__________ ___ ____ // \\ _____ /_________ \ /\ | __\ | __ |\\____// /_____\ // \ \ //\\ || \\ || || ____ // _ \\ || ___ \ \ // \\ || \\ || || | __ |// /_\ \\ || \__| / / // /\ \\ || \\|| || || ||/ // \\ \\ _______ || ___/ / // /__\ \\ || _ \ | || || || // \\ ||| _____ | || \ \ // \\ || | \ \| || || || || || ||||_____|| || ___ \ \// ______ \\|| ||\\ ||// // \\ // |||_______| || \__| ) ) /______\ \\| || \\ |// //\ \\_// // || / / // \\ \\__|| \\__|\\ // \\ \_/ // \\_________/ /__// \\/ /___| \___|\\// \\______// \__________/\__/ \_/ \/_____\______/ ______________ ______ ______ // \\ __________ | ____________ |______\ /______\\\_____//| ________ | ||____ ____|| __ \\ // __ \\ _____ || ______|| _______ |____ | | ____| /__\ \\// /__\ \\ ___ | || | ______| | _____ | || || || // \\ || // \\ || || || ||___ ||_____|| || || || || || || || || || || || | ___| |_______| || || || \\__// || \\__// || || || ||______ || || \\ \__/ //\\ \__/ //| || || |______ | ||__|| \\______// \\______//||___|| ||________|| |____| \______/ \______/ |_____| |__________| ~A FAQ/Walkthrough Created By: Croco~ ________________________________________________________________________ This Document is Copyrighted 2000-2001 by Croco. Any reproduction of this document in part or in whole without the author's consent is strictly forbidden. If the reader wishes to use the FAQ for their personal and private use only, than a printed copy may be made. This FAQ/Walkthrough to the Nintendo 64 game Banjo-Tooie (When Finished) Includes the Following Features: *All the Levels Covered Completely *Where to Find Collectibles Such As Jiggies, Jinjos, and More *Lists of Enemies, Items, Objects, and Transformations *Guide to the Multiplayer Mode *Guide to the Game's Secrets *More! Read On... Contact Me: croco64@yahoo.com (See Part 4, Section 4 for details) -VERSION HISTORY- ------------------------------------------------------------------------ This is currently Version 1.4 of the Croco FAQ/Walkthrough for Banjo-Tooie, Created 1/5/2001. Version 1.4- Created 1/5/01 Well, since the webmaster of GameFAQs (CJayC) took a little time off (good for him), I didn't get to update right before Christmas like planned. But I probably wouldn't have anyway, knowing my work habits. Anyway, after having a nice long break, I'm back for the first update in 2001! Terrydactyland is completed. Version 1.3- Created 12/18/00 Hey hey! Sorry for taking almost a week for this update, but there was another FAQ that I wanted to update (still haven't, but getting closer to updating it). But I bet you don't care about that other FAQ, just this one. So what's new? Like usual, a new level has been added to the Level Walkthroughs, this time Jolly Roger's Lagoon. I still haven't gotten around to getting some of the Tower of Tragedy Questions here, but I hope to within the next couple updates. Version 1.2- Created 12/12/00 Only 13 days until Christmas. Wow, I'd better get some of my shopping done. Stupid greedy pigs! Nonetheless, I've managed to come out with another update, which seems to be beginning a trend of an extra day added on between updates. My first update was three days after the first version, this one is four days after Version 1.1, and I expect to update again in five days. Woe is you, being forced to wait longer and longer for more of my magnificent work (ahem, of course it is). Take a look at the new WitchyWorld guide, as that's pretty much all I've added this time around. Version 1.1- Created 12/8/00 Hey, it's Friday, the beginning of the weekend! Why not celebrate with another update? I know, incredible, aren't I, getting by my severe laziness and having an update in three days? So, wondering what's new? This update includes the Glitter Gulch Mine Walkthrough, the complete Transformations Guide, and updates to the Secrets Section (including a new section, the Code Guide). Version 1.0- Created 12/5/00 Another New FAQ, another first Version. How nice, I got this one out earlier than I expected. I was planning at first for this to come out on the fifth, but then decided the tenth would be more realistic. Strangely, progress was faster, so I got it out by the original date of the fifth. Crazy. Anyway, since I did get this out sooner, it's a less than complete. Level 1 is the only one completed as of now, but also here is Spiral Mountain and some of the Isle O' Hags. Some more sections that are completed include the Multiplayer Mode, The Secrets, Parts 1 and 5, and much of Part 2. Updates are sure to follow shortly, so stay tuned. ------------------------------------------------------------------------ UPDATE NOTICE: New to this Version is the Terrydactyland Walkthrough, as well as updates to the Spiral Mountain and Isle O' Hags Walkthroughs. Also included are updates to the Enemies and Advanced Moves sections. NEXT UPDATE: January 2001 ________________________________________________________________________ ~TABLE OF CONTENTS~ I. Part 1- Introduction 1. Introduction 2. The Story Behind This FAQ 3. Game Story II. Part 2- Basics and Guides 1. Controls & Play 2. Characters 3. Collectibles/Items 4. Special Objects 5. Basic Moves 6. Advanced Moves* 7. Enemy Guide* 8. Transformations III. Part 3- Level Walkthroughs 1. Training Area: Spiral Mountain 2. Overworld: Isle O' Hags* 3. Level 1: Mayahem Temple 4. Level 2: Glitter Gulch Mine 5. Level 3: WitchyWorld 6. Level 4: Jolly Roger's Lagoon 7. Level 5: Terrydactyland 8. Level 6: Grunty Industries** 9. Level 7: Hailfire Peaks** 10. Level 8: Cloud Cuckooland** 11. Level 9: Cauldron Keep** IV. Part 4- Multiplayer, Secrets, and More 1. Multiplayer a. Characters/Options b. Games 2. Secrets a. Secret Items b. Cheato's Cheats* c. Code Guide 3. Jinjo/Empty Honeycomb Guide 4. Tower of Tragedy Questions** V. Part 5- Miscellaneous 1. Additional Tips 2. Rare Connections 3. Frequently Asked Questions 4. Contact Info 5. Credits/Other 6. Closing Statement _______________ *: This symbol indicates that this section has been started on, but is currently under completion. Expect more in future updates. **: This symbol Indicates that this section has not been started on at all. When it will be started on is usually based on the order it is on the list. : No Marks indicate the section has been completed. Where Should You Go? Part 1- Generally just an Introduction and not much information that will help you beat Banjo-Tooie or collect items. Look here for fun, not for info. Part 2- This describes the basics, but also has some guides to other things such as transformations, enemies, and characters, which could be helpful, and at the very least interesting to read. Part 3- If you're stuck finding something on one of the Levels, look here. The walkthrough includes Jiggies, Jinjos, Jamjars' Moves, Cheato Pages, Empty Honeycomb Pieces, Notes, and more, as well as where the levels are located and what it takes to get in. Part 4- This section not only covers the Multiplayer Mode, but also secrets found in the game. You can also find a guide to how many Jinjos you need to complete the families and how many Honeycomb Pieces are needed for a new energy piece. The last section goes over some of the questions on Grunty's Tower of Tragedy Quiz. Part 5- If you've looked in the other sections and haven't found anything, this is where some additional tips are located. If they don't help you, feel free to send in an e-mail, but first check this part for details on how to do so. Also, there's a section on connections between Banjo-Tooie and other Rare games, which is very interesting. Finally, I wrap up the FAQ here. ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/******************* PART 1: INTRODUCTION ********************| | | __ \=============================================================| | |____/ |_| =============== INTRODUCTION =============== Banjo-Kazooie... Rare's Mario, released over two years ago in the summer of 1998. For those of us that played it for hours and collected all the Jiggies, a special ending was shown. That crazy shaman Mumbo Jumbo fell down from the coconut tree with pictures... pictures of the sequel. While it took a lot of us a while to get it through our heads that this "Banjo-Tooie" Mumbo talked about was a sequel, when we did discover the meaning of these things we were overjoyed. We would get to play another Banjo, a sequel. This sequel to the first game was announced already, and was something to look forward to. And those pictures that Mumbo showed of the places that were impossible to reach, we would finally be able to get the items shown when the new game would come. Well, finally we'll get a chance to go back and do those things. Or can we? It seems that the gaming community is having a hard time deciding whether or not you can either go back or at least access new areas in Banjo-Kazooie with information gained in Banjo-Tooie. As great as it would be to do this (and after disappointedly getting the Ice Key and Mystery Eggs), it's much more exciting to have this great new game to play. Is it as good as Kazooie? That's up for you to decide. I can tell you, though: it's an excellent game. Banjo-Tooie is a game filled with wonders, wonders that all should experience. ________________________________________________________________________ =============== THE STORY BEHIND THIS FAQ =============== I'll get to the point: I hope to make this one of my biggest (not size, but in quality and popularity) FAQs yet. Not an easy task for someone as incredibly talented as me (of course I am, you know it), but I like a challenge. In all seriousness, though, it's going to take a bit of work to make this FAQ great. So, I've decided to do things a little differently. In all of my previous FAQs, there are four main parts, each relatively the same. In this FAQ, there are five. I felt another part as needed, because the some things just didn't go in the others. Not only does this organize things better, it allows me to go into things that I probably wouldn't have incorporated elsewhere in more detail. For those of you that will read more of FAQs, you might be wondering whether the five-part FAQ will stay. I'm not sure myself, but I can tell you one thing: it's gonna help make this FAQ one of my best yet! ________________________________________________________________________ =============== GAME STORY =============== For those that are interested about how Banjo-Tooie is set up (hmm... perhaps you fell asleep during the opening cutscene?), here's the game's story. For those that are lazy, I sum it up at