride is also powered as the lights inside turn on, revealing a Jiggy floating above a rotating metal planet high up in the room. @ Finally, head over to Area 51 near the world entrance and use the Mumbo pad there to power the Saucer of Peril ride. This will cause the lights to turn on both on the landing strip nearby and on the pad back in the Space Zone where the UFO is sitting. @ Once you have powered all three rides, warp back to The Inferno and give control back to Banjo-Kazooie. Star Spinner ============ - Now that the attractions have power, warp to the Space Zone and enter the Star Spinner. - Jump onto the star platform floating above the ground, and it will rise up, leading you to a second star platform. Jump onto this star to reach a third. The third star platform will lead you to the metal planet at the top of the room. - Jump onto the rotating "ring" of the planet. In order to safely jump onto the rotating sphere - the "planet" itself, you will need to be in a talon trot before you jump. As soon as you land on the sphere, keep jumping and stay in a talon trot to avoid falling off the side (it's a LONG way down) before you can grab the JIGGY. - You don't want to just fall down to the ground. Instead, go back down the way you came up, using the star platforms. Dodgem Dome =========== - When you enter the newly-opened Dodgem Dome, you'll find that you still can't get very far. Inside the lobby are three doors, but they are all closed. There's also a "Pay Here" box, so you know what that means. # Warp to Wumba's wigwam, transform back into the van, head to the Dodgem Dome (the van just fits through the door), and pay a coin to open the first door. Now return to the wigwam and untransform. - Now you can finally enter the first door to play the 1 vs. 1 Dodgem Challenge. You are driving a bumper car, while a bad guy drives another bumper car. Your goal is simply to collect Twinklies (colored lights) to score points. As usual, blue = 3 points, green = 2 points, red = 1 point. The bad guy will try to bump you and block you, but he shouldn't be too much of an issue. Score at least 60 points in 45 seconds to open the second door. - In the second door, you're playing the same game, except now its 2 vs. 1. With two bad guys, they become more of a nuisance because they can trap you in corners and block you more effectively. Score at least 50 points in 45 seconds to win the second round and open the final door. - Yep, it's just like the previous two rounds, except now it's 3 vs. 1. Again, try not to get trapped in corners and aim for the blue and green Twinklies. Score 40 points in 45 seconds to win a JIGGY. Saucer of Peril =============== - You'll need to take the cable car ride from the Old West again in order to return to the launch pad for the Saucer of Peril ride. Now that the ride is powered, the UFO will let you jump in him to play. - The Saucer of Peril is a rail shooter game that takes you on an aerial tour of Witchyworld. You'll fly along automatically in first-person mode, and your job is to shoot the targets that appear along the path with Z. You get unlimited rapid-firing gold eggs for this minigame. The targets always appear in groups of 5 arranged in a semicircle, and again their values are blue = 3 points, green = 2 points, red = 1 point. - This game can be tricky at first. It might take you a few tries before you get the hang of aiming correctly and begin to learn where to watch for the targets to appear. As always, go for the blue and green targets whenever possible. During the ride, you will fly through the Space Zone, the Star Spinner, the central area, the scary area, the Old West area, the Crazy Castle Stockade, the area around the world entrance, and finally land in Area 51. - At the end of the came, you'll reappear automatically back in the Space Zone. Score at least 400 points to win a CHEATO PAGE and at least 500 points for a JIGGY. (You can win both prizes at once). - And with that, you've done all you can in Witchyworld! It's time to head to the world entrance and return to the Isle o' Hags. Cheats and Eggs =============== - Since you've collected another five Cheato pages at this point, head back to Spiral Mountain and visit Cheato inside the entrance to Gruntilda's Lair. Give him the pages and he'll teach you the next cheat code: EGGS. - Before you head to Mayahem Temple to enter the code, though, take off using a flight pad and fly towards the area next to Banjo's house with several large stumps on the ground. There is a metal grate covering an alcove in the cliff wall above this area, and firing a grenade egg will destroy the grate. Land in the alcove to find another Banjo-Kazooie cartridge! Attack it to find a PINK MYSTERY EGG inside. - Use the flight pad at the edge of the alcove to take off again and fly to the ledge next to the top of the waterfall. The waterfall emerges from a tunnel that you can swim through. - Inside the tunnel you will find a cave with another Banjo-Kazooie cartridge behind a metal grate, like it is in jail. To reach the cartridge, look for a crack in the wall that you can grab onto, and follow it to reach a small passage that leads around the grate. Break open the cartridge, and inside this one is a BLUE MYSTERY EGG. - These are some of the eggs shown in the bonus ending to Banjo-Kazooie, which Heggy asked you to bring to her egg shed in Wooded Hollow. Head to Wooded Hollow and go down the path across from the entrance to Mayahem Temple to reach Heggy's Egg Shed. - When you enter, Heggy will ask you to toss the eggs onto the nests on the ground, and then Heggy will hatch the eggs. - The pink egg allows you to perform a Breegull Bash attack by pressing B twice rapidly. This is just as effective as your regular peck attack, but it involves smashing Kazooie into the ground for fun. - The blue egg unlocks the cheat code HOMING, which causes any eggs you fire to home in on the nearest enemy. - Now make a quick stop to the Code Chamber in Mayahem Temple so you can enter your cheat codes. When you enter the EGGS code and activate it at the cheat sheet on the side of the chamber, your maximum capacity for all egg types will be doubled. __ __( )__ _| _| ================================================================== (_ (_ E. We All Live on a Yellow-Shorts-Wearing Submarine [III.E] | __ | ================================================================== |__( )__| | | | Isle o' Hags | | - 1 Jamjars's hatch (3/4) | | - 20 notes (80/100) | | - 1 Glowbo (1/1) | | Glitter Gulch Mine | | - 1 Jiggy (9/10) | | - 1 Jinjo (5/5) | | Jolly Roger's Lagoon | | - 7 Jiggies (7/10) | | - 5 Jinjos (5/5) | | - 3 empty honeycombs (3/3) | | - 2 Cheato pages (2/2) | | - 3 Jamjars's hatches (3/3) | | - 100 notes (100/100) | | - 2 Glowbos (2/2) | | Grunty Industries | | - 1 Jinjo (1/5) | |_____________________________________________| Isle o' Hags: Plateau ===================== - Head next door to Jiggywiggy to complete the next challenge (you need 14 Jiggies). Once you complete challenge #4, a gate next to a sign reading "To Ye Lagoone" will open in a new area of the Isle o' Hags called Cliff Top. - To reach this new area, head to the Plateau. Since you've collected enough empty honeycombs, stop by Queen B's Hive and she will trade you an extra honeycomb on your life meter for five empty honeycombs. It will cost you seven empty honeycombs before you can extend your life meter again, so it's going to be a longer wait. - Next to the cliff on the opposite side from the tunnel to Pine Grove are a pair of split-up pads. Use the pads to split up and have each character stand on their respective switches in front of the gate in the wall nearby. When both characters are on their switch, the gate to Cliff Top will open. Isle o' Hags: Cliff Top ======================= - As soon as you enter the area, you'll see one of Jamjars's hatches straight ahead. If you have 200 notes, Jamjars will give you a new egg type: ICE EGGS. These, as you might expect, are basically the opposite of fire eggs, and they will now appear in egg nests along with the other types. - To the right of Jamjars, you'll see a train station! There is a train sign you can use to call Chuffy, except that the train tunnel doors are shut, so Chuffy could not come here yet even if you wanted him to. There is also a Mumbo pad on a platform in front of the train tracks. - Behind Jamjars, you can Grip Grab from a crack in the wall to reach a small ledge with the train switch. This will open the train doors, so you can now call Chuffy to this station, although you have no reason to do so now. - To the left from the door, a path runs up along the side of a tall cliff. On your left you will find Mumbo's skull, but you haven't found a Glowbo so you can't try the Mumbo pad yet. Continue along the path to reach a JAMJARS'S SILO. - If you continue straight you will reach the entrance to the next world, but there is an interesting-looking gray building to the right, separated from the cliff. - Just past the warp silo, there is a set of easily-missable stairs which lead down to a switch that will extend a bridge from the cliff out to the building. - Crossing the bridge, you can collect four note nests from the four corners of the outcrop on which the building stands. There is a yellow Jiggy obelisk next to the closed door of the building, which means that this is another world entrance. If you check the obelisk, though, you will find that you do not have enough Jiggies to open this world. - You can climb up a vine on the back of the building to reach the GLOWBO on the roof, though. @ If you take the Glowbo to Mumbo, you can take control of him and try to use the Mumbo pad in front of the train station. When you do, though, nothing will happen, because Mumbo will say that there is "no patient here for me to use Heal magic on." Hmmm, it looks like you'll have to figure that out later. - For now, though, you've got a new world to explore! Enter the open gateway at the end of the path to enter Jolly Roger's Lagoon. Town Square Shops ================= - The world entrance is at the back of the town square, which is home to several businesses. Beyond the square is a lagoon filled with crystal clear blue water. - Look for several smooth patches in the ground that stand out. Use the Bill Drill on these patches to uncover 3 doubloons, which you will need to buy things in the shops, and a couple of shock jump pads. Behind the monument in the center of the square is a WARP PAD, and you can destroy the monument itself with a grenade egg to expose a pair of split-up pads. - Go through the door on the right (grab the note nest in the door) to enter Jolly's, the local watering hole. Jolly, the frog-like proprietor, certainly seems to act rather, er, "jolly". Pay him two doubloons and he will open the door to the bedroom, where you'll find Jamjars. As long as you have 275 notes, he will teach you SUB-AQUA EGG AIMING, which lets you fire eggs underwater just like while flying. - There are three note nests on the shelf behind Jolly, not to mention a broken jukebox and a seasick captain in the back room. Jolly is not feeling so jolly right now because his partner is missing: apparently she was eaten by a giant fish! Obviously, any help you can provide would be appreciated. - Head across the square to find Pawno's Emporium. You can also collect a note nest at the door, not to mention another three nests and a GLOWBO inside. Pawno has a Jiggy for sale, but he wants 20 doubloons for it. - Up the stairs you will find Mumbo's skull, with four doubloons in the bottom. Give the Glowbo to Mumbo so you can control him. @ Head to the edge of the square, where a Mumbo pad stands in front of the harbor. Use the pad to perform the Sunlight spell. This spell enables you to breathe while underwater in this world, which will be crucial soon. This is really all Mumbo has to do here, so return to his skull and give control back to Banjo-Kazooie. - On your way out of the skull, look for a cracked wall panel in the bottom level. Destroy it to find a secret entrance out of Mumbo's skull! - The hidden entrance leads to a beach on the edge of a calm lake. On the beach is Tiptup, from Bubblegloop Swamp in Banjo-Kazooie. He is trying to hatch an egg with his baby inside, but the egg won't hatch for some reason. Unfortunately, there's nothing you can do for him now. Along the Harbor ================ - You can collect six doubloons from the posts along the edge of the harbor. At the left end, go through a short tunnel to enter Turtleview Cave, a small chamber with a window looking out on Tiptup's beach. The chamber contains four doubloons and one of Jamjar's hatches, but the move is for Kazooie only. ^ Return to the split-up pad in the center of the square and give control to Kazooie. If you drilled all the smooth patches in the square earlier, there should be a shock jump pad on the left side of the square. With Kazooie's lower weight, the pad will let her jump up to a ledge with three doubloons. ^ Head back to Jamjars in Turtleview Cave, and with a minimum of 265 notes he will teach you the WING WHACK, which is a basic B attack for Kazooie. - Reunite with Banjo and enter Blubber's Waveracer Hire near Turtleview Cave. There's one note nest at the door and another three inside, along with a JINJO up on top of the rafters. You will also meet another cameo from the previous game, Blubber. After trying his hand as a pirate, Blubber seems to have become a small businessman. Business has gone south, however, and his shop is in disrepair. For a single doubloon, though, he will sell you his last remaining possession. - Pay him and a crate will appear in the middle of the store. Inside is a pair of turbo trainers. Put on the shoes and run out the door of the shop and down the ramp straight ahead onto the surface of the water. Run across to the ledge at the back of the lagoon. Jump to reach the JINJO on the ledge. You can also dive underwater to grab four doubloons from the bottom near the Jinjo's ledge. The Pigs' Pool ============== - On the other side of the harbor, you will meet two pigs, one of whom has an extra arm! The pigs were apparently trying to swim in the pool nearby, but the water is both toxic and freezing cold. You can see two large pipes that empty above the pool, one of which is pouring out sewage. If you brave the water, though (it's not dangerous), you can pick up four doubloons from the bottom. - To begin to help the pigs, find the shock jump pad near Jolly's (underneath one of the smooth patches). Use it to reach the roof, then Talon Trot up to the chimney, where you'll find a second shock jump pad. Use this pad to reach a crack in the cliff wall. Scoot along the crack until you can drop onto the top of the higher pipe and grab the EMPTY HONEYCOMB there. - Scoot back a little bit and drop onto the top of the lower pipe, the one the sewage is coming from. Drill the cover on top to enter the pipe. - Head down the pipe and you'll find yourself in a waste disposal plant. Jump out through the break in the side of the pipe and find a red button on the wall. Push the button with a Beak Barge to stop the flow of sewage. The pigs' pool is clean now, but it is still too cold. This is all you are able to do for now, though. Head back down the pipe to get dumped into the pool. - At this point, you should have 25 doubloons, so head to Pawno's. He will sell you a JIGGY for 20 doubloons, and then a CHEATO PAGE for the last five. Atlantis ======== - You've done all you can on the surface for now; it's time to dive down the tunnel in the floor of the lagoon. Remember, because of Mumbo's spell, you don't have to worry about coming up for air; you can stay underwater indefinitely. - At the bottom of the lagoon you'll find several orange sea anenomes; there are note nests floating above them, but you can't reach them due to the anenomes' tentacles. Use your new underwater egg aiming ability to fire an egg at the anenomes' eyes. This will cause them to lower their tentacles for several seconds, allowing you to grab the two note nests. - There is also a large circular object that looks like a (full-sized) flying saucer on the sea floor. There is a door on the side with Kazooie's face on it, but you can't open it now. - Swim down the passage and you will find the way blocked by the waving tentacles of a giant blue octopus! To get past, you will need to freeze the creature by firing an ice egg into its open mouth. - Beyond the octopus, the passage opens out into Atlantis, a large open underwater area filled with sunken ruins. There are a few dangerous pufferfish patrolling the area; if one starts heading towards you, shoot a grenade egg at it.On the left side of the area, an anenome guards the world's TREBLE CLEF. - You can also find a WARP PAD on a column to the right of the large temple at the far end of the area. Near the warp pad, look for a small nook in the base of the temple. Swim inside to find an EMPTY HONEYCOMB. - There is a tall and narrow building against the wall near the warp pad. Collect the two note nests at its base, then swim through its door. Inside the Electric Eels' Lair, swim up to the surface to find another one of Jamjars's hatches. With at least 290 notes, you can learn the TALON TORPEDO. This important move costs 5 red feathers; it allows Kazooie to separate and swim on her own underwater; it is what you need to break objects marked with Kazooie's face. - You can get a feel for the Talon Torpedo back in the main Atlantis area. Look for a round, mostly transparent fish swimming around the area: you can see it has a Jiggy inside it! To puncture the fish and grab the Jiggy, you need to use the Talon Torpedo. Swim somewhat close to the fish, then press Z to release Kazooie. Kazooie is hard to control on her own, so this can be tricky, but get her aimed at the fish, then press A to speed ahead. If you have aimed correctly, Kazooie will swim right through the fish, collecting the JIGGY on the way! Temple of the Fishes ==================== - Your next task is to open the door to the temple at the back of the area. Notice that above the door of the temple are six symbols (these are actually Greek letters). These symbols are the code to open the door. - On the floor in the center of the area there are four mermaid statues, each holding a bowl with one of the symbols engraved on it. You need to fire an egg into the bowls in the order given by the inscription over the door. You will hear sounds to let you know if you have fired into the correct bowl or not. If you mess up, you need to start over again. - Enter the correct sequence and the door of the temple will open. Inside, swim up to the surface to meet the pig Chris P. Bacon standing inside a diving cage. Chris wants to photograph the walls of the temple, but he needs you to defend him from the Nibbler fish that are trying to bite him. - Make sure you have plenty of eggs before you agree to help Chris. When you do, he will descend to the floor of the temple. Follow him down and try to position yourself midway between the cage and the wall at about the height of the top of the cage. - Once Chris reaches the bottom, Nibbler fish will begin emerging from the walls and swimming towards him. If a fish touches Chris, he will get bitten and you will have to restart. The position described above should give you a good view of most of the room, so that by sweeping your view from side to side you can spot the Nibblers and fire eggs at them (blue eggs are fine). If you can keep the Nibblers away from Chris for 60 seconds, he will reward you with a JIGGY. The Big Fish ============ - Return to Atlantis and head for the Seaweed Sanctum, which if you have the temple behind you, is the building to the left of the tunnel from the lagoon. - Use the shock jump pads to make your way up the walkways that ring the walls of this room. On the top level you will find a JINJO and a door which leads to a new area, the Sea Bottom. - Dive into the water and you should be able to find a WARP PAD, as well as another clear fish carrying an EMPTY HONEYCOMB inside. Like the first one, use the Talon Torpedo to speed through the fish and take the item inside it. - There is also a very large orange fish swimming around the area. Despite its looks, the fish is harmless. However, Jolly mentioned that his partner got eaten by a giant fish... this could be the one! - To find out, you need to get inside the fish, but its mouth is tightly shut and covered by five giant teeth. Knock the teeth out by firing grenade eggs at them (you can also use regular eggs, but it will take several hits for each tooth). Once all five teeth are gone, the fish will open its mouth and you can swim inside. - Inside the Big Fish, there are two branching pathways. To the right is a JINJO. To the left is the, er, purportedly female Merry Maggie. When you talk to her, she will head out of the fish to return to Jolly's. Return to Glitter Gulch Mine ============================ - After exiting the big fish, swim through the underwater tunnel out of its cavern to reach another octopus. Again, freeze it by firing an ice egg into its mouth. You can now swim through to reach another cavern. - This cavern is a little darker and a little more ominous; the floor is strewn with metal lockers. There is a WARP PAD near a dark tunnel in the floor of the room, but the water pressure inside is too high for you to enter. You can also break the door of one of the lockers (the one labeled D. Jones), but we'll return to explore it shortly. - For now, just swim through the other tunnel (with teal-colored walls) and past another octopus. This will bring you into the hold of a sunken ship in the Atlantis area (it is at the end of the tunnel to the left of the Temple of the Fishes). Make sure to swim out of the sunken ship and activate the WARP PAD on the deck of the ship. - Inside the sunken ship, you can break the chest with a grenade egg to find a JINJO inside. There is also a hatch with a cover bearing Kazooie's face. Break the cover by using the Talon Torpedo and speeding into it. You can now swim down the water supply pipe, using ice eggs to freeze the spinning blades in the pipe. - When you reach the end of the pipe, you will fall out onto the top of one of the water tanks in the Water Storage area of Glitter Gulch Mine! There is a JINJO waiting for you on top of the tank. Glitter Gulch Mine: Power Hut ============================= - Since you're in Glitter Gulch Mine already, you might as well collect a Jiggy you weren't able to get before. Head to Gloomy Caverns: you can reach it via the mine entrances next to either Mumbo's skull or the train station. Head to the relatively open central area, where the ramshackle Power Hut stands against one wall. * Find the split-up pads on a ledge near the Power Hut. Once you are separated, have Banjo enter the Power Hut, climb the ladder, and stand on the light switch. This will turn on the lights in the basement, illuminating a zigzagging path to a Jiggy. ^ Use the swap cloud to switch to Kazooie, and send her into the Power Hut and down the stairs to the basement. Slowly and carefully, walk across the wooden planks that connect the small platforms over the black pit. There is no time limit, so don't rush it. Also, be aware that the planks get narrower towards the end. Make it safely to the JIGGY at the end, then backtrack and return to the split-up pad to switch control back to Banjo. * Have Banjo exit the Power Hut and touch Kazooie to reunite the characters. Smuggler's Cavern ================= - Now you need to get back to Jolly Roger's Lagoon. Exit Glitter Gulch Mine through the world entrance, then warp to Cliff Top and re-enter Jolly Roger's Lagoon through its entrance. - Since you are back in the town center, you might as well stop back in at Jolly's. Jolly is delighted that Maggie has returned, and will reward you with a JIGGY. - Through the window next to the bar in Jolly's, you can see a barrel of gunpowder against the wall of the storeroom. Fire a grenade egg through the window to ignite the barrel and blow a hole in the wall. Go outside and enter through the hole to find a staircase in the storeroom. - The staircase leads to the Smuggler's Cavern. There is a Jiggy on an island in the middle of the room, but you can't reach it. Dive into the water to find another clear fish. Use the Talon Torpedo to speed through it and nab a CHEATO PAGE. - There is also a Kazooie hatch blocking a pipe under the entrance. Use another Talon Torpedo to break the hatch and swim down the water supply pipe. Again, use ice eggs to freeze the spinning blades. - You will emerge from the pipe inside a storage tank, in a different part of the waste disposal plant you reached earlier from the pipe over the pigs' pool. Notice that your air meter reappears since you are no longer in Jolly Roger's Lagoon. Swim to the surface and you will find a JINJO (note that this is not one of Jolly Roger's Lagoon's Jinjos). There's no way for you to get out of the tank, so swim back down the pipe to return to the Smuggler's Cavern. Inside the UFO ============== - There is a underwater tunnel leading out of the Smuggler's Cavern: it emerges at the bottom of the lagoon. Since it's nearby, swim to the UFO and break the door with the Talon Torpedo. - Inside, you will meet the aliens Alph, Betti, and Gammo. They would like to leave, but their ship has lost power. You can restore power by firing ice eggs into the targets on the sides of the ship. You need to be fast, though; you must hit all four targets within 20 seconds. - When you succeed in powering up the ship, exit so the ship can take off. The aliens will mention something about stopping to pick up their kids from a "snowy mountain" before zooming off. Examine the area where the UFO was to find a JIGGY in a small hollow in the floor. Davy Jones' Locker ================== - Swim back to Atlantis and head through the tunnel to the right. This leads to a small cavern with a GLOWBO on the floor and Wumba's wigwam on the surface. Enter and give Humba the Glowbo to transform into a submarine! # The submarine is the perfect transformation for underwater exploration. You can travel fast by holding down A, press B for a sonic pulse that will destroy any nearby enemies (it also allows you to get past octopi), and press Z to fire torpedoes (these are essentially infinite grenade eggs). # As a submarine, head to the lockers cavern (don't forget you can warp there). If you didn't already, fire a torpedo at the locker labeled D. Jones to blow up the door of the locker. Lord Woo Fak Fak: Self-Important Anglerfish =========================================== # Inside the relatively small chamber, you will meet the giant anglerfish Lord Woo Fak Fak. He has a Jiggy inside his lamp, so it's time to battle. - (Note: You can fight Lord Woo Fak Fak either as a submarine or as Banjo-Kazooie with grenade eggs. I think the fight is a little easier as a submarine - for one thing, you have infinite ammo.) # Lord Woo Fak Fak will attack by firing balls of energy at you from his lamp. As long as you move after you hear he has fired at you, it will miss. You can also take damage by running into his teeth. Since the locker in which you fight him is not that big, this can be a danger. # To damage Fak Fak, you need to fire a grenade egg or torpedo at the glowing boil on his body. Once you hit that boil, another one will start glowing. Hit all six boils and the fight is over, right? # Not quite! Lord Woo Fak Fak will open his eyes and the fight will continue. Now he adds a new attack: spewing bubbles out of his mouth at you. His weak spot is now his eyes, and it will take six more hits to bring the giant fish down for good. # Once you hit Fak Fak in the eyes six times, the fight is really over. He will flip over and float to the top of the locker, causing the JIGGY to fall out of his lamp onto the floor of the locker. It's yours for the taking. Sea Bottom Cavern ================= # Back in the lockers cavern, enter the dark tunnel in the floor. (You can only enter this tunnel as a submarine). Inside is the Sea Bottom Cavern, where Gruntilda has arranged a mine-clearing minigame for you. # The cavern is filled with blue, green, and red mines. You earn points by detonating mines with torpedoes (blue = 3, green = 2, red = 1). A good strategy is simply to swim through the cavern firing constantly, aiming for blue and green mines. Don't be too reckless, since you take damage from touching a mine (duh). Score 60 points in 60 seconds to win a JIGGY. - And with that, you've done all you can in Jolly Roger's Lagoon for now. Return to Wumba's wigwam in Atlantis to un-transform, then warp or swim back to the town center and head out of Jolly Roger's Lagoon. __ __( )__ _| _| ================================================================== (_ (_ F. Cavemen Like Junk Food? [III.F] | __ | ================================================================== |__( )__| | | | Isle o' Hags | | - 1 Jinjo (3/4) | | - 1 Jamjars's hatch (4/4) | | - 10 notes (90/100) | | Glitter Gulch Mine | | - 1 Jiggy (10/10) | | Witchyworld | | - 1 Jiggy (10/10) | | Terrydactyland | | - 8 Jiggies (8/10) | | - 5 Jinjos (5/5) | | - 3 empty honeycombs (3/3) | | - 2 Cheato pages (2/3) | | - 3 Jamjars's hatches (3/3) | | - 100 notes (100/100) | | - 2 Glowbos (2/2) | | Hailfire Peaks | | - Mega-Glowbo | |_____________________________________________| Isle o' Hags: Wasteland ======================= - You should know the drill by now: return to Jiggywiggy's Temple in Wooded Hollow and complete challenge #5 (you need at least 20 Jiggies for this one). Once you've assembled the jigsaw puzzle, the crystal Jiggy will destroy the stone teeth of a large dinosaur head sculpture in a new area called the Wasteland. - To reach this new area, head to Pine Grove (where Witchyworld's entrance is located). Dive into the pool there and use the Talon Torpedo to break the boulder at the bottom. - When you swim through the tunnel behind the boulder, you will find yourself inside another digger tunnel. Klungo is there, too, looking a little bruised after your first fight with him. - Like before, Klungo will drink one of three potions with which to attack you, but which potion he takes is determined randomly. He will either turn invisible, grow to giant size, or create clones of himself. Attack Klungo once to return him to normal; he will then throw potion bottles at you from behind an energy shield. - This fight should go fairly quickly. Attack Klungo three times and he will run away again, allowing you to continue through the tunnel (you want to exit through the non-watery end) to the Wasteland area. - Look to your left when you exit the tunnel to find the last of Jamjars's hatches in this world. Talk to Jamjars with at least 315 notes and he will give you the fifth and final egg type: CLOCKWORK KAZOOIE EGGS. These eggs will release a small robot in the shape of Kazooie when they hit the ground (if they hit a wall or other surface, they will just explode). Once the clockwork Kazooie is released, you can control it for up to 20 seconds and detonate it by pressing B. The remote-control capability of these eggs gives you some new opportunities to reach items and locations you could not reach otherwise, but you need to use them judiciously: you can only hold 10 of them (without Cheato's egg-doubling code), and a nest will only give you a single egg. - Continue on to find one of JAMJARS'S SILOS in the middle of the area. Head left from the silo to collect two note nests on a series of ledges leading up to a shelf with what look like two Jinjos waiting for you. Only one of them is really a JINJO, though; the other one is a Minjo. - You should be able to easily spot the dinosaur head-shaped cave that marks the entrance to the next world, Terrydactyland. Near the Entrance ================= - Terrydactyland is a primitive world occupied by cavemen and dinosaurs. (Ignore the fact that dinosaurs and cavemen were actually millions of years apart. It's a video game, not a science lesson!) The world has the shape of a ring surrounding a central mountain, with numerous caves and passages leading both inside the mountain and into the outer wall. Just to your right from the world entrance is the world's first WARP PAD. - Straight ahead is a pillar with a switch high up on its side. Press the switch by firing a grenade egg at it, and the gate blocking an alcove in the mountainside directly in front of you will open. There is no way now for you to directly reach the Jinjo inside the alcove, but you can use your new clockwork Kazooie eggs to get it for you. Fire a clockwork egg so that it lands on the floor of the alcove, and then you can use the clockwork Kazooie to collect the JINJO. Note that clockwork eggs are a little trickier to aim, since they follow a parabolic path rather than flying in a straight line like the other egg types. - Drop back down to the ground and head to the green ledges near the world entrance. You can collect three note nests on and around the ledges (there's no need to enter the nearby cave yet) and at the top is one of Jamjars's hatches. With at least 390 notes, Jamjars will allow you to use the SPRINGY STEP SHOES. These purple spring-soled shoes will give you a limited time with which to make one super jump. - Now enter the cave leading into the mountain that is directly across from the world entrance. This leads to a sloping path that leads to another exit a little higher and to the left. You can see a pool and island inside the mountain, but you can't reach them because your path is blocked off by a fence. - When you exit the mountain at the top of the ramp, you will be on a narrow bridge that leads nowhere: it just runs into the outer wall. Standing in the middle of the bridge is a caveman with a black beard, green armor, and wielding a large mace. This is one of five members of the Rocknuts tribe, and you need to defeat all of them if you want to take the Jiggy they guard. The trick is that the Rocknut's armor makes them impervious to all your attacks, except for the one spot their armor doesn't cover: their butts. The Rocknuts will always turn to face you, though, so there's no way for you to directly attack behind them, and if you get too close to them they will smack you with their mace. - The trick is to use clockwork Kazooie eggs. For this Rocknut, use a double jump to jump around the Rocknut, so that he is facing you and has his back to the mountainside entrance. Now fire a clockwork egg onto the ground underneath you and guide the clockwork Kazooie up the ramp inside the mountain which you just followed. When it emerges onto the bridge, the Rocknut will have his back to it and it can detonate next to the Rocknut's butt. - Drop down from the Rocknut's bridge and you will land near the shore of a small lake. Collect three note nests near the shore, then jump into the lake. There is a Kazooie switch underwater near the waterfall; press it using the Talon Torpedo move. This will open the gate blocking a JINJO underneath the small island against the cliff wall with a large gray egg on top. Inside Chompa's Belly ===================== - Swim or walk into the opening in the side of the mountain next to the waterfall to reach the main part of the mountain interior, which you could only see from the path up to the Rocknut's bridge. - Swim across the pool inside the mountain to find a small alcove with a flight pad. Use the flight pad to fly onto the island in the center of the pool. There is a button on the island which you can press with a Beak Barge: this will raise a narrow, zig-zagging path to the island up from the bottom of the pool, giving you an easier way to reach the island. - There is also a pair of springy step shoes on the island. Put on the shoes and use them to jump to the top of the column on the island. When you do, Chompasaurus will emerge from the pool and, after looking you over menacingly, swallow you whole! - Inside Chompa's belly, which is a Breegull Blaster area, it turns out that Chompa doesn't want to harm you, he just needs you to help him get rid of his painful stomach ulcers! In this minigame, ulcers will appear in three colors: blue, green, and red. As usual, blue = 3 points, green = 2 points, and red = 1 point. - Since you have unlimited rapid-fire eggs for this minigame, the best strategy is just to stand in the center of the area, hold down Z, and spin in a circle. You might get dizzy, but you shouldn't have any trouble scoring 75 points in 60 seconds, which is what Chompa needs to ease the pain. When you win, he'll spit you out and reward you with the source of all his trouble: a JIGGY he accidentally ate. Mumbo and Humba =============== - Exit the inside of the mountain and head to the far side of the lake. Grab the turbo trainers from an alcove in the wall and use them to run across the lake a grab the EMPTY HONEYCOMB from the ledge above the water. - Put on the wading boots in the other alcove and use them to cross the swamp and reach the ledges leading up to Mumbo's skull. There's a WARP PAD here, and you can grab a GLOWBO behind the skull. - Jump up to hang from a crack in the wall next to Mumbo's skull. Follow the crack to reach an alcove containing a boulder. Drill the boulder to find a CHEATO PAGE. @ Enter Mumbo's skull, give him the Glowbo, and have him walk down to the edge of the swamp outside his skull. At the Mumbo pad there, use the Enlarge spell to grow the stepping stones across the swamp from tiny to large. @ You'll need Mumbo again later, but for now send him back to his skull and return control to Banjo and Kazooie. - Use the enlarged stepping stones to cross the swamp safely, then follow the narrow path across the other end of the swamp to reach a brown-colored area with Wumba's wigwam in the center of a large flat ledge against the mountainside. - Across from Wumba's wigwam is a high wall. Against the wall are several ledges: on one of them you will find the TRAIN SWITCH (press this to open the doors in the train station, allowing Chuffy the train to travel there). On another, higher ledge near the swamp is a boulder with the world's TREBLE CLEF hidden inside. There is also a Jinjo trapped behind a gate, and a large switch with a T-rex head printed on it; you are too small to press the switch in your current form. - Climb up the ledges to Wumba's wigwam to find a WARP PAD, a Mumbo pad, and a pair of springy step shoes. Put the shoes on and head over to the base of the wall near the trapped Jinjo. Use the shoes to jump on top of the wall, then stand on the raised platform to meet Dippy the dinosaur. He will stick his head out from the opening in the far cliff wall, looking for some water to drink. Unfortunately, the pool on the other side of the wall is completely dry, and there's nothing you can do to help Dippy now. - Return to Humba's ledge and explore behind the wigwam. Directly behind it is a round doorway bearing the image of a young dinosaur: you can't do anything with this yet. There is also a red tunnel that leads to an upward-sloping path. However, for now put on the springy step shoes next to the wigwam and walk to the end of the short path to the right of the wigwam. Jump in front of the dino door and the "Path to Nest" sign to reach a path that winds around the side of the mountain. Unga Bungas' Cave ================= - When you land on the path there will be a cave leading into the mountain in front of you. Enter it and step on the switch to open a gate into the Unga Bungas' cave. Jamjars is inside the small cave, but his move is for Kazooie alone. - Hop up the series of ledges behind Jamjars to reach a dark-green chamber with a beehive in the center - when you approach the beehive, though, you will discover that it is alive and will attack you! When you defeat this angry beehive, you will discover that not only is it more dangerous, it also gives you fewer honeycombs! Watch for the red eyes on these beehives, since they will start becoming more common. ^ There is also a pair of split-up pads in the cave, which you should use to give control to Kazooie alone. Have Kazooie drop down the series of ledges that lead out of the cave to reach a lower chamber containing one of Jamjars's hatches. Talk to him as Kazooie with at least 420 notes to learn the HATCH move which, unsurprisingly, enables Kazooie to hatch certain eggs. ^ After learning the move, hop back up the ledges to reunite with Banjo. On a little bit of a side note, if you look carefully at the purple-tinted section of the cavern wall you will find a narrow passage that leads to a small chamber containing another large grey egg like the one in the lower lake. However, even if you try Kazooie's new hatch move on it, nothing will happen... for now. - The other end of the beehive chamber leads into a room that should look very familiar. This is the cavern from which you stole Targitzan's priceless relic thingy: the animal skin hanging on one wall hides the tunnel that leads to the treasure chamber in Mayahem Temple. There is another tunnel leading out of this room, but it is blocked by a gate with the switch to open it on the other side. For now, backtrack and exit the Unga Bungas' cave the same way you entered it, near Jamjars's hatch. Mountainside Path ================= - Along the path you will pass another dino door and will reach the entrance to a small tunnel that cuts through the mountain, going around a section of the outside path made up of several short ledges with three note nests on them. The tunnel is blocked by a Rocknut standing in the middle, and the tunnel is so narrow that there is no space around him on either side. - In order to defeat this Rocknut, stand at one end of the tunnel and fire a clockwork egg outside the tunnel entrance. Send the clockwork Kazooie around the outer path and up the other side of the tunnel. - You should collect three note nests along this section of the path, and when you reach the other end of the Rocknut's tunnel you will find a Jiggy behind a gate in an alcove. The sign next to the gate says that you need the "secret code of the dinosaurs" in order to open it. - Beyond the out-of-reach Jiggy, you'll need to drop down to continue going along the path. After collecting three more note nests you will reach another cave opening into the mountainside, with a narrow bridge leading across to another cave in the outer wall. This second cave is guarded by a caveman standing at the door, and he has no intention of letting you through. He is a member of the Unga Bunga tribe, and he is blockading the entrance to the cave of their rival tribe, the Oogle Boogles. - Walk back up the bridge and into the mountainside cave. This is the other entrance to the Unga Bungas' cave, and it too is guarded by a caveman standing just inside the entrance. However, he isn't quite so uptight about security and is glad to step aside and let you pass. Press the switch at the end of the tunnel to open the gate into the priceless relic room you reached earlier. Top of the Mountain =================== - There is a pair of springy step shoes in an alcove next to the caveman who let you into the Unga Bungas' cave. Put them on and take a right when you exit the cave. Use them next to the "Path to Nest" sign to reach an even higher path up the side of the mountain. - As soon as you land on the path, Terry, the giant pterodactyl who lives on the top of the mountain, will start trying to drop blobs of purple goop on you, so you need to keep moving in order to avoid getting hit. - When you reach the WARP PAD on the path, Terry will stop his attack. Before you go straight and enter the tunnel that leads to Terry's nest, though, look to the right where a narrow path high above the ground leads to another cave in the outer wall. You may want to shoot down the flying enemies guarding the path before you venture across. - The cave at the end of the narrow walkway leads to the Bonfire Cavern. Here you need to jump across the top of several columns to cross the bottomless pit underneath, but a couple of those columns have fires blazing on them. Fire ice eggs at the base of the flames to put them out temporarily, allowing you to get across. Stomping Plains =============== - At the other end of the Bonfire Cavern is the Stomping Plains, a wide open expanse that is mostly flat except for deep dinosaur footprints scattered across the plain. There is a WARP PAD and a pair of split-up pads near the doorway, and as soon as you approach the plains you will meet Stomponadon, the massive dinosaur who gives the Stomping Plains their name. - All you ever see of Stomponadon is his foot, but as soon as you step out from the overhanging wall near the entrance his foot will come down on you with great speed and crushing force. One hit from Stomponadon will reduce your life meter to one honeycomb, and a second hit means death. - Even with the Talon Trot, Banjo and Kazooie cannot run fast enough to make it between footprints (the only safe areas on the plain) without getting stomped. The only way for Banjo-Kazooie to make it safely across is to use the Wonderwing ability. You will need a full supply of gold feathers, preferably with your maximum capacity doubled by Cheato's first spell. - If you only have the original maximum of 10 gold feathers, then you may need to use the Wonderwing in spurts as you run between footprints, and you will want to aim for the footprints that have feather nests inside them so you can refill. If you have 20 gold feathers, then you should be able to just run all the way across in a straight shot. - When you finally reach the safe area at the far side of the plains, you will find it contains three gates controlled by three switches. One switch can be opened by Banjo-Kazooie, another by Banjo alone, and the third by Kazooie alone. Step on the Banjo-Kazooie switch to open the gate with a JIGGY behind it. - Hop up into the tunnel in the wall at the far side to return to the starting area. This time use the split-up pads and give control to Kazooie. ^ As Kazooie alone, you can run fast enough to make it from one footprint to another without getting stomped. You will need to start your run as soon as Stomponadon lifts his foot, though, and you can only make it to the nearest footprint. ^ It might take a few tries, but if you can make it all the way across with Kazooie, she can step on her switch to rescue a JINJO. Have her use the tunnel to return to the start and reunite with Banjo. - Right now there is no way for Banjo to make it safely across, so his switch will have to wait for later. For now use the warp pad to return to the top of the mountain (this allows you to bypass the Bonfire Cavern and the narrow walkway). Terry: Disgruntled Pterodactyl Parent ===================================== - Enter the tunnel at the end of the mountainside path to arrive on the summit of the mountain. Head to Banjo's right (be careful not to fall!) to find a hole in the side of the massive nest sitting on top of the mountain. - Terry is the giant pterodactyl single father who is convinced that you have stolen the eggs from his nest. Despite your protestations of innocence, Terry will attack by flying above his nest and spitting more of the same purple goop at you. Use the Talon Trot to keep moving and avoid getting hit. Terry is pretty smart, though, so you want to change direction every couple seconds, moving in a random zig-zag pattern. - After successfully dodging Terry's attacks for a while, Terry will fly around the nest for a few seconds. This is your chance to attack by firing eggs at Terry. Grenade eggs are the most effective, dealing 4 units of damage; fire and ice eggs are worth 2 damage, and blue eggs will only do 1 damage. - When Terry stops moving, he will first spit several green Mucoids into the nest: you can defeat these with basic attacks or use the Wonderwing ability to wipe them out rapidly as long as you have gold feathers; the last one will give you a honeycomb. - As the battle progresses, the length of time Terry fires at you will increase, as will the number of Mucoids he spews out (from 3 up to 6). All in all, though, this is a fairly straightforward fight, and once you deal 30 units worth of damage to Terry, he will have had enough. - He will finally listen to you explain that you are not responsible for his missing eggs, and he will ask you to help him by finding and hatching his four eggs. He will give you one JIGGY now, with another promised once all four eggs are hatched. - At