the end. ~THE STORY OF BANJO-TOOIE~ _ /-\ /_|_\ midnight storm raged outside, and Banjo the bear nodded ruefully as he observed the varying fortunes of the players huddled around the card table. His breegull partner, Kazooie, was losing badly, and Bottles the mole was about even. It had been a good night, however, for Mumbo Jumbo the shaman who was shaking excitedly as he dealt the next hand. "S-Stop rocking the t-table-you're s-spilling our d-drinks!" Kazooie squawked accusingly at the shaman. "N-Not Mumbo. W-Whole h-house s-shaking," Mumbo replied unsteadily. He was right, Banjo's house was shaking, but it suddenly ended just as abruptly as it had begun. "I wonder what that was? Perhaps someone should go and take a look," Bottles blinked nervously. "Mumbo much brave. Me go outside," declared the shaman confidently, striding toward the door and out into the howling storm. As rain pattered down on his bony head, Mumbo noticed two witches hurrying toward where Banjo's arch enemy, Gruntilda the witch, had been buried two years before. By the time he found a suitable hiding spot close to the action, the two witches were standing in front of the boulder that covered Grunty's grave, mumbling in a strange language. Suddenly the large boulder rose into the air and vanished! As the smoke cleared, a figure slowly emerged from the freshly-opened grave-it was Gruntilda! But it wasn't the Grunty they all remembered. The two years she had spent underground had taken their toll on her warty body, reducing her to a mere skeleton! Grunty looked down at her bony body in disgust. "Nice Grunty looks. Lost weight you have," the thin witch grinned. Grunty glared at her sisters. "I hate bones, a body I need. Can you help me with this little deed?" Just then, Mingella, the thin witch, turned in Mumbo's direction and pointed a long, crooked finger toward him. "Arrgghh! Seen us, bony man has!" she screeched. "Leave it to me-he's no hassle. I'll kick butt, then off to the castle!" cackled Grunty as she lumbered after him. Mumbo fled frantically from his hiding place and crashed through the front door of Banjo's house. "Grunty spell coming! Quick, must all run!" Gruntilda watched gleefully as the bright light of her spell slammed into the side of Banjo's house, reducing it to a pile of smoking rubble. Cackling maniacally, she hurried across to where her sisters were waiting. The three of them climbed into the giant digging machine Mingella and Blobbelda had used to tunnel their way to Spiral Mountain. As they headed back to their castle, the two fleshy sisters described a machine they had created. They explained to the skeletal Gruntilda that it could suck the life force from the ground itself and from any creatures standing on it. Once enough of that life force had been collected, they could use it to restore her former bloated body. Grunty couldn't wait to give it a try! Some time later, a very groggy Banjo sat up on the grass where he'd been thrown when the spell struck. Kazooie emerged from the safety of his backpack and watched in amusement as Mumbo rubbed his bruised skull gingerly. "Ooooh, Mumbo's head hurt," the shaman groaned. Banjo surveyed the smoldering wreckage of what used to be his house. "Well, at lest everyone got out safely..." he sighed. "Hang on. Where's Goggle Boy?" trilled Kazooie. Everyone turned to look as a blackened shape stumbled out of what was left of the house. Bottles wobbled and staggered toward his friends, then collapsed to the ground and lay there motionless. Banjo and Mumbo rushed to help the stricken mole. "Grunty's killed poor Bottles!" the bear gasped. Kazooie screeched excitedly. It seemed like such a long time since their last adventure. "Those witches are gonna pay! C'mon, Banjo, let's go!" ~TO SUM IT UP~ Gruntilda is freed from her grave, destroys Banjo's house, and kills Bottles. As you can imagine, Banjo might not be too happy. But there's more trouble to come... ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/***************** PART 2: BASICS AND GUIDE ******************| | | __ \=============================================================| | |____/ |_| =============== CONTROLS & PLAY =============== Here I'll go over how to control the game, as well as a few special controlling tricks that may be helpful to know. After that, I'll explain the game basics, such as how to open levels and what Jinjos are for. ~CONTROLS~ -Control Stick: This moves Banjo, and he will move at different speeds depending on the pressure applied. *Very Slight Push: Banjo will tiptoe. This is helpful for sneaking up on sleeping characters. *Moderate Push: Banjo will walk. This is good for places where you need to move carefully, such as when you are high in the air on a rope. *Full Push: Banjo will run. This is the best way to get around. -A Button: This makes Banjo jump. *Tap: Banjo will jump. *Hold: Banjo will jump higher. *Press While in Air: Kazooie will help slow the decent. -B Button: This is the action button. When standing still in front of a sign or character, Banjo will read/talk. In any other location, Kazooie will attack when standing still and Banjo will roll while running. -Z Button: This makes Banjo duck. *Z+A: Banjo will do the Flip-Flap jump, which allows him to jump higher than usual. *Z+B: Banjo will do the Beak Barge, which is a charging attack. -Top C: Switches to first person view (Banjo cannot move). -Bottom C: Makes camera go out. There are three camera distances. -Left C: Moves camera to the left. Hold it to continue camera movement. -Right C: Moves camera to the right. Hold it to continue movement. -R Button: This have several functions. *Hold: The camera will move behind Banjo. *Tap: Brings up egg list. Press R again to select a different egg type. -WHILE SWIMMING- -A Button: Banjo does the flutter kick. This gives you more control of Banjo's movements, but is very slow. -B Button: Kazooie does the wig stroke. This gives you good speed, but is harder to control. -DURING TEXT- -A Button: Will speed up the text. -Z Button: Will slow down the text. -B Button: Will cancel the text. -Hold L & R, Press B: Will cancel even important text (though some cannot be canceled ever). ~GAME BASICS~ -Collecting Items: The main focus of the game is to collect certain items. The most prized item is the Jiggy, which will allow you to progress further into the game. Notes are another important item, as they allow you to learn new moves. The other items, however, pretty much simply help you in your quest. For example, collecting Empty Honeycomb pieces will raise your energy level. While helpful, it is not necessary. -Opening Levels: Opening levels is different from Banjo-Kazooie. To do so, you must complete one of Jiggywiggy's Challenges. However, Jiggywiggy will only allow you to attempt these challenges once you have enough puzzle pieces. If you do, you can either walk into his temple or transport there from the yellow Jiggy statue outside the level's entrance. -Jinjos: Jinjos are scattered throughout the Isle O' Hags and the levels. In the Jinjo Village, there are nine houses. Each contains a specific colored Jinjo family, with a specific number of members. When all are reunited, they will show their thanks will a Jiggy. ________________________________________________________________________ =============== CHARACTERS =============== While this game is filled with a bunch of crazy and lovable characters, the main ones are listed below, along with some information that you may find useful... or at least interesting. -BANJO- Appearance: Bear wearing fashionable yellow shorts and blue backpack. Role: Main character (along with Kazooie), i.e.- you control him Status: Returnee from Banjo-Kazooie Home: Spiral Mountain Gibberish Quote: "Guh-huh!" Description: Banjo the Honey Bear prefers a quiet life to the thrill of adventure that his breegull partner seeks. Unfortunately for him, Gruntilda's up to her old tricks, so he won't get to relax anytime soon. And this time around, Banjo will have to learn some new tricks, since his partner plans to ditch the backpack and head out alone... -KAZOOIE- Appearance: Red-crested breegull Role: Banjo's partner and main character. Status: Returnee from Banjo-Kazooie Home: Spiral Mountain Gibberish Quote: "Bree!" Description: This red-crested breegull is ill-mannered, foul-mouthed, and proud of it! She's the attacking force behind the formidable bear-and-bird partnership, but Banjo's steady head makes too many sensible decisions for her liking. Kazooie can't wait to see what kind of trouble she can get herself into once she' free from his backpack! -BOTTLES- Appearance: Short-sighted Mole Role: Reviews Moves from Banjo-Kazooie, One Reason for Quest Status: Returnee from Banjo-Kazooie Home: Isle O' Hags (Bottles' House) Description: This timid mole's moves enabled Banjo and Kazooie to defeat Gruntilda in their first adventure. But he chose the wrong night to visit his old friends as the recently-exhumed witch blasted him with her fatal spell. Will Bottles ever see his family again? The bear and bird are his only hope... -JAMJARS- Appearance: Rhyming Military Mole Sporting Sunglasses Role: Teaches Advanced Moves Status: New Character Home: Unknown Gibberish Quote: "Hey-huh!" Description: As different from his brother as chalk is to cheese, Sergeant Jamjars joined the mole military when he was just a nipper. Those years of rigid rodent discipline may explain his lack of manners and nonexistent sense of humor, but his advanced ability training will be essential if Banjo and Kazooie are to stand any chance of defeating the evil coven. -MUMBO JUMBO- Appearance: Shaman with Skull on his Face Role: Best Shaman in All Game (will perform magic) Status: Returnee from Banjo-Kazooie Home: Various Skulls Gibberish Quote: "Oobalaka!" Description: This skull-headed shaman has spent the last two years at witch doctor school, so his mysterious powers have never been greater. Mumbo hopes that this time he'll get a chance to leave the safety of his skull hut to show Banjo and Kazooie what he can really do with his newfound skills. -HUMBA WUMBA- Appearance: Sexy Native American with No Mouth Role: Best Magic Person in All Game (transforms Banjo and Kazooie) Status: New Character Home: Various Wigwams Gibberish Quote: "Han-na!" Description: The Isle O' Hags' resident magic user takes none too kindly to the intrusion of Mumbo Jumbo and his supposed reputation. She, too, has the ability to transform subjects into other forms and is determined to expose the shaman as the amateur he is. -KING JINGALING Appearance: Large Jinjo with Crown Role: Rules Over all Jinjos Status: New Character Home: Jinjo Village Description: King Jingaling is the king of all things Jinjo and the ruler of Jinjo Village. At least he was before Grunty and her sisters plowed through the peaceful kingdom with their digging machine, scattering his subjects to the far corners of the island. -MASTER JIGGYWIGGY- Appearance: Figure in Cloak with Jiggy for its Head Role: Opens New Worlds, Controls the Power of the Jiggies Status: New Character Home: Isle O' Hags (Wooded Hollow) Description: Little is known about the ancient order of the Jiggywiggy except that it is based in a bizarrely-shaped temple and led by a recluse known only as Master Jiggywiggy. Legend has it that Master Jiggywiggy controls the all-powerful Crystal Jiggy and that those seeking help must first prove their worth... -HONEY B- Appearance: Giant Bee Role: Gives Banjo and Kazooie More Life Energy Status: New Character Home: Isle O' Hags (Plateau) Description: She is one of the few friendly characters you're likely to meet on Grunty's Isle O' Hags. In exchange for the tasty empty honeycombs she craves, Honey B will provide passing travelers with much-needed extra energy. Be on the lookout for her distinctive home-a gigantic beehive, naturally. -MINGELLA & BLOBBELDA- Appearance: Thin and Fat Witches, Sisters of Gruntilda Role: Plan to Help Grunty Get Her Body Back Status: New Characters Home: Isle O' Hags Description: The comical appearances of tall, thin Mingella and short, fat Blobbelda disguise this pair's magical prowess. Not since childhood have these two been united with their sister Gruntilda, but now the odds have suddenly swung back to three against two in their favor. -GRUNTILDA- Appearance: Large Bony Old Witch Role: Main Enemy Status: Returnee from Banjo-Kazooie Home: Gruntilda's Lair Description: A small matter of being dead and buried isn't enough to finish Banjo's arch enemy. And now, thanks to her grave-robbing sisters, Grunty is back and almost as good as before. Her subterranean stay may have reduced her to a mere skeleton, but she's wasted no time in blasting poor Bottles into oblivion and devising and evil plan to restore her carcass back to its former bloated glory. ________________________________________________________________________ =============== COLLECTIBLES/ITEMS =============== In this section I'll go over the things you'll collect in Banjo-Tooie, and of course descriptions on what they do. Also here are items, such as feathers and eggs that appear throughout your quest. -JIGGIES- Type: Collectible Number Per Level: 10 Jiggies are the number one item to collect. They allow you to progress through the game and unlock new levels. They are the reward for most tasks you must perform in levels, and ten can be found in each level you visit. -NOTE NEST- Type: Collectible Number Per Level: 16 Like most abundant items returning from Banjo-Kazooie, Notes now come in a nest. Each Note Nest contains five notes, so now you'll always have a nice round number of notes. These are usually fairly easy to find, as they aren't hidden away, and two or more nests usually appear together. There are a total of sixteen Note Nests in each level. -TREBLE CLEF- Type: Collectible Number Per Level: 1 These are like super-Note Nests, and contain twenty notes (fifteen more than the normal note nest). There is only on of these in each world, and it's hidden a little better than the normal Note Nests. -JINJOS- Type: Collectible Number Per Level: 5 The lovable Jinjos return, and once again they are strewn throughout the levels. With the power these guys possess, how are they captured/frightened so easily? Anyway, these guys are waiting for someone to find them so they can go back to their homes and families in Jinjo Village. Once all family members for a certain color has returned, they'll give you a Jiggy as thanks. -GLOWBOS- Type: Collectible Number Per Level: 2 In this game, Mumbo and Wumba will not use Mumbo Tokens for magic, but instead the magical creatures known as Glowbos. These guys pack more of a wallop than the Mumbo Tokens, and only one is needed for magic. They are always found near the homes of Mumbo or Wumba, and thus are fairly easy to find. However, I must note how these poor creatures are treated. They're just captured and thrown around, their powers sucked out so you can get a few Jiggies. How cruel. -CHEATO PAGES- Type: Collectible Number Per Level: 3 After Banjo-Kazooie, Gruntilda ripped out most of Cheato's pages (how she did this when she was buried under a rock...). Because of this, Cheato can't help Banjo and Kazooie with the spells as they are on the pages (or maybe he's just greedy and wants you to do tons of work when you don't have to). Anyway, he wants you to collect five of his lost pages for each new cheat he gives you. There are three of these in each level. -EMPTY HONEYCOMB PIECES- Type: Collectible Number Per Level: 3 Empty honeycomb pieces are what you need to increase your energy. When you give an ever-increasing amount of these to Honey B, she'll increase your energy meter with more Honeycombs. Needless to say, these are quite helpful. -EGG NESTS- Type: Item These nests contain a certain amount of eggs, which varies depending on the type. Once more than the standard Blue Eggs become available, these nests will cycle through each of the types so you can stock up on whichever kind you're low on. These are very common and are found in abundance in each level. The number of eggs for each type is listed below. Blue Egg: 20 per Nest Fire Egg: 10 per Nest Grenade Egg: 10 per Nest Ice Egg: 10 per Nest Clockwork Egg: 1 per Nest -FEATHER NESTS- Type: Item These nests, much like Egg Nests, contain a certain amount of Feathers (depending on the kind displayed). They will usually cycle between Red and Gold Feathers, allowing you to stock up on whichever is low. Like Egg Nests, these are quite abundant. The number of feathers for each type is listed below. Red Feather: 20 per Nest Gold Feather: 2 per Nest -HONEYCOMB- Type: Item Honeycomb pieces are usually found when an enemy is defeated. These tasty little hexagons will refill one Honeycomb on the energy meter. They will stick around (he he) after they first appear, but sometimes will disappear if you take your eyes off them. -SKILL HONEYCOMB- Type: Item Skill Honeycombs look just like regular Honeycombs except they have a "!" in the center. When collected, the Honeycomb segments on your energy meter will flash in order. When it gets to the top, tap B and you'll have full energy. If you tap it anywhere else, that's what you get. While incredibly easy to get at the beginning of the game, stopping it at the top gets harder as the game progresses. Avoid these if you have full energy, because there's nothing you can gain from it. -MYSTERY HONEYCOMB- Type: Item Mystery Honeycombs are much like Skill Honeycombs, only instead of flashing in order, they flash randomly. This makes things a little trickier, but it still shouldn't be hard to get the full energy you need. -WADING BOOTS- Type: Item (Kazooie Footwear) Wading Boots, a returning item from Banjo-Kazooie, allow you to tread in murky waters and swamps or over other places that would normally bruise your poor little feet. -TURBO TRAINERS- Type: Item (Kazooie Footwear) Also returning from Banjo-Kazooie, the Turbo Trainers (the white tennis shoes) give Kazooie incredible speed. She's so fast with these on, in fact, that she can even run across water (don't slow down though, or you'll fall in). -SPRINGY STEP SHOES- Type: Item (Kazooie Footwear) A new shoe for Kazooie to wear in Banjo-Tooie, the Springy Step Shoes unfortunately don't let you bounce around the entire world. Instead, their super-springiness can only be used once, but the height from the leap is humongous. -CLAW CLAMBER BOOTS- Type: Item (Kazooie Footwear) The second new shoe for you to u...se (sorry, I had to keep the rhyme going) is the Claw Clamber Boots. These allow you to climb up the steepest of walls, providing that there are footprints going up there. ________________________________________________________________________ =============== SPECIAL OBJECTS =============== This section will go over some special objects you'll encounter. These aren't items or collectibles, but rather things like switches and special pads. Read on to find out more. -SHOCK SPRING PADS- If you've played Banjo-Kazooie, you'll already know all about these. when you stand on the and hold A, Kazooie will perform a jump that'll go much higher than a normal jump or event he Flip-Flap Jump. -FLIGHT PADS- Flight Pads, strangely, make you fly. Crazy, huh? Press A while on one and you'll take to the skies. -WARP PADS- A new Special Object in Tooie, Warp Pads allow you to quickly warp to other Warp Pads so you don't have to trek through the same territory over and over. Once you walk onto a Warp Pad for the first time, it'll activate and you can warp to others. Simply stand still on one and Press B, then choose the one you want to go to and you're off. -MUMBO PADS- Since Mumbo Jumbo is now a controllable character, there are certain things that he and only he can do. One of the main (and usually only) things he's useful for is to provide his magic at the point indicated by a Mumbo Pad. Stand on one and press B, and Mumbo will perform his magic. -SPLIT-UP PADS- Once you learn how to split up from Jamjars, when you see one of these Pads you can break the two characters apart for some separate exploration. Just stand on one of the pads and Press A. To change characters, press A while on the Split-Up pad or a special swap point (they aren't specified, but it may be apparent when you need to do swap). -SWITCHES- Switches do all sorts of things, from raising blockades to opening doors. Sometimes both Banjo and Kazooie must stand on separate switches, causing you to find a Split-Up Pad first. -MOLEHILLS- Bottles' Molehills are only found in Spiral Mountain, which is the only place that you've already been to in Banjo-Kazooie. Bottles will help you re-learn some of the old moves from the last game when you stand on these and press B. -JAMJARS' HATCHES- These Hatches work just the same as Bottles' Molehills, but they're found on the Isle O' Hags and teach you new, advanced moves. Stand by them and press B to have the rhyming Jamjars teach you what you want to know. -JAMJARS' SILOS- Jamjars not only teaches you new moves, but he