this point the large gray eggs you've found will come to life: their color will change to red and blue, the eggs will rock, and you can hear chirps coming from inside them. Terry will also create a flight pad for you on top of a column back down on the ground. Top of the Inside of the Mountain ================================= - Before or during the fight with Terry, you may have noticed a small cracked section in the center of Terry's nest. Now that the fight is over, drill the section to drop down into a net hanging from the ceiling of the inside of the mountain with a JIGGY inside! After collecting one of the easiest Jiggies in the game, use the shock jump pad on the net to return to the nest. - Exit the nest through the hole in the side and follow the path around the summit to the other side where you will find a second tunnel leading into the mountain. This tunnel leads to the top area of the inside of the mountain, which you can access after you step on the switch to open the gate. - Up here there is a ledge with a pair of split-up pads, and a vine that you can climb to reach one of Terry's eggs. Since Terry's eggs are now "awake" and Kazooie knows the hatch move, this should be your first chance to help Terry out. Use the split-up pads to separate and give control to Kazooie. ^ Unfortunately, there is no way for Kazooie to climb or jump up to the ledge with the egg, so she will need to take a less direct route. ^ Remember that there is a flight pad at the bottom of the inside of the mountain, so jump off the ledge all the way down into the pool at the bottom (you won't take damage as long as you land in the water). Swim to the flight pad in the small alcove off the water, then fly all the way back up to the egg. ^ Jump on top of the egg and perform the hatch move (Z+B) to hatch the egg. A baby pterodactyl will emerge and fly off to find its daddy, Terry, who will thank you. One down, three to go! - Reunite with Banjo on the split-up pad, then jump down to the pool at the bottom again and exit through the opening that leads into the lower lake. Another one of Terry's eggs is on top of an island against the outer wall in the lake, but despite how simple it seems, there is no way for Kazooie alone to jump up to it. We'll come back to hatching this egg later. River Passage ============= - For now, though, look carefully at the waterfall pouring into the lake and you will see a vine behind it. Climb the vine to enter the River Passage. - Inside the tunnel, keep climbing until you reach the top and jump off onto a ledge. If you look around the steep ledges surrounding the waterfall opening, you will spot an EMPTY HONEYCOMB which you can Talon Trot to. - Walk or swim upstream until you reach a wider pool in the center of the passage. Collect four note nests from the bottom (while avoiding the electric eel), then look for a crack in the wall that you can jump to. Slide along the crack to reach a ledge with a pair of split-up pads. * As Banjo, find another crack in the wall on this ledge and jump to it using a high jump (Z + A). This crack leads across the river to another ledge on the other side. Since you don't have Kazooie with you, you cannot attack the snappers, so you'll need to carefully scoot close enough to draw them out, but not close enough that they will bite you, then quickly scoot past them before they can attack again. * You will also need to drop from one crack onto a second one when you are halfway across. Press Z to drop from the higher crack, but hug the wall as you fall so that you will grab onto the lower crack. * When you make it across, you will find Jamjars on the other ledge. If you have 405 notes, he will teach Banjo the TAXI PACK move, which allows him to carry special objects and characters in his backpack. Upper Pool ========== - Continue upstream until you reach the other end of the river passage. You will emerge in a pool high above the ground - it is actually level with the mountainside path. Against the outer wall, another waterfall is pouring into this upper pool. Walk or swim to it and you will see a Rocknuts tribesman standing behind a fence which is behind the waterfall. - To reach the Rocknut, find a small (i.e. much too small to walk through) tunnel in the wall to the left of the waterfall. Fire a clockwork egg so that it lands in front of the tunnel, then guide the clockwork Kazooie into the tunnel: it will emerge in the Rocknuts cell. Detonate behind the Rocknut to defeat him: that's three out of five! - Climb onto the left edge of the pool (as you face the opening into the river passage) to find that it connects to part of the mountainside path. Head just a little ways along the path and you will reach a ledge with a GLOWBO. - After collecting the Glowbo, slide down the steep red-tinted tunnel nearby and you will emerge behind Wumba's wigwam. It's time to see what transformation Wumba has cooked up for you in Terrydactyland. "Roar!" ======= # After giving Humba the Glowbo and jumping into her pool, you will find yourself transformed into a baby T-Rex! While it is pretty cool to be a dinosaur, it seems that you can't really do anything besides run and jump. # Since you are a dinosaur, though, the stegosaurus enemies won't attack you. In fact, if you approach one it will talk to you, teaching you to roar with B. You can tap B for a short roar or hold B for a long roar. # With the ability to roar, you can now open the round dino doors that you have seen around the world. The nearest one is just behind Wumba's wigwam, so open it with a roar and enter. # You will find yourself inside the mountain, in an area next to the pool that had been inaccessible because it is blocked off by a fence. Inside this area is a CHEATO PAGE as well as a sign. When you read it, the sign will teach you the secret code of the dinosaurs as a sequence of short and long roars. Make sure to remember or write down this code, since you will need it to open the gate blocking the Jiggy you found earlier on the mountainside path. # There's another dino door leading out which will place you next to the lower lake. Either go from here or backtrack through the dino doors to return to the wigwam. Walk along the short path to the right of the wigwam (where the "Path to Nest" sign is) to find another dino door. # This dino door will lead you up to a spot on the mountainside path, near one end of the tunnel that was blocked by a Rocknut. Since you already eliminated the Rocknut, you can walk through the tunnel to reach the imprisoned Jiggy. Repeat the code you learned in order to open the gate and collect the JIGGY inside. # That's all you can do as a baby T-Rex, so return to Humba and transform back into a bear and bird. Clockwork Tunnels ================= - There's still a part of the ground level of Terrydactyland that you haven't explored yet, so it's time to correct that. Head through the large tunnel beyond Wumba's wigwam (it goes under the upper pool) to reach a narrow path across another swamp. Notice that there is also a narrow walkway that leads along the wall over the swamp to a cave entrance beyond. - Across the swamp, you'll see the flight pad Terry created on top of a column in the center of an open space. There are what look like two prison cells in the outer wall, with a Rocknut in one and a Jinjo in the other. Surrounding the cells both beside them and above them are several of the small clockwork Kazooie-sized tunnels. - Fire a clockwork egg at the ground and send the clockwork Kazooie into the far right tunnel; it will emerge in the cell with the JINJO. - Fire another clockwork egg and send the clockwork Kazooie into either of the other two tunnels on the ground. These tunnels both lead to a narrow upper walkway. There are a couple of openings that lead nowhere up here, as well as one tunnel that leads to the Rocknut's cell. Detonate behind him to defeat him, leaving just one left to find. Styracosaurus Family Cave ========================= - Across from the wall with the clockwork tunnels is the cave entrance you saw from the swamp, which you can reach by trotting up a steep ramp. - Inside, after avoiding another angry beehive, you will meet Scrotty, a mother of three Styracosauri who have all gotten themselves into some kind of trouble. One is sick, another has been shrunk, and a third is missing. Looks like you have your work cut out for you. - First, look for two boulders in the cave that you can drill. One of them has a shock jump pad underneath, and the other has a Mumbo pad underneath. * Scrat, the yellow dinosaur, is sick and needs to be healed. To cure him, you need to take him to Cliff Top in the Isle o' Hags so that Mumbo can use his Heal spell on him. Since he is too weak to move on his own, Banjo will need to carry him using his Taxi Pack ability. Split up using the pads in the cave and have Banjo scoop Scrat into his backpack. * Now you need to take Scrat to the train station, which is located in the cave in the outer wall that you can see from the styracosaurus family cave entrance. (If you reach the green ledges with Jamjars on top or the world entrance, you've passed it.) You can collect three note nests from the ledges around the entrance. All Aboard! =========== * Since you already stepped on the train switch in this world, the doors across the train tracks are open. Use the train sign next to the tracks to call Chuffy, and he will pull into the station. - As soon as Chuffy arrives, the dinosaur whom you freed from the Cave of Horrors in Witchyworld will run out of Chuffy's cab and back to the styracosaurus cave. This is Scrut, and that takes care of one of the three styracosaurus children. * Climb into Chuffy's wagon (the train car, not the locomotive), and open your backpack to let Scrat out. He will stay in the train car while you drive it to Cliff Top. * You can't leave the world while you are separated from Kazooie, though, so use the swap cloud that appears in the train station to switch control to Kazooie back in the styracosaurus cave. ^ Before exiting the cave, use the shock jump pad you uncovered earlier to reach an EMPTY HONEYCOMB on a high ledge. Then head to the train station and reunite with Banjo. - Once you are reunited, before getting onto the train climb back up to the ledge in front of the entrance to the train station. The final member of the Rocknuts tribe is standing on a nearby ledge. - Fire a clockwork egg so that it lands at the feet of the Rocknut, then have the clockwork Kazooie walk around the Rocknut to detonate behind him. Since this is the last of the five members of the Rocknuts tribe, you will be awarded the JIGGY they were so jealously guarding. - Now climb into Chuffy's cab (the locomotive) and step on the "GO" pad to select a destination: Isle o' Hags. - When the train comes to a stop on the tracks in Cliff Top, exit the cab and head up the path to Mumbo's skull. Since you already found the Glowbo on the roof of the gray building, you can take control of Mumbo. @ Send Mumbo back down the path to the Mumbo pad that overlooks the train. When you use the pad, Mumbo will perform his Heal spell, curing the sick styracosaurus inside the train car. Return to the skull and give control back to Banjo-Kazooie. Finishing Glitter Gulch Mine ============================ - Hop back into Chuffy's cab, and this time choose Glitter Gulch Mine as your destination. - When you arrive in the mine, exit the train station and follow the stream to the tunnel it enters nearby, leading to the waterfall cavern. - Dive into the pool at the bottom of the cavern, then use the Talon Torpedo to destroy the boulder marked with Kazooie's face. This will reveal an underwater tunnel. - Swim through the tunnel to reach an enclosed, ice-walled cavern. On a ledge above the surface of the water is a large chest or container made of solid ice, with a large key design on the front of it. If only you had an... ice key... - Since you do have an ice key, the chest will swing open, revealing what looks like a Glowbo inside, except that this one is much larger than usual. This is the one and only MEGA-GLOWBO! - Swim back through the tunnel to return to Glitter Gulch Mine and the waterfall cavern. Go through the door by the pool to reach Water Storage, and at the other end of that area you will return to the main area of the mines near the Crushing Shed. Head to the waterfall nearby and break open a crate to find a pair of springy step shoes. - With the shoes on, make your way around the edge of the pool at the base of the waterfall until you are standing behind the waterfall. Jump up to reach a JIGGY on a ledge behind the waterfall. - With Glitter Gulch Mine's final Jiggy collected, return to the train station and select Witchyworld as your destination. A Lazy Kid in Witchyworld ========================= - After arriving in Witchyworld, exit the train and make your way to wherever the last of Boggy's children, the fat one, is hanging out. (The location of the children is randomly determined for each save file.) - You should have already fed him some hamburgers, so he is willing to leave, but he is too fat to walk on his own. * Find a nearby split-up pad and have Banjo scoop him up with the Taxi Pack move. Carry him back to his mother near the world entrance and unload him. Mrs. Boggy will thank you for finding all three of her children and will head off to take them back home to Hailfire Peaks, leaving behind a JIGGY for your trouble. - After reuniting with Kazooie, now that you have the Mega-Glowbo you may want to go through the world entrance and pop over to Pine Grove in Isle o' Hags to visit Humba Wumba. With this creature's powerful magic, Humba will be able to perform a special transformation spell: Kazooie will be transformed into a dragon! Apart from looking cool, this also gives her the ability to breathe fire by holding down B! What's more, this transformation lasts across all worlds; you can undo it by jumping back into the pool in Pine Grove. - Finally, make your way back to the train station and return to Terrydactyland. "A Noble Heart Embiggens Us All" ================================ - As soon as you pull into the station in Terrydactyland, the now-healthy Scrat will run out of the train car and back to his cave. That leaves just the shrunken styracosaurus Scrit to deal with. - It does seem interesting that there's so much flat empty space surrounding Wumba's wigwam. It's almost as if there's space for a much larger wigwam... With that in mind, it's time to pay Mumbo a visit. You can use the warp pad outside the wigwam to reach him quickly. @ As the shaman, warp back to the wigwam and use the Mumbo pad nearby. With the Enlarge spell, the wigwam will grow so that it fills up the flat ledge on which it rests. Does the fact that the wigwam is enlarged mean that Humba's transformation will be enlarged as well? @ You can't find out just yet (because you're Mumbo), so instead head through the large tunnel to the edge of the swamp, then walk along the narrow walkway along the wall to reach the styracosaurus cave (the ramp up to the entrance is too steep for Mumbo to walk up). @ Inside, use the Mumbo pad to perform the Enlarge spell on the small styracosaurus, restoring him to his normal size. Since you have now fixed/returned all three of her children, their mother Scrotty will give you a JIGGY in thanks. @ That's all there is for Mumbo to do, so make your way back to Mumbo's skull and return control to Banjo-Kazooie. "RRROOOOOOAAAAAARRR!!!" ======================= - You must be eager to see what the effects of supersizing Wumba's wigwam are, so warp there and head inside. # When you jump into the pool, you will emerge not as a baby T-Rex but as a full-size daddy T-Rex! This time, you are so big that you can crush enemies just by walking on them, and your roar (tap or hold B) is a LOT more intimidating than your little baby roar was. # You can use your massive size and weight to press the large switch in the ground outside of Wumba's wigwam. This will cause the gate blocking a Jinjo in a nearby alcove to open, but only for 35 seconds. - Unfortunately, as a full-size T-Rex you are too large to reach the Jinjo. Before the time runs out, you need to go back to the wigwam, transform back into a (normal-sized) bear and bird, and collect the JINJO. # Once you've gotten the Jinjo, go back to Humba and become a T-Rex again. # Head through the large tunnel (which you just barely fit through now), across the swamp (you can just wade through it), and stand on the ground next to the caveman who is guarding the entrance to the Oogle Boogles' cave. # Let out a might dinosaur roar (hold B) in front of the caveman, and he will run away in terror. Now you are free to enter the cave, once you untransform. Oogle Boogles' Cave =================== - Return to Humba, untransform, and enter the Oogle Boogles' cave now that the guard has been scared away. - Inside you will find a member of the Oogle Boogle tribe who is freezing and starving. Because of the Unga Bungas refusing to let them out of their cave, the Oogle Boogles' fires have gone out and they have run out of food. - You can help them with the first part by shooting 3 fire eggs into the wood in the fire pit. - Drill a boulder in the cave to uncover a shock jump pad, then use it to grab onto a crack in the wall. Follow the crack to reach a passage with another shivering Oogle Boogle at the end. Use a fire egg to light the torch next to him and warm him up. - Drop back down to the ground and follow a side passage to find a third Oogle Boogle. Shoot another fire egg to light the torch next to him as well. At this point you have warmed up all three Oogle Boogles, but they still need some food. Apparently they like fast food(?), but you'll have to wait a little bit on that. - Climb the vine near the third Oogle Boogle to find another one of Terry's eggs. To hatch it, return to the central cavern and use the split-up pads there. ^ As Kazooie, go back down the side passage and use the shock jump pad near the bottom of the vine to jump onto the ledge with the egg and hatch it. - Once you have reunited, head to the back of the main cavern to find another exit. When you go through it, you will find yourself in Witchyworld, standing at the edge of a passage high up on the wall in Area 51! - Tempting as it may be, do not drop down! The Oogle Boogles need you to bring them fast food; you can get burgers and fries in Witchyworld; obviously you should go get some and bring it back to them, right? Yes, but there is a catch: almost all of the exits out of Witchyworld have signs next to them warning you against taking food out of the park. If you leave through any of those exits, any food you have with you will disappear. - The only exit without such a sign is the one you are at: the passage in the wall over Area 51. But right now there is no way for you to reach this passage once you drop down. So feeding the Oogle Boogles will have to wait. Return to Terrydactyland and exit the Oogle Boogles' cave. The Final Eggs ============== - Walk straight across the bridge to the Unga Bungas' cave. From the large cavern with the twigs on the ground, jump up to the ledge on the side wall that leads to the green-walled cavern with the beehive. ^ Split up using the pads in the cavern, then have Kazooie walk towards the section of the wall that is purplish in color. You should find a narrow crack in the wall, which leads to a small chamber with the third of Terry's eggs inside for you to hatch. - After hatching the egg and reuniting with Banjo, exit the Unga Bungas' cave. There is just one more egg for you to hatch, and it is the easiest one to find: it is the one on the island in the lower lake. Unfortunately, it will take a little bit of work in order for Kazooie to reach the egg. - The top of the island on which the egg sits is too high for Kazooie to jump to, so she needs to fly to the egg using the flight pad Terry put on top of the column near the styracosaurus family cave. Head over there and split up using the split-up pads against the outer wall. ^ There is a pair of springy step shoes at the base of the column that you can use to reach the flight pad, but some of the ledges leading up to the shoes are too high for Kazoooie to jump onto. ^ Instead, have Kazooie walk up the ramp to the styracosaurus cave entrance, then along the narrow walkway along the cliff, then across the path over the swamp. This will let her reach the springy step shoes and use them to jump onto the flight pad. ^ Once in the air, fly to the lower lake and land on the top of the island where the egg is. When you hatch this fourth and final egg, you will find that the pterodactyl chick inside is bigger than normal! It is so big, in fact, that it cannot fly on its own and needs to be brought up to Terry. You know what that means... * Return to the split-up pad and give control to Banjo. Have Banjo make his way to the island, then use a high jump (Z+A) to reach the top. He can then scoop the chick into his backpack using the Taxi Pack move. * Once Banjo has collected the chick, head to the nearest warp pad (probably the one at the world entrance) and warp to the top of the mountain. Walk the rest of the way to Terry's nest and let the chick out of your backpack in the middle of the nest. * With all four of Terry's children hatched and at home, he will thank you by giving you a second JIGGY, as promised. - Make your way back to the split-up pad to reunite, and you are done with Terrydactyland for now! Return to the world entrance and exit back to the Isle o' Hags. __ __( )__ _| _| ================================================================== (_ (_ G. OSHA's Worst Nightmare [III.G] | __ | ================================================================== |__( )__| | | | Grunty Industries | | - 7 Jiggies (7/10) | | - 4 Jinjos (5/5) | | - 3 empty honeycombs (3/3) | | - 2 Cheato pages (3/3) | | - 3 Jamjars's hatches (3/3) | | - 100 notes (100/100) | | - 2 Glowbos (2/2) | |_____________________________________________| Hatching Eggs ============= - Use Jamjars's hatch to warp back to Wooded Hollow, then head down the sloping back to Heggy's Egg Shed for a quick detour. - Inside, use the Bill Drill to break the piece of eggshell that has fallen on top of a pair of split-up pads. ^ Use the pads to separate and give control to Kazooie. Have her trot up the ramp to the yellow mystery egg, then hatch it. (Heggy can't get up the ramp to hatch it herself.) When you hatch the egg, you will unlock a Jinjo as a playable character in multiplayer mode. Whoopee. Isle o' Hags: Quagmire ====================== - With that small task out of the way, return to Jiggywiggy's Temple. You should have far more than the 28 Jiggies required to attempt challenge 6. The challenges are getting a little bit tougher now, with the majority of the pieces missing from the puzzles. - When you complete the challenge, the crystal Jiggy will open the gates of a drab brick building labeled "Grunty Industries" in a new area of the Isle o' Hags called Quagmire. - To reach the Quagmire, head back to the Wasteland and follow the digger tracks past the entrance to Terrydactyland to where the tracks run up the side of the wall. Head to the right to find a pair of springy step shoes, then use the shoes to jump up to the ledge the digger took through the wall. - The tunnel leads to the Quagmire, which has a rather industrial look to it. There is a swamp of purple sludge taking up part of the area; stay out of it to avoid getting bitten. You can see what looks like a massive power line running across the area and up the cliff, as well as a concrete bridge overhead. The digger tracks run around the area before going up the side of a massively tall cliff. It looks like you may be close to the entrance of Cauldron Keep. - For now, though, your focus is Grunty Industries, whose entrance is hard to miss. Make sure to activate JAMJARS'S SILO in the middle of the area, then enter the doors to Grunty Industries. (You can ignore the Minjo above the entrance.) Getting Inside ============== - You will emerge through the brick gateway on a patch of ground with swamp on both sides. In front of you is a square, brick factory that is several stories tall; the entrance directly in front of you is closed. - Since you cannot enter the factory from here, you need to explore around the outside. There is a ladder on the side of the entrance gate that you can use to reach the top. There is a battery hopping around up here which looks like it may be useful later. - The top of the gateway slopes down to the swamp, and you can hop across some floating oil barrels to reach a crack in the outer wall. Follow the crack to reach a ledge in front of a brick wall that extends from the side of the factory across the swamp to the outer wall. There is a similar wall on the other side of the factory, essentially dividing the swamp into front and back sides. - Climb the ladder up to the top of the wall, and drop down onto a small ledge on the back side with the world's TRAIN SWITCH. This will cause the doors to the world's train station to open, which you can see are inside the factory. - Unfortunately, there's nothing else in reach on this side of the swamp. In fact, it seems that there's nowhere else for you to go at all! You obviously need to get inside the factory, but the door is closed. If only there was some other way for you get inside the factory... - What about the train switch you just pressed? Since the train doors are open, you can ride Chuffy into the train station, getting you inside the factory! - Exit Grunty Industries and head to any train station (it's probably quickest to warp to Cliff Top). Use the train sign to call Chuffy if he's not already there, then hop into the cab and select Grunty Industries as your destination. - With that, Chuffy will head off, coming to a stop inside the metallic, industrial train station inside Grunty Industries. You've found a way to sneak inside the factory! Floor 1 ======= - After exiting Chuffy, walk up the ramp in the train station to reach a metal walkway along the wall. At the end of the walkway is a cardboard box you can break to reveal a shock jump pad underneath it. Use the pad to hang from a ceiling beam and follow it to reach an EMPTY HONEYCOMB. - Almost as soon as you walk through the door and step into the next room, a loud alarm will begin going off and several spherical Tintops will begin emerging from an opening in the center of the room. The Tintops will chase you if they see you, trying to shock you. They can be defeated with a grenade egg only when they open to expose their face. However, the Tintops will keep coming until you fire a grenade egg at the security camera mounted on the far door. These security cameras are posted throughout the factory, and you should get rid of them as soon as you see them, because the Tintops can become a real headache (and a major drain on your supply of grenade eggs). - Collect three note nests that can be found on top of the boxes strewn around the room, then go through the far door. - You are now in the main room of floor 1. This large room has a tall square platform in the center, with various other doors, ledges, and platforms around the edges. - Explore the room and you will find several other rooms and areas accessible from this main room: workers' quarters, the trash compactor, air conditioning plant (in the basement), and the elevator shaft. (The elevator doesn't work, but you can climb the cable up to the 4th floor. None of the doors to the other floors are open, though.) There is also the service elevator (which is restricted to "mechanical personnel") and the first of several rabbit workers whose overalls need to be washed. - Step into the workers' quarters, but be prepared to take out another security camera inside. Use a grenade egg to blow off the door to the men's restroom, and inside you will find none other than Loggo the toilet, last seen in Banjo-Kazooie's Mad Monster Mansion. Fire a grenade egg into Loggo's bowl and he will cough up a CHEATO PAGE for you. Gross! - The main entrance door, which you saw from the outside earlier, is also in one corner of the room, with a WARP PAD in front of it and Banjo and Kazooie switches next to it. Climb the ladder nearby to reach a ledge with a pair of split-up pads, the door to the elevator shaft, and one of Jamjars's hatches. - Talk to Jamjars and, with at least 505 notes, he will enable you to use the CLAW CLAMBER BOOTS. These blue shoes with red suction cups on the soles can be used to climb up walls marked with Kazooie's footprints. * Use the split-up pads nearby to separate and send each character onto their switch next to the main entrance door. ^ Once both characters are on their switch, the door will open, allowing easy access between the inside and outside. ^ As Kazooie, once the door is open you can break a box nearby to find a pair of claw clamber boots. Put on the boots, exit the factory, and turn right just outside the door to find a pair of footprints leading up the wall onto a ledge above the main entrance. The TREBLE CLEF for this world is up there for you. - In one corner of the main room, there is a cylindrical tank labeled "Waste Disposal." There is a hatch on the top of the tank which is closed, and it cannot be opened until some battery power is provided in the slot on the side of the tank. - We'll go get the battery in just a second, but for now climb on top of the tank, then jump up to reach the pipe mounted on the wall. Follow the pipe to reach a ledge with two note nests. * Use the split-up pad in the room, then send Banjo out the doors to the ledge above the world entrance where a green battery is hopping around. The battery will try to attack you, so use a Pack Whack to stun it, then scoop it into your backpack with the Taxi Pack. * Now carry the battery back to the waste disposal tank and take it out to insert it into the slot. The battery will provide power, opening the hatch. Waste Disposal ============== * Still as just Banjo, climb up and jump down the hatch to reach the basement waste disposal room. You will emerge on a ledge overlooking a room with a large pool of toxic waste dividing the room into two sides. * Jamjars is on the ledge right in front of you. With 525 notes, talk to him as Banjo to learn the SNOOZE PACK move, which allows Banjo to refill his life meter by taking a nap inside his backpack. * After you learn the move, carefully walk out onto the pipe behind Jamjars to reach a switch that will raise the level of the toxic waste in the pool, bringing it almost up to the level of the floor. * Drop down to the floor of the room so you can collect two note nests on the edge of the toxic waste pool. From the floor, you can see that the high ledge you were on is actually the top of two tanks: one labeled "OIL", the other "WATER". (You have been in the water tank already when you swam up the pipe from the pigs' pool in Jolly Roger's Lagoon.) * There are toxic waste drum enemies on the floor that are annoying because when you break them, they will release a cloud of toxic gas that will chase you around, draining your air meter. There is a pair of split-up pads in front of the water pipe, and a ladder to reach the door on the side of the oil tank. * Although you can see a Jiggy inside a clear crate on the other side, there's no way for you to cross the toxic waste pool now, so use the ladder to climb back up and return to the main room. Trash Compactor =============== * Back in the main room, send Banjo into the trash compactor in the opposite corner of the room. You will be detected as soon as you enter, and when you step forward the crusher will come down from the ceiling, squashing you flat and reducing your life meter to one honeycomb. * Head forward before the crusher comes down again to reach a safe zone in the middle between the two crushers. Here, use the Snooze Pack to refill your life meter. Now you can move forward and get crushed by the second crusher. Your life meter will drop to one honeycomb again, but keep going to reach the back of the trash compactor. There is a Banjo switch here which will open a gate blocking a Jiggy in the center of the compactor. * After using the Snooze Pack to refill your life meter again, return to the middle of the compactor and collect the JIGGY. If you want, you can use the stairs across from the Jiggy's alcove to exit onto the top of the trash compactor. To Floor 2 ========== - Back in the main room, reunite with Kazooie and look for a pair of claw clamber boots near the door to the train station. Put on the boots and walk up the footprints on the wall in the corner near the service elevator to reach a walkway. - At the end of the catwalk, you can enter a ventilation shaft with a shock jump pad inside. When you use the pad, you will jump up the shaft and emerge on floor 2. - You will arrive on floor 2 in a mostly empty circular area. Head down a green-lit tunnel to reach a larger area with Wumba's wigwam, which appears to be made out of scrap metal. There is a WARP PAD in front of the wigwam, as well as a GLOWBO hiding behind a broken pipe along the wall. It's not time to transform yet, though. Toxic Waste Area ================ - There is a wide passage leading out of this area, but there is also a ventilation shaft opening next to Wumba's wigwam. Break open the cover to the shaft with a grenade egg, then walk through the shaft to emerge on a ledge overlooking a large room with toxic waste covering the floor, although there are some platforms built over the waste in places. - The ledge you are on also has a door labeled "Electromagnet Chamber", but you cannot enter it because the door needs a battery to operate. - A large pipe leads from your ledge to the top of a large cylindrical tank in the room. By walking along the pipes radiating out from the tank in several directions you can collect three note nests. There is a Jinjo on a ledge above one of the nests, but it is too high for you to reach. * Use the split-up pads on top of the tank to separate. As Banjo, walk along the pipe which leads to the wall with a window in it. From here, Banjo can jump to a pipe which he can follow to drop onto a ledge below with a battery on it. * After stunning and picking up the battery, carefully jump to the metal floor built over the toxic waste and climb the ladder on the side of the tank to reach the top and deliver the battery to its slot next to the electromagnet chamber door. ^ Return Banjo to his split-up pad and switch control to Kazooie. Before reuniting, have Kazooie jump down onto the floor and go through the passage out of the area. ^ This leads to a small room (which is where the passage from Humba's area leads) filled with boxes and guarded by another security camera. Fire a grenade egg at the security camera and any Tintops released, then collect the two note nests in the room and look for breakable boxes. ^ One of the boxes is blocking a hidden doorway leading down to floor 1, while another box has a pair of claw clamber boots inside. Put on the boots, then walk back to the toxic waste room and head for the footprints on the opposite wall. ^ This will place you on a ledge with one of Jamjars's hatches. With at least 545 notes, Jamjars will teach Kazooie the LEG SPRING. This jump is about the same height as the jump Banjo and Kazooie together would get from a shock jump pad, but now Kazooie can perform this jump anywhere. ^ Kazooie cannot climb ladders, so head back through the security room and up the passage to Humba's area again, then back through the ventilation shaft to reach the top of the tank. ^ Before reuniting with Banjo, use the leg spring to collect the JINJO on the high ledge at the end of one of the pipes. - Once you have reunited, walk across the pipe and enter the now-open door to the electromagnet chamber. Inside is a mostly empty room with a large, heavy switch against the far wall - it is too heavy for you to press in your current form. - There is also a ramp to a walkway suspended over the room. At the end of the walkway is a wall button which you can press with a Beak Barge. Pressing it will open the door to the elevator shaft, giving you another way to travel between floors 1 and 2. You will find similar buttons allowing acces to the elevator shaft on floors 3 and 4 as well. - There's nothing more you can do in the electromagnet chamber now, so exit and return to the split-up pads on top of the tank. Through the Fire Exit ===================== * Once again separate, and this time send Banjo into the security room off of the floor of the toxic waste area. Have him go through the door to floor 1 which had been hidden by a cardboard box. * The door leads into a small room separate from the main room (although you can see it through the window) with nothing inside it except a switch which opens a door labeled "Fire Exit". * The fire exit door leads, as you would expect, outside, onto a small piece of ground on the back side of the building. Break a crate on the ground to discover a switch; when you press it, a small hatch far up the side of the factory will open, revealing a Jinjo trapped in a niche inside. * You need claw clamber boots to reach the Jinjo, but the hatch will only stay open while Banjo is pressing the switch, so use the swap cloud to switch control to Kazooie. ^ As Kazooie, follow the same path to the fire exit and the outside. Carefully walk along a narrow peninsula of ground to reach a pair of claw clamber boots, then use the boots to walk a LONG way up the side of the building to reach the JINJO. There is a second pair of claw clamber boots inside the niche so that Kazooie can walk back down - jumping down from this high is suicide. - After reuniting, you can hop across the oil barrels floating in the swamp to find another rabbit worker with dirty overalls on a patch of ground at the far edge of the swamp. Other than that, there's nothing more you can do outside. To Floor 3 ========== - Head back inside through the fire exit door to return to the security room on floor 2. Besides the passages leading to the toxic waste area and Humba's area, there is one more wide passage which you have not yet explored. Head down it now. - This passage leads to an area containing several platforms and metal walkways overhead. There is also another passage at the end of this area which dead-ends in an area with another battery and a security camera. Since you don't need a battery right now, you can ignore it for the moment. - Use the claw clamber boots from the security room back up the passage to climb up the footprints in one corner of the room - they are somewhat hidden behind the base of a ledge. The footprints lead to the top of the ledge, and from here you can scoot along a pipe in order to reach a metal walkway suspended above the area. - In the middle of this walkway is yet another dirty rabbit, and at one end is an open ventilation shaft. Walk down the shaft to find a switch inside it which opens the other end, directly connecting the upper level of the area with the security room. - At the other end of the upper walkway, you can reach a platform from which you can follow another pipe to reach a ledge with five egg nests overlooking the battery - take advantage of these if any of your egg supplies are running low. - You can also reach a vertical ventilation shaft with a ladder climbing up it. Climb the ladder to reach floor 3. Floor 3 ======= - The ladder leads to the end of a long L-shaped room filled with boxes stacked along both sides. To the left is a passage that leads to Mumbo's skull (also made out of metal), a WARP PAD, and a battery, all watched over by a security camera. - Climb up the stack of boxes on the right wall near the ladder to find a breakable box with a GLOWBO inside. At the top of the stack is a door leading to the boiler plant. - Head down the length of the room to where it turns a corner. There is a breakable box here that hides a shock jump pad, which you can use to reach an EMPTY HONEYCOMB on top of a tall stack in the corner. Another breakable box hides a tunnel in the stack that leads to another "mechanical personnel only" door. Finally, a pipe on the wall leads to a ledge with two note nests. - Your next destination is the boiler plant, but you will need to bring a battery with you, so return to the end of the room and split up on the pads next to the passage leading to Mumbo. * As Banjo, head down the hallway to the area outside Mumbo's skull and pick up the battery there. Now return to the main room. Walk down the length of the room and around the corner, passing an open ventilation shaft that leads to a ledge above Mumbo's area and another access to the service elevator. At the end of the room is a ramp leading to a pipe on the wall. * Climb the pipe to reach an upper walkway with another fire exit door. Do not exit, but instead follow the walkway to reach the top of the boxes against the inner wall of the room. Walk and jump along the top of the stack until you are facing the door to the boiler plant across the room. * There is a metal girder hanging from the roof nearby here; you should be able to jump and hang from it, then scoot across to reach the other stack and enter the boiler plant. Boiler Plant ============ * The boiler plant is a large room occupied by two massive boilers, one of which is lit. Walk behind the boilers to find the door to the packing room, which requires battery power to open. Insert the battery you are carrying into the slot to power the door. ^ Switch control to Kazooie so she can reunite with Banjo. Kazooie can reach the boiler plant door much more easily using the leg spring move. - Once you are together again, go through the door into the packing room. This is a minigame in which you must run around collecting red, green, and blue lights (called Twinklies). Once you have collected some Twinklies, you must step on the colored pads against the wall to deposit all the Twinklies of that color you have collected. You receive points for each Twinkly you deposit: 1 point for red, 2 points for green, 3 points for blue. - There is a pair of turbo trainers in the corner you can put on to make the game easier. The more Twinklies you are carrying, the slower you will move, so the strategy is to run around until you are carrying several Twinklies, then run over the pads to deposit them all. Score at least 40 points in 60 seconds to win a JIGGY. - Now you can take care of a couple important jobs in the boiler plant. There is a walkway that leads to another access to the elevator shaft, so make sure to press the button to open that door. - Also, there is a metal panel screwed onto the floor with four large screws. Use the Bill Drill to unscrew each of the four screws. When you do, a Mumbo pad will fall onto the walkway in the middle of the electromagnet room in floor 2 below you. Floor 4 ======= - For now, it's time to continue up to floor 4. To reach it, go through the fire exit door on the upper walkway at the end of the main floor 3 room. This door leads to a fire escape stairway up the side of the building. Climb the stairs to reach another fire exit door into floor 4. - You will enter floor 4 at the end of a purple-lit rectangular room which slopes upward to a mechanical door labeled "Quality Control". Since you can't enter that door now, go through the doorway to the right instead to reach a security room. - Once you have cleared the room of Tintops and its security camera, you should be able to find a switch on the floor which creates flight pads on the tops of the brick walls outside. There is also another access to the service elevator here. - Continue through the other side of the security room to reach another long room with a conveyor belt moving down the center of the floor along a series of crushers that come out sideways from the wall. Unlike in the trash compactor, there is no space between these crushers, so there is no way for you to make it past them alive while they are operating. - At this end of the room, before the wall crushers, is a WARP PAD as well as a stack of boxes you can climb to reach a catwalk suspended from the ceiling. There are a pair of split-up pads here as well as a crate at the end of a short side path: break open the crate to uncover a Mumbo pad. - Well, it seems like you have explored as much of the factory as you can as Banjo-Kazooie. You will need Mumbo and Humba's help soon in order to progress. First, though, you should go check out the flight pads you created. Flying through Windows ====================== - Use the warp pad to return to floor 1 next to the main entrance, and go through the door to reach the outside. Follow the same path you did when you first entered the world to reach the flight pad on the top of the brick wall in the middle of the swamp. - Once you are airborne, you want to look for windows that you can break with a grenade egg. These windows will be clearer and bluer than normal. - There is one such window more or less directly above the brick wall you took off from. Aim a grenade egg at it to break it, then fly through. You will be in a small, isolated room on floor 2. There are no other ways out of the room, and nothing inside it except for a CHEATO PAGE. - Go back through the window and take off again, this time looking for a breakable window above the massive power cable that enters the building to the left of the main entrance. This leads to another isolated floor 2 room with another screwed-on metal panel on the floor. Use the Bill Drill to remove all four screws, and this will cause a metal crate to drop into a gap between a walkway and the first dirty rabbit in the main room on floor 1. - Exit and take off again. There are no more windows on the side of the building you can enter, but there is nothing stopping you from flying to the top of the building. Assuming you have enough red feathers, fly all the way up to the roof. On the Roof =========== - It's a long way up, but land on the roof and look for a WARP PAD. There are two large smokestacks on the roof, one of which is smoking (connected to the two boilers on floor 3), as well as two metal sheds. - Jump onto the top of the sheds and talon trot along their sloping sides. Each of the sheds has a breakable window in their roof. Break the window with a Beak Buster, then drop inside to reach floor 5. - Floor 5 consists just of two storage rooms filled with stacks of boxes, watched over by security cameras, and connected by a mechanical access door. One of the rooms contains another dirty rabbit and a JINJO. - The other room contains access to the service elevator and a JIGGY on top of a tall stack of boxes. Collect it by firing a clockwork Kazooie egg onto the stack from the stack underneath the window. - This room also has another screwed-on panel on the floor. Remove the screws from it to drop a shock jump pad underneath an open ventilation shaft at the end of the catwalk on floor 4. This creates a way for you to travel between floors 4 and 5. - After investigating both rooms in floor 5, return to the roof and take to the air once more using the flight pad. Fly to the very top of the factory: the top of the chimneys. On the top of the smoking chimney, you will find an EMPTY HONEYCOMB. - There is nothing on top of the other, non-smoking chimney, but there is a metal patch on the side of this chimney. Destroy the patch with a grenade egg to open a hole in the side of the chimney. When you fly through the hole, you will drop down the chimney and land on top of one of the boilers in the boiler plant on floor 3. There is a JINJO up here who is happy to see you. Wall Crushers ============= - Now it is time to pay Mumbo a visit, and since you are already on floor 3 it is a short trip to his skull: exit the boiler plant, drop down to the floor of the main floor 3 room, and head down the hallway near the ladder from floor 2. @ After giving him a Glowbo and taking control of Mumbo, use the warp pad to return to floor 4 next to the wall crushers. Climb up to the Mumbo pad on the catwalk to use the EMP spell, which will deliver a massive electromagnetic shock which temporarily disables the wall crushers. @ The crushers will only be disabled for 45 seconds, though, so you need to move fast. What is more, the switch to permanently turn off the crushers at the other end can only be pressed by Banjo-Kazooie. As soon as the spell is cast, then, send Mumbo back to the warp pad and return to Mumbo's skull. - Hand control back over to