also gives you easier transportation around the Isle O' Hags. This are the same as Warp Pads, but allow you to warp around the Isle instead. -BEEHIVES- Beehives are a welcome sight to the weary traveler. Inside are three Honeycombs. Handy indeed, and there are usually a few in each level. -SIGNPOSTS- Signposts give out helpful hints or tell you some information needed. They can be on a wide variety of subjects, and will usually help you complete some nearby task. -JIGGYWIGGY'S ALTARS- One of Master Jiggywiggy's mystical altars are located by the entrance to each world. They will tell you how many Jiggies are required to enter, and if you have enough, will warp you to Jiggywiggy's Temple to open the level. ________________________________________________________________________ =============== BASIC MOVES =============== These moves should be familiar to those that have played Banjo-Kazooie. To review, I've placed them in this section. They're oldies, but are still used frequently. You'll start out being able to perform all of these moves. RAT-A-TAT RAP: Jump and Press B This attack is one of the most commonly used in the game, because it has decent range and is quite powerful. When A then B are pressed, Kazooie will perform three short pecks. While this move is intended for enemies in the air (as you jump first), you can also hit most enemies on the ground by jump tapping A for a small hop. BEAK BUSTER: Jump and Press Z The Beak Buster is a slow but powerful attack. After leaping into the air, Pressing Z will cause Kazooie to smash into the ground beak-first, destroying anything there and also sometimes activating stuck switches. This isn't very useful for enemies, because it takes longer to perform than most attack and the enemy must be directly under you. TALON TROT: Hold Z and Press Left C The Talon Trot is Kazooie's way of getting around. She comes out of the background and carries Banjo until you let go of Z. Kazooie can go up steeper slopes than Banjo, and also moves faster (though more recklessly). EGG SHOT (FORWARD): Hold Z and Press Top C The Egg Shot is a commonly used attack, which will fire eggs forward. While this is good for shooting things with eggs, it is rather weak and won't hurt enemies much. However, you can fire from a distance, so it may be worth it. EGG SHOT (BEHIND): Hold Z and Press Bottom C While the forward Egg Shot will fire quickly, an Egg Shot from Behind will bounce around. It's not very useful unless you have no time to react. Even then, it takes longer than turning around and attacking. Not much use unless there's something on the floor you need to hit. FLYING: Press A on Flight Pad Flying is very helpful, as it will allow you to reach place normally inaccessible. Flying is a quick and easy way to get around the world. BEAK BOMB: Press B while Flying The Beak Bomb is a very powerful attack, which sends Kazooie at top airborne speed through the air, and I pity whatever is in her way. It also is a good way to get around quicker while flying. ________________________________________________________________________ =============== ADVANCED MOVES =============== The moves in this section are all new to Banjo-Tooie, and are learned throughout your trek through the Isle O' Hags. Also listed here is where they are found, which character(s) learns it, and how many notes you need to learn them. -EGG AIM- Level: Mayahem Temple Notes Needed: 25 Perform: Top C, Then Z to Fire This move will allow you to aim with accuracy. Whenever you switch to the first- person view, crosshairs will appear. Target what you want to shoot with an egg, then fire. After you learn this move, you'll never go back to using eggs any other way. -BREEGULL BLASTER- Level: Mayahem Temple Notes Needed: 30 Perform: When Enter Specific Areas When you learn this, you can use Kazooie as a gun, so you move around like in Perfect Dark or Goldeneye (a First-Person Shooter). You won't be able to do this whenever you want, but when you enter certain areas, you'll automatically switch. -GRIP GRAB- Level: Mayahem Temple Notes Needed: 35 Perform: Jump to Ledge The Grip Grab allows you to hang onto ledges, and also to scooch across them. Simply jump to a ledge and you'll grab on to it. While on ledges, you can attack to the left or right by moving the control stick in the desired direction then pressing B. -FIRE EGGS- Level: Isle O' Hags Notes Needed: 45 Perform: Press R to Switch Fire Eggs are the first type of special eggs you'll learn to use. Fire eggs can be used for a variety of purposes, including lighting fires, warming someone up, or just in attacking an enemy. You can access the Egg Menu by tapping R, then switch by pressing it again. -BILL DRILL- Level: Glitter Gulch Mine Notes Needed: 85 Perform: Jump and Hold Z This is one of the most common moves you'll use in Banjo-Tooie, and it's especially useful in the first two levels. Large rocks, special patches of ground, ice, and more can be broken with the Bill Drill. The Bill Drill is much like the Beak Buster, but drills into the object, causing it to shatter if it's the right kind. -BEAK BAYONET- Level: Glitter Gulch Mine Notes Needed: 95 Perform: B (while in 1st-Person) This attack will become your main attack when in 1st-Person mode, as it makes it is an attack that doesn't use up any eggs. By simply pressing B, Kazooie will smash enemies with her beak. While it doesn't have the range of eggs and takes a second to pull her back, it is useful. -GRENADE EGGS- Level: Isle O' Hags Notes Needed: 110 Perform: Tap R to Switch Yipee, another type of egg! This is a very commonly used egg, not only for destroying things with cracks in them but also for damaging enemies severely. Jamjars' Hatch is located just under the ride where the log cars are falling out, right on the beach. Tap R to bring up the Egg Menu, and select this egg by tapping R again and again until you reach it. -PACK WHACK- Level: WitchyWorld Notes Needed: 120 Perform: B (while Banjo) This is Banjo's main attack when he's seperated from Kazooie. When performed, Banjo takes off his backpack and swings it around twice, whacking any enemies that get in the way. It's quite slow to start and ends sooner than you'd think, so you must time it just right if you want to do any damage. It's can also be used for getting across larger pits, as Banjo floats while doing this. -SPLIT UP- Level: WitchWorld Notes Needed: 160 Perform: Press A on Split up Pad Splitting Up is one of the main features of this game, and you'll be doing it quite a bit throughout the course of your adventure. Simply stand on a Split Up Pad and Press A. You'll now only control one character. The characters can perform attacks they could normally; for example Kazooie can still shoot eggs. However, moves requiring both members of the team (which is most of them) can't be performed. New, single-character moves can be learned, however, and is one of the main reasons for Splitting Up. -AIRBORNE EGG AIMING- Level: WitchyWorld Notes Needed: 180 Perform: Top C to Aim (while Flying) While you can shoot eggs normally, you can't while flying... and this move will now let you do just that. It's handy to be able to hurt enemies while flying around, but you won't use it all that much. -ICE EGGS- Level: Isle O' Hags Notes Needed: 200 Perform: Tap R to Switch Add another egg type to your repetoire. Ice Eggs, like Fire Eggs, aren't used all that much. However, they are useful for putting out fires and freezing things. When shot at an enemy, they will not harm them. Instead, they freeze them in their tracks. This makes it a rather worthless attacking egg. Tap R to bring up the Egg Menu, and select it by tappin R until you reach it. -WING WHACK- Level: Jolly Roger's Lagoon Notes Needed: 265 Perform: B (while Kazooie) This move is one of Kazooie's few attacks when she's separated from Banjo. While standing still, Kazooie will slice the air (or an enemy) with three chops, and while running, she'll spin around. A good attack, and helpful for dispatching baddies when away from the backpack. Just press B. -SUB-AQUA EGG AIMING- Level: Jolly Roger's Lagoon Notes Needed: 275 Perform: Top C while Underwater You can shoot eggs on land, you can shoot eggs in the air, now learn to shoot them underwater. This is an incredibly useful move to know, especially in Jolly Roger's Lagoon, a level that's almost entirely underwater. You'll fire eggs like you normally do; just press Top C. -TALON TORPEDO- Level: Jolly Roger's Lagoon Notes Needed: 290 Perform: Z while Underwater This attack is one of the few ways you can choose to attack underwater, and it's good in some cases while not so good in others. When Z is pressed underwater, Kazooie will shoot out from the backpack and swim around at high speeds. This is most useful for destroying things with her picture on it, but it can also be used to hurt enemies or steal items from the Clear Fish in Jolly Roger's Lagoon. There's a time limit and also a cost of five Red Feathers each time you use it. -CLOCKWORK KAZOOIE EGGS- Level: Isle O' Hags Notes Needed: 315 Perform: Tap R to Switch The final type of egg you learn how to use is the Clockwork Kazooie egg. While its explosion is identical to that of the Grenade egg, Clockwork Kazooie eggs have a special feature. When they hit the ground, they will break open and a controllable bird will come out. While it can only run and perform small jumps, you can take it anywhere you want, including small openings. If it hits a wall with force or an enemy/character, it'll explode like a Grenade egg. After you take the bird to where you want it to go, press B to detonate it. It can also collect items. -SPRINGY STEP SHOES- Level: Terrydactyland Notes Needed: 390 Perform: A While Wearing S.S. Shoes Jumping on the Shock Spring Pads allows for increased jumping height, and jumping on them with only Kazooie allows for even more. But a jump while wearing the Springy Step Shoes surpasses both. These shoes are found just like Running Shoes or Wading Boots are, but instead of gaining speed or swamp-treading powers, the Springy Step Shoes gives Banjo a huge jump. The best part is that you can use them wherever you want, so long as you can reach the location before the time runs out. For the highest jump in the game, wear the shoes while only Kazooie, and you'll rocket incredibly high into the air. -TAXI PACK- Level: Terrydactyland Notes Needed: 405 Perform: Hold Z, Press Left C The Taxi Pack is one of Banjo's most common uses of his backpack. When Kazooie is gone, Banjo can use his backpack to hold other characters and transport them places. When you hold Z and press Left C, Banjo takes off his backpack. He can then grab certain characters and put them in his backpack, then drop them off at a certain location. -HATCH- Level: Terrydactyland Notes Needed: 420 Perform: Hold Z, Press Left C (Kaz.) This move is learned by Kazooie and is used to hatch eggs. By holding Z and then pressing Left C, Kazooie will sit down on any kind of egg and will use her bird instincts to hatch it open. There are many different kinds of eggs found throughout your quest, so this move will be used often. *More Advanced Moves coming Soon!* ________________________________________________________________________ =============== ENEMY GUIDE =============== Here you'll find a long list of all the enemies found in Banjo-Tooie, including what you can do to beat them, where they're found, how they attack, how to get extra Honeycombs from them, and descriptions. ---~KEY~---------------------------------------------------------------- 1. Name: What I refer to the creature as. Note that this is not their official name (although in some cases it is), but something I've come up with. 2. Level: This is where the enemy can be found. 3. Attack: This is how the enemy attacks, how it hurts you. 4. Damage: This shows how many Honeycombs one successful attack will take off. 5. Defeat: This is how you can defeat the enemy. 6. Defeat (x2 HC): For some enemies, you can get two honeycombs for defeating them a special way (not all, though). If there is no way to do this, this will not be listed. ------------------------------------------------------------------------ -GRUNTLING- Level: Spiral Mountain, Isle O' Hags Attack: Ground Smash Defeat: Any Attack (Peck, Roll, Rat-a-tat Rap, etc.) Gruntlings are the common ground troops of Grunty's army, and patrol the Isle O' Hags and have recently invaded Spiral Mountain. They're quite easy and they must be right next to you before they attack, so defeating them shouldn't be a problem. -GRUNTYDACTYL- Level: Spiral Mountain, Isle O' Hags Attack: Dive Defeat: Any Attack (Beak Bomb in Air) Gruntydactyls inhabit the same areas as Gruntlings, but they attack from the air. Most of the time they hang around near the ground and dive down to attack, but there are instances where they fly high above the ground in the clouds. The Rat-a-tat Rap is the easiest way to defeat them. -MOGGY- Level: Mayahem Temple Attack: Club Defeat: Any Attack (Beak Barge, Rat-a-tat Rap work well) Moggies are the tiger warriors found across the jungle of the Mayahem Temple. They're quite easy to defeat, and are slow to attack. The only time you'll probably get hurt by them is when you accidentally run into them. -DART STATUES- Level: Mayahem Temple Attack: Dart Shot Stun: Shoot Jewel On Head with Egg Defeat (x2 HC): Kick with Golden Goliath Dart Statues are found in many places in the Mayahem Temple. Though immobile, they pose a threat as their darts shoot quickly and far. Always stay on the run when you're near these guys. Shooting the jewel on their head will stun them for a little while, but the trouble usually isn't worth it. You can destroy them completely with a swift kick from the statue, Golden Goliath. -GRIP GRAB PLANT- Level: Mayahem Temple, WitchyWorld, Jolly Roger Lagoon, Terrydactyland Attack: Chomp Defeat: Grip Grab Beak Attack, Grenade Egg Grip Grab Plants live inside small, tan, circular hives either above or below places where you use the Grip Grab to go across a ledge. You'll have to get near them to get them to come out and attack, but don't get so close that they'll hurt you. Once they're out, Press B to use the Beak Attack and kill them. -GULCH MINER- Level: Glitter Gulch Mine Attack: Punch Defeat: Any Attack These guys like to surprise you. From a distance, all that you can see of them is their hat. When you come near, they pop up, yell "Yeeha!", and attack. While they're jumping out of the ground is the ideal time to attack. -TNT CRATE- Level: Glitter Gulch Mine Attack: TNT Throw, Explosion Defeat: Eggs (Any Attack Defeats But Causes Explosion) TNT Crates are menacing items. When approached, they hurl sticks of explosive dynamite at you. While they can be destroyed with pretty much any attack, they will explode and hurt you. Therefore, the only safe way to take them out is from a distance with eggs. -SHOVEL- Level: Glitter Gulch Mine Attack: Hop Defeat: Any Attack Shovels are an unlikely enemy, and that's why it's so surprising when one first attacks you. They are always found near piles of dark, black coal, so be on your guard if you come across any. Their small size makes Shovels somewhat harder to hit than other enemies. -RAT EMPLOYEE- Level: WitchyWorld Attack: Mallet Smash Defeat: Any Attack These guys are very common throughout WitchWorld, and they patrol each of the zones. To make the themes of each zone more apparent, they wear masks or clothing that represent it, such as an alien mask for the Space Zone and a Cowboy outfit for the Western Zone. They're a bit quicker than the usual enemy at attacking, but are still quite easy to defeat. -JACKPOT- Level: WitchyWorld Attack: Coin Shot, Handle Smash Defeat: Grenade Eggs, Money Van This is one of the more difficult enemies that you'll face early on. These guys are like living slot machines, and they run around and, of course, try to kill you. They're impervious to normal attacks, but a Grenade Egg or running over them with the Money Van will defeat them. Inside each one is a ticket to Conga's Big Top. It's best to just run by these guys. -MINJO- Levels: WitchyWorld, Jolly Roger Lagoon, Terrydactyland, Grunty Industries, Hailfire Peaks, Cloud Cuckooland Attack: Energy Charge Defeat: Any Medium-Strength Attack (rolling is too weak) By far the most annoying enemies in the game, the Minjos also take the prize for being the most common. I'll bet your supeior intellect made you notice the connection between the name "Minjo" and "Jinjo". Minjos are in fact the evil counterparts of the Jinjos, and love playing pranks on people... then killing them. They look and act just like normal Jinjos, even yelling "Help!" and whistling. But behold, the second you walk up to these guys thinking you've found another Jinjo, ZAP! They growl at you and use their energy powers to deal damage. You can identify them by shooting an egg at them. If it goes through, than its a real Jinjo. These guys are also usually in easy to find places, so that is also a good indication. -FLAME CARPET RIDERS- Levels: WitchyWorld, Hailfire Peaks Attack: Flame Charge Defeat: Rat-a-Tat Rap, Eggs These lively little guys come in two variations. The first, found in WitchyWorld, rides down the Inferno slide, running into anyone who tries to ascend it. The more dangerous kind is found in the Hailfire Peaks. This kind floats around in the air, then dives down to attack. Not only are they hard to hit, but they'll likely knock you into the lava. It's best just to leave these guys alone. -SEA ANENEMY- Levels: Jolly Roger's Lagoon Attack: Tentacles Defeat: Stun with Egg in Eye/Talon Torpedo What clever names I come up with. This guy, to my knowledge, can't be killed. However, if you shoot an egg into its eye or run into it with the Talon Torpedo, it'll collapse for a few seconds, allowing you to get the item that it was guarding with its tentacles. -OCTOPUS- Levels: Jolly Roger's Lagoon Attack: Tentacle Whack Defeat: Invincible These guys guard narrow underwater passages in Jolly Roger's Lagoon, furiously waving their tentacles up and down. While it's difficult to get by, I've managed to do it unscathed by staying against the far wall and right in between the ceiling and the ocean floor. It's much easier, however, if you freeze them with an Ice Egg (shoot them in the mouth). Definitely one of the worst enemies you'll come across. -ELECTRIC EEL- Level: Jolly Roger's Lagoon Attack: Electric Shock Defeat: Grenade Egg Another underwater baddie that is the Electric Eel. These guys swim around somewhat slowly, and are only a threat if you're swimming directly in their path. They're easy to avoid and not all that common, so they shouldn't be a big pain. A Grenade Egg, however, will defeat them. -BLOWFISH- Level: Jolly Roger's Lagoon Attack: Enlarge Defeat: Grenade Egg, Talon Torpedo This fish is the most common enemy in Jolly Roger's Lagoon, and an annoying one to boot. This fish is covered with spikes, and flat from a distance. When you get near, however, it will enlarge, poking you with its spikes. A Grenade Egg or Talon Torpedo will defeat it. -PIRATE- Level: Jolly Roger's Lagoon Attack: Club Defeat: Any Attack This is the basic land trooper of Jolly Roger's Lagoon, though there isn't much land to be found in the level. These guys are very easy to defeat, any attack will take care of them quickly. -SPINNING SEAWEED POT- Level: Jolly Roger's Lagoon Attack: Seaweed Spin Defeat: Any Attack Inside the Seaweed Sanctum of the Atlantis area, there are several pots of Seaweed-like plants (most likely seaweed). Some just sit there like the good seaweed they are, while others are possessed by some evil magic and come spinning at you. A quick attack will destroy them. -STEGOSAURUS- Level: Terrydactyland Attack: Charge Defeat: Strong Attack (or Weak Attack x2) Stegosaurs are the common enemy of Terrydactyland and they can be found patrolling around the base of the mountain. Their thick skin makes them harder to defeat than most enemies, as a roll won't defeat them in one hit. Use the Rat-a-Tat Rap to defeat them quickly. They're pretty slow, so you don't have to worry about them too much. -SWAMP MONSTER- Level: Terrydactyland, Grunty Industries Attack: Chomp Defeat: Invincible These annoying guys live in swamps or sludge and will attack if you so much as set a foot inside their territory. After taking a bite, they come up for a few seconds, giving you a chance to get out. These guys are very annoying, but can be avoided (see the Additional Tips section). -TERONODON- Level: Terrydactyland Attack: Dive Defeat: Any Attack Another dinosaur and very common enemy of Terrydactyland is the Teronodon, or "Don" for short (just like "Terry"... sometimes I amaze myself with my creativity). These guys can be a bit of a nuisance, especially in areas where you don't want to be knocked off a small path into swamps or the sky below. They, of course, inhabit these areas most frequently and dive to try and knock you off. Respond with a well-timed Rat-a-Tat Rap to defeat them. -FAST GRIP GRAB PLANT- Level: Terrydactyland Attack: Fast Chomp Defeat: Grip Grab Beak Attack, Grenade Egg This is basically a much faster version of the Grip Grab Plant, and waits until you're even nearer before attacking. It's best just to take it out from afar with Grenade Eggs and not have to deal with it up close. -MUCOIDS- Level: Terrydactyland Attack: Blob Walk Defeat: Any Move Mucoids help Terry in the great boss battle in Terrydactyland. These green guys vary in size and speed and are dangerous in large numbers. Be sure to defeat them on your first try, or they'll likely do some damage. *More Enemies Coming Soon!