Banjo-Kazooie, then have them warp back to floor 4 and run down the conveyor belt past the crushers - all before the 45 seconds run out. When you make it to the other side, press the Banjo-Kazooie switch to turn the crushers off permanently. - Beyond the crushers is the bottom of a tall vertical shaft watched over by a security camera. Climb up a pipe on the wall to reach a walkway higher up the shaft, which is guarded by another security camera. You will find the button to open the elevator shaft door here, as well as another door labeled "Cable Room" which needs a battery. Cable Room ========== * The only battery which you have not yet used is on floor 2 at the end of the passage from the room with a rabbit worker in it. To collect it, walk back past the crushers to the split-up pads, then have Banjo warp to floor 2. * From the warp pad in front of Humba's wigwam, send Banjo through the security room, through the area with the rabbit worker on an upper walkway, until the path dead ends at a small area with the battery. * Once you have collected the battery, reverse your steps back to the cable room door and insert the battery into its slot. ^ You can use the swap cloud that appears to switch control to Kazooie. She can reach the cable room door using the shock jump pad on the ground nearby. - The cable room is dimly lit, and the floor is strewn with large electrical cables, many of which are very poorly insulated. The only light in the room comes from the cables occasionally sparking, and you will be shocked if you touch any of the cables. - Carefully jump over the cables as you cross the room to reach a door labled "Quality Control." You already saw a mechanical access door to quality control near the fire exit on this floor, but you were not able to open it. Quality Control =============== - The door leads onto a balcony with a mostly empty floor below you (there are only a Minjo and some egg nests there). At the other side of the room, a conveyor belt is moving across the room carrying metal barrels. Most of the barrels are green, but there are a few blue barrels mixed in. - Since the blue barrels seem to be the odd ones out, and the name of this room is "Quality Control", it seems like your job is to eliminate the blue barrels. - You can destroy the barrels with grenade eggs, but you need to be very careful! It's a good distance from the balcony to the conveyor belt, so you will need to time when you fire based on how long it takes the eggs to travel the distance. - Also, the green barrels are marked with radiation warning symbols. If you destroy a green barrel, you will release toxic gas that will fill the room, causing your air meter to deplete RAPIDLY! If this happens, exit the room immediately and head for the right-hand corner of the cable room. There is a switch there that will activate a fan to clear the toxic gas out of the quality control room. - When you do successfully destroy a blue barrel, the speed of the conveyor belt will pick up a little bit and the barrels will start getting placed a little bit closer together. This will continue with each hit, making it harder and harder to keep hitting the blue barrels. - You need to destroy seven blue barrels in total; by the time you get to the last one, the barrels will be practically touching each other and the belt will be moving very fast, so you need to have your timing and reflexes down perfectly. - When you do hit the last blue barrel, a Jiggy will fly out of it, but it will land on the other side of the conveyor belt, where there is no way for you to reach it from here. You'll need to wait to collect it until you can enter the room through the other door near the fire exit. Clinkers Cavern =============== - Return through the cable room to the shaft. There is a pair of claw clamber boots on the walkway, which you can use to walk up the footprints leading up the wall from the end of the walkway. These lead to an even higher level at the top of the shaft. - Walk down the large pipe opening in the wall to reach the sewer entrance (Why is the sewer at the top of the building and not in the basement?). This is a Breegull Blaster area, so you will switch into first-person mode when you enter. There are several egg nests along the side walls of this room; you should use them to replenish your supplies of blue and grenade eggs. - The door at the far end of the room leads into Clinkers Cavern. According to the factory loudspeaker, the clinkers have attached themselves to the air vents and will fill the caverns with toxic gas if they are not gotten rid of quickly. - Clinkers Cavern is another maze-like area of passages like Targitzan's Temple or Ordinance Storage. From the time you enter, you have 200 seconds in which to find and destroy all 20 Clinkers before the air turns toxic. The Clinkers are flat brown creatures that are attached to the walls; you can tell one is nearby by listening for the farting noise they make. - The easiest way to destroy the Clinkers is with a blue egg, which you can also use to get rid of the other enemies in the caverns that you cannot run away from. - It will probably take you several tries to get an idea of the layout of the cavern and to find all 20 Clinkers. If there are any Clinkers remaining when the time runs out, then the air in the room will turn toxic, causing your air meter, and then your life meter, to gradually deplete. You can keep hunting until you die. - When you are successful in eliminating all of the Clinkers, you will be rewarded with a JIGGY waiting for you in the sewer entrance. (The toxic gas in the caverns will clear if the time had already expired.) Laundry Day =========== - You've ignored Humba Wumba for long enough: it's time to see what kind of transformation she has come up with for this world. Drop down to the bottom of the shaft and past the crushers to reach the warp pad, then warp to floor 2 to arrive next to Humba's wigwam. # Give Humba your remaining Glowbo, and after jumping into her magic pool you will emerge as... a washing maching?! That's right, you are a washer: a big, heavy, metal, slow-moving washer. You can attack by pressing Z to fire underwear. Yes, you have an infinite supply of briefs that you can shoot in order to defend yourself and break boxes. Because you are so big and heavy, your jumping height is greatly reduced: you will need to use ramps rather than try to jump onto platforms. # As a washer, you are now able to use the service elevator to travel between floors. That's a good thing, because you are not allowed to use warp pads as a washer, so the service elevator is the only way for you to travel between floors. You can also open mechanical access doors. # In your exploration of the factory, you have met several rabbit workers who have complained about their dirty overalls. Now that you are a washer, you are in a position to help them with that. The closest rabbit is on a metal walkway in the area beyond the security room. # To reach the rabbit, head to the security room, then go through the ventilation shaft whose door you opened earlier. This will allow you to reach the walkway with the rabbit on it. Talk to him and he will toss his overalls into you. A quick wash and dry later, and he will be much happier in his nice clean overalls. # Return back through the ventilation shaft to the security room, and this time take the doors leading to the fire exit on floor 1. Once you are outside, head across the swamp towards the patch of ground at the back of the swamp. (Don't worry, you don't need to worry about getting bitten in the swamp: you're made of metal!) There is another rabbit worker there who will be happy to let you wash his overalls, too. # Head back to the area where you first reached floor 2 from floor 1 - it is off of the area where Humba's wigwam is. You will find the service elevator there, so use it to travel to floor 1. # You will arrive on a walkway along one side of the main room in floor 1. Head a short distance down the walkway to reach the entrance to the workers' quarters. There is a second rabbit worker inside one of the bedrooms who will also be happy to let you wash his dirty overalls. # Return back to the walkway in the main room, and you should be able to jump from the end of the walkway onto the top of the metal crate you lowered earlier, and from there to a ledge on the side of the trash compactor where another rabbit is waiting. That's four down, two more to go. # Return to the service elevator and ride it up to floor 3. Go down the main room until you reach the corner and find the mechanical access door inside a "tunnel" of boxes in the corner. This door leads into the coal room of the boiler plant, where another rabbit is in need of a wash. # Now ride the service elevator up to floor 4. The final rabbit worker is not on this floor, but the mechanical access door to Quality Control is. Go through the door and you will be on the other side of the conveyor belt from where you were firing earlier, and you can collect the JIGGY that has been waiting for you here. # Finally, take the service elevator up to floor 5. Go through the mechanical access door to cross over to the other storage room, where the sixth and final rabbit worker is to be found. After washing all six of their overalls, they will thank you for your work with a JIGGY. Electromagnet Chamber ===================== # Now that you have helped all of the rabbit workers, take the service elevator back down to floor 2. Before you return to Humba to transform back, you can take a short detour down the ventilation shaft next to the wigwam to reach the door to the electromagnet chamber. # It seems that with your heavier weight, you should be able to press the large switch against the wall of the electromagnet chamber. However, you won't get a chance to find out: when you try to get close to the switch, a giant magnet will come out from the opposite wall and pull you back. With the magnet, it is impossible for you to reach the switch as a washer. - Getting this switch pressed is going to require the help of both Mumbo and Humba. First, return to Humba and transform back into a bear and bird. @ Now, warp to Mumbo's skull, take control of Mumbo, and warp back to floor 2. Send Mumbo down the ventilation shaft to reach the electromagnet chamber, then head up the walkway over the middle of the room. The Mumbo pad that you dropped by unscrewing the panel in the boiler plant is ready for you to use at the end of the walkway. Use the Mumbo pad to cast the EMP spell on the electromagnet, disabling it for 90 seconds. @ You now have 90 seconds in which to press the switch as a washer. Quickly return down the ventilation shaft to the warp pad outside of Humba's wigwam and warp back to Mumbo's skull on floor 3. Give control back to Banjo-Kazooie. - As B-K, warp back to floor 2, enter the wigwam, and transform back into a washer. # Now as a washer, go back down the ventilation shaft and enter the electromagnet chamber. If time has not yet run out, the electromagnet is still disabled, so there is nothing preventing you from reaching and pressing the switch. # When you press the switch, power will flow through the blue and yellow cable to the door of the repair depot in the basement. Return to Humba and turn back into your normal form again. Air Conditioning Plant ====================== - Now you need to see what is behind the door you just went to so much work to power. Head to the main room on floor 1 and enter the door to the air conditioning plant. - There are two note nests you can collect on the walkway. To reach the repair depot, head right from the doorway and climb up the power cable. A rapidly-turning axle extends out across the large, open room from the ledge with the door. - If you go the other way down the walkway, you will reach a ventilation shaft which leads to a separate area of the air conditioning plant. A massive fan is spinning at the far end of the room, and you can see a Jiggy floating behind its blades. There is also a door to Waste Disposal near the fan, but the wind it generates will keep you from reaching it. Weldar: Visually-Impaired Welding Torch ======================================= - Enter the repair depot and drop down onto the floor of the room to meet the boss of Grunty Industries, Weldar. Although you only have to damage Weldar six times to defeat him, he is no pushover, and the only way to damage him is to get him to swallow a grenade egg. - Weldar will begin by firing blasts of blue flame at you; talon trot in a circle around the room to avoid these. Then he will lower his head to ground level and try to suck you up like a vacuum. This is when you have a chance to attack. - Before Weldar starts sucking, get as far away from him as possible and turn to face him. When he starts sucking you towards him, quickly fire a grenade egg into his open mouth. (I find it easier to do this by firing straight forward using Z + C up rather than switching to first-person view.) - If your aim is good, then Weldar will suck up the grenade egg, causing it to explain inside him. He's not very happy about this, and will politely ask you to "please refrain from doing that," since he is full of flammable gas! - After one hit, Weldar will spit a few nut, bolt, and screw enemies at you which you should be able to defeat quickly; the last one will leave a honeycomb. Once they are all defeated, Weldar will try to suck you up again, giving you another chance to fire a grenade egg. - After a second hit, Weldar will jump high up into the air and attempt to land on you; use the talon trot and watch his shadow to avoid this. Once he lands, he will chase you around a little bit before trying to vacuum you again, which hopefully you can use to feed him a third grenade egg. - Once you damage Weldar three times, he will repeat the entire cycle of attacks, except this time the grid lines on the floor will be electrified. This makes moving around much trickier, as you need to be constantly jumping over the electricity on the floor. - For this second half of the fight, it's important that you be in position and ready to fire as soon as Weldar begins to suck, since the electrified floor means you will not have time to aim once you start moving. Try to position yourself in the corner of the room so that you will be sucked across the entire diagonal length of the tile; this will buy you an extra half-second or so to fire. Also, the best way to defeat the nut and bolt enemies is just to stand still, let them come to you, and use the Wonderwing. This way you will avoid accidentally touching the electricity while performing an attack. - If you can survive long enough to make Weldar eat six grenade eggs, he will explode, leaving only his head on the floor. Talk to him, and you will learn that even after all that, you still haven't gotten a Jiggy yet. You need to collect it yourself from behind the giant fan at the end of the air conditioning plant. - However, Weldar's death explosion did cause a piece of shrapnel to hit the fan power switch, turning it off, and Weldar will generously create a shock jump pad for you, allowing you to climb the ladder back up to the door. - Before leaving the repair depot, though, walk along the no longer rotating axle across the room to reach a CHEATO PAGE on the other side. - You can then walk across the axle in the middle of the air conditioning plant to reach a ventilation shaft which leads directly to the back of the fan. Finally, you can collect what may be the most difficult and involved JIGGY in the game! You've earned it! - And with that, you have done all you can right now in Grunty Industries. It's time to head back to the Isle o' Hags and unlock another world! __ __( )__ _| _| ================================================================== (_ (_ H. To Hail With It [III.H] | __ | ================================================================== |__( )__| | | | Isle o' Hags | | - 1 Jinjo (4/4) | | Hailfire Peaks | | - 9 Jiggies (9/10) | | - 5 Jinjos (5/5) | | - 3 empty honeycombs (3/3) | | - 3 Cheato pages (3/3) | | - 2 Jamjars's hatches (2/2) | | - 100 notes (100/100) | | - 2 Glowbos (2/2) | |_____________________________________________| Isle o' Hags: Preliminaries =========================== - By this time, you should have collected another five Cheato pages, so take a trip back to Spiral Mountain to visit Cheato inside Gruntilda's Lair. He will teach you a new cheat code: FALLPROOF. - If you want, swing by Mayahem Temple and head to the code chamber to enter the new cheat code, then activate it by checking the list of cheats on the side wall. However, you will be making another visit to Mayahem Temple shortly, so you can hold off on activating the code if you're feeling impatient. - Now it's time for another stop at Jiggywiggy's Temple to unlock a new world. Complete challenge #7, and the energy from the crystal Jiggy will open the door to the gray building in Cliff Top. - Warp to Cliff Top and cross the bridge to the island on which the gray building is built. (You should have extended this bridge earlier; if not, go down the stairs on the side of the ledge with Jamjars' silo to find the necessary switch.) - Walk around to the back of the building to find a pair of claw clamber boots. Put them on, then walk back across the bridge and straight ahead to reach a pair of footprints leading up the side of a cliff to a JINJO on a high ledge. - With that taken care of, go through the door to enter Hailfire Peaks. Lava Side Flight Pad ==================== - Based on the world entrance, Hailfire Peaks does not appear to be a very welcoming place. The entrance is at the end of a narrow path surrounded by a sea of lava, leading to the base of a massive volcano. - As you walk down the path towards a WARP PAD, a dragon at the top of the mountain will be unhappy with your presence in his world, and will begin to periodically rain down fireballs on you, meaning you can't stand still for too long. - When the path reaches the base of the mountain, it forks along the edge of a pool of water. Don't try to swim in it, though: the water is super-hot and if you touch it, you will fly out just like when you touch the lava. - Follow the path to the left, and watch out for the fiery hands that will try to grab you out of the cracks in the wall beside the path as you collect two note nests. - Past the hands, you will reach Mumbo's skull built against the wall beside the path, but pass it for now - you don't even have a Glowbo yet! Beyond the skull, hang from a crack in the wall and use it to reach the entrance of a tunnel. - The tunnel leads to a patch of ground at the "shore" of the lava sea below the path you just followed. There is a large stone building (with cracked walls) built here, and a GLOWBO is walking around on the ground nearby. - Jump to a small island near the edge of the ground to reach a switch. The switch will open the ends of a passageway connecting the ground with the building to the green tent on a platform beside the world entrance path. - Walk around the building (don't bother trying grenade eggs on it), and all of a sudden a large fiery boulder will fall down from the top of the mountain, smashing the building to smithereens and uncovering a flight pad inside the ruins! - Take off using the flight pad and head for a small ledge which is high up the mountain, separated from all the other ledges and paths you can see running along the side of the mountain. Land on this ledge and enter the tunnel there to reach the summit of the volcano. Chilli Billi: Hot 'n' Spicy Dragon ================================== - Climb a short ladder to stand on the narrow circular rim of the lava pool at the top of the mountain. Up from the center of the lava pool, the head and long neck of a menacing-looking dragon will emerge. Upon discovering that you are not there to deliver the pizza he ordered, the dragon will begin to fight. - The dragon will begin spitting fireballs at you from the center of the pool; quickly run to protect yourself behind one of the four cannons that have appeared along the rim, all aimed into the center. The cannon will not only block the dragon's fireballs, they also suggest a way to attack the dragon. - Fire an ice egg into the small hole at the back of the cannon. The cannon will transform the ice egg into a massive icy cannonball and fire it at the dragon, damaging him. - After getting hit, the dragon will slide his (neon green) tongue back and forth along the rim. Jump over the tongue, and shortly the dragon will go back to spitting fireballs. - Continue to fire ice eggs into the cannon to attack the dragon, then jump over his tongue. After three hits, the cannon will be used up and will disappear. Carefully make your way along the path to another cannon, making sure not to fall off the side and to make the jump over the gap in the path. - Once you reach a new cannon, resume the fire-and-jump routine. The only thing that will change is that the dragon's fireballs and tongue-sliding will get a little bit faster. - After six hits, the dragon will have had enough and will fly away, revealing that while his head and neck are quite massive, the rest of his body is tiny! Unfortunately, the dragon will not leave you a Jiggy or anything at all, just a reference to his brother, probably on the ice-covered peak you can see in the distance. - With the lava dragon gone, you won't have to worry anymore about fireballs raining down on you as you explore the lava side. Find the tunnel leading back down from the summit, and use the flight pad on the ledge to fly back down to the world entrance path. Colosseum Stadium Lobby ======================= - On the path from the world entrance, fallen pillars laying in the lava head off on either side before the path reaches the hot pool. Follow the pillars on the right (as you face the mountain) to reach a doorway into the massive, many-floored stone structure that is built into one side of the mountain. - The doorway leads into the lobby of the Colosseum Kickball Stadium. The kickball stadium in Mayahem Temple was just minor league, this is where the pros play. There are two gargoyles on the side walls that will spit fireballs at you as you explore the lobby; you can kill them with grenade eggs, but they will reappear after a short time, so it may be easier to just keep moving. - Along the right-hand side of the lobby, use grenade eggs to blow up the cracked stone wall to uncover an alcove containing a pair of split-up pads. Then go through the door on this side to reach a small patch of ground on the side of the colosseum. - Jump across the platforms in the lava to reach a waterfall falling in front of an alcove with a Jinjo inside. The water in the waterfall is hot, so you can't jump through it normally. The only way to get through the waterfall is to use the Wonderwing move to make yourself invulnerable. You can then jump safely through the waterfall and collect the JINJO. - Back in the stadium lobby, cross over to the left-hand side. Use another grenade egg to reveal a pair of claw clamber boots behind another cracked wall. Put on the boots, then head for the nearby column with clawprints leading up the side. At the top of the column, there is a ledge with a door leading to an outside alcove with a CHEATO PAGE. Colosseum Kickball ================== - Return to the floor of the lobby and head to the front, where stairs lead up to the kickball match entrances. There is a Stony at the landing on the stairs, who you need to talk to in order to play kickball. However, Stonies speak their own language, and only fellow Stonies can understand it. - Go back down the stairs and look for one more cracked stone wall on the right-hand side; break it to reveal a tunnel. - Go through the tunnel and you will find yourself in the lobby of the Mayan Kickball Stadium in Mayahem Temple! Press the switch to open the gate at the end of the tunnel, connecting the two stadiums! # Now that you are in Mayahem Temple, exit the kickball stadium and head to Humba Wumba to transform into a Stony. Once you are transformed, return to the stadium and go through the tunnel to return to Hailfire Peaks. (This is the only time you can leave a world while transformed.) # Talk to the Stony on the stairs, and now he will open the door to the quarterfinal match for you. A twist on the rules from before is that now, the player with the *lowest* score wins. The controls are the same as before, and all matches last 45 seconds. # In the quarterfinal match, only yellow balls, which increase your score by 2 points, will appear. Since you want to have the lowest score, you want to play goalie, preventing balls from entering your own goal. If you catch a ball or one appears nearby, kick it into another player's goal to increase their own score. # When you win the quarterfinal, the door to the semifinal will open. In this match, every player starts with 50 points, and only red balls, which decrease your score by 1 point, will appear. Now your strategy is the opposite: you want to grab as many red balls as you can and kick them into your own goal to lower your score. # After winning the semifinal, you can compete in the final. This time, all types of balls will appear: yellow, red, and black bombs that will stun any player they hit. This is the trickiest match to win; I found the best strategy to be staying close to your own goal, focusing on blocking yellow balls from entering. If a red ball appears nearby, quickly grab it and kick it into your goal. But don't worry about trying to raise the other players' scores; if you can successfully defend your own goal, they will take care of that themselves. # When you manage to win the final match, you will be crowned kickball champion and win the trophy: a JIGGY, of course! - You can't leave the stadium as a Stony, so go back through the tunnel to untransform in Mayahem Temple. Once you are a bear and bird again, return to the Hailfire Peaks stadium lobby and head back outside. Inside the Volcano ================== - Return to the hot pool at the base of the mountain and talon trot up the tunnel to the right of the pool. There is a landing and a ladder halfway up where you can collect two note nests, then continue up to reach a new path on the upper part of the mountain. - As you face the mountain, if you follow the path to the right (past several fire hands) you will reach Jamjars, but he will only teach his move to Banjo alone. Head the other way, and the path will go around the edge of a small pool of lava with a stone doorway in the middle of it. - Hop across the platforms in the lava pool to enter the doorway into the center of the volcano. - Due to the heat and the toxic gases in the air here, your air meter will drain slowly. You need to complete all of the steps here without leaving and without dying (obviously), so move quickly and be careful! - Near the entrance is a switch marked with the Roman numeral I. When you press it, a new platform will rise out of the water with a switch marked II on it. Press this switch to cause a new platform with a III switch to rise, and so on. - Quickly move to each new platform pressing the switches in order (that is, I-II-III-IV-V). When you press the V switch, a final platform with a Jiggy switch will appear. Press this switch, and a JIGGY will appear on the central platform. A few additional platforms will appear allowing you to reach some hint signs. Lava Side Upper Path ==================== - Back outside, continue along the path heading up the mountain. After passing some fire hands, you will reach another hot pool. Next to the pool is a short ramp leading up to a blue-lit tunnel. - We'll save the tunnel for later, but you can jump from the top of the ramp to reach a crack in the wall overhead. Follow the crack to reach an EMPTY HONEYCOMB. - Continue along the path, collecting two more note nests, and you will soon reach a WARP PAD and a pair of split-up pads. # Split up, and send Banjo back the way you came down the path. After passing the entrance to the inside of the volcano, the top of the tunnel from the lower path, and several more fire hands with two note nests along the path, you will reach one of Jamjars's hatches at the end of the path. # With 640 notes, Jamjars will teach Banjo the Shack Pack move (Z + C down), which causes Banjo to pull his backpack down over his body, allowing him to safely walk through dangerous substances and fit through small openings. # Once more, make your way back along the path. When you reach the hot pool on the upper path, use the Shack Pack move and drop into the scalding water. The backpack will protect you from the heat and allow you to walk along the bottom, where you will find a JINJO as well as a dead fish. Sure, let's collect that... # Walk up the ramp to get out of the pool, then continue on to the split-up pads to reunite with Kazooie. Lava Train Station ================== - Keep going in the same direction on the path to reach its end at another lava pool next to the side of the colosseum. Follow the path around the outer edge of the pool to reach an alcove of the colosseum which is the top of a passage connecting to the lower path. Scoot along a crack to the next alcove over, though, to find the LAVA TRAIN SWITCH. - Hop across the platforms in the lava pool to reach the door in the side of the colosseum, which leads to the lava train station. Since you set him free from the Cave of Horrors in Witchyworld, your old friend Gobi the Camel will come in and lie down on a platform above the train tracks. - There is less solid ground than you would expect in this train station, but head towards the tracks and jump to a platform near the right-hand train door (which is open thanks to the train switch you just pressed). From here you can jump to a crack which leads to an EMPTY HONEYCOMB. - Use the train switch to call Chuffy. He will arrive as usual, but if you try to ride him anywhere he will announce that the heat in the station has caused his engine to overheat; he cannot leave until you can cool him down. He will also mention something about an ice train station - that's right, Hailfire Peaks has two train stations! Of course, you can't visit the other one until you press its train switch, though. Biggafoot ========= - Exit the train station and go through the blue-lit tunnel in the side of the mountain near the lava pool outside the train station. This will lead to the icy side which, as the name suggests, has a completely opposite climate from the lava side. - When you first enter the icy side, you will see the UFO that was originally at the bottom of Jolly Roger's Lagoon flying overhead. The children of the alien piloting the spacecraft fell out here before the UFO crashed in the lagoon, and their dad is now leaning outside the door looking for them (the UFO is apparently on autopilot). When the craft hits some turbulence, though, the dad will fall out of the open door onto a patch of ice and die! Geez, this is pretty heavy stuff for a kid's game! - Just like on the lava side, there's a dragon at the top of the icy side's mountain as well, and he will aim iceballs at you just like the fireballs on the other side. - Most of the ground in this area is covered in snow, which slows down your movement. Also, most items such as note and egg nests are encased in ice cubes which you must attack to break. - As you begin to explore the area, you will find one wall where a Jinjo is standing in front of a crack in the cliff. When you try to reach the Jinjo, though, a fierce arctic wind will blow out of the crack, preventing you from reaching the Jinjo. - To the right from the lava side tunnel is an alcove in the cliff wall guarded by a yeti named Biggafoot, probably because he has one big foot. He is keeping you from reaching the pair of claw clamber boots behind him. If you try to attack his giant foot, a large ice boulder will fall from the top of the mountain and do the job for you, causing Biggafoot to run off in pain. - With Biggafoot gone, you can put on the claw clamber boots. Follow the narrow trail through the snow as it leads up a few ledges and then to a pair of footprints up the side of the mountain. If you walk through the snow, you will not move fast enough to reach the top of the footprints before the boots wear off, so stay on the trail! - At the top of the footprints is a ledge with a door that leads to the summit of the mountain, where you will meet the ice dragon watching over this side of Hailfire Peaks. Chilly Willy: Cold 'n' Icy Dragon ================================= - This fight will be exactly the same as the fight with the lava dragon, with only a few small exceptions. First, and most obviously, the ice dragon is vulnerable to fire eggs. Second, this time it will take 12 hits to defeat the dragon, so you will need to use up all four cannons. Finally, the dragon will slide his tongue along the rim longer than in the first fight. - Other than that, it's the same fight all over again. Once you can get into a rhythm of fire, jump, repeat, it should go fairly smoothly. Again, be especially careful when moving to a new cannon. Also, since the fight lasts longer, the dragon's attacks will get faster at the end then they did before, so make sure to adjust your timing accordingly. - After 12 hits from giant fire eggs, the ice dragon will have had enough. When he flies away, you will see that he has the same odd proportions as his brother. This time, though, he will leave you a JIGGY. Icy Side Upper Area =================== - Make your way back down to the ground (there is a pair of claw clamber boots you can use to safely walk back down the side of the mountain) and make sure to activate the WARP PAD in an alcove nearby. - Across from the warp pad is another alcove with a pair of split-up pads. On either side of the alcove are steep ramps that lead down to the lower area of the icy side, which we will explore shortly. - For now, continue through the snow. You will soon reach a few large steps or terraces with two note nests on them. Jump up them to reach a large, inactive oil drill. A ramp leads up and around behind the drill to a large power switch, which is too heavy for you to press, as well as another tunnel to the lava side. - Back down beside the base of the large steps, though, is the entrance to a cave. Enter it to reach the Icicle Grotto. Icicle Grotto ============= - Inside, look for a long, straight, green-tinted icicle near the entrance. Climb up the icicle to reach a ledge with a small hole in the wall, one that would be the perfect size for a clockwork Kazooie. Fire a clockwork egg and send the robotic bird through the small tunnel to reach a CHEATO PAGE. - Now follow the path as it gradually slopes upward. You will need to use the talon trot and shock jump pads at a few points, but you should easily reach the edge of a large cavernous abyss at the top of the grotto. - After activating the WARP PAD there, follow the path around the edge of the pit, where you will find a pair of split-up pads and an alcove in the wall overhead. Aim a clockwork Kazooie egg into the alcove to collect the JINJO there. - Now look at the ceiling, and use grenade eggs to knock down the giant icicles on the ceiling. When they fall, they will become platforms which you can use to cross the pit. As you cross, you can jump to a side platform to collect the TREBLE CLEF encased in ice. - On the other side of the pit is a cavern with two tunnels leading out. Go through the red-lit tunnel and you will find yourself inside the volcano on the lava side, on a ledge with an EMPTY HONEYCOMB. After collecting it, return to the icy side. ^ The other tunnel out of the cave leads to a ledge high up the mountain where Jamjars has a new move, but only for Kazooie. You will need to return to the split-up pads across the pit, separate, and send Kazooie across alone. Be careful crossing the pit, because Kazooie's jumps and movement are not as precise. ^ When you make it to Jamjars as Kazooie alone, he will teach you the GLIDE move (assuming you have at least 660 notes). With this move, Kazooie can achieve limited flight without needing flight pads or red feathers! ^ Give the new move a try by gliding to the top of the pillar straight ahead from Jamjars' ledge. There is a CHEATO PAGE there waiting for you. ^ Since the ledge is too high for you to fly back to, drop down to the ground and head to the split-up pads across from the warp pad to switch to Banjo. * Send Banjo to the warp pad in the icicle grotto, and warp back to reunite with Kazooie outside. Icy Side Lower Area =================== - Head down the steep path to the right (as you face the split-up pads) to reach the lower area of the icy side. To the left, a ramp leads up onto a rocky wall which separates the two sides of the lower area. Beyond the wall is the shore of an ocean, but the water is icy cold and will damage you just like lava. - On top of the wall is a WARP PAD, a pair of split-up pads, and a large train switch - too large for you to press right now. Beyond the train switch is a staircase which leads back to the upper area. - On the ground across from the ramp you entered the area from is a clear icy wall, and through it you can see a Jiggy and the end of a set of train tracks made out of ice. - Beside the window are a set of platforms leading up onto a ledge, with two note nests on the platforms. At the top is an igloo, and beside is a talking ice cube. This is Mildred, and she is looking for her husband George, who was blown away by a strong wind. After listening to her story, perform a Bill Drill to shatter her and grab the JINJO trapped inside her. Hey, sometimes you just gotta do what you gotta do. - Enter the Igloo, and you will find your old friend Boggy the bear lounging in front of the TV. He doesn't seem to be as active as he used to be when he lived on Freezeezy Peak. - Boggy will ask you to find him something to eat, and the fish you collected from the bottom of the hot pool on the lava side is just what he wants. Give him the fish, and he will cough up a JIGGY that must have been inside the fish! - You can visit the kids you collected from Witchyworld in the basement if you want, then exit the igloo. At the end of the ledge, an icy platform extends out over the ground below, with a Mumbo pad at the end. - Jump down to the ground (or, if you want to be careful, return to the ground and walk around the cliff wall by the shore). In the middle of the area is an old-school explorer, complete with giant moustache, khaki shirt, and pith helmet, frozen solid in ice. You can't help him right now, but the Mumbo pad above might be the solution. - Behind the explorer is another clear wall, and through it you can see a giant chest or safe of some kind. It appears to be made of ice, and there is a large keyhold in the center of it. An ice chest would be just the thing for an ice key to open... if you could reach it. - There is a tunnel leading through the rock wall dividing the lower area; walk through it to reach the other side. There are two note nests on the platforms leading up to the top of the wall on this side, and in this area you will find the dead alien who fell out of the UFO, as well as Wumba's wigwam. - Across from the wigwam is a ramp that leads up to another ice platform with a Mumbo pad at the end, this one overlooking the fallen alien. A steep ramp leads up to the upper area (on the other side of the split-up pads there). Mumbo Is the Resurrection and the Life ====================================== - Now that you have explored the lower area, it's time to put Mumbo to work. Use the warp pad on top of the wall to warp to the world entrance and follow the path left from the hot pool to reach Mumbo's skull. @ Once you have control of Mumbo, head back to the warp pad and return to the icy side lower area. Hop up the platforms to the ledge with the igloo and carefully walk out on the icy platform extending out past the edge of the ledge. @ Use the Mumbo pad there to cast the Life Force spell, which will raise the frozen explorer on the ground from the dead! Woah! The explorer, named Sabreman, while very grateful to not be dead anymore, is still very cold, and will ask to get warmed up. Banjo and Kazooie will need to return to take care of that, though. @ Return to the ground and walk through the tunnel to the other side of the lower area. Walk up the ramp across from Wumba's wigwam to reach the second ice platform and the second Mumbo pad. Use the Life Force spell again to resurrect the alien who fell out of the UFO. @ When you do, he will ask you to find his three children, and will press a button disabling the cloaking technology they had used to hide themselves. @ That's all you need Mumbo to do right now, so warp back to the lava side and return to the skull to give control back to Banjo-Kazooie. Sabreman ======== - Warp back to the icy side lower area and make your way to Sabreman. He needs to get warmed up, so shoot three fire eggs at him. Once he is warm, he will ask you to return him to his tent on the lava side. That means Banjo needs to carry him in his backpack. * Head up to the split-up pads on the rock wall and separate. Send Banjo back to pick up Sabreman using the Taxi Pack move. * Now return to the warp pad and warp to the lava side lower path. Head down the path back towards the world entrance, then turn off to the green tent on the side of the path. Let Sabreman out inside the tent, and he will thank you by giving you a JIGGY he found on his explorations. And then he will lay down to take a long nap. Colosseum Switches ================== * Since you are back on the lava side, there is one thing left for you to do in the colosseum. Return to the stadium lobby and climb up the chain hanging from the side of a pillar on the right-hand side - make sure you don't get knocked off by the gargoyle. * At the top of the chain, jump off and towards the pillar to catch onto a crack beside the chain. Follow the crack to the back of the pillar, where you can drop onto a ledge. * Go through the door on the ledge to reach a ledge on the outside of the colosseum with a Banjo switch. When you step on the switch, a gate blocking a Kazooie switch higher up the side of the colosseum will open. ^ Use the swap cloud to switch control to Kazooie and have her use the warp pad to warp to the lava side lower path. The only way to reach the alcove with the Kazooie switch is by flying, so she needs to reach the flight pad on the patch of ground below Mumbo's skull. ^ Send Kazooie to Sabreman's tent, and behind it is one end of the passageway that you opened earlier. Enter the passage, and you will emerge on the ground with the flight pad. Fly to the alcove in the side of the colosseum with the Kazooie switch, which will raise the gate on another alcove with a second Banjo switch. * Switch control back to Banjo and scoot along the crack next to the ledge in order to reach the alcove with the second Banjo switch. This switch will raise the gate on a final alcove on ground level with a Jiggy inside. ^ Switch back to Kazooie, and now the trick is to reach the Jiggy without dying. You are high up on the side of the colosseum, and there is no flight pad or other way down from the alcove. If you have activated the FALLPROOF cheat, then you can just jump down to the ground; otherwise, you will need to glide. ^ However you do it, once you reach the ground, follow the path left from the stadium lobby entrance to reach the alcove with the JIGGY. * Switch back to Banjo one more time, and send him down (either by jumping or by returning to the stadium lobby) to reunite with Kazooie. Rescue the Aliens ================= - Now it is time to head back to the icy side and find the three alien children. Warp back to the icy side lower area and walk along the top of the wall, jumping over the gap before you reach Wumba's wigwam. - Drop down from the wall on the side opposite from the wigwam to land on a small patch of ground between the wall and the ocean. There is a GLOWBO here, as well as a patch of ice in the ground. Bill drill the ice to release the alien child who was trapped underneath. - Scoot along a crack in the wall to return to the mainland and find a second patch of ice against the cliff, near where the alien dad is waiting. Drill the ice to uncover the child, but this child also appears to be... non-living. Geez, this is heavy stuff for an E-rated game! - To find the third child, talon trot up the steep ramp to reach the upper area and split-up. ^ Send Kazooie up the steps to the area with the oil drill, and have her walk up the ramp which leads around the drill. From there, jump onto the top of the drill. Now you can glide to a ledge above the split-up pads where the third alien child, who is only an infant, is waiting. ^ When you reach the child, it is shivering uncontrollably and is not strong enough to return on its own yet. Warm it up by jumping on top of it and performing the hatch move. That will warm the child up enough to return to its father. Drop down to the ground and reunite. - You will need Mumbo in order to rescuscitate the final child. Warp to the lava side and head back to Mumbo's skull to enlist his services once more. @ As Mumbo, head back to the same pad you used to revive the father. This time, the Life Force spell will be directed at the child nearby, bringing it back to life. @ With all three children rescued, the UFO will return to beam up the family. In thanks, the aliens will drop a JIGGY for you as they fly away. After collecting the Jiggy, warp back to the lava side to hand control back to Banjo-Kazooie. Snowballing Out of Control ========================== - Now it is time to pay a visit to Humba Wumba, whose wigwam is in the lower area of the icy side, in the same area where the alien father was. # Give Wumba a Glowbo and jump into the pool, and you will emerge as a snowball! As a snowball, your size and weight can grow and shrink: rolling through snow will make you grow, while contact with heat (like the fire outside the wigwam) or damage from enemies will make you shrink. Your health is also tied to your size: as you grow and shrink, your health will change accordingly, from one up to a maximum of five honeycombs. # Your main task as a snowball is to press the large, heavy switches you have found, which require you to be at your maximum size (five honeycombs). The tricky part is finding a way to reach the switches: snowballs do not jump very well, especially big and heavy ones. # Roll around in the area outside the wigwam until you have reached maximum size, then roll up the steep path to the upper area (hold down B to roll fast; you can also use this to steamroll over enemies). # When you emerge in the upper area, find the edge of the ledge looking down on the Jinjo who is standing in front of the windy crack in the cliff. Make sure you are at your largest size, then roll up the wall by the ledge a little bit and jump so that you fall onto the JINJO before the wind can blow you away. # Climb back up, then roll back down the steep path on the other side of the split-up pads to reach the igloo side of the lower area (you can't fit through the tunnel in the wall as a snowball). From this side, you can roll up the ramp onto the wall and carefully roll onto the large train switch. If you are still at maximum size, then you will press the switch, opening the train doors to the ice train station, which apparently exists... somewhere. # Roll onto the warp pad and warp to the upper path of the lava side. As soon as you warp, get ready to move, because the heat on the lava side will make you start to melt after a few seconds. # As soon as you arrive in the lava side, hold down B to quickly roll down the path towards the hot pool. Don't stop for the fire hands: you will squash them against the cliff. When you reach the hot pool, roll up the ramp and through the tunnel back to the icy side. If you were fast enough, you should be able to make it without having shrunk any. # You will emerge in the icy side at the end of the ramp behind the oil drill. Roll along the path to the large power switch. If you are at maximum size, then you will be able to press the switch, turning the drill back on. The drill will dig up a Jiggy, which you can see bounce along the pipe through a crack in its side. You'll have to find a way to collect the Jiggy later, though. # Roll down the steps from the oil drill (these steps are why you had to go through the lava side to reach