* ________________________________________________________________________ =============== TRANSFORMATIONS =============== In every level, Humba Wumba will transform you into some object or creature. Here's a complete list of the transformations, including strengths and weaknesses of each. -STONY- Level: Mayahem Temple Advantages: Can Talk to Other Stonies, Can Fit in Small Places Disadvantages: Low Jump Attack: Charge Wumba's first transformation changes the bear and bird into a Stony, which looks like a small statue of Banjo's head (with feet and arms, of course). The Stony moves a tad more slowly than Banjo and also can't jump as high. His only real advantage is that he can understand the Stony language and can also fit into small openings. He's also the only guy who can enter the kickball tournament. -DETONATOR- Level: Glitter Gulch Mine Advantages: Can Detonate Explosives Disadvantages: Can't Do Much Else Attack: Explode (-1 Energy) This is one of the most peculiar transformations. As a Detonator, Banjo will hop around with little bouncing jumps. The only reason to transform into this bizarre thing is to find a barrel of TNT or dynamite and explode. Everything that can be blown up with the Detonator will have a fuse leading out of it. Stand on it and explode, which will cause the fuse to light and will clear away whatever's in the way. -MONEY VAN- Level: WitchyWorld Advantages: Frightens Enemies, Money Supply, Can Enter Van Doors Disadvantages: Low Jump Attack: Runs Over Not a very creative transformation, but a useful one. Not only can the Van run over enemies, but it also has a stash of money in the back that can pay entry to some of the star WitchyWorld attractions. Finally, there are certain doors throughout WitchyWorld that have a van sign on them, and you can only enter while transformed into the Van. -SUBMARINE- Level: Jolly Roger Lagoon Advantages: Missile, Fast Movement, Can Withstand Severe Water Pressure Disadvantages: Cannot Leave Water Attack: Missile (Sonic Ping with B) The Submarine is a useful transformation. It can go as deep as it wants in the water, it can fire explosive missiles, and it moves at a decent speed. This is one of the most fun transformations, and it even has a Sonic Ping attack, which emits green sound waves (which can damage enemies and also makes a cool "Ping!" sound). -T-REX- Level: Terrydactyland Advantages: Adult- Roar, Weight Child- Roar, Small Size Disadvantages: Few Attacks, Poor Jumping, Sink to Bottom of Water Attack: Roar This is my favorite transformation, more because of the coolness of being a T- Rex than the advantages of it. Nonetheless, the roar from an adult T-Rex is enough to blow away, or even defeat enemies, and it will even freak out cavemen. By using Mumbo to change the size of Wumba's Wigwam, you can either turn into an adult T-Rex or a baby T-Rex. The only difference between the two (besides size) is that that the adult can push down large switches with his heavy body, while the baby can fir into small holes marked with a T-Rex. -WASHING MACHINE- Level: Grunty Industries Advantages: Can Wash Clothes, Throw Undergarments at High Speed, Can Enter Machine-Only Areas, Can Use Service Elevator Disadvantages: Very Low Jump Attack: Underwear Shot The Washing Machine changes from a bonus in Banjo-Kazooie to a useful transformation in Banjo-Tooie. In Kazooie, the Washing Machine was pretty much the same as Banjo and Kazooie, while in this game it's entirely different. Not only can it wash clothes (you wouldn't expect a washing machine to be able to that, would you?), but it also can fling Underwear from inside, which do about as much damage as an egg. The most useful, feature, however, is its ability to enter places that are restricted to Banjo and Kazooie. It's also one of the most drastic changes, as it's jump can barely be considered one, causing you to switch back frequently. -SNOWBALL- Level: Hailfire Peaks Advantages: Weight, Can Increase in Size, Gain Energy Disadvantages: Poor Jumping, Melts on Lava Side Attack: Roll Perhaps one of the unexpected (and most useless) transformations is the snowball. Of all the cool snow things you could be, why a snowball? Oh well. The Snowball's only purpose is to use its weight to push down large switches. When rolling through the snow, it increases its size and energy, which is good if you're low but bad if you want to enter a small opening (you'll need to melt yourself down to get in). You won't be using it that much on your visit to the Hailfire Peaks -BEE- Level: Cloud Cuckooland Advantages: Fast Flying, Fast Ascent (Flying), Stinger Disadvantages: Slow Walking, Light Weight Attack: Stinger Shot Perhaps the best transformation from Banjo-Kazooie returns, and this time it has a couple new features. Not only can the Bee fly forward faster, but it also fires unlimited stingers at a fast pace. It's fun flying around as the Bee, but not as fun as it was in Click Clock Wood. ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/**************** PART 3: LEVEL WALKTHROUGHS *****************| | | __ \=============================================================| | |____/ |_| If you need help finding a Jiggy, Jinjo, Cheato Page, Empty Honeycomb, Move, or anything else is any of the levels, look no further. This section holds the complete guide to everything in Banjo-Tooie (besides Multiplayer & Secrets, see the next section for that). Enjoy! ---~LEVEL WALKTHROUGHS KEY~--------------------------------------------- 1. Level Information: Each level will start out with basic information on it. This includes where on the Isle O' Hags the level is found, how many Jiggies are needed to get in, the number of moves taught to you, enemies found, characters found, Mini-Games, and the Transformation. 2. Things To Do: This is the first section, as this is top priority stuff. The stuff here is stuff that you should do right away (if possible), because it'll help you greatly and is sometimes needed in several situations. You won't get an item directly out of it, but it'll help you get items later. For the Training Level and Overworld, this will be replaced by a "Beginning Walkthrough", which takes you through the first things you need to do. 3. Jiggies: This is what everyone wants, right? Since Jiggies are so important, they get to be the first of the items presented. 4. Notes: Notes are generally easier to find than other items, but their importance is quite significant so they get to be second. This also includes the location of the hard-to-find Treble Clef. 5. Empty Honeycombs: While easier to find than some of the other items, Empty Honeycombs are next. 6. Jinjos: Jinjos are usually well hidden, so look here to find them. 7. Cheato Pages: The hidden Cheato Pages are next in the order. 8. Moves: The moves you learn in the level are listed here, including how many notes you need to get them. 9. Glowbos: Glowbos are the easiest collectible to find, so they get to be last. 11. Boss: Look here for how to beat the Boss of the level. While they usually yield a Jiggy, the Jiggy Description will simply tell you how to get there and such, not how to beat them. Look here for that. 12. Mumbo Pads: Mumbo will do several things in each level that will help you out. Find out where the Pads are where he performs his magic. 13. Warp Pads: Warp Pads are very helpful in transporting across the level, so be sure you've found them all. 14. Area Descriptions: Each of the areas listed at the beginning of the Level Walkthrough is listed here. Make sure you've been to every place. Since you probably have, this comes last in each Level Walkthrough. ------------------------------------------------------------------------ ________________________________________________________________________ =============== TRAINING AREA: SPIRAL MOUNTAIN =============== ________________________________________________________________________ Areas: Spiral Mountain, Gruntilda's Lair, Behind the Waterfall, Banjo's House Characters: Bottles, Cheato Enemies: Gruntling, Gruntydactyl Boss: Klungo Moves Learned: All Basic Moves Spiral Mountain, Banjo's beautiful and quiet home. It's filled with lush fields, a sparkling river, and a spiraling mountain (thus the name). At least it was until Gruntilda destroyed most of it with her spell, ripping the picturesque landscape to shreds. This should be familiar territory to players of Banjo- Kazooie. Not much of the game takes place here, but it will be beneficial to revisit it every so often. =============== BEGINNING WALKTHROUGH =============== The game will start out with Banjo outside his house after Bottles has collapsed. If this is your first time playing a Banjo game (i.e.- you never played Banjo-Kazooie), then you'll want to visit each of the Molehills found throughout the ruins of Spiral Mountain to learn all of the Basic Moves. If you've already played Kazooie, and remember all the moves, you can skip this. After you're sure you know all the moves, head on into the tunnel that Gruntilda and her sisters escaped through. Inside is poor Klungo, Gruntilda's assistant, whom she left behind. He'll be a little angry, and you'll go into a battle. See this area's Boss Walkthrough for how to beat him. Once you've trounced him, the exit to the Isle O' Hags will open. ~INCREASE AIR SUPPLY/LEARN NEW STROKE~ After you've learned the Bill Drill in Glitter Gulch Mine, return to Spiral Mountain. As you may remember, Banjo's Goldfish was stuck under a large boulder. Use the Bill Drill to clear the rock from him, then take the goldfish to the moat around the mountain. He'll be so happy to be alive that he'll increase your air meter and also teach you a new Stroke (Hold A & B) that will allow you to swim even faster with the combined efforts of the duo. =============== BOSS: KLUNGO =============== ~MINION WITH A MISSION~ Klungo is simple, despite his new potion that he thinks is so great. His attacks are simple and, like most of the bosses, follows a consistent pattern. He'll start out by drinking (then eating) his potion. Klungo's potion will do one of the following three things. 1. This potion will create clone images of Klungo, and to proceed you much find the real Klungo and attack. You can tell him apart from the others by his slightly whiter lab coat. He's also the last one to start moving when the clones appear. After you attack the real Klungo (the Rat-a-tat Rap works good), he'll form a protective shield and will start hurling beakers of poisonous chemicals at you. Run around him in a circle until he stops throwing. He'll begin again with making clones, but this time they're be two. The last time there's three. After hurting Klungo three times, he'll flee in pain. 2. The second potion variation makes Klungo grow to monstrous proportions. Soon after, he will leap into the air and come crashing down. Simply attack when he stands still, then he'll activate his protective shield and throw beakers of potion at you. He'll then start over with growing large and will repeat the process until you've hit him three times. He'll run away after the battle. 3. The third potion turns Klungo invisible. After a short period of time, Klungo's potion will wear off and you'll be able to see him. Attack him then. He'll go into his regular routine of throwing chemicals, then back to invisibility. Two more hits and he's beaten. =============== JINJOS =============== -JINJO: UNDER THE WATERFALL- Area: Spiral Mountain Location: Waterfall Lake Moves Needed: Talon Torpedo Magic Needed: None Though one of the easiest Jinjos to get, this guy is easy to miss because you don't think about looking here later in the game. The Jinjo is waiting under the large waterfall, in a small cave underwater. You'll need to have the Talon Torpedo move in order to demolish the Kazooie boulder blocking access to him. =============== CHEATO PAGES =============== -CHEATO PAGE: SHOCK SPRING CAVE- Area: Spiral Mountain Location: Near Gruntilda's Lair Moves Needed: None Magic Needed: None This is one of the two collectibles found in Spiral Mountain, and with three Cheato Pages in each world, makes an even 25 pages to be found (just enough for five cheats). This page is found in the northern part of Spiral Mountain, between the entrance to Gruntilda's lair and the stream that flows into the moat around the mountain. On a rock around here is a Shock Spring Pad. Jump up to a cave above which contains a Cheato Page. You can also get to this cave by flying. =============== AREA DESCRIPTIONS =============== SPIRAL MOUNTAIN: This is the main area, including the stream, fields, and the mountain itself. You'll start out here. GRUNTILDA'S LAIR: You can fly into what's left of Gruntilda's Lair by taking off from the flight pad at the top of Spiral Mountain or by doing a flip-flap jump up to the hanging bridge (which serves as a ladder). Inside is Cheato, Grunty's helpful spellbook. BEHIND THE WATERFALL: This isn't behind the main waterfall, but the smaller one next to it. If you're flying around, you can see the entrance a the top where the water comes out of. BANJO'S HOUSE: You can go back in to Banjo's demolished house, but there's not much to see. ________________________________________________________________________ =============== OVERWORLD: ISLE O' HAGS =============== ________________________________________________________________________ Areas: Jinjo Village, Mole's House, Wooded Hollow, Plateau, Pine Grove, Clifftop, Quagmire Characters: Bottles' Family, King Jingaling, Honey B, Master Jiggywiggy Enemies: Gruntling, Gruntydactyl Moves Learned: Fire Eggs, Grenade Eggs, Clockwork Kazooie Eggs The Overworld is set in the humongous Isle O' Hags, which Banjo arrives from an underground tunnel. This island is where the Jinjos, Bottles, and others live, as well as Grunty's two ugly sisters. All of the levels are connected to this Island. You'll encounter a variety of terrains here, ranging from the lush valley of Jinjo Village to the murky lakes of the Quagmire. There are notes, moves, and even an extra honeycomb piece to be found here, though it's not an official level. =============== BEGINNING WALKTHROUGH =============== You'll arrive at the once-peaceful town of Jinjo Village when you come up through the tunnel from Spiral Mountain. It seems that the digger Grunty, Mingella and Blobellda were riding through the Village in scared all the Jinjos away, and even crushed the Grey Jinjo house and family. You'll need to go see King Jingaling, the ruler of the Jinjos that is the only of his kind that hasn't fled. His palace is in the center of the Village area. He'll tell you how he needs to get all the Jinjos back in order for the Jinjo/Mole kickball game coming up. The Jinjos are hiding throughout the levels and the Isle O' Hags, and the only way to get them to go back is by taking upon the arduous task of finding each and every one. Each Jinjo family has a certain number of members, and once all members are reunited, they will give you their family treasure, a Jiggy (see Part 4, Section 3 for the Jinjo Guide). To help you out in your quest, the Jinjo King will give you a Jiggy and open up the passage to Jiggywiggy's Temple. Tragically, the moment you leave the palace, Gruntilda and her sisters suck the life out of Jingaling and the palace grounds, turning him into a zombie (and another incentive to trounce Grunty). When you leave the Palace, you'll be right in front of Bottles' House, where the passage to Jiggywiggy's Temple is located. In Bottles' House, talk to his wife and kids, and Goggles (Bottles child with the room on the left) will give you the Amaze-O- Gaze Glasses, which allow you to zoom in and out (with Left and Right C) while in the first-person view. In Speccy's Room (down the right path) is the exit to the Wooded Hollow, where Jiggywiggy's Temple can be found. Talk to the doorman and he'll let you enter. Inside, you'll have a brief conversation with Jiggywiggy, then be asked to attempt Jiggywiggy's Challenge one. Approach the altar to the right and press B. You'll have to assemble a puzzle (similar to the one in Bottles' Challenges in Banjo-Kazooie) in order to open up the first level. Only a few pieces are missing, so this should be a piece of cake. When the puzzle is completed, Jiggywiggy will open the door to Level 1, Mayahem Temple. ~ACTIVATE TRAIN SWITCH~ After you gain access to the Clifftop, go over by the hatch where you learn how to use the Ice Eggs (by the Train Station). Nearby is a ledge. Climb across it and you'll reach the Train Switch. =============== NOTE LOCATIONS =============== -TREBLE CLEF- Area: Jinjo Village Location: Near Spiral Mountain Entrance Moves Needed: Grip Grab Magic Needed: None The Treble Clef is on top of the Red Jinjo house near the entrance to Jinjo Village from Spiral Mountain. Use a Flip-Flap Jump to get above the doorway, the another to grab onto the rooftop (with the Grip Grab). Pull yourself up and run to the center to get the rare note. -10 NOTES- Area: Plateau Location: Entrance Sign Moves Needed: Grip Grab Magic Needed: None Two Note Nests sit above the "Glitter Gulch Mine" sign near the entrance to the Plateau. Use the Flip-Flap Jump and the Grip Grab to reach them. -10 NOTES- Area: Plateau Location: Beehive Moves Needed: None Magic Needed: None Two more Note Nests reside on the Plateau, these in front of the two front legs of the gigantic beehive that Honey B lives in. -20 NOTES- Area: Pine Grove Location: Log Cars Moves Needed: None Magic Needed: None The Pine Grove has a few log cars thrown from WitchyWorld, and inside two of them are ten notes. The first can be found on land, the second underwater. -10 NOTES- Area: Wasteland Location: Left of Center Moves Needed: None Magic Needed: None In the Wasteland, head to the center from the entrance (leading from the Pine Grove) and go left to find a few notes. There in a rocky area. -10 NOTES- Area: Wasteland Location: Near Cloud Bubble Ride Moves Needed: None Magic Needed: None Head through the Wasteland and toward the entrance to Cloud Cuckooland. When you go out of the small tunnel and into the sky area, look to the left and right. There will be two note nests there. =============== JINJOS =============== -JINJO 1: IN THE DIGGER TUNNEL- Area: Wooded Hollow Location: Digger Tunnel Moves Needed: None Magic Needed: None This Jinjo is pretty easy to find, and you don't need to do anything fancy to get him either. He's simply waiting at the back of the tunnel that the Digger made, which is down past the entrance to the Mayahem Temple and Jiggywiggy's Temple. Follow the treads' imprints. -JINJO 2: SMASHED BY THE DIGGER- Area: Plateau Location: Digger Entrance Moves Needed: Bill Drill Magic Needed: None This Jinjo was probably walking around on the Plateau happily, only to have a rock thrown up from the Digger entering land on its poor colored body and trap it there. Free it by using the Bill Drill on the rock. The rock is located near the entrance sign to the Plateau, where the Digger tracks begin. -JINJO 3: THE GOOD, THE BAD... AND THAT'S IT- Area: Wasteland Location: Rocks Moves Needed: None Magic Needed: None Above the notes in the rocky area of the Wasteland, there's two Jinjos... or is there? One is real, and one is a Minjo. Take out the baddie and collect the real one. =============== EMPTY HONEYCOMBS =============== -EMPTY HONEYCOMB 1: BEHIND THE BEEHIVE- Area: Plateau Location: Honey B's Hive Moves Needed: None Magic Needed: None This is the only Collectible besides notes (and the Jiggies from the Jinjos and Jingaling) on the Isle O' Hags. Is located underneath Honey B's hive, behind one of the legs. Not hard to find if you know where to look. =============== JAMJARS' MOVES =============== -FIRE EGGS- Area: Plateau Location: Dirt Mound Near Mine Entr. Notes Needed: 45 Perform: Tap R to Switch Fire Eggs are the first type of special eggs you'll learn to use. Fire eggs can be used for a variety of purposes, including lighting fires, warming someone up, or just in attacking an enemy. You can access the Egg Menu by tapping R, then switch by pressing it again. -GRENADE EGGS- Area: Pine Grove Location: Beach Notes Needed: 110 Perform: Tap R to Switch Yipee, another type of egg! This is a very commonly used egg, not only for destroying things with cracks in them but also for damaging enemies severely. Jamjars' Hatch is located just under the ride where the log cars are falling