the power switch) and roll down the steep ramp back down to the lower area with the wigwam. Take damage from enemies or use the fire next to the wigwam to shrink yourself until you can fit through the door of the wigwam and untransform. Ice Train Station ================= - Head over to the igloo side of the lower area and [DON'T KNOW HOW] reach the higher tunnel to the lava side. This will lead you onto the top of the colosseum. - Get past the fire hands along the wall and find another tunnel leading off from the top of the colosseum. This tunnel leads into the lava train station, but you will be on the ledge with Gobi the camel overlooking the train. - Chuffy needs water to cool down his engines, and Gobi carries water inside his hump, so like you've done to him so many times before, do a beak buster on Gobi's pack to force him to spit out his water onto Chuffy below. - The water will cool down Chuffy's engine enough so that he can move again. Drop down to the ground level and enter Chuffy's cab. Step on the GO switch and choose Hailfire Peaks - Icy Side as your destination. - Chuffy will head off down the tracks and will emerge in the mysterious ice train station on the icy side. Get out of the train and climb up a broken piece of railroad track to reach a ledge with a Minjo and a tunnel. Go through the tunnel to find the JIGGY that was visible through the clear wall from outside. - That's everything in the ice train station - it seems to be cut off from the rest of the icy side; the only way to reach it is by train. It's also the only way to leave it, so climb back into Chuffy and ride back to the lava side. Oil Pipeline ============ - You still need to collect the Jiggy that the oil drill dug up. To do so, make your way to a warp pad and warp to the upper area of the icy side. Split up, then send Banjo up the steps to the oil drill area. - Approach the pipe leading away from the drill and you will see a crack in its side. Use the Shack Pack move to fit through the crack and enter the pipe. - When you follow the pipe, you will end up in Waste Disposal in the basement of Grunty Industries! The pipe leads into a (mostly-empty) oil tank with the JIGGY waiting for you. There's no other way out of the tank (although you can recognize the room through the glass wall), so follow the pipe back to Hailfire Peaks. - And that's all there is for you to do in Hailfire Peaks right now! Once you've made your way back to the Isle o' Hags, head straight for Jiggywiggy's Temple to unlock the next world. __ __( )__ _| _| ================================================================== (_ (_ I. Cocoa for Cuckooland [III.I] | __ | ================================================================== |__( )__| | | | Isle o' Hags | | - 10 notes (100/100) | | Jolly Roger's Lagoon | | - 1 Jiggy (10/10) | | Terrydactyland | | - 2 Jiggies (10/10) | | Grunty Industries | | - 3 Jiggies (10/10) | | Hailfire Peaks | | - 1 Jiggy (10/10) | | Cloud Cuckooland | | - 10 Jiggies (10/10) | | - 5 Jinjos (5/5) | | - 3 empty honeycombs (3/3) | | - 3 Cheato pages (3/3) | | - 1 Jamjars's hatch (1/1) | | - 100 notes (100/100) | | - 2 Glowbos (2/2) | |_____________________________________________| Bubbling Up =========== - You need 45 Jiggies in order to attempt Jiggywiggy's Challenge 8. Once you complete the puzzle, the crystal Jiggy will fire its energy blast at the end of a lonely ledge extending out from the edge of a cliff in Wasteland. The effect of the blast is to create a small bubble in a hollow at the end of the ledge, which seems a little... unusual. - You will soon learn that the unusual is usual in this next world. To reach it, head to the Wasteland and look for a blue-colored cliff with a narrow crack through the middle of it. Walk through the crack to reach the ledge with the bubble leading to Cloud Cuckooland. - If you haven't found them before, make sure to collect the final two note nests in Isle o' Hags on either side of the exit from the cliff passage. - When you touch the bubble, it will absorb you and begin to rise into the air, carrying you up, up, and up some more until it reaches its destination and pops, bringing you to Cloud Cuckooland. Garden and High Bar =================== - Cloud Cuckooland is a floating mountain surrounded by several floating platforms and other random objects such as a giant cheese wedge, a giant trash can, and a giant castle made out of Jello. Nothing here makes much sense; it's as if the world was constructed out of leftover and miscellaneous pieces of other worlds. - Case in point: behind the world entrance and the WARP PAD right next to it, you will find an aardvark in a track suit named Mr. Fit. He is standing next to a high jump bar, which is the first of a series of events he would like you to compete in. Without some help, though, there's no way you can jump over the bar. - At the other end of the world entrance platform is a plant with a large, bell-shaped flower. When you get near the plant, it will slurp you up inside it and then spit you out, sending you catapulting through the air before landing on a pad of red Jello on the edge of a ledge on the side of the mountain! These spitting plants are all over Cloud Cuckooland and will be one of your primary means of transportation between the various disconnected pieces of the world. - The ledge you are now on appears to have a patch of garden in the center, with several drillable patches of dirt visible throughout it. Drill all of the patches to find some egg nests, an EMPTY HONEYCOMB, two strange-looking seeds, and a pair of springy step shoes. - The shoes should give you the boost you need to jump over Mr. Fit's high bar. Put the shoes on, then head to the spitting plant on the ledge, which will launch you back to the platform with the world entrance. Before the shoes run out, walk over to Mr. Fit and use the shoes to jump over the high bar. Impressed, Mr. Fit will head off to his next event. Central Cavern ============== - Use the spitting plant to get back to the garden ledge, then go through the opening in the mountain to enter the large central cavern. This cavern has a number of entrances connecting it to many different ledges around the side of the mountain, and you will be in here a lot! In fact, there are 11 different exits out of the cavern (although two are inaccessible right now), and each one has a note nest by it. - In the center of the cavern is a smaller, slightly elevated platform with the only other WARP PAD in this world, a pair of split-up pads, three note nests, and pairs of springy step shoes and claw clamber boots. This spot will be the hub for most of your activity in the world. There is also a spotted egg on the platform; we'll take care of it shortly. - You will also notice that flat, multi-colored enemies will pop up from the floor of the central cavern to attack you whenever you touch it. You can't make them stop, so just try to move quickly whenever you need to cross the cavern. - Look back at the entrance you came into the cavern by (it is teal-colored), and you will notice that beneath it, visible through a "window" of red Jello, is a room containing the last Jamjars's hatch. A small opening in the side of the wall leads into the chamber: an opening that is the perfect size for Banjo to fit through. ^ There are a couple of ways for Banjo to reach the ledge, but the best way is to split-up on the pads in the center of the cavern and take control of Kazooie. Have Kazooie hatch the egg on the platform, which will release a Floatus Floatius creature, which looks like a white, sparkly, floating spider. ^ Now cross the cavern and jump up to the ledge in front of Jamjars's chamber. Look for a shock pad and use it to reach a JINJO in an alcove high up the wall. * Now switch to Banjo and have him put the Floatus inside his backpack. The creature's natural "floatiness" will cause Banjo to float in the air, and you can steer him across the cavern to reach the ledge in front of Jamjars's chamber. * Use the Shack Pack to fit through the opening into the room, grab the two note nests inside, and if you have 765 notes, Jamjars will teach you his final move, the SACK PACK. This move allows Banjo to stand inside his backpack and hop around inside it. He can use this to safely cross surfaces he could not otherwise walk on (like thorns), and it even (somehow) lets him hop across the surface of water! - Drop down to the floor of the cavern and climb back up to the central platform to reunite with Kazooie. The other item of note in the cavern is the Superstash, a talking safe located against one wall of the cavern. She (of course the safe is a she!) has a Jiggy inside, but she cannot remember her own combination, which means you will have to enter it yourself by pressing four switches spread across the world. - You can reach one switch by climbing partway up the ledges near the red-tinted exit near the Superstash. When you reach the base of the Kazooie footprints, jump up to hang from a crack in the wall and follow it to a small ledge. From the ledge, you can fire a clockwork Kazooie egg and lead it into a small passage running along the cliff. At the end of the passage is a switch. Detonate the clockwork Kazooie to press the switch and enter one digit of the Superstash's combination. - Climb up the same series of ledges again and you will also find the top of a tall, narrow pool of water. Dive to the bottom of the pool to find a GLOWBO. - If you continue climbing the platforms and carefully walk along a narrow ledge along the wall, you will reach an exit which leads to a long, straight, and empty purple-colored ledge. About halfway down the ledge, at the end of a short side ledge, is a Mumbo pad. There's nothing you can do here now, but it is good to know where the Mumbo pad is. Exploring and Seed Planting =========================== - If you want, you can take a peek out of all of the different exits out of the central cavern just to get the lay of the land. The next exit counter-clockwise from the exit to the garden is a blue-colored exit on the floor of the cavern which leads to Mumbo's skull, which also happens to be tinted blue. Note that there is a flight pad beside Mumbo's skull. - Next to the central cavern entrance is a vine, which if you climb it will lead to an upper ledge, most of which is covered with painful thorns. At the other end of the thorny path, however, you can see another floatus egg, with a giant cheese wedge floating in the air beyond it. There is a spitting plant at the top of the vine, which will spew you onto the top of a castle made of Jello. You can see a Jiggy inside, but the opening at the base of the castle is too small for Banjo-Kazooie, and the Jiggy is too high for a clockwork Kazooie to reach. - The spitting plant by the castle will send you back to Mumbo's skull. Use the flight pad nearby to take off and fly to the floating platform which is across from the floatus egg at the end of the thorny path. (You can also see that Mr. Fit is waiting for you on a floating platform above this one). There is a small hole in the ground here that looks like a perfect spot for one of the seeds you picked up earlier. Approach the spot to plant the seed there; now if only there was some way to make it sprout! - Use the spitting plant on the platform to return to the central cavern. Proceeding counter-clockwise, the next exit is teal-colored and leads to a dead-end ledge facing a giant golden pot (named, appropriately, the Pot o' Gold). A tall golden switch on the ledge will open a hatch in the roof of the pot, but with no flight pad or spitting plant, there is no way for you to reach it at the moment. - The next exit from the central cavern is beneath the surface of a pool of water. Swim through the underwater tunnel and you will emerge in another pool on the outside of the mountain which is surrounded by orange-colored walls. Use the Talon Torpedo to break the Kazooie-labeled boulder at the bottom of the pool, and you will expose a hole in the bottom of the pool, causing all of the water to drain out and fall... into Dippy's pool in Terrydactyland! The dinosaur will be very happy to have a pool to drink out of again and will thank you with a JIGGY! (This Jiggy counts for Terrydactyland.) - The next exit on the ground level is red-colored, and it leads to a ledge with another Mumbo skull, this one tinted red! Why would there be two Mumbo skulls in one world? This demands an explanation, so head inside the skull to investigate. "Et tu, Mumbo?" =============== - Inside the skull, you will find one of two things. In the lower level of the skull will be either a Minjo or a Jinjo; it's impossible to say which because it is determined randomly for each save file. - If there is a Minjo at the bottom of the skull, then upstairs you will find the same old Mumbo you know and love. In that case, head to the blue Mumbo skull. - However, if there is a JINJO at the bottom of the skull, then when you head upstairs and talk to Mumbo everything will seem normal at first, but then the exit ramp will be sealed off, Mumbo will start attacking you, and he will reveal himself to actually be Mingy Jongo, an evil robot cleverly disguised as Mumbo! - As far as boss fights go, fighting Mingy Jongo is not very complicated: he will run around the room and fire blasts at you from his wand; you need to attack him any way you can: peck, roll, fire eggs, Wonderwing - all of these will work. - After you damage him once, Mingy will begin teleporting around the room, which makes it trickier to reach him. Also, the blasts from his wand will try to home in on you, so you need to run in zigzags to avoid them. One strategy is just to focus on running around and avoiding the wand blasts, and if you happen to be near Mingy or if his wand shorts out, then attack. - After 8 hits, Mingy Jongo will be reduced to scrap and a JIGGY will appear in his chair. Now that the fake Mumbo has been destroyed, you know which Mumbo skull to go to when you need to real Mumbo. In any case, head back outside (and return to the ledge with the red Mumbo skull if necessary). More Exploring and Safe Cracking ================================ - The ledge with the red Mumbo skull has a vine hanging down by the central cavern entrance. At the top of the vine is another ledge (no thorns on this one, though) with another floatus egg and more floating platforms at the end. If you use the spitting plant by the vine, it will take you to the bottom of a giant garbage can. The can has a door in its base, but the door can only be opened by pressing a nearby Kazooie switch. - Although you cannot open the front door to the garbage can, if you walk around to the back you will find a very small opening: just the right size for a clockwork Kazooie. Send one through the opening, and the device will be inside a giant glass bottle inside the can. Detonate the clockwork Kazooie over another Superstash combination digit switch inside the bottle. - The spitting plant will send you back to the Mumbo skull. Like before, take off using the flight pad by the (red) Mumbo skull and head for the floating platform across from the floatus egg and beneath the giant cheese wedge. There is another spot for you to deposit the second seed you found. - Once again, get spit back to the Mumbo plant, but go ahead and take off from the flight pad one more time. Fly around to the side of the mountain with the garden and the world entrance, then fly up - almost to the top of the mountain - onto a ledge whose color is a splotchy mix of red and blue. You may get attacked some by creepy-looking eyeball plants while you are flying, but you should be able to avoid their eyeball projectiles without too much trouble. You cannot destroy the eyeball plants at the moment, however. - When you land on the red-and-blue ledge, go through the door to reach a very narrow ledge way up inside the central cavern. The ledge leads straight across the cavern, and it is a long way down, so shoot down the Zubba bee before you cross, collecting the TREBLE CLEF and two note nests along the way. - When you reach the far side, send a clockwork Kazooie through the small hole to reach a small chamber containing the final Superstash combination switch. Detonate over the switch to enter the third digit of the safe's combination. - If you have the FALLPROOF spell activated, you can just drop down to the floor of the central cavern: otherwise you'll need to exit the way you came and fly back down safely. - However you get there, return to the central cavern and pass the Superstash to reach another pool of water with another underwater exit. This time, you will emerge in a green-walled pool on the mountainside. Collect the GLOWBO on the bottom of the pool, then swim to the surface and walk along the edge of the pool. - You will notice an eyeball plant on the ledge with a Jiggy inside it, but there is no way for you to get it now. Also on the edge of the pool you will encounter George the ice cube, whose wife Mildred you met in Hailfire Peaks and callously smashed to pieces just to get a Jinjo. So you should have no problem shoving George off the side of the ledge with a Beak Barge, causing him to melt in one of the hot pools on the lava side of Hailfire Peaks. - On one side, the pool is bordered by the side of a green-colored cliff with a vertical crack through its middle. Fire a clockwork egg through the crack to reach a chamber with the final Superstash combination switch. Detonate on the switch to enter the final digit of the safe's combination and open the door. - Swim back through the underwater tunnel to the central cavern and collect the JIGGY from inside the Superstash. Eggs and Garbage ================ ^ Now it's time for Kazooie to take care of some business on her own, so split up in the center of the cavern and take control of the bird. The first item on your agenda is to hatch the two additional floatus eggs you saw, both on ledges above the two Mumbo skulls. ^ Since Kazooie cannot climb up vines, she will need an alternate way to reach the higher ledges on which the eggs were located. Recall that the blue Mumbo skull is reached through a blue exit counter-clockwise from the garden exit. A little further in the same direction along the wall, there is another blue-colored exit located high up on the wall. In order to reach it, you will need to put on the springy step shoes located near the split-up pads. ^ After using the shoes to leap up to the high exit, you will emerge at the other end of the thorny path you saw leading from the top of the vine by the blue Mumbo skull. Straight ahead is a floatus egg, and beyond that is another floating platform. Hatch the egg to release the floatus; once you switch to Banjo, he will need to come here and use the floatus to cross the gap. ^ Return to the central cavern and recall that the red door near the Superstash led to the red-tinted Mumbo skull. Again, Kazooie needs to reach the upper ledge. Look above and left of the red door and you will spot a gold-colored exit with Kazooie footprints leading to it. Put on the claw clamber boots in the center of the chamber, then hop up the ledges to reach the footprints and follow them to the exit. ^ Outside, follow the same procedure as before. Hatch the floatus egg, and you will see another floating platform across a gap. ^ The giant trash can is also in this vicinity, and you recall that there was a Kazooie switch in front of its front door. The best way to reach the trash can is to fly there, so return to the central cavern, drop down to the floor, and exit through the red door to reach the ledge with the red Mumbo skull. ^ Use the flight pad by the skull to take off and head towards the trash can. Before you land, make sure to collect the EMPTY HONEYCOMB inside the handle at the top of the can. ^ Drop down to the ground and press the Kazooie switch to open the door into the trash can. Inside is what you would expect to find inside a giant trash can: giant pieces of trash like milk cartons and soda cans. There is also a talking can of beans named Guffo who appears to live here. ^ Guffo, the discarded can of beans, has a problem: the trash can in which he lives is too dirty. It appears the irony is lost on him. He needs you to clean up his home by killing germs in standard minigame format: red germ = 1 point, green germ = 2 points, blue germ = 3 points. If you can Wing Whack and move fast enough to destroy 50 points worth of germs in 60 seconds, he will give you a JIGGY. ^ Before you leave, there is a JINJO that needs rescuing on top of the candy box. You will need to jump up onto the top of the milk carton and then glide to him. Make it Rain ============ ^ Exit the trash can and use the flight pad outside to fly back to the mountainside. Return to the central cavern and reunite with Banjo. - Now it's time to let Mumbo work his magic. Head to whichever skull did not have Mingy Jongo in it, and you will find Mumbo Jumbo, ready to help as usual. @ Recall that while you were exploring you found a Mumbo pad on the side of a long, straight purple ledge. To reach that ledge, Mumbo will have to do a little more careful walking and jumping than usual. Drop to the floor of the central cavern and start jumping up the ledges up the wall near the red-colored door. @ The jumps between these ledges are low enough that Mumbo can reach them, but at the end he will need to walk along a very narrow path against the side of the wall. Be careful here, and make sure Mumbo is hugging the wall so that he does not fall down. @ At the end of the narrow path is an exit which leads onto the purple racetrack outside. Halfway down the track, a ledge juts out to the right with a Mumbo pad at the end. @ Stand on the pad and have Mumbo perform the Rain Dance spell, which causes it to, well, rain. The rain falling over all of Cloud Cuckooland will have a couple of effects: it will form a rainbow from the mountainside to the Pot o' Gold, and it will cause the two seeds you planted earlier to grow into tall stalks. @ This is the only Mumbo pad in Cloud Cuckooland, so Mumbo can return to his skull (the same one he left from) and hand control back to Banjo and Kazooie. Over the Rainbow ================ - The first thing you should do is check out the rainbow that appeared thanks to Mumbo's spell. From the central cavern, exit through the teal-colored passage on the floor of the cavern to reach a small green-colored ledge across from the Pot o' Gold. The rainbow ends right at the edge of the ledge, and if you step onto it you will discover that the rainbow is solid, forming a bridge to the Pot o' Gold. - Jump onto the top of the tall switch on the ledge and press it to open a hatch in the roof of the Pot o' Gold, then talon trot across the rainbow bridge to enter the hatch before time expires. - Inside the Pot o' Gold, an platform will lower you down to the floor of the chamber. The floor and walls are covered in a golden Jiggy pattern, and there is a raised platform in the center. - Notice that the top and sides of the platform have egg designs on them, and the four sides of the platform have holes in them. The eggs on the sides are different colors, indicating the type of egg they need to receive. The side with a blue egg gets a regular egg, red = fire, green = grenade, and silver = ice. - When all four sides have received an egg of the appropriate type, a golden egg nest will appear on the top of the platform. Stand on the platform to begin a minigame. - The Jiggy designs on the walls of the chamber will light up, and you will have 45 seconds in which to shoot as many of them as you can (there are 100 in all). Since you are using golden eggs, which are unlimited, just hold down the fire button to spray eggs at the wall as fast as you can. A good strategy is to line up the crosshairs with one row and then spin around to hit all the Jiggies on that row. - If you can hit 75 Jiggies before time runs out, you will win a JIGGY. Hit 90 to win a CHEATO PAGE, as well. - Ignore the Minjo and exit through the door at the bottom of the chamber, which will close behind you once you are outside. Walk around behind the Pot o' Gold to find an EMPTY HONEYCOMB hiding there. Then use the flight pad by the door to return to the central cavern. Cheese and Jello ================ * Split up and take control of Banjo; he is the one that needs to see what is at the top of the beanstalks that recently sprouted. * Exit the central cavern through the red-colored exit which leads to the red Mumbo skull. Outside, climb the vine hanging down next to the mountainside, then hop across the yellow platforms to reach the floatus creature Kazooie hatched earlier. * Scoop the floatus into your backpack using the Taxi Pack, then float across the gap to the platform with the beanstalk. Climb up the beanstalk to reach a platform on which sits a giant wedge of cheese. There's an opening in front, so take a deep breath and go inside. * Inside, the stench of the cheese wedge is so overpowering that your air meter appears and will slowly deplete, so keep an eye on it and go outside if it gets too low. The interior of the cheese wedge is mostly empty; there are several floating platforms moving through the air in the room, and there is a high ledge at the back, but it is too high to jump onto. * You need to ride the moving onion-shaped platforms to reach the ledge, but there is one catch: the platforms have spikes on them. So the only way you can stand on the platforms is by using the Sack Pack move. This makes things tricky, because you cannot move and jump as accurately as you can normally. * However, the basic principle is simple. Jump onto a platform (the first one is to the right of the door), ride it until it reaches the next platform, jump onto the new platform, etc. You may find it easier actually just to walk from one platform to another rather than trying to time and aim your jump correctly while maintaining the Sack Pack. * If you fall off, head outside to refill your air meter before trying again. When you do reach the high ledge at the back of the wedge, you can collect the JINJO waiting for you there, then go through the exit on the ledge to get some much-needed fresh air. * This exit leads to a passage along the side of the cheese wedge. At the end of the passage, another entrance leads to a small chamber in the wedge where you can collect a JIGGY. * Return to the central cavern, still controlling Banjo alone, and this time go through the blue-colored exit that leads to the blue Mumbo skull. Again, climb up the vine next to the cavern entrance, but this time enter the spitting plant at the top of the vine. * The plant will send you onto the top of the Jello castle. Drop down to the platform, find the small entrance at the base of the castle, and enter it using the Shack Pack. Perform a high jump inside the castle to reach the JIGGY inside. Completing the Triathlon ======================== * Use the spitting plant there to return to the blue Mumbo skull and climb the vine once more. This time, use the Sack Pack to cross the thorn-covered path at the top of the vine and reach the floatus creature at the other end. * Like before, use the floatus to cross the gap and reach the platform where the other beanstalk has grown. Climb up the stalk to finally reach Mr. Fit's second event! * This time Mr. Fit wants to challenge you to a sack race, but you need to have your own sack. Luckily, since you don't have Kazooie in your backpack, you can use the Sack Pack for the race. It's also necessary because the course is covered with thorns, so it's not possible to cheat! * The only way you can beat Mr. Fit is by taking the narrow shortcut that lets you skip a large portion of the track. Carefully make your way across, and you should be able to finish before Mr. Fit without much trouble. * After winning the sack race, Mr. Fit will head off to the final event, which is at the purple racetrack where the Mumbo pad is located. Have Banjo make his way back to the central cavern and hand control over to Kazooie. ^ As Kazooie, climb up the ledges near the red-colored exit just like Mumbo did to reach the high blue-colored exit onto the purple racetrack. ^ Mr. Fit is waiting for you by the starting line. There's nothing complicated about this event: it's a simple footrace straight ahead to the finish line at the end of the track. However, Mr. Fit has some serious speed! Even without having to lug Banjo alone, Kazooie's talon trot is not fast enough to beat Mr. Fit. ^ To get some help, go back through the entrance into the central cavern, but do not drop back down to the floor. Instead, look beside the racetrack exit to find an alcove in the cavern wall with a pair of running shoes. Jump to the alcove to put on the shoes, then head back to the racetrack and talk to Mr. Fit again. ^ With the running shoes, Kazooie can run fast enough to beat Mr. Fit. (Just be careful not to run off the edge of the ledge! Luckily you only need to run straight ahead.) Having completed all three of his events, Mr. Fit will award you your prize: a JIGGY. Bee Yourself ============ - Return to the central cavern and reunite with Banjo. You still haven't visited Humba, and it's now time to correct that. To reach Humba, exit the central cavern by swimming through the underwater tunnel near the Superstash. - This will bring you outside into a pool surrounded by green-colored cliffs. The spitting plant on the edge of the pool will fire you onto a platform that is home to Wumba's wigwam. - As soon as you enter the wigwam, climb up the support poles near the entrance in order to reach a JINJO that is cleverly hiding right above the entrance. In fact, this should be the last Jinjo in the game! # A jump into Humba's magic pool will turn you into a bee. Hey, this is another repeat transformation from the last game! It's a good one, though. As a bee, you can fly without using red feathers, and you also have an unlimited supply of stingers that you can shoot. # Exit the wigwam and fly back to the green ledge you came from. Since you are in the air, the creepy "Eyeballus jiggium" plants will begin shooting eyeballs at you when you get near them. When you reach the green ledge surrounding the pool, you can still see a Jiggy hidden inside the eyeball plant there. You haven't been able to do anything to these plants until now, but firing a stinger at it will cause the eyeball to burst! # The Jiggy inside, however, will teleport into another eyeball plant. Thus, you will have to chase the Jiggy from plant to plant. Each time you fire a stinger at the plant with the Jiggy in it, it will move to another. # Destroy all the eyeball plants on the green ledge by the pool, by the cheese wedge, by Wumba's wigwam, and finally on a ledge high up on the mountainside, and finally the JIGGY will have nowhere else to go. # Now fly all the way up to the very top of the mountain. There is a large beehive sitting on the mountain's summit, and above the beehive is a large statue of a Zubba holding a target. # You need to shoot the target with stingers 20 times within 10 seconds to open the door into the beehive, so fly some distance away from the hive and then fly straight towards it, firing stingers as you go. # Inside the Zubba's Nest is a bee-shooting minigame. As always, blue bees are worth 3 points, green bees are worth 2 points, and red bees are worth 1 point. Fly around the hive spraying stingers in order to score as many points as you can in 60 seconds. If you score at least 40 points, you will win a CHEATO PAGE, and 50 points will earn you a JIGGY. NNNNOOOOOOOOOOO!!!!! ==================== - There's nothing else for you to do in Cloud Cuckooland as a bee, so fly back to Humba and transform back into a bear and bird. In fact, you're almost finished with Cloud Cuckooland. There's only one character you haven't talked to yet, and it's... Oh no, not her, not... - ... Canary Mary!! That's right, your nemesis from Glitter Gulch Mine is back, and she's waiting for you at the end of the platform with Wumba's wigwam. She wants to challenge you to another thumb-destroying race, except that now she is much tougher to beat. That's just great. - Instead of pushing a handcart along the minecart tracks, this time you will be racing in a polka-dotted mechanical mouse (it's Cloud Cuckooland, just go with it) along an invisible path through the sky. Other than that, though, the controls are the same: just mash A to keep moving. - Here's the catch, though: if you begin the race by mashing A as fast as you can, Canary Mary will rocket past you, quickly getting so far ahead of you that she calls the race! - That's because Mary's speed is somewhat relative to yours. If, instead of going top speed, you maintain a slower, steady pace, Mary won't go as fast. The idea is go just fast enough that you stay a little bit ahead of Mary, but not so fast that she switches into high-speed mode. - If you can get into a good rhythm of alternating a normal pace that is equal to Mary's with short bursts of speed, you can gradually pull ahead of Mary and win the race. The important thing is not to get greedy, at least not until the very end of the race. If you manage to win, Canary Mary will give you Cloud Cuckooland's final JIGGY. - But if you are a completionist, the torture is not over yet, because Mary has one more prize to win. The second Canary Mary race is longer and tougher than the first one. - This time, do not try to get too far ahead of Mary until the very end of the race. Just maintain a steady pace that keeps about even with Mary. - Once you start coming down the side of the mountain and approach Humba's platform, it is time to turn on the afterburners and pull ahead. There is nothing else to do here but push the A button really, really fast - fast enough that you can overcome Mary's high-speed finish. - A technique that worked for me at this point was to put my thumb under the edge of my shirt and rub my thumb back and forth over the A button. You can find other strategies online or in other guides, but there's nothing else to do at the end of the race than to just plain be faster than Canary Mary. - It may seem impossible, but it is indeed possible to win this race. When you do, Mary will hand over the final CHEATO PAGE and fly away; we can only hope for good this time. - And that is all for Cloud Cuckooland! Make your way back to the world entrance and ride the bubble back down to the Isle o' Hags. Tying up Loose Ends =================== - Now that you have completed Cloud Cuckooland and have learned all of Jamjars' moves, it's time to backtrack and pick up the last few remaining items. - We'll go in the worlds' natural ordering, so begin by returning to Spiral Mountain and visit Cheato in the entrance to Gruntilda's Lair. If you have collected all of the Cheato pages, then you should have enough for him to teach him his fifth spell, JUKEBOX. When you enter this in the code chamber Mayahem Temple, it will turn on the jukebox in Jolly's bar (in Jolly Roger's Lagoon), which allows you to play just about any music track in the game. - If you have collected all of the extra honeycomb pieces, then swing by Queen B's hive in the Plateau and she will add one more honeycomb to your life meter. Loose Ends: Terrydactyland ========================== - Now head to Witchyworld and pick up some burgers and fries from Big Al and Salty Joe. Put on the claw clamber boots on the top of the big top tent, then use them to walk up the footprints on the wall in the Area 51 section. This will take you to the Oogle Boogle's cave in Terrydactyland, and it is the only way to sneak food out of Witchyworld. If you haven't already lit the fires next to them, do that with fire eggs, then give them the food you collected. Having both fed and warmed them, the happy Oogle Boogles will thank you with a JIGGY. - Since you are already in Terrydactyland, head up to the Stomping Plains and use the split-up pads there to take control of Banjo alone. * Banjo is too slow to cross the plains without getting stomped, but he can use his Snooze Pack move to make it across in one piece. Make sure to start with a full life meter, then run from one footprint to another. You will get stomped while you cross, which will drop your life meter to one honeycomb. Once you reach the next footprint, use the Snooze Pack to restore yourself to full health and repeat. * In this way, you can make it across the plains and press the Banjo switch at the far end, which opens a gate to a tunnel leading out of the world. ^ Since you cannot leave the world while separated, use the swap cloud to switch to Kazooie and have her cross the plains to reunite (Kazooie can run fast enough to avoid being stomped). (Alternatively, Banjo can use the staircase to return to the beginning of the plains and reunite there, then cross the plains together using the Wonderwing.) - Once Banjo and Kazooie are together on the far side of the plains, go through the tunnel to reach an isolated cavern in Hailfire Peaks containing a JIGGY. Loose Ends: Grunty Industries ============================= - Your next stop is Grunty Industries. Outside the factory, use a grenade egg to break the window above the main entrance. Then enter the factory and use the split-up pads in the main floor 1 room. ^ As Kazooie, put on the claw clamber boots in a box near the outside door, head outside, then turn to the right to reach a set of footprints leading to a ledge above the entrance. Jump through the open window to reach a ledge high above the main floor 1 room. ^ There is a Jiggy on a platform in the center of the room, and you can glide to reach the platform. However, when you approach the Jiggy, it will disappear and several Tintops will appear! Use grenade eggs to knock out all six Tintops and you can collect the Jiggy. - Reunite with Banjo and head to the air conditioning plant in the basement; specifically, head to the large room with the giant fan. Since you defeated Weldar, this fan is no longer spinning, which means you can reach the door to Waste Disposal. * Use the split-up pads in this room and, as Banjo, use the Shack Pack move to safely drop into the pool of toxic waste that fills most of the room. At the bottom of the pool is a JIGGY. - The last Jiggy is also in Waste Disposal, but to reach it you need to head back to the main floor 1 room and from there, drop down the hatch in the corner of the room to reach a different section of Waste Disposal. (This is the area with a Jamjars hatch.) If you didn't already, walk out along the pipe behind Jamjars's hatch to reach a switch which will raise the level of toxic waste in the pool that fills the middle of the room. * There is another pair of split-up pads on the floor beside the water tank. As Banjo, use the Sack Pack move to hop across the surface of the toxic waste and reach the platform on the far side. Press the Banjo switch there to shatter the crate nearby, exposing the world's final JIGGY. Loose Ends: Hailfire Peaks ========================== - Finally, return to Hailfire Peaks. In Cloud Cuckooland, you pushed George the ice cube off the edge of a ledge and he landed in a pool of hot water here on the lava side - in fact, it is the one which is straight ahead from the world entrance. His, er, termination lowered the temperature of the water enough so that you can enter it safely. * Split up using the pads near the world entrance, then send Banjo straight ahead to reach the no-longer-super-hot pool. Use the Shack Pack move to walk along the bottom of the pool and press the Banjo switch there. This will open an underwater door, draining the water into... - ...the pigs' swimming pool in Jolly Roger's Lagoon! The still-warm water from Hailfire Peaks will mix with the frigid water in the pool, bringing it to a comfortable temperature. Finally, the pigs can relax in their pool again and will reward you with the game's final JIGGY! (Not to mention the one with the longest gap between when it is introduced and when it can be completed.) - If you have collected all 90 Jiggies, then Jamjars will tell you that there is a reward waiting for you in the cinema section of the replay menu. (Access the replay menu by selecting the yellow VCR on the main menu/file select screen). You can now select "Character Parade" from that menu, which will show you all of the characters with speaking lines in the game, along with their names. __ __( )__ _| _| ================================================================== (_ (_ J. The Battle of Winkybunion [III.J] | __ | ================================================================== |__( )__| | | | Cauldron Keep | |_____________________________________________| Entering the Keep ================= - And now, there is nothing left for you to do except to head to Cauldron Keep and kick some witches' butts! Start off, as always, with a trip to Jiggywiggy's Temple in Wooded Hollow. 55 Jiggies are required to attempt his ninth challenge. - When you complete the challenge, the crystal Jiggy will fire its energy blast at a doorway high up on the cliffs surrounding Quagmire, turning off the electricity blocking the door. - Head to Quagmire, then follow the thick gray power cable until it runs into the wall by the swamp. Put on the claw clamber boots there, then walk back along the top of the cable and follow the footprints which go up the side of the cable as it runs all the way to the top of the cliff. - The footprints will take you up to the ledge with the doorway, which is clearly labled "Cauldron Keep Secret Exit". Doesn't seem very secret, does it? Before entering the door, press the switch at the end of the platform to create a shock jump pad on the ground below. This will allow you to access the world entrance without having to use the claw clamber boots again. - When you enter Cauldron Keep, you will find yourself at the very top of the Isle o' Hags. The layout is very simple: a ring of land surrounding a moat of toxic liquid, with a tall tower in the center. Next to the world entrance is a WARP PAD and a pair of split-up pads. - A quick trip around the world will show you that there's not much to see. Across from the world entrance you can see Banjo and Kazooie switches next to the tower, and on the side is an alcove with a Banjo-Kazooie switch. However, if you touch the toxic waste surrounding the tower you will be flung back to the outside ledge. # Split up, and use Banjo's Shack Pack move to safely cross the toxic waste and press his switch. ^ Use the swap cloud to switch control to Kazooie. For her, do a leg spring, then glide at the top of the jump to get over the moat and press her switch. With both switches pressed, a drawbridge will fall down between the switches, crossing the moat. - However, you can't enter the tower yet, because there is an inner grid of lasers that still block the way. Reunite and walk around the tower to the Banjo-Kazooie switch to turn off the lasers. (Note that Banjo-Kazooie can cross the moat using the Wonderwing if necessary.) The Gatehouse ============= - Now you can safely enter the tower. Inside, you will find a large round room. A door at the other end is blocked by electricity and has a large question mark in the center of it. - The door you entered by will also be blocked with electricity, and Klungo will drop into the room through the ceiling for one last fight. After being beaten twice already by you and enduring merciless treatment from Gruntilda, Klungo: Career-Questioning Minion doesn't seem to have as much enthusiasm for his job as he used to. - However, he will still make one final attempt to beat you. Whichever of Klungo's three potions which he hasn't used yet (invisibility, giant size, or clones) will be the one he uses here. As always, simply hit him once with any attack to damage him. When he generates a shield around him, use the talon trot to keep moving and avoid the potion bottles he throws at you. - After three hits, Klungo will have had enough. He finally decides to quit and heads out of Cauldron Keep to return home. When Klungo leaves, the doors out of the gatehouse will unlock. Tower of Tragedy ================ - When you go through the door which was labeled with a question mark, you will probably be surprised to find yourself on the set of a game show! That's right, just like in the last game, Gruntilda is going to make you play a quiz game before you get to fight her! I hope you've been paying attention as you've gone through the game! - This game follows a fairly standard quiz show format. Banjo-Kazooie will be playing against Gruntilda's sisters Mingella and Blobbelda. Gruntilda will read a question along with three choices, and the first contestant to buzz in (by pressing B) gets to answer. A correct answer is worth 2 points, while an incorrect answer will cost you 2 points. If the first contestant to buzz in gets the answer wrong, another contestant can buzz in and get 1 point for a correct answer. - Each round lasts 3 minutes, and you have 5 seconds to buzz in for each question. You can buzz in before Gruntilda finishes reading the question, but if you do you will not see the end of the question. Sometimes a question will involve showing an image from the game on the screen. Be very careful with these: Grunty may ask you what world the image came from, or she may ask you some obscure detail from the image. - The questions vary greatly in terms of difficulty from absurdly easy to impossible (e.g. "What number am I thinking of?") If you need to, you can cheat and look up the answers to the questions online, but I don't think you should need to in order to get enough questions right to win. - Remember, your goal is to not have the lowest score at the end of the round. The loser of the first round will get a weight dropped on top of her: apparently Gruntilda doesn't care for her sisters any more than you do! - The second round plays just like the first, but the remaining sister will be a little smarter and faster with the buzzer. Since there are just two of you, you need to win this round outright to stay alive: a tie doesn't count. - If you survive to the third round, Grunty will have gotten rid of both of her sisters, but she's not going to let you off the hook yet. To win the final round, you must end the round with a score of more than 15 points. However, you will not get to see the answer choices for a question until you buzz in. - Since there are no other contestants, there is no need to rush. If you feel fairly certain you can answer the question, buzz in. If not, press Z to pass and move to the next question. Once you cross the threshold of 15 points, there's no point in continuing to answer questions, since a wrong answer will lower your score. Just wait until the clock runs out. - When you win the game, Gruntilda will escape from the room using her rocket-propelled podium, and the door out of the room will unlock. After watching the credits, Banjo-Kazooie will go through the door into the gun chamber. - Kazooie will mess with the controls for the B.O.B., and luckily she will end up aiming the device correctly so that it restores life both to King Jingaling and to Bottles! After Bottles is reunited with his family, King Jingaling and Klungo will arrive at Bottles' house for a party. To the Top of the Tower ======================= - Banjo and Kazooie cannot attend the party yet because there is one last item of business to take care of: Gruntilda. In the gun chamber, find Dingpot the cauldron and jump inside him to have him fill up your life meter as well as all your eggs and feathers. - Exit the gun chamber through the opening for the barrel of the B.O.B. to reach a ledge that leads up to a WARP PAD and a final doorway leading to the top of the tower. However, this door is blocked by electricity. - It also has one of Jiggywiggy's altars set up next to it. Read the altar and Jiggywiggy will tell you that it takes 70 Jiggies to open it. If you have enough Jiggies, he will let you teleport straight to his temple in order to complete the challenge. - When you complete Jiggywiggy's tenth challenge, he will fire up the crystal Jiggy one last time to turn off the electricity blocking the final doorway. He will also invite you to try his super secret challenge. You can try it if you want, but as he warned you, there is absolutely no reward for completing it. - To make your way back to the top of the tower, head to Quagmire, use the shock jump pad you created to reach a pipe which leads to the world entrance, then use the warp pad to return to the top of the tower. If you need to return to Dingpot for a top-off, do so, then take a deep breath and head through the door for the final battle. HAG 1: Monstrous Mechanical Mud-Muncher ======================================= - Gruntilda has 100 hit points, so expect this battle to take a little time. It will proceed in a series of stages based on how many hit points Gruntilda has left. If you die during the battle, when you return you will have to start the fight over from the beginning. - For the first stage, the digger will rotate in place in the center of the room, sweeping two blue laser beams across the floor. Just stand in place and jump over the lasers. - After a few seconds, Gruntilda will pop out from the top hatch of the digger to read another quiz question for you! If you answer correctly, her attacks for the segment coming up will be slower. - After answering the question, you will switch to Breegull Blaster mode and Grunty will begin throwing spells at you (the time between spells depends on whether you got the question right or wrong). - This is the time when you are able to damage Grunty. I find the best strategy, especially if you have the HONEYBACK cheat enabled, is to just stand in place, aim at Gruntilda, and fire grenade eggs at her (each grenade egg does 3 damage). You will take some damage yourself from her spells, but with the HONEYBACK cheat you will regain it automatically over the next few seconds. - Otherwise, you will have a much tougher time of it, since you will have to dodge a spell, stop, aim, fire, then dodge the next spell. If you answered the quiz question incorrectly, it may be best to not try to attack during this round. Just keep moving to avoid getting hit, restock your grenade eggs using the nests around the edge of the arena, and try again next time. Notice that there is a force field dome surrounding the top of the tower, so you do not need to worry about falling off the edge. Eventually, Grunty will switch back to the laser beam attack. - This pattern will repeat until you knock Grunty down to 90 hit points. At that point, she will drop a couple of honeycombs on the ground and will turn on all four lasers on the digger. - The cycle of avoid the digger's attack, answer a question, fire eggs at Gruntilda will repeat for a while, with the digger attack changing every time you do 10 points of damage to Gruntilda. - When Gruntilda reaches 80 hit points, the digger will start launching mortars at you. When the mortars hit the ground, the shell will fly apart in four directions, so it's important to use the talon trot to keep moving and to jump if a mortar lands near you. - At 70 hit points, a second mortar cannon will turn on. As long as you keep talon trotting around the arena, this shouldn't make too much of a difference. - When you get Grunty down to 60 hit points, things get slightly different. The two lasers on the front of the digger will turn back on and the digger's engine will start running, causing the drill to turn and the digger to start chasing you around the arena. - Use the talon trot to keep moving and be careful to jump over the laser beams whenever they cross your path. Try to stay on the back side of the digger as much as possible. - At 50 hit points, things are basically the same. The only difference is that the digger will occasionally stall, which gives you the opportunity you need for the next attack. While the digger is moving, make sure you have clockwork eggs equipped and do your best to stay near the back of the digger. - When the digger stalls, fire a clockwork egg and send the clockwork Kazooie into the exhaust port on the back of the digger. This leads to a small room in the guts of the digger where two blue-colored batteries are located. Make sure the clockwork Kazooie avoids the enemies inside the room, then have it detonate next to one of the batteries. - Once Grunty is down to 40 hit points, all four lasers on the digger will turn on, negating the safety of the back side of the digger. However, you still want to stay behind the digger as much as you can so that you will be ready to fire a second clockwork Kazooie egg when the digger stalls again. - When both batteries are destroyed, the digger's engine will shut down, turning off the drill and lasers and leaving it stationary in the center of the arena. From here on out, the battle will be fought in Breegull Blaster mode, and it's just you vs. Gruntilda. - When you get Gruntilda down to 30 hit points, she will start throwing minions onto the floor to get in your way. If one gets close to you, try to use the Beak Bayonet to kill it so as to save your grenade eggs for Grunty. The minions can be useful for collecting honeycombs, though. - Just keep pounding away at Grunty to gradually lower her hit points. Use grenade eggs if you have them, then fire and ice eggs (those do 2 damage for each hit), and finally blue eggs. Don't forget the egg nests around the edge of the arena if you need to restock. - At 15 hit points, Grunty is getting desperate. She will release toxic gas, which will cause your air meter to start depleting. Obviously, there's no time to waste at this point, so kill minions and/or let the HONEYBACK spell do its magic to get your life meter mostly full, then just start firing grenade eggs at Gruntilda as fast as you can. - When Gruntilda is down to just 1 hit point, the toxic gas will dissipate and she will start firing rapid-fire purple spells at you. All you need is one more hit at this point, so do whatever you need to do in order to stay alive long enough to get one final egg to hit its target. Party Time! =========== - At long last, the battle is over! Your last hit will cause Gruntilda to drop her spell into the digger, causing it (and her) to blow up! - Now it's time to celebrate! Unfortunately, by the B-K, Mumbo, Wumba, and Jamjars show up at Bottles' house, the party has already finished. They get the fun started again by inviting everyone up to the top of Cauldron Keep for a fun game of toss-the-witch-skull. - And that is the end of Banjo-Tooie! Congratulations for beating the game, and thanks for playing! THE END ======= BBBBB TTTTTTT* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BB BB TTTTTTT================================================================ BBBBB === TTT IV. WORLD GUIDES [IV] BB BB TTT================================================================== BBBBB TTT * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * This section gives provides information about each world, including a map showing all connections between discrete named rooms/areas, as well as complete steps for obtaining all collectible items in each world (that is, Jiggies, Jinjos, Cheato pages, empty honeycombs, Jamjars' moves, music notes, and Glowbos). Jiggies are listed in the order in which they are obtained in the walkthrough. __ __( )__ _| _| ================================================================== (_ (_ A. Spiral Mountain [IV.A] | __ | ================================================================== |__( )__| This mostly peaceful area contains both Banjo's house (or at least what's left of it) as well as the entrance to Gruntilda's Lair. It's not looking it's best, though, especially since Grunty's sisters drove their digger across it and carved a tunnel out of the area to the rest of the Isle o' Hags. This is a great place to practice your moves, and Bottles' ghost will appear at his molehills to remind you of your basic moves and those you learned in Banjo-Kazooie. Although it is small, this world does contain a few secrets.... =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= /----------\ |Behind the| |Waterfall | \----#-----/ # /--------#--------\ | | ISLE O' HAGS: ### | Jinjo Village | S P I R A L | /-----------------\ | ### Gruntilda's Lair| | M O U N T A I N | | (Entrance) | | | \-----------------/ | | \--------#--------/ # /---#---\ |Banjo's| |House | \-------/ =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CHEATO PAGES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. On a ledge near the waterfall. Find the molehill where Bottles explains the shock jump pad and climb up some rocks near the wall nearby. At the top is a shock jump pad with which you can reach the ledge. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* SPECIAL ITEMS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Double Air Meter ================ Use the Bill Drill to break the boulder near Banjo's house and rescue a goldfish. Pick the goldfish up and carry him into the moat around the spiral mountain, and he will reward you by doubling your air meter. He will also teach you how to swim fast by holding A+B. Pink Mystery Egg ================ Use the flight pad at the top of the spiral mountain to take to the air. Fire a grenade egg at the metal grate in the wall above the stumps area near Banjo's house. This will let you access an alcove in the wall where a Banjo-Kazooie cartridge is hiding. Break it to find the pink mystery egg. Take it to Heggy in Wooded Hollow and she will hatch it, unlocking the Breegull Bash move. Perform this move by pressing B twice. Instead of doing your normal peck attack, Banjo will pull Kazooie out of her pack and smash her on the ground! This attack is equivalent to the peck attack - it's just a little funnier. Blue Mystery Egg ================ Fly to the top of the waterfall and enter the tunnel that the water is pouring out of. Inside, follow the tunnel to reach a chamber where a Banjo-Kazooie cartridge is trapped on the other side of a metal fence. There is a crack along the wall of the chamber which you can hang from and use to reach a tunnel. The tunnel leads to the other side of the fence, where the cartridge is. Break the cartridge with an attack and collect the blue mystery egg it held inside. When you take this egg to Heggy in Wooded Hollow for her to hatch, it will unlock the HOMING cheat code. Enter this code in the Code Chamber in Mayahem Temple, and all of your eggs will automatically home in on the nearest target. __ __( )__ _| _| ================================================================== (_ (_ B. Isle o' Hags [IV.B] | __ | ================================================================== |__( )__| This world serves as the overworld for the game. It is from here that you will unlock entrances to each of the game's nine main worlds. You can warp between locations in this world using Jamjars' metal silos, rather than the warp pads used in the other worlds. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= CLOUD CUCKOOLAND # # TERRYDACTYLAND GRUNTY INDUSTRIES # # # # # # /---#---#---\ /----#-----\ | Wasteland ######## Quagmire ### CAULDRON KEEP \---#-------/ \----------/ # # JOLLY ROGER'S LAGOON # # # GLITTER GULCH MINE # # # /---#---\ # # /---------\ | | # # |Queen B's| /--------\ | ### HAILFIRE PEAKS # # |Hive | |Mumbo's ### | (Lava Side) # # \----#----/ |Skull | | Cliff | # # # \--------/ | Top | /---#---\ /-#------#----\ | | WITCHYWORLD ### Pine ### Plateau ############## | | Grove | | | | | \---#---/ \----#--------/ \-------/ # # /---#---\ /---#----\ /---------\ |Wumba's| | ############### Bottles'| |Wigwam | | | | House | \-------/ | | /---------\ \----#----/ | Wooded ### Heggy's | # MAYAHEM TEMPLE ### Hollow | | Egg Shed| # | | \---------/ /----#----\ /-------------\ | | | Jinjo | |Jiggywiggy's ### ############### Village ### SPIRAL MOUNTAIN |Temple | | | \----#----/ \-------------/ \--------/ # /-----#-----\ |King | |Jingaling's| |Throne Room| \-----------/ =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Mumbo's Spell: Heal =================== This spell can be used to cure someone who is sick, as long as they are near the Mumbo pad. (sick styracosaurus) Humba's Transformation: Dragon ============================== In order to perform this transformation, you must bring Humba the elusive Mega-Glowbo. With it, Humba can transform Kazooie from a red-feathered bird into a green-scaled dragon! As Banjo-Kazooie, your basic B attack now changes from a peck to a blast of fiery breath. What's more, you can hold B to have Kazooie continue breathing fire. Unlike Humba's other transformations, this one persists across all worlds. You can return Kazooie to her normal bird form by jumping back into the pool inside the wigwam in Pine Grove. Chuffy the Train ================ Train station: Cliff Top, near the entrance from Plateau Train switch: Cliff Top, on a ledge at the end of the crack in the wall behind Jamjars's hatch Jamjars' Silos ============== - Jinjo Village - Wooded Hollow - Plateau - Pine Grove - Cliff Top - Wasteland - Quagmire =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JIGGIES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. King Jingaling ================= When you first exit from the digger tunnel out of Spiral Mountain, you will emerge in Jinjo Village. Visit King Jingaling in his palace, and he will give you your first Jiggy for free. 2. White Jinjo Family ===================== Find the one and only white Jinjo to receive a Jiggy. 3. Red Jinjo Family =================== Find both red Jinjos to receive a Jiggy. 4. Yellow Jinjo Family ====================== Find all three green Jinjos to receive a Jiggy. 5. Orange Jinjo Family ====================== Find all four orange Jinjos to receive a Jiggy. 6. Green Jinjo Family ===================== Find all five green Jinjos to receive a Jiggy. 7. Brown Jinjo Family ===================== Find all six brown Jinjos to receive a Jiggy. 8. Blue Jinjo Family ==================== Find all seven blue Jinjos to receive a Jiggy. 9. Purple Jinjo Family ====================== Find all eight purple Jinjos to receive a Jiggy. 10. Black Jinjo Family ====================== Find all nine black Jinjos to receive a Jiggy. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JINJOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. At the end of the digger tunnel in Wooded Hollow. 2. Under a boulder in Plateau. You will need the Bill Drill. 3. On top of a ledge (along with a Minjo) in Wasteland. 4. In an alcove above Jamjars' silo in Cliff Top. You will need the claw clamber boots behind the entrance to Hailfire Peaks. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* EMPTY HONEYCOMBS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Plateau, behind Queen B's hive. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JAMJARS'S HATCHES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Fire Eggs ========= Location: Plateau, near the entrance to Glitter Gulch Mine Notes: 45 This move gives you the ability to fire, um, fire eggs. Since you can now fire more than one type of egg, you can press R to select the type of egg you want to fire; it will remain selected until you change it. Fire eggs are effective against ice-based enemies and anything flammable. You can carry up to 50. eggs. Grenade Eggs ============ Location: Pine Grove, next to the entrance to Witchyworld Notes: 110 Grenade eggs are the most powerful of the egg types. They create an explosion upon impact that will kill most enemies and break many metal grates and doors. Be careful, though, because the explosion will even damage B-K if they are too close! These are great against strong enemies or those that are invulnerable to regular attacks. Don't waste them, though, because you can only carry 25. Ice Eggs ======== Location: Cliff Top, near the doorway to Plateau Notes: 200 These eggs are basically the opposite of fire eggs. Use these against fire-based enemies and whenever you need to cool something down. Like with fire eggs, you can carry up to 50 of them. Clockwork Kazooie Eggs ====================== Location: Wasteland, near the digger tunnel to Pine Grove Notes: 315 These eggs are not like the previous types. When you fire one of these large, red and yellow polka-dotted eggs at the ground, a tiny metal robot in the shape of Kazooie will be released where the egg lands. You have up to 20 seconds to control the robot, which can move, jump with A, and detonate it with B. If the egg hits a wall or other surface besides the ground, it will simply explode. Use these to collect items its impossible for Banjo-Kazooie to reach, to enter small passages, and to sneak up on targets. Since these eggs are so powerful, you can only carry 10 of them, and egg nests will only give you one egg. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* NOTES AND GLOWBOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Notes ===== - 2 nests: Plateau, on top of the "Glitter Gulch Mine" sign - 2 nests: Plateau, at the base of Queen B's hive - 2 nests: Pine Grove, in the log flume car on the ground - 2 nests: Pine Grove, in the log flume car in the water - 4 nests: Cliff Top, around the entrance to Hailfire Peaks - 2 nests: Wasteland, on the ledges near Jamjars's hatch - 2 nests: Wasteland, near the entrance to Cloud Cuckooland - treble clef: Jinjo Village, on top of the red Jinjo family's house Glowbos ======= - Cliff Top, on the roof of the entrance to Hailfire Peaks. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* SPECIAL ITEMS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Amaze-o-Gaze Glasses ==================== In Bottles's house in Jinjo Village, talk to Bottles' youngest son Goggles (he's in the bedroom on the left), and he will give you these glasses. They allow you to zoom in and out while in first-person view using C left and C right. Ice Key ======= Once you know the Grip Grab move, head to the sandy area of Jinjo Village next to the digger tunnel to Spiral Mountain. There's a crack in the cliff wall that you can grab onto and use to reach a cave in the cliff. Inside is a Banjo-Kazooie game cartridge! Break it open with a Beak Barge and you will find the Ice Key (which was visible in Banjo-Kazooie behind a window in Freezeezy Peak's walrus cave). __ __( )__ _| _| ================================================================== (_ (_ C. Mayahem Temple [IV.C] | __ | ================================================================== |__( )__| Like Mumbo's Mountain in Banjo-Kazooie, the first main world of the game has a jungle theme. Mayahem Temple is filled with Aztec-style architecture, including the giant temple at the top of the world where Targitzan lives, and is home to a race of kickball-loving creatures made out of stone called, well, Stonies. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= /---------\ /----------\ | | /-------------------\ TERRYDACTYLAND: ### Treasure ### ### (Lobby) | Unga Bungas' Cave | Chamber | | | \---------#---------/ \----------/ | | # | | /---------#---------\ /--------\ | | |Inside Targitzan's | |Mumbo's ### | |Temple | |Skull | | | \---#-----------#---/ \--------/ | | # # | M | /---#----\ /----#---\ /------\ | | |Really | |Slightly| |Column| | A | |Sacred | |Sacred | |Vault | | | |Chamber | |Chamber | \--#---/ | Y | \--------/ \--------/ # | | /--#-------\ | A | GLITTER GULCH MINE: ### Prison ### | Prospector's Hut | Compound | | H | \----------/ | | | E | HAILFIRE PEAKS: | | Colosseum Kickball | M | Stadium (Lobby) | | # | | # | | /---------------\ /-----#----\ | T | |(Semifinal) ### | | | \---------------/ | Mayan | | E | /---------------\ | Kickball | | | |(Final) ### Stadium ### M | \---------------/ | (Lobby) | | | /---------------\ | | | P | |(Quarterfinal) ### | | | \---------------/ \----------/ | L | | | /-------\ | E | |Wumba's| | | |Wigwam | | | \---#---/ | | # | | /---#---\ | | /--------\ | Jade | | | |Code ### Snake ### | |Chamber | | Grove | | | \--------/ \-------/ \----#----/ # # ISLE O' HAGS: Wooded Hollow =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Jiggywiggy's Challenge ====================== Jiggies needed: 1 Challenge image: treasure chamber Mumbo's Spell: Summon ===================== Use this spell to temporarily take control of the giant golden statue next to the Mumbo pad. The statue can kick with B, which can be used to open (or knock holes in) stone doors as well as to destroy boulders. (Golden Goliath) Humba's Transformation: Stony ============================= As a Stony, you can talk to other Stonies and understand their language. You are also smaller than normal, which allows you to fit into places you could not otherwise. You can perform a barge attack with B, but your life meter is shorter than usual. Warp Pads ========= - World entry and exit - Outside Mumbo's skull - Prison compound - Near Wumba's wigwam - Kickball stadium lobby =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JIGGIES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Top of Targitzan's Temple ============================ To get this Jiggy, all you need to do is climb to the top of Targitzan's temple (that's the pyramid at the top of the world). The steps will take you most of the way up, then go around to the back and talon trot up the ramps to reach the summit where a Jiggy awaits. 2. Bovina's Flies ================= Bovina is a cow who owns a field reached by crossing the rope bridge next to Targitzan's temple. Her field has become infested by flies, and she needs your help to get rid of them. If Jamjars has taught you Egg Aim, you can shoot down the four giant flies in Bovina's field. When you do, she will reward you with a Jiggy. 3. Slightly Sacred Chamber ========================== Once Jamjars has taught you the Breegull Blaster, Targitzan will let you enter his temple. Inside, you need to collect green statues while using eggs to fend off the Moggies. When you collect 10 statues, Targitzan will open the door to his slightly sacred chamber. Find the door to enter a big empty room with a Jiggy waiting for you in the center. 4. Targitzan: Despotic Dizzy Totem God ====================================== Inside Targitzan's temple, collect 20 statues to open the door into the really sacred chamber. This room looks almost identical to its slightly sacred neighbor, but collecting the Jiggy is not so easy this time. As soon as you enter, the giant totem pole god Targitzan will appear, with the Jiggy far out of reach on top of his head. Targitzan consists of several layers of spinning targets. You must shoot four targets on the bottom layer in order to destroy it. Once you destroy the first layer, Targitzan will summon a Moggie to attack you. When you defeat the Moggie, Targitzan's next layer will start to spin. However, this time there will also be a dart-shooting mouth on the layer in addition to the targets. When you see the mouth approaching, you need to move backwards and sideways to avoid being shot. Again, shoot four targets to destroy the layer. With each successive layer, the number of mouths increases, as does the number of Moggies that appear afterwards. When you kill the Moggies, make sure not to collect the honeycombs until you need them. You can hide behind the stone walls for cover from darts, but they will be destroyed after receiving a few dart hits. For the fourth layer, when there are more mouths than targets, the best strategy is not to try to aim for the targets, but just to keep moving and fire rapidly whenever you are facing Targitzan. There are plenty of egg nests available, so you won't have to worry about running out of eggs. After destroying the fourth layer and defeating four Moggies, Targitzan will be down to just his head and will self-destruct. Get as far away from Targitzan as you can before he explodes, because darts will fly out in several directions. Once Targitzan is gone, his Jiggy is yours for the taking. 5. Jade Snake Grove Quicksand ============================= As Mumbo, step onto the Mumbo pad near the world entrance to take control of the golden statue. Use the statue to kick open the stone doors near the world entrance and have the statue walk through them into Jade Snake Grove. Direct the statue to the left, through the quicksand and towards the Jiggy that is floating high in the air. 6. Treasure Chamber =================== Enter the treasure chamber to find Bloatazin, who is frantically searching for Targitzan's priceless relic thingy. Talk to him and he will open the upper door to the treasure chamber. Once you have used the golden statue to destroy the boulder blocking the flight pad next to the statue's base, you can use the pad to fly to the upper door of the treasure chamber. Inside, turn left at the fork to find a switch and a gate. Use the switch to open the gate and enter Unga Bunga's Cave (in Terrydactyland). Unga Bunga is asleep, and the golden relic is on a ledge next to him. However, to reach the relic you must walk across a floor covered with twigs. If you walk at any speed faster than a tiptoe, you will awake Unga Bunga and he will throw you out of the cave. Tiptoe across the twigs by just barely tilting the control stick and you can grab the relic. Follow the path behind the relic back to the other side of the room and you can return to the treasure chamber. Give Bloatazin the relic and he will reward you with a Jiggy. 7. Steal Slumber's Treasure =========================== Talon trot and climb to the top of the code chamber pyramid in Jade Snake Grove: there you will find a Jiggy and a large sleeping snake named Slumber. The ground around the Jiggy is almost completely covered in twigs, and one sound will cause Slumber to wake up and hide the Jiggy; he won't return it until you leave the top of the pyramid. To reach the Jiggy without waking Slumber, climb onto the top level in the one corner where there are no twigs. Then, by only slightly tilting the control stick, tiptoe to the Jiggy. 8. Mayan Kickball Tournament ============================ Talk to the guard outside the kickball stadium as a Stony and he will let you enter. Talk to the stony in the lobby to begin competing in the tournament. In a kickball match, you can control the ball by touching it, kick it with Z, and do a barge attack (which can steal the ball from an opponent) with B. You score points by getting yellow balls into your own goal: each yellow ball is worth 2 points. If you have the highest score when time runs out, you win the match. In the quarterfinal match, simply get the most yellow balls in your goal to win. In the semifinal match, there are red balls as well: each red ball is worth -1 point, so you want to kick them into opponents' goals and prevent them from reaching your own goal. In the final match, black bombs will also appear which, when kicked, will stun any players nearby. If you win the final match, you will take home the prize of the tournament: a Jiggy. 9. Prison Compound Quicksand ============================ Use the rocks next to the pool on the right side of the prison compound to reach the top of the prison. From there, use the Grip Grab to hold onto the left-hand crack in the wall. This will lead you to a ledge with a pair of wading boots. Use the boots to cross the quicksand and reach the Jiggy on the other side. 10. Shake the Columns ===================== Swim through the underwater tunnel in the pool in the prison compound to reach a smaller area containing four pillars of various heights. In the center of the pillars is a boulder, which you can Bill Drill to expose a staircase leading to the Column Vault underneath. Here you can make the columns shake by rolling into their bases. Try rolling into the columns until you find the tallest column, which has a Jiggy on top of it. (You'll hear a chime when you find it.) When you roll into this column, the shaking will cause the Jiggy to bounce onto the top of the next column and a 45 second timer will start ticking. Follow the Jiggy around, shaking the column it's on to cause it to bounce to a lower column. When it reaches the last and shortest column, climb back up the stairs and collect it before the timer runs out. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JINJOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. At the bottom of the pool next to the world entrance. 2. On the wooden bridge connecting Targitzan's temple to Bovina's field. 3. Inside Targitzan's temple. It is standing in a window that overlooks the room with the doors into the slightly and really sacred chambers. To reach it, find a square door in the green-floored pillar room. 4. On top of the entrance to the kickball stadium. To reach it, you will need to uncover the flight pad under the boulder next to the golden statue's base. To destroy the boulder, use Mumbo's spell to have the golden statue kick the boulder. 5. On a ledge in Jade Snake Grove behind Jamjar's hatch. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* EMPTY HONEYCOMBS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Inside the treasure chamber. Talon Trot up one of the piles of gold. 2. In a small alcove behind the world entrance. You can only fit inside as a Stony. 3. On a ledge above Bovina's shed. You will need to have learned the Grip Grab in order to reach it. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CHEATO PAGES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Outside the upper door of the treasure chamber. You'll need to fly to the door, which requires using the golden statue to kick the boulder covering up the flight pad next to the statue's base. 2. On a ledge in the corner of the area outside the code chamber. Talon trot up the side of the code chamber, then grip grab along the edge of the wall to the right to reach the page. 3. On a high ledge overlooking the columns area in the prison compound. To reach it, climb to the top of the prison and grab onto the right-hand crack in the wall. Follow the crack to reach a passage which leads to the columns area. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JAMJARS'S HATCHES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Egg Aim ========== Location: next to entrance to Prison Compound Notes: 25 This move gives you the ability to fire eggs while in Banjo's eyes view. Now, when you press C up to enter Banjo's eyes view, targeting crosshairs will appear. Use the control stick to aim and press Z to fire. You'll have much fewer wasted eggs after you learn this move! 2. Breegull Blaster =================== Location: ledge next to Targitzan's Temple Notes: 30 Learning the Breegull Blaster allows Banjo and Kazooie to enter special areas that play like a first-person shooter! When you enter one of these areas, Banjo will grab Kazooie like a gun and the view will automatically switch to Banjo's eyes. Only while in Breegull Blaster mode can you move while in first-person view. Use the control stick to move, A to jump or open doors, and Z to fire eggs. You can also hold down R to bring up crosshairs for aiming. 3. Grip Grab ============ Location: inside main entrance to Jade Snake Grove Notes: 35 The Grip Grab allows Banjo to hang from ledges. This gives you the ability to reach higher ledges than before (because you just have to be able to grab onto the top of the ledge) as well as the ability to scoot along ledges. When you jump toward the edge of a ledge (or a gap in the wall or other "grabbable" object), Banjo will automatically grab onto it. Banjo can move along the ledge with the control stick, press Z to let go, or press A to climb up (if possible). Kazooie can also perform an attack while hanging by pressing B. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* NOTES AND GLOWBOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Notes ===== - 16 nests: along the path from the world entrance to Targitzan's temple - treble clef: behind Targitzan's temple Glowbos ======= - On the bottom floor of Mumbo's skull. - Behind Wumba's wigwam. __ __( )__ _| _| ================================================================== (_ (_ D. Glitter Gulch Mine [IV.D] | __ | ================================================================== |__( )__| Glitter Gulch Mine is, as its name suggests, a mine. Therefore, it is located underground and is filled with a maze of tunnels, caverns, and passages. Mine carts, dynamite, gold nuggets, and eccentric miners: all this and more can be found in Glitter Gulch Mine. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= /---------\ /---------\ /--------\ |Inside | | Inside | |Inside | |Chuffy's ### Chuffy's| |Chuffy's| |Boiler | | Cab | |Wagon | \---------/ \-------#-/ \-#------/ # # /-------#-----#------\ | Train Station | \---------------#----/ # HAILFIRE PEAKS /--#--\ (Icy Side) | | /---------\ /----------\ # | ### ### Generator| # | | | | | Cavern | /-----------#-----\ | | | Gloomy | \----------/ |Waterfall Cavern ############## | | Caverns | \---#-------#-----/ | | | | /---------\ # # | | | ### Power | # # | G ### | | Hut | # # | L | \---------/ \----#----/ # # | I | # # # /-------------\ | T | /--------\ /----#----\ # # |Prospector's ### T ### Mumbo's| |Power Hut| # # |Hut | | E | | Skull | |Basement | # # \-#-----------/ | R | \--------/ \---------/ # # # | | # # # | G | # # MAYAHEM TEMPLE: | U | # # Prison Compound | L | # # | C | # # | H | /---#---\ /-#-----\ /-------\ | | /--------\ |Water | |Flooded| |Canary ### M ### Wumba's| |Storage| |Caverns| |Cave | | I | | Wigwam | \---#---/ \---#---/ \-------/ | N | \--------/ # # | E | /---------\ /-#---------#----------------/ | |Crushing ### ### ISLE O' HAGS: |Shed | | | Plateau \---------/ \-#--------------------------\ | # | | /---#----\ | | |Toxic | /-----------\ | | |Gas Cave| |(Entrance) ### | \--------/ \-----#-----/ \--#--/ # # /-----#-----\ /--#--\ |Ordinance | |Fuel | |Storage | |Depot| \-----------/ \--#--/ # # WITCHYWORLD =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Jiggywiggy's Challenge ====================== Jiggies needed: 4 Challenge image: Prospector's Hut Mumbo's Spell: Levitate ======================= This spell allows Mumbo to lift and move massive objects located near the Mumbo pad. (Jiggy boulder, Chuffy the Train) Humba's Transformation: Detonator ================================= As a detonator, you cannot move very precisely because you can only hop around; you cannot swim, but you can float on top of water. Your only attack as a detonator is to self-destruct by pressing B: this will damage all enemies around you, but it will also do one honeycomb of damage to yourself. Stand on top of the end of fuses to light them, which is useful for blasting open entrances. Chuffy the Train ================ Train station: at one end of the main passage (beyond Mumbo's skull) Train switch: none (train doors already open) Warp Pads ========= - World entry and exit - Outside the Crushing Shed - Inside Wumba's wigwam - Outside Mumbo's skull - Outside the train station =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JIGGIES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Generator Cavern =================== The Generator Cavern is located off of Gloomy Caverns, which can be reached by the "Mine Entry 2" sign by Mumbo's skull or the "Mine Entry 3" sign near the train station. From Gloomy Caverns, look for the exit filled with dark red light. This will lead you to the dimly-lit Generator Cavern. The cavern is dark except for the area immediately around the door and a few other spots around the room where generators are stationed. Shoot a fire egg at the green light on each generator to power it, causing a portion of the room to be illuminated for a few seconds. You should be able to reach the next generator, or at least get close enough to shoot a fire egg at it. Keep shooting generators to light your way along the narrow path through the room until you reach the Jiggy at the end. The ladder will drop you off back at the door. 2. Waterfall Cavern =================== Put on the turbo trainers in one of the crates at the world entrance, then step on the switch in front of Wumba's wigwam to open a grate at the end of the stream that runs through the mine. Run along the stream to the right (with the turbo trainers, you can run on the water) to reach the opening before it closes. You'll be at the top of the waterfall in Waterfall Cavern. Drop down the waterfall into the small pool below, and you can collect the Jiggy resting on the rim of the pool. 3. Ordinance Storage ==================== Use the Bill Drill to break the boulder at the top of the slope near the Fuel Depot, which is close to the world entrance. Inside, learn the Beak Bayonet attack from Jamjars and Bill will let you enter Ordinance Storage. This is a maze-like area of rooms and passages in which 15 sticks of TNT have gotten loose. Your job is to find and safely destroy all fifteen sticks. However, this is easier said than done: shooting an egg at a TNT stick will cause the entire area to explode, forcing you to evacuate and start over, so you can only attack the TNT sticks using the Beak Bayonet. Also, as soon as you destroy the first TNT stick, a 200 second timer will begin counting down. You must destroy all fifteen sticks before the timer runs out or the area will explode and you will have to start over. Try to keep track of where you've already been, listen for the sound of TNT sticks hopping around, and don't waste much time attacking the cowboys. When you successfully find and destroy all fifteen TNT sticks, Bill will reward you with a "funny-shaped nugget" in the entrance. 4. Crushing Shed ================ As Mumbo, head to the Mumbo pad outside the Crushing Shed. Mumbo will use the Levitate spell to move the large boulder next to the pad onto the conveyor belt inside the shed. Return to the shed as Banjo-Kazooie and run past the crushers inside to reach the red button at the end. Press the button with a Beak Barge to turn on the conveyor belt. The boulder will be fed into the grinders at the end of the belt, and the ground up boulder bits will be sprayed onto the ground outside the shed. However, there was a Jiggy inside the boulder which is now in pieces! Head back outside the shed (you'll need to hop across the still-moving conveyor belt) and collect the three pieces strewn around the area to reassemble the Jiggy. 5. Old King Coal: Grubby Boiler Monarch ======================================= As Mumbo, head to the train station and use the Mumbo pad there to set Chuffy the train upright on the tracks. Now you can enter the cab as Banjo-Kazooie, but before Chuffy will let you use the train, you'll have to fight him. Enter the boiler to begin the battle with Old King Coal, a giant monster made out of, um, coal. Old King Coal won't do much to attack you other than run around the room, but he will turn the floor of the room red-hot, so you should stay on the metal platforms scattered around the room. Also, because of the heat and the fumes, you can only survive inside the boiler for 150 seconds - if you don't defeat OKC before time expires, you will collapse. Luckily, the strategy to defeat Old King Coal is extremely simple: just shoot eggs at him. Not fire eggs, just regular old blue eggs. It takes 50 hits to defeat Old King Coal, and as he accumulates damage he will start to lose limbs (like the Black Knight from "Monty Python and the Holy Grail" - unfortunately, being made of coal, he can't even bleed on you). As long as you have a full supply of blue eggs and keep steadily pelting him (use first-person view to aim more accurately) you shouldn't have any trouble defeating him before time runs out. If you run out of eggs, you can damage Old King Coal by rolling into his legs, but you can only do this when the floor is not hot. If you haven't defeated him before the timer reaches zero, then the floor will stay hot permanently, which will also cause your air meter to begin to deplete. Once you score the final hit on Old King Coal, he will explode, leaving behind a Jiggy. Chuffy the train will also let you ride and control him now, although you will have to open more train stations in other worlds in order for that to be useful. 6. Canary Mary ============== As a detonator, blow up the pile of rocks against the wall near Humba's wigwam to reveal the door into the Canary Cave. Enter the cave, which is filled with toxic gas that will drain your air meter, as Banjo-Kazooie to find Canary Mary trapped in a cage inside. Beak Barge the cage door to break it open and free Canary Mary. She will fly to the broken handcart at the end of the tracks in front of the Fuel Depot. Talk to Canary Mary by the tracks and you will find that she has repaired the handcart and wants to challenge you to a race. Jump onto the handcart to begin the race. In order to win, just mash the A button as fast as you can to propel the handcart along the tracks. Don't let up, even if you get a lead, because Canary Mary will get a burst of speed at the end of the race. If you are in the lead when you reach the other end of the tracks near the train station, Canary Mary will award you a Jiggy. 7. Flooded Caves ================ Near the Crushing Shed there is a small passage that leads to a shed with "Danger" and "Keep Out" warnings spray-painted on it. Head to the shed as a detonator and light the fuse by the door to blow up not just the door, but the entire shed, exposing a tunnel entrance. Enter the tunnel as Banjo-Kazooie to reach the Flooded Caves. This area consists of several water-filled chambers connected by underwater tunnels. You cannot come up for air in some of the chambers, so keep an eye on your air meter and try not to get lost as you explore. Swim straight, then right, then left to find a chamber with a Jiggy waiting for you on a ledge. 8. Rescue Dilberta ================== In Mayahem Temple, transform into a Stony and talk to the Stony in the prison compound to learn the combination for the prison (this combination changes for each save file). Step on the sun, moon, and star switches in front of the prison door in the correct order to open it. Inside, you can talk to Dilberta the rat, who got trapped when a boulder fell and blocked the tunnel back to Glitter Gulch Mine. Once you have learned the Bill Drill, return to the prison as Banjo-Kazooie and drill the boulder inside the prison to destroy it, reopening Dilberta's tunnel. Follow her through the tunnel to emerge inside the Prospector's Hut in Glitter Gulch Mine. Talk to Bill, and amidst his rejoicing at having his beloved Dilberta back, he will give you a Jiggy in thanks. 9. Power Hut ============ Head to the central area of Gloomy Caverns and find a pair of split-up pads near the entrance to the Power Hut. Split up and, as Banjo, enter the Power Hut and climb the ladder. Stand on the light switch to turn on the lights in the basement, then use the swap cloud to switch to Kazooie. Have Kazooie enter the Power Hut, then take the stairs down to the basement. With the lights on, Kazooie can see the zig-zagging path that leads to a Jiggy. Be careful, since it is easy to fall off the planks and small platforms; the planks also get narrower as you get close to the Jiggy. 10. Crushing Shed Waterfall =========================== There is a Jiggy resting in an alcove behind the waterfall near the Crushing Shed. To get it, break the nearby crate to find a pair of springy step shoes. Put the shoes on, walk around the pool so that you are standing behind the waterfall, and jump to the ledge. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JINJOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. In the toxic gas cavern (located near the waterfall by the Crushing Shed). 2. In a tunnel on the minecart tracks. Follow the tracks up the steep purple jewel pile across from Mumbo's skull. 3. Inside the boulder on top of the blue pile of jewels near the train station. 4. In a prison cell in Gloomy Caverns (reached by the "Mine Entry 2" entrance near Mumbo's skull). Go there as a detonator to blow up the door to the cell. 5. On top of a water tank in Water Storage. In order to reach this Jinjo, head to the sunken ship in the Atlantis area of Jolly Roger's Lagoon. Use the Talon Torpedo move to destroy the cover to the water supply pipe inside the ship. Use ice eggs to stop the spinning blades inside the pipe, and at the end you will drop onto the top of the water tank in Glitter Gulch Mine. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* EMPTY HONEYCOMBS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Inside one of the boulders in the toxic gas chamber. You'll need the Bill Drill to extract it. 2. Inside the boulder on the ledges leading up to the Prospector's Hut. 3. In a crate on the right-hand wall in the train station. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CHEATO PAGES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. On top of the "Glitter Gulch Mine" sign at the world entrance. Jump to it from the rope. 2. At the bottom of the water tank in the lower section of Water Storage. 3. After winning a Jiggy from Canary Mary, beat her in a second race. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JAMJARS'S HATCHES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Bill Drill ============= Location: on top of the ledges across from the Prospector's Hut Notes: 85 The Bill Drill is a stronger version of the Beak Buster attack you began the game with. Perform it by jumping, then pressing and holding Z. Now, Kazooie will spin and drill with her beak like a jackhammer. You can use the Bill Drill to destroy objects you couldn't before, especially round boulders. 2. Beak Bayonet =============== Location: Ordinance Storage Entrance Notes: 95 The entrance to Ordinance Storage is blocked by a boulder at the top of the slope next to the Fuel Depot, which is close to the world entrance. This move allows you to perform a stabbing attack by pressing B in Breegull Blaster areas. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* NOTES AND GLOWBOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Notes ===== - 4 nests: in Fuel Storage - 4 nests: on the pile of green jewels near the Crushing Shed - 5 nests: on the ledges leading up to the Prospector's Hut - 3 nests: on the ledges leading up to Mumbo's skull - treble clef: at the bottom of the yellow moat in Water Storage Glowbos ======= - On the small purple jewel pile near Wumba's wigwam. - At the end of the "Mine Entry 2" passage near Mumbo's skull. __ __( )__ _| _| ================================================================== (_ (_ E. Witchyworld [IV.E] | __ | ================================================================== |__( )__| Witchyworld is a run-down, practically abandoned amusement park featuring all of the typical attractions: thrilling rides, games of skill, and greasy fast food. The park is designed in a circle with a big top circus tent in the center and four themed areas around the edges: an Old West-themed area, a scary area, the sci-fi-inspired Space Zone, and Area 51. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= /-------\ |Mumbo's| /------------------\ |Skull | | Cave of Horrors | \---#---/ \--------#---------/ # # /---#---\ /--------#---------\ |The | /-------------\ |The Haunted Cavern| |Inferno| |Train Station| \---------------#--/ \---#---/ \--#----------/ # # # /--#----------#-----------#--\ /--------\ | ### Wumba's| | W I T C H Y W O R L D | | Wigwam | GLITTER GULCH MINE: ### | \--------/ Fuel Depot | /------------\ | /-------\ | | | | /----------\ | Crazy | /--------\ | | /--------\ | | | Crazy | | Castle| |Star ### | |Big Top | | ### Castle ### Pump | |Spinner | | | |Interior| | | | Stockade | | Room | \--------/ | | \---#----/ | | \-----#----/ \-------/ | | # | | # /-----------------------\ | \-----#------/ | /-----#---------\ | Dodgem Dome Lobby ### | | Crazy Castle | \----#------#------#----/ | | | Lobby | # # # | | \---#--------#--/ /----#----\ # /----#----\ \-------------#-------#------/ # # |Dodgem | # |Dodgem | # # /---#---\ /--#--\ |Challenge| # |Challenge| # # |Balloon| |Hoop | |(3 vs. 1)| # |(1 vs. 1)| ISLE O' HAGS: # |Burst | |Hurry| \---------/ # \---------/ Pine Grove # |Game | |Game | # # \-------/ \-----/ /----#----\ # |Dodgem | TERRYDACTYLAND: |Challenge| Oogle Boogles' Cave |(2 vs. 1)| \---------/ =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Jiggywiggy's Challenge ====================== Jiggies needed: 8 Challenge image: Crazy Castle Stockade Mumbo's Spell: Power ==================== This spell provides electrical power to the rides in the Space Zone and Area 51. Once a ride is powered, the light on top of its generator will change from red to green. (Dodgem Dome, Star Spinner, Saucer of Peril) Humba's Transformation: Van =========================== In this world, Humba will transform you into a van, and not just any van, but an armored car. As a van, you are invulnerable to attacks and can kill enemies just by running them over. You can also press B to honk your horn, which will open marked van doors. Finally, approach coin boxes marked "Pay Here" in order to deposit coins into them, which will open the doors to some rides. Chuffy the Train ================ Train station: In the scary area, down the green tunnel Train switch: on a high ledge in the train station Warp Pads ========= - World entry and exit - Behind the Big Top tent - Space Zone - Outside Wumba's wigwam - Outside Mumbo's skull =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JIGGIES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Cactus of Strength ===================== In the Old West area, find the Cactus of Strength game along one side. You need to raise the weight up to hit the bell by performing different attacks on the starburst-shaped switch in front. Perform a Beak Buster (jump then tap Z), a Bill Drill (jump then hold Z), and fire a grenade egg at the switch within 20 seconds to ring the bell and earn a Jiggy. 2. Crazy Castle: Balloon Burst ============================== Before you can play this game, you will need to inflate the Crazy Castle. Break the grate into the pump room with a grenade egg, then split up using the pads in the Crazy Castle Stockade. Send each character into the pump room and have them stand on their switches beside the pump. When both characters are standing on their switches, the pump will turn on and the Crazy Castle will inflate. Reunite Banjo and Kazooie, and enter the Crazy Castle. If you have learned airborne egg aiming, then you can enter the right-hand door to play the Balloon Burst Game. You will automatically be flying throughout this game, in which the object is to score 50 points in 60 seconds. You score points by shooting balloons with eggs. Blue balloons are worth 3 points, green balloons are worth 2 points, and red balloons are worth 1 point. You have unlimited red feathers and unlimited rapid-fire gold eggs, which you can fire automatically by holding down Z. The best strategy for this game is just to fly in a circle, using red feathers as needed, with the Z button held down, spraying eggs everywhere. Make sure to aim for the blue and green balloons when you spot them. Once you win, a Jiggy will appear on top of the Crazy Castle outside. Reach it using the shock jump pad on the back side. 3. Crazy Castle: Hoop Hurry =========================== To get this Jiggy, the Crazy Castle needs to be inflated (see previous Jiggy). Split up and enter the Crazy Castle as Kazooie. This will allow you to enter the left-hand door and play the Hoop Hurry Game. The goal is to score 30 points in 60 seconds. Points are scored by jumping through hoops: blue hoops are worth 3 points, green hoops are worth 2 points, and red hoops are worth 1 point. There is a pair of turbo trainers in the middle of the room which will help you reach hoops faster. The blue hoops are very small and can be difficult to jump through: if you don't get it in the first two tries, move on to another one. If you just jump through whatever hoops happen to be in front of you, giving preference to blue and green ones, you should be able to earn the required points. Once you do, a Jiggy will appear on top of the Crazy Castle. Use the shock jump pad behind the castle to reach it. 4. Dive of Death ================ In the horror area, climb the tall ladder up to the top of the Dive of Death, then carefully make your way to the end of the narrow wooden plank either by carefully walking or by hanging off the side. There's a Jiggy waiting for you at the end. 5. Mr. Patch: Strange Wobby Inflatable Thingy ============================================= Fire grenade eggs at the four slot machines stationed at the four intersections on the main path to blow up the machines. Each machine will leave behind a ticket. Once you have collected four tickets and learned airborne egg aiming from Jamjars next to the Dodgem Dome, enter the Big Top (the giant tent in the center of the world). With four tickets and the required move, Conga will let you enter the cavernous, almost-empty space inside the tent. Almost empty, except for a big pile of green plastic that will suddenly inflate into a gigantic green inflatable dinosaur named Mr. Patch. As per his name, Mr. Patch has twelve patches around his body, and you need to hit each patch with a grenade egg in order to defeat him. After the first hit, flight pads will appear and a spring-loaded boxing glove will start popping out on the ground, preventing you from standing still on the ground long enough to fire eggs. Instead, you'll have to make the rest of your attacks from the air. Besides the boxing glove on the ground, Mr. Patch's only attack is to periodically cough exploding beach balls at you. When he does this, switch out of first-person mode if necessary and swerve or use red feathers to avoid the beach balls. You can easily refill your red feathers and grenade eggs by landing and collecting them from the nests around the flight pads: the nests only give red feathers and grenade eggs, they don't rotate like most nests. There are also a couple of honeycombs at the long ends of the tent. One of the easiest ways to die during this fight is to accidentally press Z in the air while not in first-person view, thus performing a Beak Buster attack while high in the air and taking serious damage when you smash into the ground. So try not to do that. You have to hit all twelve patches with a grenade egg in order to defeat Mr. Patch. With each hit, Mr. Patch will deflate and thus shrink a little bit. This makes the remaining patches a little smaller, so it's a good idea to try to hit some of the harder patches, like the one next to his tail or the ones on his face, as soon as you can. When you successfully break the last patch, Mr. Patch will spin through the air as he completely deflates, leaving behind a well-earned Jiggy. 6. The Inferno ============== As a van, approach the coin box in the horror area to pay to open the door to The Inferno. Enter the area as Banjo and Kazooie and split up using the pads by the door. Have Banjo stand on the switch on the small island: this will cause a shock jump pad to appear at the top of the tower in the middle of the area, but the pad will only stay while the switch is pressed. With Banjo holding down the switch, swap to Kazooie and have her run up the ramp that wraps around the tower. There are a pair of turbo trainers at the bottom of the ramp, but they are not necessary and the climb is easier without them. As you climb, you will need to jump over the fiery guys sliding down the ramp. Make sure to hug the wall as you climb to make sure you don't fall off. At the end of the ramp, use the shock jump pad to reach the Jiggy at the top of the tower. Be careful, though, since Kazooie alone will jump very high! 7. Star Spinner =============== As Mumbo, enter the Star Spinner and use the Mumbo pad to perform the Power spell, which will activate the ride. Return as Banjo and Kazooie and jump onto the star platform near the ground. The platform will rise into the air, leading you to another star platform in the air. Jump onto the second platform to reach a third, which leads to a metallic rotating representation of Saturn high above the ground. Jump onto the "ring", then begin a Talon Trot before jumping onto the spherical "planet", which is constantly rotating. Jump as soon as you land on the "planet" and keep jumping while in a Talon Trot in order to avoid falling off long enough to snag the Jiggy hovering above the surface. 8. Dodgem Dome ============== As Mumbo, use the Mumbo pad in the Space Zone to provide power for the Dodgem Dome and open its doors. Now enter the Dodgem Dome as a van in order to pay a coin into the box in the lobby. This will open the first of three doors inside. As Banjo and Kazooie, enter door 1 for the first round of the game, which is 1-on-1. You simply have to drive around the area collecting Twinkly lights. Blue Twinklies are worth 3 points, green ones are worth 2, red ones are worth 1. There is one other car trying to get in your way, but it shouldn't be too much of an obstacle. Score 60 points in 45 seconds to win the round and open door 2. For the second round, there are two other cars, which can slow you down; be especially careful about getting trapped in corners. Score 50 points in 45 seconds to open door 3. This final round is 3-on-1, and you must score 40 points in 45 seconds. Once you win the third round, Gruntilda will reluctantly reward you with a Jiggy. 9. Saucer of Peril ================== The long road to this Jiggy starts in Glitter Gulch Mine. Transform into a detonator and head to the Fuel Depot - the entrance to it is at the end of the side passage immediately to the left of the world entrance. Hop up onto the upper ledge to meet a flying saucer inside a wooden box trapped in the mine. As a detonator, stand on the fuse to blow up the boulders at the end of the ledge. This will let the saucer move forward, but now its way is blocked by a closed gate in Witchyworld. In Witchyworld, climb up the wooden post in the middle of the Old West area. Backflip onto the top of the platform and carefully walk (or hang) along the rope to reach the red button on top of the cable car suspended from the rope. This will bring the cable car to the end of the rope and let you board it. Now press B to ride the cable car to the Space Zone. Backflip onto the top of the platform and jump to the metal pipe against the wall. Scoot along the pipe to reach a ledge, and Beak Barge into the red button on the wall to open the gate, allowing the flying saucer to finally reach its launch pad and its box to open. However, the ride doesn't have any power. To solve that, you need to knock down the gates to Area 51 near the world entrance with a grenade egg, then have Mumbo use his Power spell on the Mumbo pad there. Now, finally, take the cable car ride again as Banjo-Kazooie to return to the flying saucer and take the Saucer of Peril ride. The Saucer of Peril is a rail shooter game that takes you on an aerial tour of Witchyworld. You'll fly along automatically in first-person mode, and your job is to shoot the targets that appear along the path with Z. You get unlimited rapid-firing gold eggs for this minigame. The targets always appear in groups of 5 arranged in a semicircle, with blue targets worth 3 points, green targets worth 2 points, and red targets worth 1 point. Score at least 500 points (which is not easy!) and you can finally collect a hard-won JIGGY. 10. Find Boggy's Kids ===================== You will meet the wife of your friend Boggy (from the last game) by the ticket booth at the entrance. Their three children have been enjoying the park, but it is time for them to go home and she needs you to round them up. In order to convince two of the children to return, you will need to give them burgers or fries, which means you first need to open the stands where you can get them. The switch that opens Big Al's burger stand is on top of the ticket booth (use the shock jump pad behind it), while the switch to open Salty Joe's fry stand is behind the stand itself. Once the stands are open, talk to Al (between the world entrance and the Space Zone) and Joe (between the Old West area and the scary area) to get some burgers and fries. The locations of the children themselves are determined randomly, but they are not hidden. You might find them in: Area 51, Crazy Castle Stockade, Cave of Horrors, The Inferno, the train station, Star Spinner, or the Dodgem Dome lobby. Each child needs something different to get him or her to return to mom: - The small boy (with the baseball cap) will refuse to leave until you attack him. - The girl won't leave until you give her some fries. - The fat boy needs you to bring him some burgers before he is willing to leave. Even then, he is too fat to even walk! Find a nearby split-up pad and have Banjo put him in his backpack using the Taxi Pack move. Let him out next to his mother by the world entrance. Once all three children have been returned, Mrs. Boggy will thank you by leaving a Jiggy for you. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JINJOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. On top of the Big Top. Talon Trot up one of the ropes to reach it. 2. On a ledge in the Old West area. Backflip onto the right-hand door to the Crazy Castle Stockade, then jump to the wooden fence and Grip Grab to the Jinjo. 3. On top of the Dodgem Dome. Flip on top of the door, then climb up the pole and Talon Trot up the slope to reach it. 4. In a cage in the Cave of Horrors. Reach it by entering the purple tunnel in the horror area, then crossing The Haunted Cavern. Fire a grenade egg at the lock on the right-most cage to free the "Wierd Killer Alien". 5. Behind a van door in Area 51. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* EMPTY HONEYCOMBS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Behind the grate to the Crazy Castle pump room. Break the grate with a grenade egg. 2. Above the Space Zone end of the cable car ride. Backflip from the edge of the platform to reach it. 3. On the bottom floor of Mumbo's skull in The Inferno. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CHEATO PAGES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. On a ledge in The Haunted Cavern. Follow the path past the door to the Cave of Horrors until it dead-ends at three egg nests. Jump up to hang from a crack in the wall, then follow the crack to a ledge with a Cheato page. 2. Behind a van door in The Inferno. 3. Score at least 400 points in the Saucer of Peril ride. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JAMJARS'S HATCHES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Split Up =========== Location: next to the Big Top, across from the horror area Notes: 160 With this ability, you can separate Banjo and Kazooie by pressing A on a split-up pad. These pads are always found in pairs: a blue one for Banjo and a red one for Kazooie. Once you split up, you will control Banjo alone while Kazooie waits on her pad. To switch characters, stand on your split-up pad or in a swap cloud (made of colorful sparkles; these will appear at convenient locations). When you are ready to reunite, just touch the two characters together. Note that once separated, Banjo and Kazooie will have to learn many new moves and attacks. At first, Banjo alone has no attacks: he can only run and jump. Kazooie moves faster (at Talon Trot speed) and retains the ability to perform the Feathery Flap, fire eggs, and use flight and shock jump pads. Banjo and Kazooie's life meters are also shorter when they are separated than when they are together. 2. Pack Whack (Banjo only) ========================== Location: in the Crazy Castle Stockade Notes: 170 This move gives Banjo a basic B attack when he is separated from Kazooie. Press B to swing your backpack in a circle around you. 3. Airborne Egg Aiming ====================== Location: next to the Dodgem Dome in the Space Zone Notes: 180 Exactly what it says on the tin: you can now aim and fire eggs while flying. Press C up to enter first-person view and bring up the crosshairs. Press Z to fire. Note that you can also press A to use a red feather while in first-person view, but you cannot steer your flight: you will continue flying straight ahead while in first-person view. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* NOTES AND GLOWBOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Notes ===== - 8 nests: along the main path around the Big Top - 2 nests: on top of the fence posts around Area 51 - 2 nests: behind the doors to the Crazy Castle Stockade - 2 nests: at the bottom of the Dive of Death in the scary area - 2 nests: next to the doors to the Dodgem Dome - treble clef: behind a van door in the Space Zone Glowbos ======= - Inside Wumba's wigwam. - At the end of the path beyond Mumbo's skull in The Inferno. __ __( )__ _| _| ================================================================== (_ (_ F. Jolly Roger's Lagoon [IV.F] | __ | ================================================================== |__( )__| Jolly Roger's Lagoon combines two very different environments. On land is a quaint town square, home to Jolly's bar and Pawno's pawn shop. Dive to the bottom of the clear water of the lagoon, however, and you will discover the ruins of Atlantis, a sunken ship, and giant fish underwater. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= /--------\ /-----------\ ############################## ### Sea Bottom| # | | | Cavern | GLITTER GULCH MINE: # /-----------\ | | \-----------/ Water Storage # |Temple of | | | # # |the Fishes | | | # # \-----#-----/ | | /------------\ /--#-----------\ # # | ### Davy Jones'| |Water Supply | /---#--------#-----\ /---------\ | | | Locker | |Pipe (Glitter ### | | Electric| | Sea | \------------/ |Gulch Mine) | | ### Eels' | | Bottom | \--------------/ \------\ | | Lair | | | | Atlantis | \---------/ | | | | /--------\ | | | ### Wumba's| | | | | | Wigwam | | | /---------\ | | \--------/ | | |Ancient | | | /---------\ | | /-----------\ |Swimming ### ### Seaweed ### ### Inside the| |Baths | | | | Sanctum | | | | Big Fish | \---------/ \-----#-----/ \---------/ \--------/ \-----------/ # /-----#-----\ /--------\ | ### Inside | | | | the UFO| | | \--------/ | | | #################################### | | # /---------------------/~ ~ ~ ~ ~ ~\--------\ # | | # | | # ### ### GRUNTY INDUSTRIES: # # | | Waste Disposal Plant # # \------------\ | # # # | | # # # /----------\ | | /-----#-------------\ # # |Blubber's | | | |Water Supply Pipe | # # |Waveracer ### | |(Grunty Industries)| # # |Hire | | J O L L Y | \-----#-------------/ # # \----------/ | | # # # | R O G E R ' S | /-----#-----\ # ######### | | |Smugglers' ############# # | L A G O O N | |Cavern | /---#----\ | | \-----#-----/ |Mumbo's ### | # |Skull | | ##### # \--------/ | | # # | | /-#---#--\ /---------\ | ### Jolly's| |Pawno's ### | \--------/ |Emporium | | | \---------/ \--------------#--------------/ # # ISLE O' HAGS: Cliff Top =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Jiggywiggy's Challenge ====================== Jiggies needed: 14 Challenge image: Ancient Swimming Baths Mumbo's Spell: Sunlight ======================= This spell, performed on the Mumbo pad at the edge of the pier, will cause the sun to shine a focused beam of light into the water of the lagoon. This will cause the water to become full of oxygen, meaning that Banjo-Kazooie can breathe underwater. Thus, your air meter will not deplete while swimming in this world, and you can stay underwater as long as you want. (oxygenated water) Humba's Transformation: Submarine ================================= The submarine is the ideal transformation for this world in which you will be spending lots of time underwater. The submarine is easier to control than Banjo-Kazooie underwater, and it is equipped with several useful abilities. Hold A to speed through the water faster than you can swim, press B to perform a sonic pulse attack which will damage any enemies near to you, and press Z to fire torpedoes which act like grenade eggs, except you have an unlimited supply). Jolly Roger's Lagoon is the only world in which you can fight the boss while transformed, and in fact the fight may be easier this way. As a submarine, you can enter deep underwater caverns where the water pressure is too strong for Banjo-Kazooie, but you cannot warp to the town square or leave the water. Warp Pads ========= - Town Center - Atlantis - Sunken Ship - Big Fish Cavern - Lockers Cavern =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JIGGIES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Pay Pawno ============ Pawno has a Jiggy for sale in his store on the square. Collect 20 doubloons from the square, harbor, shops, and lagoon to purchase the Jiggy. 2. Inside a Clear Fish ====================== There is a Jiggy in plain sight in the main area of Atlantis, but it is trapped inside a clear fish. Use the Talon Torpedo to have Kazooie speed through the fish and snag the Jiggy. 3. Temple of the Fishes ======================= The door to the large temple in the center of Atlantis is closed, and above it is a sequence of six symbols (these are Greek letters). On the floor in the center of Atlantis are four mermaid statues holding bowls marked with the same symbols. Fire an egg into each bowl in the order given above the door, and the door will open. Inside, swim to the top to meet Chris P. Bacon, the porcine amateur underwater photographer. He is trying to photograph the walls of the temple from his diving cage, but he keeps getting bitten by Nibbler fish. Agree to help him, and he will lower his diving cage to the floor of the temple. Try to position yourself midway between the cage and the wall at about the height of the top of the cage. Once Chris reaches the bottom, Nibbler fish will begin emerging from the walls and swimming towards him. If a fish touches Chris, he will get bitten and you will have to restart. The position described above should give you a good view of most of the room, so that by sweeping your view from side to side you can spot the Nibblers and fire eggs at them (blue eggs are fine). If you can keep the Nibblers away from Chris for 60 seconds, he will reward you with a Jiggy. 4. Rescue Merry Maggie ====================== Jolly is not living up to his name because his partner, the beautiful Merry Maggie, got eaten by a big fish. You'll find the big fish in the Sea Bottom (in the big fish cavern, coicidentally). In order to get inside the big fish, you'll need to shoot its teeth off with grenade eggs (you can also use blue eggs, but it will take multiple hits on each tooth). Once you have knocked off all five teeth, the big fish will open its mouth, allowing you to swim inside. Inside the big fish, head down the left-hand tunnel to find Merry. She will head out to return to Jolly, and the next time you talk to Jolly he will thank you with a Jiggy. 5. Underneath the UFO ===================== Use the Talon Torpedo to open the door to the UFO located on the sea floor underneath the lagoon. Inside, the aliens Alph, Betti, and Gammo would like to leave, but their ship has run out of power. Restore power to it by shooting an ice egg into each of the four slots on the wall of the ship. You have to hit all four targets within 20 seconds. Once the ship is powered, leave so the aliens can take off (apparently to find their kids in another world). Once the UFO is gone, you can collect the Jiggy in a nook underneath where the ship was. 6. Lord Woo Fak Fak: Self-Important Anglerfish ============================================== In the lockers cavern area of the Sea Bottom, look for a locker labeled D. Jones. You can blast the door of the locker off with a grenade egg or a torpedo, and inside Davy Jones' Locker you will meet the giant anglerfish Lord Woo Fak Fak, who is not too happy that you want to take his Jiggy from him. Note that you can fight Fak Fak either as Banjo-Kazooie or as a submarine. The submarine form is recommended, since you have unlimited ammo. Lord Woo Fak Fak will attack by firing balls of energy at you from his lamp. As long as you move after you hear he has fired at you, it will miss. You can also take damage by running into his teeth. Since the locker in which you fight him is not that big, this can be a danger. To damage Fak Fak, you need to fire a grenade egg or torpedo at the glowing boil on his body. Once you hit that boil, another one will start glowing. Hit all six boils and the fight is over, right? Not quite! Lord Woo Fak Fak will open his eyes and the fight will continue. Now he adds a new attack: spewing bubbles out of his mouth at you. His weak spot is now his eyes, and it will take six more hits to bring the giant fish down for good. Once you hit Fak Fak in the eyes six times, the fight is really over. He will flip over and float to the top of the locker, causing the Jiggy to fall out of his lamp onto the floor of the locker. It's yours for the taking. 7. Sea Bottom Cavern ==================== This cavern is accessed through the dark tunnel in the floor of the lockers cavern. The water pressure is so high down here that you can only enter as a submarine. Inside is a mine-clearing minigame. The cavern is filled with colored mines: as usual, blue mines are worth 3 points, green mines are worth 2 points, and red mines are worth 1 point. Score points by destroying mines with torpedoes; you will take damage if you run into a mine. If you can score 60 points before time runs out, you will win a Jiggy. 8. Hatch Tiptup's Egg ===================== In the lower level of Mumbo's skull, one wall is cracked. Destroy it with a grenade egg to access a secluded bay cut off from the rest of the lagoon. On the beach you will find Tiptup, the musical turtle from Bubblegloop Swamp in Banjo-Kazooie. He has become a father, and his son is inside the egg beside him, but the egg will not hatch. Destroy the statue in the middle of the square with a grenade egg to uncover a pair of split-up pads. Separate and send Kazooie to Tiptup. Use the Hatch move to hatch the egg, then flip the baby turtle right-side up with a Wing Whack. Before leaving with his newborn son, Tiptup will thank you with a Jiggy. 9. Smugglers' Cavern ==================== Inside Jolly's, shoot a grenade egg through the open window next to the bar in order to detonate the TNT barrels against the wall in the storeroom through the window. When the barrels blow up, they will knock a hole in the outside wall, allowing you to reach the storeroom. Inside, a staircase leads into a secluded, partially flooded cavern. A Jiggy is resting on top of a column standing up out of the water. To reach the Jiggy, split up using the pads in the square (see the previous Jiggy) and send Kazooie into the Smugglers' Cavern. From the entrance, Kazooie can use the Glide move to reach the top of the column. 10. The Pigs' Swimming Pool =========================== As Banjo says after you first talk to the pigs, "This might take a while." It will indeed take a while, and involves steps in four different worlds. The pigs want to swim in the pool located beside the lagoon on the same side as Jolly's. Unfortunately, the pool is both being polluted by sludge pouring out of a pipe overhead, and the water is freezing cold. You can take care of one problem immediately. Drill one of the dirt patches near Jolly's to uncover a shock jump pad, which you can use to reach Jolly's roof. Talon trot along the roof to find another shock jump pad on the chimney, which you can use to reach a crack in the cliff wall. Follow the crack until you can drop down onto the top of the pipe from which the sludge is coming. Drill the cracked plate on top of the pipe and you can drop inside. Walk up the pipe to reach the tank from which the sludge is coming (it's in Grunty Industries). Jump out of the pipe through a crack in the side, and press the button on the side of the sludge tank with a Beak Barge to stop the flow. Warming the water up, however, will have to wait a long time. When you finally reach Cloud Cuckooland, head to the green ledge outside with a pool in the center (an underwater tunnel connects the ledge to the central cavern). George the ice cube is resting near the edge of the ledge, and with a Beak Barge, you can shove him off the edge. (Sometimes you have to be ruthless!) George will fall into the hot pool near the world entrance in the lava side of Hailfire Peaks, causing his demise as he melts in the pool. However, he will lower the temperature of the water so that it is no longer scalding hot. Finally, head to the lava side of Hailfire Peaks and split up using the pads near the world entrance. As Banjo, proceed straight ahead to reach the formerly-hot pool. Use the Shack Pack move to drop to the bottom of the pool and press the Banjo switch there. This will open the door at the bottom of the pool, allowing the warm water to drain out and into the pigs' pool in Jolly Roger's Lagoon. Now that you have finally restored their water to a comfortable temperature, they will reward you with a long-awaited Jiggy. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JINJOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. On a rafter inside Blubber's Waveracer Hire. 2. On an alcove above the back of the harbor. To reach it, pay one doubloon to Blubber inside Blubber's Waveracer Hire. In exchange, he will leave you his last possession: a pair of turbo trainers. Use the turbo trainers to run out of his store, down the ramp onto the water, and across the lagoon to the alcove. 3. On the top level of the Seaweed Sanctum. 4. Inside the big fish. Shoot the teeth off of the big fish in Sea Bottom using eggs (either blue eggs or grenade eggs will work). Once all five teeth are gone, the fish's mouth will open and you can swim inside. Go down the right-hand tunnel to find the Jinjo. 5. Inside a chest in the sunken ship. The chest has a Jinjo face on it, and it can be broken with a grenade egg. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* EMPTY HONEYCOMBS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. On top of the upper pipe above the pigs' pool. To reach it, drill a smooth spot in the square near Jolly's to expose a shock jump pad. Use the pad to reach the roof, then Talon Trot to the chimney to find a second shock jump pad. With this pad, you can reach a crack in the cliff above you. Follow the crack to drop onto the top of the pipe over the pigs' pool. 2. Inside a small nook in Atlantis. It's underneath the right side (as you face it) of the Temple of the Fishes. You can see it from the warp pad. 3. Inside a clear fish in the big fish cavern. Use the Talon Torpedo to have Kazooie swim through the fish. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CHEATO PAGES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. After buying the Jiggy from Pawno, pay him 5 more doubloons. 2. Inside a clear fish in the Smuggler's Cavern. Use the Talon Torpedo to have Kazooie swim through the fish. 3. On a ledge above the entrance to the Ancient Swimming Baths. Use the split-up pads at the end of the room, then have Kazooie do a backflip and glide to the ledge. (Press Z + A to perform a backflip, but continue holding A and let go of Z, then hold Z again at the apex of the jump to begin gliding.) =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JAMJARS'S HATCHES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Wing Whack (Kazooie only) ========================= Location: Turtleview Cave Notes: 265 This is Kazooie's basic attack when she is separated from Banjo. Press B to swing your wings in a circle around you. Sub-Aqua Egg Aiming =================== Location: the bedroom in Jolly's Notes: 275 With this move, you can aim and fire eggs while underwater, just like you already learned to do while flying. Press C up while swimming to enter first-person mode, then aim and fire with Z. Talon Torpedo ============= Location: Electric Eels' Lair Notes: 290 This move allows Kazooie to separate from Banjo and swim on her own while underwater. While underwater, press Z: Kazooie will swim out from her backpack and you can control her separately for up to 20 seconds. Steer her with the control stick and press A for a burst of speed (this costs 5 red feathers), which you can use to attack enemies and to break underwater doors marked with Kazooie's face. Press B to reunite with Banjo. Note that Kazooie will automatically return to Banjo if she takes damage or attempts to leave the area. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* NOTES AND GLOWBOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Notes ===== - 1 nest: at the entrance to Jolly's - 3 nests: inside Jolly's - 1 nest: at the entrance to Pawno's Emporium - 3 nests: inside Pawno's Emporium - 1 nest: at the entrance to Blubber's Waveracer Hire - 3 nests: inside Blubber's Waveracer Hire - 2 nests: inside anenomes at the bottom of the lagoon (shoot an egg at the anenomes' eyes to collect the nests) - 2 nests: on the outside of the Electric Eels' Lair in Atlantis - treble clef: inside an anenome in Atlantis Glowbos ======= - Inside Pawno's Emporium. - On the sea floor underneath Wumba's wigwam. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* SPECIAL ITEMS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Doubloons ========= Doubloons are the currency of Jolly Roger's Lagoon, used to purchase things from Jolly and Pawno's. There are a total of 30 doubloons around the square and lagoon. - 6 doubloons: On the posts along the edge of the harbor. - 4 doubloons: Inside Mumbo's skull. - 4 doubloons: In Turtleview Cave. - 4 doubloons: On the floor of the back of the harbor (underneath the Jinjo). - 4 doubloons: At the bottom of the pigs' pool. - 3 doubloons: Underneath smooth patches of ground in the square. Drill the patches to break them and expose the doubloons. - 3 doubloons: On a ledge above the square (on the same side as Mumbo's skull). Drill a smooth patch in the ground to expose a shock jump pad underneath the ledge. Fire a grenade egg at the monument in the middle of the square to destroy it and reveal a pair of split-up pads. Split up, then use the shock jump pad as Kazooie to reach the ledge. - 2 doubloons: Talk to the pirate in Jolly's several times in a row. __ __( )__ _| _| ================================================================== (_ (_ G. Terrydactyland [IV.G] | __ | ================================================================== |__( )__| Terrydactyland contains an extremely historically inaccurate mix of dinosaurs and cavemen. The world is designed as a ring with a massive mountain at its center. There are numerous caves both in the outer wall of the world as well as into the mountain, and several paths wind around the side of the mountain, leading to the nest of Terry the pterodactyl at the summit. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= /-----------\ /--------------------\ /---------\ /----------\ | Terry's ### ### Bonfire ### Stomping | | Nest | | | | Cavern | | Plains | \-----#---#-/ | T | \---------/ \----------/ # # | E | /-----#---#-\ | R | MAYAHEM TEMPLE: | | | R | Treasure Chamber | | | Y | # | | | D | # | | | A | /---#----\ | ### C ### Unga | /-------------\ |Inside the | | T | | Bungas'| |Styracosaurus| /-------------\ |Mountain ### Y ### Cave | |Family Cave | |River Passage| | | | L | \---#----/ \------#------/ \-#---------#-/ | ### A | # # # # | | | N \-----#-------------#----------#---------#-\ | ### D | | | | | | ### | \-----#-----/ \-#--------------#---------#------------------#---------#-------/ # # # # # # /----#----\ # /---#---\ /---#----\ /---#---\ /---#---\ |Inside | ISLE O' HAGS: |Train | |Oogle | |Wumba's| |Mumbo's| |Chompa's | Wasteland |Station| |Boogles'| |Wigwam | |Skull | |Belly | \-------/ |Cave | \-------/ \-------/ \---------/ \---#----/ # # WITCHYWORLD =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Jiggywiggy's Challenge ====================== Jiggies needed: 20 Challenge image: train station Mumbo's Spell: Enlarge ====================== This spell does exactly what it says: it enlarges things. Make sure to visit Wumba's wigwam in both its small and large versions. After enlarging Wumba's wigwam, Mumbo can use the Mumbo pad again to return the wigwam to its normal size. (stepping stones, Wumba's wigwam, tiny styracosaurus) Humba's Transformation: Baby/Daddy T-Rex ======================================== Since you are in a world filled with dinosaurs, it only makes sense that Humba would transform you into a dinosaur, a T-Rex to be precise. However, you can transform both into a small baby T-Rex and into a massive daddy T-Rex, depending on whether or not the wigwam is normal or giant-sized when you transform. As a baby T-Rex, you are unable to attack, but you can talk to the stegasaurus enemies, who will teach you to let out short or long roars by pressing or holding B. You can use your roar to open round dino doors. As a fearsome daddy-T-Rex, you cannot be hurt by enemies and can crush them just by walking over them. Your increased weight allows you press large switches, but your size limits the places you can enter or reach. You can still roar with B, and now your roar is ferocious enough to make cavemen wet their loincloths. Chuffy the Train ================ Train station: cave in the outer wall near the world entrance Train switch: next to Dippy's wall (across from Wumba's wigwam) Warp Pads ========= - World entry and exit - Stomping Plains - Outside Mumbo's skull - Top of the mountain - Outside Wumba's wigwam =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JIGGIES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Defeat the Rocknuts ====================== There are five members of the Rocknuts tribe around Terrydactyland. They will smash you with their clubs if you get too close, wear green armor that is impervious to all attacks, and always turn so that they are facing Banjo-Kazooie. Their armor covers them except for one spot: their butt. To defeat a Rocknut, you need to fire a clockwork Kazooie egg so that it can detonate while standing behind the Rocknut. When you eliminate all five Rocknuts, they will give you a Jiggy. The locations of the Rocknuts are: - On the bridge near the world entrance. Enter the cave directly across from the world entrance and climb the ramp inside to reach this narrow bridge with the Rocknut standing in the center. Jump around the Rocknut so that his back is towards the mountain, then fire a clockwork egg onto the ground below. Send the clockwork Kazooie into the cave, up the ramp, and onto the bridge. You don't have a lot of extra time, so move fast! - In the cell behind the waterfall by the upper pool. Fire a clockwork egg onto the ledge to the left of the waterfall and send the clockwork Kazooie through the small tunnel to enter the Rocknut's cell. - In a cell in the outer wall near the Styracosaurus family cave. This is the area that has two cells and numerous small tunnels in the walls. Send a clockwork Kazooie into either the left or central tunnel on the ground. It will emerge on the narrow upper ledge lined with several tunnel openings. Only one of them, however, is an actual tunnel which leads to the Rocknut's cell. - Inside the train station. From the entrance, fire a clockwork Kazooie onto the ledge in front of the Rocknut, then have it go around before detonating. - Inside a tunnel on the mountainside path. This Rocknut is inside a narrow tunnel connecting two parts of the path around the mountainside. He completely blocks the tunnel; there is no way to get anything around him. You need to stand at one end of the tunnel and fire a clockwork egg out of the tunnel behind you. Send the clockwork egg along the outside mountainside path (this will require some jumping and navigating narrow twisting ledges) so that it can run down the other end of the Rocknut's tunnel. 2. Chompasaurus: Stomach-Cramped Carnivore ========================================== Inside the mountain, swim to the small ledge with the flight pad and use it to fly to the island in the center. Press the button on the side of the column with a Beak Barge to raise a narrow and twisty bridge from the entrance over the water to the column. Use the pair of springy step shoes at the base of the column to jump up to the top. When you reach the top, Chompasaurus will stick his head out of the water, and without warning swallow you whole! Inside Chompa's stomach, which is a Breegull Blaster area, he will enlist you to destroy the Blaarg ulcers which are plaguing him. The ulcers come in three colors: blue, green, and red, worth 3 points, 2 points, and 1 point each, respectively. Score 75 points in 60 seconds to win. You have unlimited rapid-fire eggs for this game. If you just stand in the center, hold Z, and spin continuously, you should be able to easily score enough points so that Chompa gives you the Jiggy he ate. 3. Terry: Disgruntled Pterodactyl Parent ======================================== In order to reach Terry's nest on the top of the mountain, first enter the Unga Bungas' cave through the entrance across a narrow walkway from the Oogle Boogles' cave (near the world entrance). Talk to the caveman inside and he will step out of the hallway, allowing you to enter the cave and reach the springy step shoes in a nearby alcove. Put on the shoes, then exit the cave and turn right (as you face out of the cave). When you reach the sign that reads "Path to Nest" pointing up the wall, use the shoes to jump up to a higher section of the path. Terry will start throwing blobs of purple goop at you once you reach this past, so keep moving to avoid being hit. The attacks will stop once you reach the warp pad on the path. Enter the door at the end of the path to reach the outside of Terry's nest, then find the hole in the side of the nest to reach its interior. Terry is a giant pterodactyl who is convinced that you have stolen his eggs. Despite your protestations of innocence, Terry will attack by flying above his nest and spitting more of the same purple goop at you. Use the Talon Trot to keep moving and avoid getting hit. Terry is pretty smart, though, so you want to change direction every couple seconds, moving in a random zig-zag pattern. After successfully dodging Terry's attacks for a while, Terry will fly around the nest for a few seconds. This is your chance to attack by firing eggs at Terry. Grenade eggs are the most effective, dealing 4 units of damage; fire and ice eggs are worth 2 damage, and blue eggs will only do 1 damage. When Terry stops moving, he will first spit several green Mucoids into the nest: you can defeat these with basic attacks or use the Wonderwing ability to wipe them out rapidly as long as you have gold feathers; the last one will give you a honeycomb. As the battle progresses, the length of time Terry fires at you will increase, as will the number of Mucoids he spews out (from 3 up to 6). All in all, though, this is a fairly straightforward fight, and once you deal 30 units worth of damage to Terry, he will have had enough. He will finally listen to you explain that you are not responsible for his missing eggs, and he will ask you to help him by finding and hatching his four eggs. He will give you one Jiggy now, with another promised once all four eggs are hatched. 4. Under Terry's Nest ===================== After defeating Terry, drill the weak patch in the center of Terry's nest to uncover a hole. Drop down it to find a Jiggy inside a net suspended from the very top of the inside of the mountain. 5. Hatch Terry's Eggs ===================== You cannot hatch any of Terry's eggs until after you have both defeated Terry and learned the Hatch move from Jamjars. Once you defeat Terry, the eggs will turn colored and you will be able to hear the chicks inside. He will also add a flight pad on top of a pillar near the styracosaurus family cave, which you need to reach one of the eggs. - On a ledge high inside the mountain. The best way to reach this ledge is through the passage outside Terry's nest. Use the split-up pads on the ledge to separate, but Kazooie cannot climb the vine leading up to the egg itself. Instead, have Kazooie jump off the ledge and fall into the water at the bottom of the inside of the mountain. Swim to the flight pad in an alcove there and fly back up to the egg to hatch it. - On ledge above the lower pool. Although it seems like it should be simple, this egg is actually the toughest for Kazooie to reach. Use the split-up pads near the entrance to the Oogle Boogles' cave, then send Kazooie up the ramp leading to the styracosaurus family cave. From there, walk along the narrow path against the cliff wall, then follow the path across the swamp in order to reach a pair of springy step shoes. Walk with the shoes up to the base of the column, then jump in order to reach the flight pad on top of the column. Take off from the flight pad and fly to the egg on top of a ledge against the outer wall in the lower pool. - Inside the Oogle Boogles' cave. Before you can enter the Oogle Boogles' cave, you need to transform into a daddy T-Rex and unleash a loud roar at the Unga Bunga guarding the entrance to the cave. The roar will scare the caveman away, allowing you to enter the cave once you transform back into Banjo-Kazooie. Inside the cave, separate using the split-up pads in the main area of the cave, then send Kazooie down one of the side passages and use the shock jump pad on the ground to reach the egg on a high ledge. - Inside the Unga Bungas' cave. This egg is hidden in a hard-to-find chamber in the area of the cave that has an angry beehive (between the area with Jamjars's hatch and the area with the twigs). Use the split-up pads in the area to separate, then as Kazooie, look for a section of the wall that is colored purple, and examine it closely to find a small gap in the wall. Follow the gap to reach the egg. The four eggs can be hatched in any order. When the first three eggs are hatched, the newborn chicks will fly off to their father on top of the mountain. When you hatch the last egg, however, the chick inside will be abnormally large, and you will need to carry it to Terry yourself. For this, you need to switch control to Banjo and have him pick up the chick using his Taxi Pack move. Banjo can then use a warp pad to reach the top of the mountain and deliver the chick inside Terry's nest. With all four eggs hatched and the chicks safely in their nest, Terry will reward you with another Jiggy. 6. Secret Code of the Dinosaurs =============================== There is a Jiggy behind a wooden gate on the mountainside path, and a nearby sign says that opening it requires the "secret code of the dinosaurs". To learn this code, transform into a baby T-Rex and learn to roar by talking to one of the stegasaurus enemies. Now you can roar to open the dino door behind Wumba's wigwam, which leads to a cell inside the mountain. Read the sign inside the cell to learn the code (it is a sequence of six short and long roars). In order to reach the gate as a T-Rex, you will need to have first defeated the Rocknut blocking a tunnel on the mountainside path (see Jiggy #1 above). Once you have done this, you can return to Wumba's wigwam and (as a baby T-Rex) open the dino door next to the "Path to Nest" sign at the end of a short path to the right of the wigwam. This door leads to the mountainside path. Since the main path to reach the Jiggy has a gap that is too large for you to jump as a dinosaur, you will need to go through the tunnel which was blocked by a member of the Rocknuts tribe. Perform the code (tap B for a short roar, hold B for a long roar) to open the gate and claim the Jiggy. 7. The Styracosaurus Family =========================== The entrance to the styracosaurus family cave is located at the top of a short ramp you can reach by heading right from the world entrance (beyond the Oogle Boogles' cave entrance, across from the wall full of clockwork Kazooie tunnels). Talk to the mama dinosaur inside to learn about all the trouble her three children have gotten into. Helping two of the dinosaur children will require the use of Chuffy the train. The train station is located to the right of the world entrance, and the train switch (which opens the train doors) can be found on a ledge against Dippy's wall (that is, near Wumba's wigwam). You will also need to have opened the train doors in Witchyworld and Isle o' Hags (Cliff Top). - Scrotty, the yellow dinosaur, is sick. To help him, use the split-up pads in the cave, then have Banjo carry him with the Taxi Pack move. Head to the train station, summon Chuffy using the train sign, then release the dinosaur in Chuffy's cab. Use the swap cloud inside the train station to switch control to Kazooie; send her to reunite with Banjo in the train station. Now enter Chuffy's cab and stand on the "GO" switch to ride Chuffy to the Isle o' Hags. When you arrive in Cliff Top, exit the train and head to Mumbo's skull. If you have not already collected the Glowbo in this area, you need to find it: follow the steps down the side of the warp pad's ledge to press a switch which extends a path to the entrance to Hailfire Peaks, then climb the vine in the back of the building to reach the Glowbo on the roof. As Mumbo, head to the Mumbo pad in front of the train tracks. This will allow Mumbo to use the Heal spell, curing the dinosaur. Now return control back to Banjo-Kazooie and ride Chuffy back to Terrydactyland. Scrotty will automatically run back to his cave when you arrive. - Scrit, the blue dinosaur, has been shrunk somehow and needs to be returned to his normal size. Drill a boulder in the cave to expose a Mumbo pad, then take control of Mumbo and return to the cave. Mumbo will need to reach the cave entrance by walking along the narrow walkway over the swamp; the wider ramp is too steep for him. Inside the cave, have Mumbo perform his Enlarge spell on the Mumbo pad to restore Scrit to his usual size. - Scrut, the orange dinosaur, is missing. She went to visit Witchyworld and ended up getting captured and placed in the Cave of Horrors. In Witchyworld, reach the Cave of Horrors by crossing through The Haunted Cavern in the scary area. Blast the door off of the dinosaur's cell with a grenade egg. Now, if he is not already there, summon Chuffy the train to the Witchyworld train station. Scrut will automatically run onto the cab of the train. Ride Chuffy to Terrydactyland, and the dinosaur will automatically run back home. Once all three dinosaur children have been helped, their mom will leave a Jiggy for you inside their cave. 8. Stomping Plains ================== Reach the Stomping Plains by crossing the narrow path high above Terrydactyland at the top of the mountain (you will probably want to shoot down the flying enemies before crossing), then using ice eggs to put out the fires on the ledges you need to cross the Bonfire Cavern. The Stomping Plains are a wide, flat expanse guarded by Stomponadon: Triassic Steamroller. You never see anything of this dinosaur besides its foot, but it will begin trying to stomp you every couple of seconds as soon as you step out from the safe areas at either end of the plains. The only safe spots on the plains are inside the footprints that dot the ground. Getting stomped by Stomponadon will reduce your life meter to one honeycomb, and a second hit will kill you. Only Kazooie alone is fast enough to run between footprints without getting stomped. The only way to cross the plains as Banjo-Kazooie is to use the Wonderwing move, which makes you invulnerable, so make sure you have a full supply of gold feathers. If you have activated the FEATHERS cheat, doubling your feather capacity, you can march straight across the plains in one shot. Otherwise, you may need to use the Wonderwing in short bursts, going from footprint to footprint. There are also a couple of footprints that contain nests where you can refill a few gold feathers. On the other side, step on the Banjo-Kazooie switch to open the gate with a Jiggy behind it. 9. Dippy's Pool =============== Dippy: Seeker of Beverages is a thirsty dinosaur with a long neck, which is all you ever see of him. He lives inside a hole which faces a high wall across from Wumba's wigwam. You can reach the top of the wall and talk to Dippy using the springy step shoes next to the wigwam. Between the wall and Dippy's hole is an empty pool, which is extremely disappointing for Dippy. You would love to find some water for Dippy, but it's not as if water is going to fall from the sky, right? Actually, it is! In Cloud Cuckooland, one of the underwater exits from the central cavern (the one next to the teal exit) leads into a pool outside surrounded by orange rock. At the bottom of the pool is a boulder marked with Kazooie's face. When you break the boulder with the Talon Torpedo move, you will uncover a small hole, causing the water in the pool to drain and fall into Dippy's pool! Dippy will reward you with a Jiggy. 10. Feed the Oogle Boogles ========================== The entrance to the Oogle Boogles' cave is in the outer cliff, directly across from the Unga Bungas' cave and near the train station. The entrance is guarded by an Unga Bunga, though, who doesn't want anyone getting in or out of their rivals' cave. If you give the guard a long roar as a daddy T-Rex, though, he will run off, probably to change his loincloth. Inside, the Oogle Boogles are freezing and starving as a result of being trapped in their cave. There are three Oogle Boogles inside: one in the middle, another at the end of a side passage, and a third on an upper ledge which you can reach by drilling a boulder to uncover a shock jump pad near the wall and using it to reach a crack in the wall. Each Oogle Boogle needs to be warmed and fed; you can take care of the first part by shooting a few fire eggs at their extinguished fires. At the back of the cave is a switch which opens a gate into Witchyworld: it leads to an opening high up the wall in Area 51. In order to feed the Oogle Boogles, you need to sneak food out of Witchyworld through this passage. (All the other exits out of Witchyworld has no food signs next to them, and any burgers or fries you have with you will be confiscated when you exit.) Stop by the burger and fry stands to pick up some of each, then carefully walk up one of the ropes connected to the stakes on the big top tent to reach the top of the tent. You will find a pair of claw clamber boots at the top of the tent, which you can put on and use to climb up the footprints on the wall in Area 51 to return to the passage to Terrydactyland. Back in Terrydactyland, give each caveman some of the food. When you have fed all three, they will thank you with a Jiggy. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JINJOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. On a ledge in the mountain above the world entrance area. Raise the gate in front of the Jinjo by firing a grenade egg at the switch on the pillar in front of the world entrance, then collect the Jinjo with a clockwork Kazooie egg fired from the green ledge with one of Jamjars's hatches (to the right of the world entrance). 2. Underwater in the lower pool. Use the Talon Torpedo move to press the Kazooie switch underwater near the waterfall: this will open the gate in front of the Jinjo underneath the egg's ledge. 3. Behind a gate in the outer wall covered with clockwork tunnels. Send a clockwork Kazooie into the far right tunnel on the ground level. 4. Behind a gate in the wall across from Wumba's wigwam. As daddy T-Rex, step on the large switch nearby to open the gate and start a 35 second timer. Before time runs out, go back to Wumba's, transform back into bear and bird, and collect the Jinjo from its cell. 5. In the Stomping Plains. As Kazooie alone, cross the plains by running from footprint to footprint in between stomps. Press the Kazooie switch at the end to open the gate with a Jinjo behind it. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* EMPTY HONEYCOMBS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Inside the styracosaurus family cave. Drill one of the boulders to expose a shock jump pad, then use the split-up pads nearby. Use the shock jump pad as Kazooie alone to reach the empty honeycomb. 2. At the waterfall end of the River Passage. The empty honeycomb is on the slopes surrounding the waterfall opening. You'll need to Talon Trot on the slanted ground to reach it. 3. On a ledge above the lower lake. Run across the water to it using the turbo trainers in an alcove near the stepping stones to Mumbo's skull. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CHEATO PAGES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. In an alcove over the swamp around Mumbo's skull. Slide along the crack in the wall from Mumbo's skull to reach the alcove, then drill the boulder to get a Cheato page. 2. Inside a cell inside the mountain. Reach it using the dino doors behind Wumba's wigwam or near the waterfall by the lower lake. 3. Floating in the middle of a chamber at the end of a tunnel in Dippy's pool. You can reach it once the pool is filled with water. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JAMJARS'S HATCHES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Springy Step Shoes ================== Location: the green ledge to the right of the world entrance Notes: 390 Talk to Jamjars to learn how to use the purple shoes with springs on the soles. With these shoes on, you can make one gigantic leap when you jump. You can only wear the shoes for a limited time and you only get one jump, though. The jump from this shoes is higher than that from a shock jump pad. Taxi Pack (Banjo only) ====================== Location: River Passage Notes: 405 To reach Jamjars, jump out of the water to reach a crack in the wall - this will bring you to a ledge with a pair of split-up pads. As Banjo, do a high jump (Z + A) to reach another crack in the wall leading over the river. You will have to draw out the snapper, then pass quickly after it attacks since you do not have Kazooie to attack them. Midway across, you will need to drop from one crack with Z, then grab onto another as you fall. When you reach Jamjars, he will teach you this move, which allows Banjo to carry certain objects (and characters) in his backpack. Press Z + C left to hold out your backpack, then continue holding Z and press B to scoop an object into your backpack. To release the object, hold out your backpack at the desired location. You can also release the object anywhere by holding out your backpack and then pressing B. Hatch (Kazooie only) ==================== Location: lower area of the Unga Bungas' cave Notes: 420 With this move, Kazooie can hatch eggs by pressing Z + B while standing on top of a hatchable egg. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* NOTES AND GLOWBOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Notes ===== - 3 nests: near the shore of the lower pool - 4 nests: underwater in the central area of the River Passage - 3 nests: near the entrance to the train station - 6 nests: on the mountainside path around the Unga Bungas' cave entrances - treble clef: inside a boulder near Dippy's wall (across from Wumba's wigwam) Glowbos ======= - Behind Mumbo's skull. - On the mountainside path near the high pool. You can reach it by Talon Trotting up the red tunnel behind Wumba's wigwam. __ __( )__ _| _| ================================================================== (_ (_ H. Grunty Industries [IV.H] | __ | ================================================================== |__( )__| This dismal, industrial world is nothing more than a swamp surrounding a massive, five-story tall brick factory. It's not clear exactly what this factory is making, but you will find rooms filled with conveyor belts, ventilation shafts, and toxic waste, all under the watchful eye of numerous security cameras ready to sound the alarm as soon as they spot you. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= /---------------------------------------------------\ | | | | | /-------------------------#--------#-----#--/ | | # # # | | /--#--------#--\ # | | | Floor 5 | | | \--#-----------/ | #################### # /-----\ | | # # | | | | /---#------#----------\ | | | | | Floor 4 ############################ | | | | | | | | | | /-----\ | /----------\ /---------\ | | | | | | | ### Sewer ### Clinkers| | | | | | | | | | Entrance | | Cavern | | | | | \---#---/ \---#---/ \----------/ \---------/ | | | G | # # | | | | /---#----\ /---#--\ | | | R | |Quality ###### Cable| | | | | |Control | | Room | | | | U | \--------/ \------/ | | | | | | | N ################### # | | | | # # | | | T | /--#--------------------\ /-#------\ | | | | | Floor 3 | | | | | | Y | | ### | | | | | \---------------\ | | | | | | | | | | Boiler ############### | | | | | | Room | | E | | I | /--------\ /---------------/ | | | | l | | | |Mumbo's ### ### | | e | | N | |Skull | | | | | | v | | | \--------/ \--#----------------#---/ \---#----/ | a | | D | # # # | t | | | # /-------\ # /---#----\ | o | | U | # |Wumba's| # |Packing | | r | | | # |Wigwam | # |Room | | | | S | # \---#---/ # \--------/ | S | | | # # # | h | | T | /--#--------#-------#---\ /---------------\ | a | | ################ ### Electromagnet ######## f | | R | | Floor 2 | | Chamber | | t | | ################ | \---------------/ | | | I | \--------------#----#---/ | | | | # # | | | E ############################ # # | | | | # # # | | | S | /-------\ # # # | | | | |Train | # # # | | | | |Station| # # # | | | | \---#---/ # # # | | | | # # # # | | | | /----------\ /---#-------#--#----#---\ | | | | |Workers' ### ### | | | | |Quarters | | | | | | | \----------/ | | | | | | /----------\ | | | | | | |Trash ### | | | | | |Compactor | | Floor 1 | | | | | \----------/ | | | | | | | | | | | ################ ########################## | | | | | \-----/ | ################ | \---#---/ \---#-------------------/ # # # # # /-------\ /---#-------------------\ /-------#-\ # |Repair ### Air Conditioning ### Waste | # |Depot | | Plant | | Disposal| # \-------/ \-----------------------/ \-#-----#-/ # Basement # # ISLE O' HAGS: # # Quagmire # JOLLY ROGER'S LAGOON: # Smugglers' Cavern # JOLLY ROGER'S LAGOON =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Jiggywiggy's Challenge ====================== Jiggies needed: 28 Challenge image: boiler plant Mumbo's Spell: EMP ================== This spell (short for electromagnetic pulse) will temporarily disable large pieces of equipment. You can use this time in order to get past the equipment and permanently disable it. (wall crushers, electromagnet) Humba's Transformation: Washer ============================== Included in Banjo-Kazooie as a joke transformation that you could unlock, in this world your actual legitimate transformation is a washing machine. As a washer, you are big and heavy, which means you cannot jump well but can press large switches. You are also metallic, so you can be affected by magnets. You can use the service elevator and open mechanical access doors, but you are not allowed to use warp pads as a washer. You can press Z to attack by firing pairs of underwear (seriously). Finally, you can actually wash dirty clothes by talking to workers whose uniforms are in need of cleaning. Chuffy the Train ================ Train station: Off of the main room on floor 1 Train switch: Outside, on the back side of the right-hand wall across the swamp Warp Pads ========= - Floor 1 - Entrance door - Floor 2 - Outside Wumba's wigwam - Floor 3 - Outside Mumbo's skull - Floor 4 - Near the crushers - On the roof outside =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JIGGIES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Trash Compactor ================== Once Banjo has learned the Snooze Pack move from Jamjars in Waste Disposal, split up and send Banjo into the trash compactor in a corner of the main room on floor 1. When Banjo enters, the compactor will come to life and will squash him, reducing his life meter to one honeycomb. Walk forward to the central area between the crushers and use the Snooze Pack to recover your life. Then head forward, get crushed again, snooze to recover, and step on the Banjo switch at the end. This will open the gate blocking a Jiggy in an alcove off the central area of the compactor. After collecting the Jiggy, you can exit the compactor via the stairs straight across. 2. Packing Room =============== The door to the packing room is behind the boilers in the boiler plant on floor 3. You will need a battery to open the door: the closest one is in the area outside of Mumbo's skull. Split up on the pads in the main room on floor 3 (the room filled with boxes) near the hallway that leads to Mumbo's skull. Once Banjo collects the battery, he will need to climb up the pipe on the wall at the other end of the box-filled room, walk along the boxes until he is across the room from the boiler plant door, then jump up and hang from a ceiling girder in order to reach the boiler plant and insert the battery. Now use the swap cloud to switch control to Kazooie, who can reach the boiler plant easily using a leg spring. Once you have reunited and entered the packing room, you can play a simple minigame to sort the colored Twinkly lights. Twinklies will appear on the floor of the room. You must collect them, then deposit them by standing on top of the red, green, and blue pads along the wall. You can collect multiple Twinklies at once, although you will move slower the more Twinklies you are carrying. When you step on a pad, all of the Twinklies of that color you are carrying will be deposited and you will earn points. There is a pair of turbo trainers in the corner that will make this easier. Score 40 points in 60 seconds to win a Jiggy. 3. Floor 5 ========== In order to reach floor 5, you first need to fly onto the roof of Grunty Industries. In order to fly, you need a flight pad. In order to get a flight pad, you need to press the switch in the security room on floor 4 between the purple-tinted room and the wall crusher. Once you press this switch, flight pads will appear on top of the outside walls extending from the sides of the building. Once you use one of the pads to fly onto the roof, you will find several metal sheds built there. Talon trot on the roofs of these sheds to find two breakable windows (these are clear and bluish). Break a window with the Beak Buster and drop through to reach floor 5, which consists of two storage rooms connected by a mechancial access door. One of these rooms has a Jiggy resting on top of a pile of boxes in a corner. You cannot reach the Jiggy yourself, but you can fire a clockwork Kazooie egg from the top of another stack to collect it. 4. Clinkers Cavern ================== Clinkers Cavern is located at the top of the vertical shaft beyond the wall crushers on floor 4. In order to turn off the wall crushers so that Banjo-Kazooie can safely reach the area, you first need to take control of Mumbo and have him warp to floor 4. He can then climb up a stack of boxes to reach the Mumbo pad on a catwalk overlooking the crushers. Use the Mumbo pad to cast the EMP spell, which will disable the crushers for 45 seconds. As soon as the spell is cast, warp back to Mumbo's skull, return control to Banjo-Kazooie, warp back to floor 4, and run down the conveyor belt past the crushers. If you can do all that within 45 seconds, then you can step on the Banjo-Kazooie switch that will disable the crushers permanently. Beyond the crushers is a shaft that is watched over by two security cameras: one on the ground and another partway up. Follow the pipes and walkway up the shaft, then use a pair of claw clamber boots to follow the footprints up to reach a pipe high up on the wall. The pipe leads to the sewer entrance, which is a Breegull Blaster area. Stock up on blue eggs here, then go through the door to enter Clinkers Cavern. The Clinkers are flat brown creatures that make, er, farting noises and have attached themselves to the air vents in the area. There are 20 Clinkers to find in this mazelike collection of rooms and passages, and you need to find and destroy all of them within about 200 seconds. If there are any Clinkers still alive after 200 seconds the air will become toxic, causing your air and life meters to deplete. It's not easy, but if you can manage to shoot all 20 Clinkers in time, you will win a well-earned Jiggy. 5. Quality Control ================== Once you have disabled the wall crushers on floor 4 (see Jiggy #4), use the split up pad on floor 4 and send Banjo down to floor 2. Head to the end of the passage beyond the room with the rabbit worker on a catwalk to reach a mostly empty room, except for a battery and a security camera. Collect the battery, then return to floor 4, head down past the wall crushers, climb the pipe on the wall to reach the catwalk, and insert the battery into the slot next to the door to the cable room. Now reunite with Kazooie and go through the door into the cable room, which is a dark room lit only by the electrical flashes from a number of poorly-insulated cables strewn across the floor. Carefully jump over the cables to avoid being shocked and enter the door on the other side to reach quality control. You will be standing on a ledge overlooking a Minjo and several egg nests below. Ahead of you is a conveyor belt on which metal barrels are steadily rolling across. Most of the barrels are green, but every now and then a blue barrel is mixed in. Your goal is to fire a grenade egg at the blue barrels, but not the green ones. This is a little tricky because the ledge you are firing from is a fair distance away from the conveyor belt, so you may need a few tries in order to learn how to time your shot. If you accidentally hit a green barrel, the room will fill with toxic gas and your air meter will start to deplete very rapidly! Quickly exit the room, then step on the fan switch in the nearest corner of the cable room to clear the air, allowing you to safely re-enter quality control. When you hit a blue barrel, you will hear a chime and the conveyor belt will start moving a little bit faster, with the barrels spaced a little bit closer together. By the end, the barrels will be practically touching each other. If you can hit seven blue barrels, a Jiggy will pop out and land on the far side of the conveyor belt. If you hit a green barrel, then the barrels will still be at the same "level", i.e. the same speed and spacing, when you return: you do not have to get all seven hits in a row. In order to collect the Jiggy, transform into a washer, take the service elevator to floor 4, and then enter the mechanical door in the purple-lit room. This leads to the back side of the conveyor belt, where the Jiggy will be waiting for you. 6. Six Dirty Bunnies ==================== Throughout Grunty Industries, there are six overall-wearing rabbit workers whose uniforms are badly in need of a wash. If you can reach all six of them (as a washer, of course) and wash their uniforms, they will reward you with a Jiggy. The locations of the six rabbits are: - On the side of the trash compactor in the main room on floor 1. Before you can reach him as a washer, you will need to lower the metal box that is suspended over the gap between two walkways. To do that, first make sure you have pressed the switch in the floor 4 security room, creating flight pads outside. Now use one of the pads to fly to a window above where the large pipe enters the building to the left of the main entrance. Break the window with a grenade egg, then fly inside to reach a room with a metal panel screwed onto the floor. Use the Bill Drill to unscrew all four of the screws in the panel, which will cause the metal box in floor 1 to fall. Now, as a washer, you can use the box to cross from the service elevator to the rabbit. - In the workers quarters on floor 1. - Outside, at the edge of the swamp on the back side of the building. In the security room near Humba's wigwam on floor 2, there is a door blocked by boxes which leads to the floor 1 fire exit. Go through the fire exit to reach the back side of the building. As a washer, you can cross the swamp without danger to reach a piece of ground on the far side obscured by hanging vines and leaves where a rabbit is waiting. - On a catwalk above the room at the end of the wide hallway from the floor 2 security room. In order to reach this catwalk as a washer, you first need to visit the room as Banjo-Kazooie. Use a pair of claw clamber boots to walk up the footprints in the corner of the room, which allows you to reach the catwalk with the rabbit. At the end of the catwalk is a ventilation shaft. Walk down the shaft to find a switch which opens the hatch at the end of the shaft, allowing you to enter the security room. As a washer, go through the shaft in order to reach the rabbit on the catwalk. - In the coal room of the boiler plant on floor 3. This room can only be accessed through a mechanical door in the main room of floor 3 which is hidden behind boxes at the bottom of a tall stack of boxes in the corner. - In one of the storage rooms on floor 5. Take the service elevator to floor 5, then go through the mechanical door to reach the room with the rabbit. 7. Weldar: Visually-Impaired Welding Torch ========================================== Weldar, the boss of Grunty Industries, is in the repair depot in the basement. However, opening the door to the repair depot is a rather involved process. The door requires power from the electromagnet chamber, which is located on floor 2 off of the toxic waste room. The door to the electromagnet chamber needs a battery to open, which can be found on a ledge on the ground level of the toxic waste room. Split up using the pads on top of the central cylinder in the room, then send Banjo to collect the battery and climb back up the cylinder using the pipe on the side. The next step is to go to the boiler room on floor 3 and use the Bill Drill on the four screws in the corner of the metal panel on the floor. This will drop a Mumbo pad onto the end of the catwalk suspended over the floor of the electromagnet chamber. There is a large switch in the electromagnet chamber which powers the door to the repair depot, and only as a washer do you have enough weight to press the switch. However, there is a large magnet in the room which will prevent you from being able to reach the switch as a washer. Getting the switch pressed involves a series of rapid warps and transformations. First, go to the electromagnet chamber as Mumbo and use the Mumbo pad. Mumbo will cast the EMP spell, which disables the magnet in the room for 90 seconds. In that time, you must warp back to Mumbo's skull, give control back to Banjo-Kazooie, warp to Humba's wigwam, transform into a washer, enter the electromagnet chamber, and press the switch. If you can do all that before the EMP spell wears off, then the door to the repair depot will be powered. Once you have done all that and entered the repair depot, you get to face one of the toughest bosses in the game! You only have to damage Weldar six times to defeat him, but the only way to damage him is to get him to swallow a grenade egg. Weldar will begin by firing blasts of blue flame at you; talon trot in a circle around the room to avoid these. Then he will lower his head to ground level and try to suck you up like a vacuum. This is when you have a chance to attack. Before Weldar starts sucking, get as far away from him as possible and turn to face him. When he starts sucking you towards him, quickly fire a grenade egg into his open mouth. (I find it easier to do this by firing straight forward using Z + C up rather than switching to first-person view.) If your aim is good, then Weldar will suck up the grenade egg, causing it to explain inside him. He's not very happy about this, and will politely ask you "please refrain from doing that," since he is full of flammable gas! After one hit, Weldar will spit a few nut, bolt, and screw enemies at you which you should be able to defeat quickly; the last one will leave a honeycomb. Once they are all defeated, Weldar will try to suck you up again, giving you another chance to fire a grenade egg. After a second hit, Weldar will jump high up into the air and attempt to land on you; use the talon trot and watch his shadow to avoid this. Once he lands, he will chase you around a little bit before trying to vacuum you again, which hopefully you can use to feed him a third grenade egg. Once you damage Weldar three times, he will repeat the entire cycle of attacks, except this time the grid lines on the floor will be electrified. This makes moving around much trickier, as you need to be constantly jumping over the electricity on the floor. For this second half of the fight, it's important that you be in position and ready to fire as soon as Weldar begins to suck, since the electrified floor means you will not have time to aim once you start moving. Try to position yourself in the corner of the room so that you will be sucked across the entire diagonal length of the tile; this will buy you an extra half-second or so to fire. Also, the best way to defeat the nut and bolt enemies is just to stand still, let them come to you, and use the Wonderwing. This way you will avoid accidentally touching the electricity while performing an attack. If you can survive long enough to make Weldar eat six grenade eggs, he will explode, leaving only his head on the floor. Talk to him, and you will learn that even after all that, you still haven't gotten a Jiggy yet. You need to collect it yourself from behind the giant fan at the end of the air conditioning plant. However, Weldar's death explosion did cause a piece of shrapnel to hit the fan power switch, turning it off, and Weldar will generously create a shock jump pad for you, allowing you to reach the door and exit the repair depot. You can then walk across the axle in the middle of the air conditioning plant to reach a ventilation shaft which leads directly to the back of the fan. Finally, you can collect what I believe may be the most difficult and involved Jiggy in the game! You've earned it! 8. Top of Floor 1 ================= Kazooie must have learned the Glide move in order for you to reach this Jiggy. First, you must break the window above the main entrance outside with a grenade egg. Then, split up using the pads in the main room of floor 1. As Kazooie, you need to enter through the window that you broke. You can do that either by heading to one of the flight pads and flying through, or you can put on the claw clamber boots inside a box by the main entrance (inside), walk up the footprints on the wall just outside the main entrance, then drop from the ledge into the window. Either way, you will end up on a small metal platform overlooking a large round platform high above the main room of floor 1, with a Jiggy floating over a Tintop station in the center. Glide to the large platform, but when you get close the Jiggy will disappear inside the station and several Tintops will emerge instead. Land on the platform and destroy six Tintops with grenade eggs. Once all six Tintops are destroyed, the Jiggy will reemerge and is yours for the taking. 9. Waste Disposal (from Air Conditioning Plant) =============================================== Once Banjo has defeated Weldar and learned the Shack Pack move, return to Grunty Industries and head to the Air Conditioning Plant in the basement, accessible through the door near the Trash Compactor on floor 1. In the Air Conditioning Plant, head left, climb the ladder, and follow the shaft to reach the large room with the giant fan. Since you have defeated Weldar, the fan is no longer spinning, allowing you to reach the door to Waste Disposal on the side of the room. In this small room, use the split up pads by the door. As Banjo, use the Shack Pack move to drop to the bottom of the pool of toxic waste, where a Jiggy is waiting for you. 10. Waste Disposal (from Floor 1) ================================= Once Banjo has learned the Sack Pack move, return to Grunty Industries and head to Waste Disposal in the basement, entering via the hatch in the corner of the main floor 1 room. This leads to the room with one of Jamjars' hatches. Drop to the floor and split up using the pads beside the water tank. As Banjo, use the Sack Pack move to safely hop across the pool of toxic waste. On the other side, press the Banjo switch to shatter the glass crate protecting a Jiggy. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JINJOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Inside the water tank in Waste Disposal. You can only reach this Jinjo through a pipe from Jolly Roger's Lagoon. In the Smugglers' Cavern in that world, use the Talon Torpedo to break the hatch covering a pipe underwater. Swim through the pipe, using ice eggs to freeze the spinning blades, until you emerge inside the water tank in Grunty Industries and can collect the Jinjo. 2. On a ledge above a pipe in the toxic waste area on floor 2. Send Kazooie to get it using a leg spring. 3. In an alcove high up the outside of the building. To reach it, split up on floor 2. First send Banjo into the security room off of the toxic waste area and break the cardboard box against the wall to expose a staircase labeled "Down to Floor 1". This leads to a door labeled "Fire Exit" which leads outside onto the back side of the building. Step on the switch on the ground to open a hatch high up the side of the building with the Jinjo inside. Now swap control to Kazooie and have her follow the same path outside. Break the box at the end of the narrow peninsula of land to get a pair of claw clamber boots, then use the boots to follow the footprints up the side of the building to the Jinjo. 4. On top of one of the boilers in the boiler plant on floor 3. To reach it, you will need to have pressed the switch in the security room on floor 4 which creates flight pads outside. Use one of the flight pads to fly up to the chimneys on top of the roof. Fire a grenade egg at the metal patch on the side of the non-smoking chimney to open an opening in the side of the chimney. Fly inside to land on top of the boiler. 5. In the floor 5 room with one of the dirty bunnies. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* EMPTY HONEYCOMBS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. In the train station. Follow the suspended walkway to a cardboard box, break it to uncover a shock jump pad, use the pad to reach a metal roof strut you can hang from and scoot across to reach an empty honeycomb. 2. Inside a box on top of a stack of boxes in the corner of the main room on floor 3 (above the mechanical door to the boiler plant). 3. On top of the smoking chimney on the roof. You will need flight pads outside in order to fly to this empty honeycomb. The switch that creates the flight pads is in the security room on floor 4. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CHEATO PAGES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. In the workers' quarters on floor 1. Fire a grenade egg at the door to the men's restroom to find Loggo the toilet inside. Fire a grenade egg at Loggo to break up his clog, causing a Cheato page to pop up from inside him. Eww... 2. In a isolated room on floor 2 accessible through a window on the outside of the building. To reach this window, you will need to have pressed the switch in the security room of floor 4 which creates flight pads on top of the outside walls. Use one of the pads to take off and fly to the right side of the building (as you face the main entrance). Look for a glass window and break it with a grenade egg. Fly inside for the Cheato page. 3. After defeating Weldar, climb the ladder up to the top of the Repair Depot, then cross the axle across the room to reach a Cheato page. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JAMJARS'S HATCHES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Claw Clamber Boots ================== Location: near the elevator shaft entrance in the main floor 1 room Notes: 505 With this move, you can now wear the blue claw clamber boots with red suction cups on the bottom. These shoes only last a limited time, but while you are wearing them you can walk up the side of walls marked with Kazooie's footprints. Snooze Pack (Banjo only) ======================== Location: Waste Disposal, accessible through the hatch in the main floor 1 room Notes: 525 In order to open the hatch to this area in the main room on floor 1, Banjo will need to pick up a battery using the Taxi Pack and insert it into the slot at the base of the waste disposal tank. With this move, Banjo can refill his life meter by taking a nap inside his backpack. Press Z + C right to begin napping, and continue holding down Z as long as you need. Note that Banjo is vulnerable while he is napping, so make sure to do this when you are not in danger of taking further damage. It will take a couple seconds before his life meter will begin to refill, but once it starts, Banjo will recover his life at a rate of approximately one honeycomb per second. Leg Spring (Kazooie only) ========================= Location: toxic waste room on floor 2 Notes: 545 You will need the claw clamber boots in the nearby security room to reach Jamjars's hatch. Once you do, he will teach you to perform a high jump by pressing Z + A. This jump is about equal in height to a shock jump performed by Banjo and Kazooie, but Kazooie can do it whenever she wants now! =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* NOTES AND GLOWBOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Notes ===== - 3 note nests: in the security room outside the train station on floor 1 - 2 note nests: on a ledge in the main room on floor 1 (follow the pipe from the top of the waste disposal tank) - 2 note nests: on the walkway in the basement air conditioning plant - 2 note nests: in waste disposal (accessed through the hatch in the main room on floor 1) - 3 note nests: on top of the pipes in the toxic waste room on floor 2 - 2 note nests: in the security room on floor 2 - 2 note nests: on a ledge in the main room on floor 3 - treble clef: outside above the main entrance (use the claw clamber boots) Glowbos ======= - Behind the broken pipe next to Wumba's wigwam on floor 2. - On top of a stack of boxes in the main room on floor 3. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* SPECIAL ITEMS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Batteries ========= Batteries aren't technically collected items, since they are carried by Banjo using the Taxi Pack move. However, it seemed useful to list their locations here. Batteries are needed to open several doors in Grunty Industries. Banjo must stun them, then carry them in his backpack to the slots near the doors they power. There are four batteries in Grunty Industries: - Outside, above the world entrance. - Floor 2, in the toxic waste area. - Floor 2, at the end of the passage from the area with the rabbit worker. - Floor 3, near Mumbo's skull. __ __( )__ _| _| ================================================================== (_ (_ I. Hailfire Peaks [IV.I] | __ | ================================================================== |__( )__| Hailfire Peaks is a world of opposites. It consists of a double-peaked mountain: one side is full of lava and fireballs, the other is covered in snow and ice. The two peaks of the mountains are watched over by twin dragons, one fiery, one icy. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= GLITTER GULCH MINE: Waterfall Cavern # /-------\ TERRYDACTYLAND: # |Boggy's| Stomping Plains # |Igloo | # # \---#---/ # # # /--------\ /-#----#-----------#---\ /------------------\ |Wumba's ### ### Ice Train Station| |Wigwam | | H A I L F I R E | \------------------/ \--------/ | | | P E A K S | | | GRUNTY INDUSTRIES: ### (Icy Side) | Waste Disposal | | \-#-----#------#---#-#-/ # # # # # # /-#------#-\ # # # | Icicle | # # # | Grotto | # # # \----#-----/ # # # # # # # /----#-----\ # # # |Inside the| # # # |Volcano | # # # \----#-----/ # # # # # # /-#--------#-------#-#-\ /--------\ | ### Lava | | | | Train | | ### Station| | H A I L F I R E | \--------/ | | /-----------\ /---------------\ | P E A K S ### ### (Quarterfinal)| JOLLY ROGER'S ### | | Colosseum | \---------------/ LAGOON | (Lava Side) ### Kickball | /---------------\ | | | Stadium ### (Final) | /--------\ | ### (Lobby) | \---------------/ |Mumbo's ### | | | /---------------\ |Skull | | ### ### (Semifinal) | \--------/ \----------#-----------/ \--------#--/ \---------------/ # # # # ISLE O' HAGS: MAYAHEM TEMPLE: Cliff Top Mayan Kickball Stadium (Lobby) =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Jiggywiggy's Challenge ====================== Jiggies needed: 36 Challenge image: Lava train station Mumbo's Spell: Life Force ========================= Perhaps the most impressive of all of Mumbo's spells, this one allows Mumbo to raise the dead! (Sabreman, Alien dad, Alien child) Humba's Transformation: Snowball ================================ One of the more unconventional transformations in the game, in this world Humba will transform you into a snowball. As a snowball, your life meter and your size are tied together. As you roll through the snow on the icy side, your size will gradually grow and your life meter will increase from one honeycomb up to a maximum of five. Similarly, taking damage from enemies, touching hot objects, or spending more than a few seconds on the lava side will cause both you to shrink and your life meter to drain. Snowballs are not known for their jumping ability, so you will need to use ramps. You can roll fast and attack by holding down B. When you are at your maximum size, you are heavy enough to press large switches. Chuffy the Train ================ Lava train station: through door into colosseum surrounded by lava pool on upper area of lava side Lava train switch: on an alcove in the colosseum at the same level as the train station Ice train station: on the icy side, but only accessible via Chuffy Ice train switch: on the ice wall in the lower ice area (must be a large snowball to press) Warp Pads ========= - Fire Side - Lower Area (Mumbo) - Fire Side - Upper Area - Ice Side - Upper Area - Ice Side - Lower Area (Wumba) - Ice Side - Inside Icicle Grotto =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JIGGIES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Colosseum Kickball ===================== From the world entrance, follow the fallen columns to the right from the main path to reach the entrance to the Colosseum Kickball Stadium. At the front right of the stadium lobby is a broken stone wall. Blast it with a grenade egg to reveal a doorway connecting to the lobby of the Mayan Kickball Stadium back in Mayahem Temple. Press the switch to open the gate, connecting the two stadiums, and head to Humba Wumba in Mayahem Temple. Transform into a Stony, then return to the stadium and go through the tunnel to enter the colosseum lobby (this is the only time you can leave a world while transformed). As a Stony, talk to the Stony up the stairs at the front of the lobby, and he will open the door to the quarterfinal match of the Colosseum kickball tournament. For these games, the player with the LOWEST score wins (ties don't count; you must win outright in order to progress). Each round lasts 45 seconds, and the controls are the same as before: touch a ball to control it, kick with A, barge with B. In the quarterfinal round, only yellow balls (which add two points) will appear. Since you are trying to get the lowest score, you want to keep balls from getting into your goal, and get balls into the other players' goals. When you win this round, the door to the semifinal round will open. In this round, every player starts with 50 points, and only red balls (which subtract one point) will appear, so now your strategy is the opposite: you need to get the most red balls into your goal in order to win. For the final match, the scores start at 0, and a mix of yellow, red, and black (bomb) balls will appear. This is the toughest match to win, but I found the best strategy is to focus on playing goalie. Stay close to your own goal and keep yellow balls from getting in; if any red balls appear close by, grab them and kick them into your own goal. If you are able to effectively defend your goal, then you can let the other players score points for each other while you keep your own score low. When you manage to win the final round, you will earn a Jiggy as your trophy. 2. Inside the Volcano ===================== The entrance into the volcano is located in the middle of a lava pool on the upper path (near the top of the steep tunnels). Inside, the air is hot and contains toxic gases which will cause your air meter to drain, although very slowly. Jump to the small platform in the midst of the lava with a switch labeled I. When you press it, a second platform will rise out of the lava, this one with a switch labeled II on it. Each switch you press will cause a new platform with another switch to appear. Quickly press the switches until switch V (Roman numeral five) causes one final platform to appear, this one with a switch bearing the image of a Jiggy. When you press this final switch, a Jiggy will appear on the central platform. You have to go through the whole sequence at once, though, without leaving the room. Move quickly and carefully so that you can complete the sequence before your air meter runs out or you die from falling in the lava too much. 3. Chilli Billi: Hot 'n' Spicy Dragon and Chilly Willy: Cold 'n' Icy Dragon =========================================================================== Since Hailfire Peaks seems to have two of everything: two main areas, two train stations, it only makes sense that it would have two bosses. On both sides of the mountain, there is a dragon who is unhappy with your presence and will periodically send fire/iceballs raining down on you. In order to make these attacks stop, you need to defeat the dragons at the top of the mountain. To reach the top of the lava side, head to the patch of ground below Mumbo's skull at the bottom of the mountain and walk around the stone building there: a large fireball will fall and destroy the building, revealing a flight pad. Use the pad to fly to a small solitary ledge high up the mountain. On the icy side, Biggafoot is guarding a pair of claw clamber boots in an alcove of the cliff in the upper ice area near the tunnels to the lava side. When you try to attack Biggafoot's giant foot, a large ball of ice will fall on it, causing Biggafoot to run away in pain. Put on the claw clamber boots and follow the path through the snow to reach a set of footprints up the side of the mountain. The prints lead to a ledge high up the mountain with a tunnel that leads up to the summit. You can fight the dragons in either order, and the two fights are basically the same, with the only differences being between the first and second dragons (no matter which order you fight them in). Both dragons are in the middle of a pool of lava/ice while you have a narrow ring around the edge to run along. Spaced equally along this ring are four cannons aimed at the center of the pool. Both dragons will begin spitting fire/ice balls at you. If you stand behind one of the cannons, then the cannon will block the projectiles from hurting you. Meanwhile, shoot the appropriate egg into the cannon (if you are fighting the fire dragon, shoot ice eggs, and vice versa). The cannon will turn your small egg into a giant egg which will hit the dragon, damaging it. The dragon will then slide his (neon green) tongue back and forth along the rim a few times (the second dragon will do this for longer) before resuming firing fire/iceballs at you. These fights really are very simple. Just fire an egg into the cannon, jump over the tongue, repeat. Each cannon can only be used three times, though, so you will have to move at least once. Be careful when you do this to make sure you don't fall off the side of the rim, especially when you jump over the gaps in the rim. If you can get into a rhythm of firing and jumping, then these fights can be almost boring. The only thing that will change is that the speed at which the projectiles are fired and the tongue moves will gradually get faster. The first dragon will take six hits to defeat; the second one takes twelve hits (meaning you must use all four cannons). Once each dragon is defeated, it will fly away, meaning that you will no longer be bothered with having to dodge projectiles raining down on you in the. You will also discover that the dragons have massive necks and heads attached to tiny bodies! When the second dragon departs, it will leave behind a Jiggy. 4. Feed Boggy ============= Once Banjo has learned the Shack Pack move, head to the upper path on the lava side and split up (there are split-up pads next to the upper path warp pad). Send Banjo down the path to the hot pool and use the Shack Pack to safely explore the bottom of the pool. You will find a fish that somehow ended up in the pool and has been boiled by the water. Take the ramp up out of the pool and reunite with Kazooie. On the icy side, enter the igloo on top of the ledge in the lower area to find Boggy, your old sled racing opponent from Banjo-Kazooie. Boggy seems to have gotten a lot lazier since those days, since now he's just watching TV and can't be bothered to get himself something to eat. Give him the fish and, after eating it, he will cough up a Jiggy that was inside the fish. 5. Sabreman =========== Head to the lower area of the icy side and find the area along the ocean shore on the side with Boggy's igloo (not Humba's wigwam) - where you can see the ice chest through the ice in the cliff wall. There is a man encased in ice here, and you can melt the ice by shooting three fire eggs at him. However, the man, who has a large moustache and is dressed for a safari, has been frozen too long: he is dead. That's not a problem that Mumbo can't solve, though. Take control of Mumbo and send him up onto the ledge with Boggy's igloo, then out along the narrow ice platform extending out over the area where the frozen man is. Use the Mumbo pad at the end of that ledge, and the Life Force spell will bring the explorer, named Sabreman, back to life. Although in much better shape than he was before he was resurrected, Sabreman is still feeling a little weak and will ask to be taken back to his tent. Split up and have Banjo carry Sabreman in his backpack using the Taxi Pack move. Let Sabreman out inside his tent near the world entrance, and he will reward you with a Jiggy. 6. Colosseum Switches ===================== Below Mumbo's skull at the bottom of the lava side, there is a patch of ground with a stone building taking up much of the space. When you reach the spot and walk in front of the building, a large fireball will fall from the sky, destroying the stone building and exposing a flight pad inside. Now head to the colosseum kickball stadium lobby and use grenade eggs to destroy the cracked stone wall on the right sides: behind it is a pair of split-up pads. Use the split-up pads, then have Banjo climb up the chain hanging in front of one of the pillars on the right-hand side of the lobby. If the gargoyle is on the nearby wall, you will need to be careful to avoid getting knocked off the chain by the rocks it spits at you. At the top of the chain, jump off against the side of the column so that you can grab onto the crack in the column as you fall. Scoot around to the back of the column, where you will find a ledge leading to a door. The door leads to an outside ledge with a Banjo switch. When you press the switch, a gate will open on another ledge higher up the colosseum with a Kazooie switch. Use the swap cloud to switch control to Kazooie and send her to the flight pad below Mumbo's skull. Fly Kazooie onto the ledge with the Kazooie switch, which will open another gate on a ledge near to the one where Banjo is. Swap back to Banjo and hang from the crack on the wall to reach the ledge with the second Banjo switch. When you press this switch, a gate on the ground level will open, with a Jiggy inside. Switch control back to Kazooie. The only trick now is getting Kazooie down to the ground without dying. If you have Cheato's FALLPROOF spell activated, then Kazooie can just jump; if not, you will need to glide in order to reach the ground safely and claim the Jiggy. 7. Save the Aliens ================== In order to collect this Jiggy, you must first have collected Jiggy #5 in Jolly Roger's Lagoon (powering the UFO). If you have, then when you enter the icy side you will see the alien looking out the door of his UFO searching for his children, who fell out here before the UFO crashed at the bottom of the lagoon. A little bit of turbulence will cause the alien to fall out himself, landing and dying on a patch of ice in the lower ice area near Wumba's wigwam. You need Mumbo to revive the alien dad. Send Mumbo up the ramp against the cliff wall in the area around Wumba's wigwam, then out along the ice platform to reach the Mumbo pad. The Life Force spell will revive the alien dad, and he will make his three children visible, asking you to rescue them. At this point, switch back to Banjo-Kazooie to search for the alien children. - One is on the patch of ground between the cliff wall and the ocean behind Wumba's wigwam (where the Glowbo is) trapped underneath a patch of ice. Bill drill the ice to break it and free the child. - Another is on a ledge in the upper area, above the alcove containing the split-up pads. To reach it, you will need to split up and send Kazooie up the ramp around the oil drill. Have Kazooie jump onto the top of the oil drill, then glide from there to the ledge with the alien baby. Use the hatch move on top of the baby to warm it up so that it can return to its dad. - The final alien child is underneath a patch of ice in the same area as the dad. Use the Bill Drill to break the ice over the child, but the child underneath is dead. Send Mumbo one more time to the same Mumbo pad he used to revive the dad. This time his Life Force spell will revive the alien child. Once all three children have been rescued, the UFO will return to beam up the alien family. In thanks, the aliens will leave you a Jiggy. 8. Oil Drill ============ The oil drill at one end of the upper area of the icy side is not operating, but pressing the power switch on the ledge running around the back of the drill could turn it on. The switch is large and rusty, so it will take something heavy, like a large snowball, in order to press the switch. The trick is getting yourself in snowball form to the switch. The oil drill can only be reached in the icy side by jumping up a set of large steps, and these jumps are far too large to make as a snowball. However, there is a tunnel from the lava side which leads onto the ledge with the oil drill power switch; you must travel through the lava side in order to reach the power switch as a snowball. Transform into a snowball and roll around in the snow until you are at maximum size. Find a nearby warp pad and warp to the upper path on the lava side. While transformed, you don't stand a snowball's chance in... hail of surviving for long on the lava side: you can only stay on the lava side for a few seconds before the heat causes you to start shrinking. Thus, as soon as you arrive on the lava side, hold down B to roll quickly down the path (you will smash the fire hands that reach out from the wall) and up the ramp to the icy side tunnel near the hot pool. If you make it back to the icy side while still being at maximum size, then you will be heavy enough to press the power switch, turning on the oil drill. The drill will come to life, and will dig up a Jiggy which you can see bouncing along down the pipe into a storage tank in Grunty Industries' Waste Disposal. Transform back into bear and bird, then split up and send Banjo through the crack in the side of the oil drill pipeline using the Shack Pack move. Inside, he can collect the Jiggy inside the oil tank in Waste Disposal. (Even though you collect the Jiggy in Grunty Industries, it counts as one for Hailfire Peaks). 9. Ice Train Station ==================== There is a Jiggy visible through a clear wall in the lower icy side beneath Boggy's igloo, but reaching it is going to require some locomotive maneuvering. On the lava side, the lava train station is through a doorway into the colosseum which is in the middle of a lava pool off of the upper path. The train switch for this station is nearby: the rim of the pool connects to the colosseum at a tunnel down to the lower path. From the ledge with this tunnel, you can hang and scoot to reach another ledge with the train switch. Now you need to open the doors of the ice train station. The train switch for the ice train station is on top of the ice wall in the lower area of the icy side, near the lower ice area warp pad. The switch is large, though, so transform into a snowball and roll in the snow until you are at maximum size. Now roll up the steep ramp in the area around Wumba's wigwam to reach the upper area. On the other side of the split-up pad alcove, roll down the other steep ramp to reach the other side of the lower area. From here, you can roll up the ramp onto the ice wall and press the train switch. Untransform, head to the lava side, enter the lava train station, and use the train sign to call Chuffy there. When he arrives, the heat from the station will overheat his engine, making it impossible for him to leave. To fix this, leave the station and head to the flight pad below Mumbo's skull. Take off and fly onto the top of the colosseum. Two tunnels lead off of the top of the colosseum: one leads to the icy side, the other leads into the lava train station. Take this tunnel and you will enter the station on a higher ledge overlooking Chuffy, where your old friend Gobi the camel is resting. You might almost feel bad performing a Beak Buster on Gobi, causing him to spit out his water onto Chuffy, but you've done it to him so many times now that he should just come to expect it. Gobi's water will cool Chuffy's engines down enough so that you can ride Chuffy out of the station now. Choose the icy side of Hailfire Peaks as your destination, and you will arrive in the elusive ice train station. There is no other way to reach this station except by riding Chuffy. There is a second railroad track branching off from the main track, but it is broken. Climb up the broken rail that is hanging down from the side of a ledge. At the top you will find a Minjo and a tunnel which leads to the Jiggy in front of the clear ice wall. 10. From the Stomping Plains ============================ Once you have learned the Snooze Pack move (or unlocked the HONEYBACK cheat), return to the Stomping Plains in Terrydactyland. To reach this Jiggy, you must cross the plains as Banjo alone. However, Banjo cannot move fast enough to avoid getting stomped when crossing from one footprint to another. If Banjo has a full life meter, then getting stomped will reduce it to one honeycomb. So the trick is to run between footprints (getting stomped in the process), then use the Snooze Pack to refill your life meter before moving on to the next one. Once Banjo crosses the plains, he can press the Banjo switch to open the middle gate. Since you cannot leave the current world while split up, use the swap cloud to switch to Kazooie, cross with her (she can move fast enough to not get stomped) and reunite. Once you are back together, go through the gate to reach an isolated cavern on the icy side of Hailfire Peaks containing a Jiggy. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JINJOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Behind a hot waterfall on the side of the colosseum on the lava side. Enter the stadium lobby, then exit through the door on the right-hand side. Jump across the platforms to reach the waterfall, then use the Wonderwing to safely jump through the waterfall. 2. At the bottom of the hot pool on the upper path of the lava side. Banjo can reach the bottom of the pool using the Shack Pack move. 3. On a ledge above the split-up pads at the top of the icicle grotto. You cannot reach the ledge yourself, so fire a clockwork egg to collect the Jinjo for you. 4. Inside Mildred the ice cube next to Boggy's igloo. Shatter Mildred using a Bill Drill or Kazooie's fire breath (requires the dragon transformation). 5. In front of a crack in the cliff wall in the upper area of the icy side. A strong wind blows out of the crack whenever you approach the Jinjo, making it difficult to reach. To do it, transform into a snowman, grow to your largest size, then head to the edge of the ledge above the Jinjo (near the split-up and warp pads). Roll up the side of the mountain a little, then jump down so that you fall onto the Jinjo from above. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* EMPTY HONEYCOMBS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Inside the lava train station. Jump to a ledge near the right-hand train doors, then jump from there to a crack on the side wall. Follow it to reach an alcove with an empty honeycomb. 2. Above the hot pool by the upper path on the lava side. Climb the ramp to the icy side tunnel, then jump to reach a crack in the wall which leads to the empty honeycomb. 3. Inside the volcano. You can only reach the empty honeycomb by entering the lava side tunnel at the top of the icicle grotto. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CHEATO PAGES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. On an enclosed ledge on the colosseum. In the kickball stadium lobby, fire a grenade egg at the cracked stone wall on the left-hand side to uncover a pair of claw clamber boots. Put the boots on, then use them to walk up the footprints on one of the columns on the left-hand side. At the top of the column is a ledge with a door leading to the page. 2. Inside the Icicle Grotto. Climb up the tall, thin, green-tinted icicle at the bottom of the grotto to reach a ledge with a small opening in the wall. Fire a clockwork egg to send a clockwork Kazooie through the tunnel to reach the page. 3. On top of a pillar in the icy side upper area. As Kazooie, glide from Jamjars' hatch where you learn how to glide. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JAMJARS'S HATCHES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Shack Pack (Banjo only) ======================= Notes: 640 Location: lava side, end of upper path To reach Jamjars' hatch, you will need to use the split-up pads next to the lava side upper path warp pad. Send Banjo down the path, past the lava pool with the entrance to the inside of the volvano, past the top of the sloped tunnels, and along the narrow path with fire hands trying to grab you out of the wall. Banjo can perform the Shack Pack move by pressing Z + C down, which will cause him to put his backpack over his head as long as you hold Z. This both shrinks Banjo somewhat, allowing him to enter small openings or walk through dangerous substances like hot water or toxic waste. Glide (Kazooie only) ==================== Notes: 660 Location: icy side, upper side ledge high up the mountain This hatch can only be reached by crossing through the icicle grotto. The entrance is in the icy side upper area at the bottom of the large steps up to the oil drill. Follow the path up, using the talon trot or shock jump pads when necessary, until you reach a large open cavern with a pit in the center. Follow the path around to reach a pair of split-up pads. Use grenade eggs to knock down the stalactites from the ceiling, creating a series of platforms across the pit. Then split up, and have Kazooie carefully jump across the platforms to the other side. Go through the tunnel to the outside to reach a ledge on the side of the mountain with Jamjars' hatch. The glide move allows Kazooie to fly anytime without the need for flight pads or red feathers by pressing A + Z. You cannot flap to fly higher when gliding like you can in normal flight, though. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* NOTES AND GLOWBOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Notes ===== - 2 nests: lava side, path to Mumbo's skull - 2 nests: lava side, bottom of ladder connecting sloped tunnels between lower hot pool and upper path - 2 nests: lava side, upper path near warp pad - 2 nests: lava side, upper path leading to Jamjars' hatch - 2 nests: icy side, edge of ledge with upper area warp pad - 2 nests: icy side, step up to oil drill in upper area - 2 nests: icy side, steps up to Boggy's igloo in lower area - 2 nests: icy side, steps up to lower area warp pad - treble clef: icy side, platform in middle of pit in icicle grotto Glowbos ======= - Lava side, on ground below Mumbo's skull. - Icy side, on ground between cliff wall and ocean behind Wumba's wigwam. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* SPECIAL ITEMS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Mega-Glowbo =========== The Mega-Glowbo is locked inside the ice chest which is visible through a clear wall behind Sabreman in the lower area of the icy side. In order to open the chest, you must first have collected the Ice Key (see Isle o' Hags for details on finding this item). Once you have the Ice Key, you must find a way to access the chamber with the ice chest. The way is, perhaps unexpectedly, found in Glitter Gulch Mine. In the mine, head to the Waterfall Cavern. In the pool at the bottom of the waterfall, use the Talon Torpedo to break an underwater boulder bearing Kazooie's image. Swim through the tunnel behind the boulder to reach the chamber with the ice chest. If you have the Ice Key, the chest will open to allow you to collect the Mega-Glowbo. __ __( )__ _| _| ================================================================== (_ (_ J. Cloud Cuckooland [IV.J] | __ | ================================================================== |__( )__| Centered around a floating mountain high in the sky, Cloud Cuckooland seems to have no rhyme or reason to it. It is filled with strange, incongruous objects like a giant cheese wedge and its enemies include two-dimensional creatures armed with hot dogs. If it's weird, silly, and doesn't make any sense, it's probably in Cloud Cuckooland. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= /-------\ /-------\ /-----------\ |Mumbo's| |Zubba's| |Inside the | |Skull | |Nest | |Pot o' Gold| \---#---/ \---#---/ \----#-#----/ # # # # /---#----------#----------#-#-\ | | | C L O U D | | | /------------\ | /---#--#--#---\ | /-------------\ |Inside the ### | # # # | ### Inside the | |Trash Can | | | /-#--#--#-\ | | | Cheese Wedge| | ### ### ### ### | \------------/ | | | Central | | | \-------------/ | ### Cavern ### | /--------\ | | | | | | /--------\ |Wumba's ### ### ### ### Mumbo's| |Wigwam | | | \-#--#----/ | | | Skull | \--------/ | | # # | | \--------/ | \---#--#------/ | | | | C U C K O O L A N D | | | \--------------#--------------/ # # ISLE O' HAGS: Wasteland =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Jiggywiggy's Challenge ====================== Jiggies needed: 45 Challenge image: central cavern Mumbo's Spell: Rain Dance ========================= Unlike most of the times us puny humans try it, Mumbo's rain dance actually makes it rain! The rain will form a rainbow bridge and will also cause any seeds which have been planted to grow into beanstalks. Humba's Transformation: Bee =========================== The bee transformation originally appeared in Banjo-Kazooie, and it is back for an encore in this world. As a bee, you can fly without red feathers: press A after jumping to take off, then press A while in the air to ascend. You can also fire unlimited stingers with Z. Warp Pads ========= - World entry and exit - Central cavern =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JIGGIES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Mingy Jongo: Crafty Shaman Impersonator ========================================== Just one of the many unusual features of Cloud Cuckooland is that it contains two Mumbo's Skulls: a red one and a blue one. Inside one is the real Mumbo, while the other contains an imposter (determined randomly for each save file). If Mumbo says that he "has big surprise" for you, then get ready, because that's not Mumbo, it's Mingy Jongo, an evil robotic Mumbo look-alike! Fighting Mingy Jongo is not very complicated: he will run around the room and fire blasts at you from his wand; you need to attack him any way you can: peck, roll, fire eggs, Wonderwing - all of these will work. After you damage him once, Mingy will begin teleporting around the room, which makes it trickier to reach him. Also, the blasts from his wand will try to home in on you, so you need to run in zigzags to avoid them. One strategy is just to focus on running around and avoiding the wand blasts, and if you happen to be near Mingy or if his wand shorts out, then attack. After 8 hits, Mingy Jongo will be reduced to scrap and a Jiggy will appear in his chair. 2. Superstash ============= Superstash is the name of the high-security safe located in the central cavern: so secure that she has forgotten her own combination! In order to open the safe and claim the Jiggy inside, you will need to press the four switches around Cloud Cuckooland which will enter one digit of the combination. Each switch can only be accessed by a clockwork Kazooie egg. Once all the switches are pressed, the Superstash will open and you can collect the Jiggy inside. Here is how to reach each combination digit switch: - There is a crack in side of the ledge next to the green-walled pool. Fire a clockwork egg through the crack to reach a combination switch underneath the neighboring ledge with a red Jello floor. - In the central cavern, climb up the ledges near the red door until you are facing the Kazooie footprints running up the wall. From here, you can hang on to a crack in the wall to scoot across along a strip of red Jello that runs above the Superstash. At the other end is a ledge with a small opening in the Jello. Send a clockwork Kazooie through the hole and along the narrow passage behind the Jello to reach the combination switch at the end. - Fly to a red and blue ledge high up the mountain (almost to the Zubba's hive). Go through the doorway to reach a narrow path that crosses high above the central cavern. Carefully cross the path (watch out for the Zubba), and at the other end is a small opening. Send a clockwork Kazooie through the opening to reach a small chamber with a combination switch. - Send a clockwork Kazooie through the small opening in the back of the garbage can to reach a combination switch inside a glass bottle. 3. Trash Can ============ In order to enter the trash can, split up in the central cavern and, as Kazooie, find a flight pad: the closest is the one next to the red Mumbo pad. Take off and fly to the garbage can, then press the Kazooie switch on the ground to open the door into the can. Inside, there is a whole lot of garbage (what did you expect?) as well as Guffo, an empty can of beans who seems to live in this charming place. Apparently even he has standards, though, because he needs you to rid the garbage can of the germs which are infesting it. It's another standard kill-the-enemies minigame, with red germs worth 1 point, green germs worth 2 points, and blue germs worth 3 points. Use the wing whack move repeatedly to take out the germs as you run around the floor of the trash can. If you can score 50 points in 60 seconds, Guffo will thank you with a Jiggy. 4. Pot o' Gold ============== Take control of Mumbo and send him into the central cavern. Climb up the ledges between the red door and the high-walled, enclosed pool. This path leads above and across the pool, ending in a very narrow path that hugs the wall. Carefully walk across the path to reach an exit which leads to a straight purple racetrack. Halfway down the racetrack, at the end of a short spur, is the Mumbo pad. Use the pad to perform the Rain Dance spell, which will cause it to, you know, rain. One effect of the rain is that a rainbow will form connecting a mountainside ledge to the top of the Pot o' Gold (the giant golden pot). Switch back to Banjo-Kazooie and go through the teal-colored door on the floor of the central cavern to reach the ledge where the rainbow starts. On the ledge is a tall golden switch which will open a hatch in the top of the Pot o' Gold for a few seconds. Talon trot across the rainbow bridge (it's surprisingly sturdy for being made of refracted light!) to reach the hatch before time runs out. At the center of the Pot o' Gold is a golden platform with egg designs and small holes on each of its four sides. Each egg is a different color, and it indicates the type of egg you need to fire into that hole. After you fire a blue, fire, grenade, and ice egg into the appropriate holes, a golden egg nest will appear on top of the platform. Touch the nest to begin a minigame. The walls of the chamber are lit up with Jiggy symbols, and your goal is to shoot as many of the Jiggies as you can. Since you are using golden eggs, you have unlimited ammo, so just hold down the fire button to spray eggs as fast as you can. If you can hit 75 Jiggies within 45 seconds, you will win a real Jiggy. 5. Jello Castle =============== As Banjo, exit the central cavern through the blue door which leads to the blue Mumbo skull. Climb the vine next to the door, then enter the spitting plant on the ledge at the top of the vine. It will shoot you to the top of a giant castle made of red Jello. Drop onto the ground at the bottom of the castle and look for a small opening at the bottom of the castle "wall". Use the Shack Pack to fit through the opening and collect the Jiggy inside. 6. Cheese Wedge =============== In order to collect this Jiggy, Banjo needs to know the Sack Pack move. You also need a seed, which you can find by drilling the dirt patches in the garden (on the ledge facing the world entrance). First, plant the seed by flying to the floating platform underneath the cheese wedge and placing it in the small hole there. Now you need to water the seed, and for that you need Mumbo. Follow the steps in Jiggy #4 above to have Mumbo perform the Rain Dance spell, which will cause the seed you planted to grow into a vine. With that done, return Mumbo to his skull, go back to the central cavern, split up, and take control of Kazooie. Have Kazooie put on the springy step shoes near the split-up pads, then use the shoes to reach a high blue-colored exit between the lower blue exit (which leads to the blue Mumbo skull) and a teal exit. This exit leads to a ledge with an egg at the end. Hatch the egg to release a Floatus Floatius, then return to the central cavern and reunite. As Banjo, exit through the lower blue door that leads to the blue Mumbo skull. Climb the vine nearby to reach a path covered with thorns, then use the Sack Pack to safely cross the thorny path (although watch out for the Zubba bees). This will lead you to the floatus creature which Kazooie just hatched. Use the Taxi Pack move to put the creature into your backpack, which will cause you to float off the ground for several seconds. Float across the gap to the platform straight ahead, then climb the vine to reach the cheese wedge and enter it. Inside the cheese wedge, the smell is so bad that your air meter will begin to deplete! There are also several moving onion-shaped platforms that you can ride in order to reach the high ledge at back of the cheese wedge. However, the tops of the platforms are covered in spikes, so you will need to use the Sack Pack before you jump onto the first platform (to the right of the door) and maintain it the entire time you are on the platforms. This can make it tougher than usual to jump from platform to platform. If you fall off, exit the cheese wedge to refill your air meter before you reenter and try again. When you successfully make it to the ledge at the back of the cheese wedge, switch to the Shack Pack and use it to fit through a small opening in the side. This leads to a small tunnel along the outside of the cheese wedge (fresh air!), and at the end is another entrance which leads to a Jiggy. 7. Mr. Fit ========== On the platform behind the world entrance is an aardvark in a purple track suit standing next to a high bar. (Of course, why wouldn't there be?) This is Mr. Fit, and he will give you a Jiggy if you can complete three events in Cloud Cuckooland. The first is to clear the high bar. From the world entrance platform, let the pitcher plant spit you onto the green ledge on the mountainside. Drill the soil patches on the ledge, and underneath one you will find a pair of springy step shoes. With the shoes on, use the pitcher plant on the ledge to return to Mr. Fit's platform, then use the shoes to jump over the high bar. Mr. Fit will leave to await you at the next event. In order to reach Mr. Fit's second event, you will need to go through most of the same steps as in Jiggy #6 above, namely: - Collect a seed from the garden across from the world entrance. - Plant the seed on the floating platform underneath the sack race course (across from the floatus egg at the end of the ledge above the blue Mumbo skull). - As Kazooie, use the springy step shoes to reach the central cavern exit which leads to the floatus egg and hatch it. - Have Mumbo perform the Rain Dance spell to water the seed and grow it into a vine. - As Banjo, exit the central cavern through the door leading to the blue Mumbo skull. Climb the vine by the cavern entrance, then use the Sack Pack to cross the thorny path to reach the floatus. Put the floatus inside your backpack, float across the gap, and climb the vine to reach Mr. Fit. Mr. Fit is waiting for you at the start of a twisting path covered in thorns, and he wants to challenge you to a sack race. Use the Sack Pack move so that you can hop across the thorns unharmed, and use the narrow shortcut in the track in order to beat Mr. Fit. With all of that done, Mr. Fit will head off to the final event, which is at the racetrack where the Mumbo pad is. Return to the central cavern, switch back to Kazooie, and have Kazooie follow the same path that Mumbo did to reach the exit that leads to the racetrack (or Kazooie can use a flight pad to fly to the racetrack). The final event is a simple footrace to the end of the racetrack, but Mr. Fit runs faster than Kazooie's talon trot. In the central cavern, just before you go through the racetrack exit, there is an alcove with a pair of running shoes. Put the running shoes on, then go through the door to the racetrack and talk to Mr. Fit. With the extra speed from the running shoes, you can win the race and earn Mr. Fit's Jiggy. 8. Eyeballus Jiggium Plants =========================== While you are flying, these creepy-looking eyeball plants will appear in several places and fire eyeballs at you whenever you get close. They can only be defeated by firing stingers at them as a bee, and one of them has a Jiggy inside it. As a bee, fire a stinger at the eyeball plant with the Jiggy inside it to destroy the plant and pass the Jiggy along to another eyeball plant. Destroy all four eyeball plants and the Jiggy is yours. The plants are located by Wumba's Wigwam, the Jello castle, the green pool, and on a ledge high up the mountainside. 9. Zubba's Nest =============== Transform into a bee, then fly all the way to the top of the mountain. If you can hit the target on top of the mountain 20 times in 10 seconds (by firing stingers at it), then the entrance the Zubba's nest will open. Inside the beehive is a bee-shooting minigame. Fly around the hive and shoot bees to score points. As always, red bees are worth one point, green bees are worth two points, and blue bees are worth three points. If you can score 50 points in 60 seconds, you will win a Jiggy. 10. Canary Mary's Revenge ========================= Way back in Glitter Gulch Mine, there was a strange creature named Canary Mary, although whether she was a human wearing a bird suit or a human/bird hybrid was unclear. If you released her from her cage and won two races against her, then she flew out of the mine, and that seemed to be the last you would see of her. It turns out that she flew up to Cloud Cuckooland, where she is waiting to race you again on the floating island with Wumba's Wigwam. This time you will race on a flying polka-dotted mechanical rat (obviously), and the race is a little tougher to win. Before, the strategy was just to mash the A button as fast as you could to win. If you try that on this race, though, Canary Mary will fly so far ahead of you that she will call off the race. Instead, the trick is to start off at a moderate, controlled pace. If you do this, then Canary Mary will not fly as fast. You can then go just fast enough to stay even with her, then gradually go a little faster in short spurts to pull ahead. However, if at any point to you at top speed for more than a second or two, Mary will go into high-speed mode and zoom past you. Once you figure out the trick, just get into a rhythm and maintain a steady pace that is just a little bit faster than Canary Mary. Win the race for a Jiggy. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JINJOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. On a high alcove in the central cavern. Have Kazooie use the shock jump pad near Jamjars' hatch. 2. In the lower level of whichever Mumbo's Skull Mingy Jongo is in. 3. On top of the candy box in the trash can. Glide from the top of the milk carton. 4. On the high ledge inside the cheese wedge. 5. On a crossbar above the entrance inside Wumba's Wigwam. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* EMPTY HONEYCOMBS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Under one of the dirt patches in the garden (on the mountainside ledge facing the world entrance). 2. On top of the lid of the trash can. You'll need to fly to reach it. 3. Behind the Pot o' Gold. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* CHEATO PAGES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= 1. Hit at least 90 Jiggies in the Pot o' Gold minigame. 2. Score at least 40 points in the Zubba's nest minigame. 3. After winning a Jiggy from Canary Mary, win a second race against her. Yes, it really is possible to win, I promise. Get into a rhythm so that you just stay even with Mary for most of the race, then go as fast as you can at the very end of the race to squeak out a win. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* JAMJARS' HATCHES *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Sack Pack (Banjo only) ====================== Notes: 765 Location: central cavern The final Jamjars hatch is in a small room in the central cavern, underneath the exit which leads to the world entrance. To reach it, split up in the central cavern and have Kazooie hatch the egg next to the split-up pads, releasing a Floatus Floatium creature. Now switch to Banjo and have Banjo pick up the creature using the Taxi Pack move. The Floatus will cause Banjo to start floating in the air, and you can float across to the ledge in front of the red-tinted window with the hatch visible behind it. Use the Shack Pack move to fit through the small opening in the side of the room to reach Jamjars. With this move, Banjo can stand inside his backpack and hop around. This allows Banjo to safely cross otherwise dangerous surfaces such as spikes or thorns; he can even hop across the surface of water! =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* NOTES AND GLOWBOS *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Notes ===== - 11 nests: next to the exits from the central cavern - 3 nests: central platform in the central cavern - 2 nests: next to Jamjars's hatch in the central cavern - treble clef: on the narrow walkway high above the central cavern Glowbos ======= - At the bottom of the walled pool next to the red exit in the central cavern. - At the bottom of the green-walled pool outside. __ __( )__ _| _| ================================================================== (_ (_ K. Cauldron Keep [IV.K] | __ | ================================================================== |__( )__| The site of your final showdown with Gruntilda, Cauldron Keep is appropriately menacing. Perched atop the Isle o' Hags, it's your typical evil villain tower surrounded by a toxic moat with a massive blaster sticking out from the top and a nice flat surface on the roof, perfect for an epic final battle. =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* WORLD MAP *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= /-----------------------\ | Inside the Digger | \-----------#-----------/ # /----------------#-----------\ | | | /-------------#-----------/ | | # | | /-----------#-----------\ | | | Gun Chamber | | | \-----------#-----------/ | | # | | /-----------#-----------\ | | | Tower of Tragedy Quiz | | | \-----------#-----------/ | | # | | /-----------#-----------\ | | | The Gatehouse | | | \-----------#-----------/ | | # | \-------------#-----------\ | C A U L D R O N K E E P | \----------------#-----------/ # # ISLE O' HAGS: Quagmire =*=*=*=*=*=*=*=*=*=*=*=*=*=*=* BASIC INFORMATION *=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Jiggywiggy's Challenge (World Entrance) ======================================= Jiggies needed: 55 Challenge image: bottom of the tower Jiggywiggy's Challenge (Top of the Tower) ========================================= Jiggies needed: 70 Challenge image: gun chamber Warp Pads ========= - Bottom of the tower - Top of the tower BBBBB TTTTTTT* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BB BB TTTTTTT================================================================ BBBBB === TTT V. LISTS AND STUFF BB BB TTT================================================================== BBBBB TTT * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * =============================================================================== A. CHEATO CODES [V.A] =============================================================================== Cheato codes are basically in-game cheats that will help to make the game a little easier for you, but since they're so much a part of the game it doesn't feel like cheating; they are essentially just rewards for collecting Cheato pages. There are three Cheato pages hidden in each world (plus one in Spiral Mountain), and they are often the hardest items to collect. Once you have collected five Cheato pages, head to the entrance to Gruntilda's Lair in Spiral Mountain and give the pages to Cheato the spell book. Cheato will teach you a new cheat code, but in order to activate the cheat you must head to the Code Chamber in Mayahem Temple. In order to enter codes, you must have learned the Egg Aim move from Jamjars, and you must be able to enter the Code Chamber as Banjo-Kazooie, which requires you to first enter as a Stony through a small opening and press a switch inside to open the main door. Once that is taken care of, stand on the round platform in the center of the room and you will automatically switch to first-person view. Carefully aim at the letters on the wall and fire eggs (you have unlimited ammo while entering codes) to spell out the code. If you make a mistake, you will have to start the whole code over. When you have entered the code successfully, head over to the sign on the side wall of the chamber. This will list all of the codes you have unlocked and indicate whether they are active (green letters) or inactive (red letters). Select a cheat and press A to turn it on or off. Remember, you will only experience the effects of a code if you have completed all of the following steps: - collect the required number of Cheato pages - give the pages to Cheato and learn the code from him - enter the code in the Code Chamber - activate the cheat using the sign in the Code Chamber The following is the list of Cheato codes and their effects. 1. FEATHERS =========== Obtained by: give Cheato 5 Cheato pages Effect: doubles maximum red and gold feather capacity (200 red, 20 gold) 2. EGGS ======= Obtained by: give Cheato 5 Cheato pages after unlocking the FEATHERS code Effect: doubles maximum capacity for all egg types (200 blue, 100 fire, 50 grenade, 100 ice, 20 clockwork Kazooie) 3. FALLPROOF ============ Obtained by: give Cheato 5 Cheato pages after unlocking the EGGS code Effect: no damage from long falls 4. HONEYBACK ============ Obtained by: give Cheato 5 Cheato pages after unlocking the FALLPROOF code Effect: life meter slowly refills automatically 5. JUKEBOX ========== Obtained by: give Cheato 5 Cheato pages after unlocking the HONEYBACK code Effect: turns on the jukebox inside Jolly's in Jolly Roger's Lagoon (can play almost any of the game's music tracks) 12. HOMING ========== Obtained by: hatching the blue mystery egg Effect: eggs will home in on nearby enemies =============================================================================== B. SPECIAL ITEMS [V.B] =============================================================================== Double Air Meter ================ Location: Spiral Mountain Use the Bill Drill move to break a boulder near Banjo's house and free the goldfish that was trapped under it. Pick up the goldfish and carry it to the pond around the spiral mountain; the goldfish will thank you by doubling the number of bubbles in your air meter, allowing you to stay underwater twice as long! The goldfish will also teach you how to swim extra-fast by holding both A and B. Pink Mystery Egg ================ Location: Spiral Mountain Use the flight pad on top of Spiral Mountain to head towards an alcove in the cliff wall above the area with the wading boots and turbo trainers. Use a grenade egg to blow up the grate blocking the alcove (you can destroy the grate before you have airborne egg aiming by landing on the edge, but you'll take damage from the blast) and reach the Banjo-Kazooie cartridge inside. Break open the cartridge with an attack and you'll find one of the mysterious eggs shown in the bonus ending to Banjo-Kazooie. Take the egg to Heggy the hen in Wooded Hollow and she will hatch it for you, allowing you to perform a Breegull Bash by pressing B twice rapidly. This will cause Banjo to slam Kazooie into the ground, which is sort of funny, but it's just as good as your regular B attack. Blue Mystery Egg ================ Location: Spiral Mountain: Behind the Waterfall Use a flight pad in Spiral Mountain to take off and fly to the cave from which the waterfall emerges. Swim upstream through the tunnel to reach a cave with a Banjo-Kazooie cartridge visible on the other side of a metal grate. Look for a crack running along the wall and use the Grip Grab move to hang onto the crack and scoot along it to reach a small tunnel which leads to the other side of the grate. Break open the cartridge to collect the blue mystery egg inside. Take the egg to Heggy's egg shed in Wooded Hollow, and when she hatches it, the cheat code HOMING will be unlocked. If you enter this code in Mayahem Temple's code chamber and activate it, then any eggs you fire will home in on nearby enemies. Yellow Mystery Egg ================== You do not have to find the yellow mystery egg: it is already in its nest in Heggy's egg shed. However, the nest is on the upper level, at the top of a steep ramp which Heggy cannot climb. Once Kazooie has learned the Hatch move, use the Bill Drill to remove the piece of blue eggshell that has fallen over the split-up pads on the floor of the shed, then send Kazooie up the ramp to hatch the egg herself. Hatching this egg will unlock a Jinjo as a playable character in multiplayer mode. Ice Key ======= Location: Isle o' Hags: Jinjo Village Once you know the Grip Grab move, head to the sandy area of Jinjo Village next to the digger tunnel to Spiral Mountain. There's a crack in the cliff wall that you can grab onto and use to reach a cave in the cliff. Inside is a Banjo-Kazooie cartridge! Break it open with a Beak Barge and you will find the Ice Key (which was visible in Banjo-Kazooie behind a window in Freezeezy Peak's walrus cave). Mega-Glowbo =========== Location: Hailfire Peaks (Icy Side) Once you have learned the Talon Torpedo move and have collected the Ice Key, dive into the pool at the bottom of the waterfall cavern in Glitter Gulch Mine. Use the Talon Torpedo to destroy the underwater boulder marked with Kazooie's face, then swim through the tunnel to reach an isolated cavern on the icy side of Hailfire Peaks. Inside the cavern is a large safe made of ice. The ice key will open the chest, revealing the Mega-Glowbo inside. Give the Mega-Glowbo to Humba Wumba on Isle o' Hags (Pine Grove), and she can transform Kazooie into a green, fire-breathing dragon! Along with the cosmetic changes, press and hold B (as Banjo-Kazooie or just Kazooie) to breathe fire; this fire works anywhere fire eggs do. This transformation also persists across all worlds: Kazooie will stay a dragon until you visit Humba in Pine Grove again to undo it. Character Parade ================ Collect all 90 Jiggies to unlock this video in the Cinema section of the Replay menu, which you can access by selecting the yellow VCR on the main menu/file select screen. This will show you all of the characters in the game, along with their names. Jiggywiggy's Super Special Challenge ==================================== Once you have completed Jiggywiggy's challenge 10 (to open the door to the top of the tower), Jiggywiggy will invite you to try his super special challenge. There is no reward for winning this (other than to try to beat your best time), and it is tough! That's because not only do you need to place every piece in the puzzle, but this time you need to rotate the pieces as well! Once you have picked up a piece with A, use C left and C right to rotate it 90 degrees. The image for this challenge is Jiggywiggy's Temple. =============================================================================== C. COMPLETE MOVE LIST [V.C] =============================================================================== The list below gives every move that can be performed by Banjo-Kazooie (that is, Banjo and Kazooie together), Banjo alone, Kazooie alone, and Mumbo. The moves are broken down by category. If a move requires a special item or is taught by Jamjars, then the needed item or the world where the needed Jamjars hatch is located is listed as well. Some categories that are the same regardless of which characters you are controlling (e.g. camera controls) are only listed under Banjo-Kazooie. Banjo-Kazooie ===================================================================== Movement -------- control stick tiptoe/walk/run Z crouch Z + C left Talon Trot Climbing/hanging JAMJARS: Mayahem Temple (Grip Grab) -------------------------------------- control stick move A climb up B peck Z drop Jumping ------- A jump A + A Feathery Flap Z + A backflip Attacks ------- B (while standing) peck B (while moving) roll B + B Breegull Bash ITEM: pink mystery egg A + Z (tap) Beak Buster A + Z (hold) Bill Drill JAMJARS: Glitter Gulch Mine Z + B Beak Barge Z + C right Wonderwing (req. gold feathers) Z + C up fire egg forward (req. eggs) Z + C down fire egg backward (req. eggs) R select egg type Clockwork Kazooie JAMJARS: Isle o' Hags: Wasteland ----------------------------------- control stick move A jump B explode Swimming (surface) ------------------ control stick move A jump B dive underwater Swimming (underwater) --------------------- control stick steer A kick stroke (slow) B wing stroke (faster) A + B kick and wing stroke (fastest) ITEM: double air meter Z Talon Torpedo JAMJARS: Jolly Roger's Lagoon Talon Torpedo ------------- control stick steer A (hold) speed up B return to Banjo Flying ------ control stick steer A fly higher (req. red feathers) B Beak Bomb (req. red feathers) Z Beak Buster Camera ------ C left/right rotate camera C down change zoom level C up enter first-person view R place camera behind character First-person view ----------------- control stick pan, aim crosshair C up exit first-person view C left/right zoom in/out ITEM: Amaze-o-Gaze Goggles C down turn crosshair on/off Z fire egg (req. eggs) JAMJARS: Mayahem Temple (Egg Aim), Witchyworld (Airborne Egg Aiming), Jolly Roger's Lagoon (Sub-Aqua Egg Aiming) R select egg type Breegull Blaster JAMJARS: Mayahem Temple -------------------------- control stick move A jump B Beak Bayonet JAMJARS: Glitter Gulch Mine Z fire egg R select egg type Shoes ----- control stick move A jump B take shoes off Banjo only ===================================================================== Movement -------- control stick tiptoe/walk/run Swimming (surface) ------------------ control stick move Climbing/hanging ---------------- control stick move A climb up Z drop Jumping ------- A jump Z + A high jump Attacks ------- B Pack Whack JAMJARS: Witchyworld Backpack -------- Z + C left (hold Z) hold backpack JAMJARS: Terrydactyland (Taxi Pack) Z + B(while holding backpack) put in/take out object Z + C right (hold Z) Snooze Pack JAMJARS: Grunty Industries Z + C up (hold Z) Shack Pack JAMJARS: Hailfire Peaks Z + C down (hold Z) Sack Pack JAMJARS: Cloud Cuckooland Kazooie only ===================================================================== Movement -------- control stick Talon Trot Swimming (surface) ------------------ control stick move Jumping ------- A jump A + A Feathery Flap Z + A Leg Spring JAMJARS: Grunty Industries A + Z (hold Z) glide JAMJARS: Hailfire Peaks Attacks ------- B Wing Whack JAMJARS: Jolly Roger's Lagoon Eggs ---- Z + C up fire egg forward (req. eggs) Z + C down fire egg backward (req. eggs) R select egg type Z + B (on top of hatchable egg) hatch JAMJARS: Terrydactyland Flying ------ control stick steer A fly higher (req. red feathers) B Beak Bomb (req. red feathers) Shoes ----- control stick move A jump B take shoes off Mumbo ===================================================================== control stick walk/swim (on surface) A jump B (hold) shock attack B (on Mumbo pad) perform spell =============================================================================== D. LEGAL NOTICE =============================================================================== This guide was written by Steven Reeves and completed in 2014. This guide is published under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. Full details are available here: http://creativecommons.org/licenses/by-nc-sa/4.0/