out, right on the beach. Tap R to bring up the Egg Menu, and select this egg by tapping R again and again until you reach it. -ICE EGGS- Area: Clifftop Location: Near Train Station Notes Needed: 200 Perform: Tap R to Switch Add another egg type to your repetoire. Ice Eggs, like Fire Eggs, aren't used all that much. However, they are useful for putting out fires and freezing things. When shot at an enemy, they will not harm them. Instead, they freeze them in their tracks. This makes it a rather worthless attacking egg. Tap R to bring up the Egg Menu, and select it by tappin R until you reach it. -CLOCKWORK KAZOOIE EGGS- Area: Wasteland Location: Center Area Notes Needed: 315 Perform: Tap R to Switch The final type of egg you learn how to use is the Clockwork Kazooie egg. While its explosion is identical to that of the Grenade egg, Clockwork Kazooie eggs have a special feature. When they hit the ground, they will break open and a controllable bird will come out. While it can only run and perform small jumps, you can take it anywhere you want, including small openings. If it hits a wall with force or an enemy/character, it'll explode like a Grenade egg. After you take the bird to where you want it to go, press B to detonate it. It can also collect items. =============== BOSS: KLUNGO =============== ~REVENGE-SEEKING MINION~ You'll encounter Klungo again on your way to the Wasteland. Klungo, though bruised (either from your beating or Grunty's), is back for more and will fight just as hard as the last time you saw him. This time, Klungo will perform one of the other attack variations from the one he did when you first met up with him. Like before, it's easy and you should be on your way to the Wasteland in no time. 1. This potion will create clone images of Klungo, and to proceed you much find the real Klungo and attack. You can tell him apart from the others by his slightly whiter lab coat. He's also the last one to start moving when the clones appear. After you attack the real Klungo (the Rat-a-tat Rap works good), he'll form a protective shield and will start hurling beakers of poisonous chemicals at you. Run around him in a circle until he stops throwing. He'll begin again with making clones, but this time they're be two. The last time there's three. After hurting Klungo three times, he'll flee in pain. 2. The second potion variation makes Klungo grow to monstrous proportions. Soon after, he will leap into the air and come crashing down. Simply attack when he stands still, then he'll activate his protective shield and throw beakers of potion at you. He'll then start over with growing large and will repeat the process until you've hit him three times. He'll run away after the battle. 3. The third potion turns Klungo invisible. After a short period of time, Klungo's potion will wear off and you'll be able to see him. Attack him then. He'll go into his regular routine of throwing chemicals, then back to invisibility. Two more hits and he's beaten. =============== JAMJARS' SILOS ============== Jamjars' Silos are the Warp Pads of the Isle O' Hags. I don't know why these are here instead of Warp Pads, but they get you around just as well. Here's where they are. -SILO 1: JINJO VILLAGE- The first Silo is found in the center of the Jinjo Village, near where the entrance from Spiral Mountain is. -SILO 2: WOODED HOLLOW- This is near Jiggywiggy's Temple, Heggy's Egg, and the entrance to Level 1. It's right on the path, so you can't miss it. -SILO 3: PLATEAU- Silo #3 is on the dirt-covered mounds of the Plateau. This will let you come to Honey B's Hive and Level 2 quickly. -SILO 4: PINE GROVE- The Pine Grove is where Wumba's Wigwam and Level 3 is, and the Silo connecting to this place is easy to find. -SILO 5: CLIFFTOP- This Silo is on the far part of the Clifftop, away from the train station and closer to Mumbo's Skull and the entrances to Levels 4 and 7. -SILO 6: WASTELAND- The Wasteland is where Levels 5 and 8 are. The Silo is near the entrance to Level 5. -SILO 7: QUAGMIRE- This Silo is on a hill in the middle of this area. Activating it will allow you to go to Level 6 and 9 quickly. =============== AREA DESCRIPTIONS =============== JINJO VILLAGE: You'll arrive here from Spiral Mountain. This place includes the Jinjo Houses, King Jingaling's Palace, and a sandy area. BOTTLES' HOUSE: Bottles house can be accessed from across the path from King Jinaling's Palace. Inside is Bottles' Family. WOODED HOLLOW: This area can be entered from Speccy's (Bottles' son) bedroom. You can find Jiggywiggy's Temple, Heggy's Egg, and the entrance to Level 1 here. PLATEAU: The heights of the Plateau can be reached only after you have the Grip Grab. climb across the ledge near the back entrance to Bottles' House in the Wooded Hollow. The Plateau includes Honey B's Hive and the entrance to Level 2. PINE GROVE: Enter the Pine Grove by shooting a Fire Egg at the switch above the western part of the Plateau. The Pine Grove is home to Wumba's Isle O' Hags Wigwam and Level 3. CLIFFTOP: Also accessible from the Plateau (Split Up and have each character stand on the seperate switches), the Clifftop can be opened by splitting up Banjo and Kazooie on the eastern part. The Clifftop in loaded with things, including the Isle O' Hags Train Station, Mumbo's Skull, and the entrances to Levels 4 and 7. WASTELAND: The Wasteland is where you can find the entrances to Levels 5 and 8. To get here, smash the Kazooie Rock underwater in the Pine Grove. QUAGMIRE: The final area on the Island is where the Entrances to Levels 6 and 9 are. You can get here from the Wasteland using the Shock Spring Shoes. ________________________________________________________________________ =============== LEVEL 1: MAYAHEM TEMPLE =============== ________________________________________________________________________ Isle Area: Wooded Hollow Train Station: No Jiggies Needed: 1 Moves Learned: 3 Characters: Officer Unogopaz, Bovina, Chief Bloatazin, Dilberta, Ssslumber the Snake Enemies: Moggies, Dart Statues, Grip Grab Plants Boss: Targitzan Transformation: Stony Mini-Games/Shootouts: Targitzan's Temple Levels Connects To: Terrydactyland, Hailfire Peaks The first level, the Mayahem Temple, is a jungle filled with ruins, temples, and quicksand. It's not quite as large as some of the later levels, but there's still plenty to see and do, such as entering the kickball tournament, finding lost treasure, and transforming into a statue. =============== THINGS TO DO =============== -OPEN SKULL DOORS- There are two large doors with giant skulls on them, one near the entrance and another up the hill a ways. Use the Golden Goliath (see Mumbo Pads) to smash one open and the other open an opening. -OPEN CODE CHAMBER- The Code Chamber is where you will put in Cheato's Codes that will give you special abilities. While a Stony can fit in through the hole, you'll need to go in as Banjo and Kazooie to enter the codes. Blast the door open with a Grenade Egg (found before Level 3) to gain access to the special room. -UNCOVER THE FLIGHT PAD- There's a flight pad at the beginning of the level, resting under a giant boulder. It will make travel across the world much easier (plus you'll need to fly to get some items), so destroy the boulder as soon as you've learned the Bill Drill from Level 2. You can do this earlier by using the Goldem Goliath to smash the boulder. =============== JIGGIES =============== -JIGGY 1: THE TOP OF THE TEMPLE- Area: Mayahem Temple Location: Targitzan's Temple Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: None This one is easy enough to get. It's just sitting at the top of Targitzan's Temple, the large pyramid structure at the top of the hill. Go up the temple steps, but instead of entering the temple, go around the back behind the door. Talon Trot up the ramps to the top, where the Jiggy waits. -JIGGY 2: BOVINA'S FIELD- Area: Mayahem Temple Location: Bovina's Field Characters Involved: Bovina Worlds Traversed: None Moves Needed: Egg Aim Magic Needed: None Take the bridge across from the base of the temple to Bovina's field, where a swarm of flies is destroying her crop. She'll do anything to get rid of them, even parting with her beloved Jiggy. Shoot down the four flies using the Egg Aim technique, and she'll reward you with a Jiggy. Now you're moo-vin' on up! He he... I can make bad jokes like her, too. -JIGGY 3: GOLDEN QUICKSAND- Area: Jade Snake Grove Location: Quicksand Field Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: Mumbo Spell Getting this Jiggy requires the magic of Mumbo Jumbo the shaman. Head up to his skull near the Treasure Chamber, near the top of the hill. Once you've acquired his services, run down to the Mumbo Pad near the Kickball Stadium and perform some magic. This will cause the Golden Goliath statue to rise, and you can control it. Walk down to the bottom of the hill, kick open the large door, and go in. Now you're in the Jade Snake Grove. Go left into the quicksand, and as the Golden Goliath you will not be hurt by the monster dwelling there. Walk to the island at the end and collect the Jiggy in the air. -JIGGY 4: SSSLUMBER'S TREASURE- Area: Jade Snake Grove Location: On Top of the Code Chamber Characters Involved: Ssslumber the Snake Worlds Traversed: None Moves Needed: Grip Grab Magic Needed: None Head down to the ruins of a temple in the Jade Snake Grove to begin getting this puzzle piece. Use the Talon Trot to run up the side of the temple, then jump until you're just below the top level. You'll see Ssslumber the Snake above, sleeping. If you make too much noise, he'll swallow the Jiggy right next to him. To get the Jiggy, Jump up the bottom right corner of the top level. You'll see that this spot is clear of debris, allowing you to stand there. The rest of the level is covered with sticks and other noisy material, so you'll have to tiptoe to the Jiggy. Ssslumber won't wake up if you tread softly, so the Jiggy is yours. -JIGGY 5: WADING ACROSS THE QUICKSAND- Area: Prison Compound Location: Quicksand Characters Involved: None Worlds Traversed: None Moves Needed: Grip Grab Magic Needed: None The next Jiggy to find is across the quicksand pit in the Prison Compound. Get to the top of the prison via some large steps to the right. When on top, use the Grip Grab to go across the ledge on the left. At the end is a pair of Wading Boots. Jump down to the quicksand, which you can go across in the boots. On the other side is a Jiggy, and also another pair of boots for your return trip. -JIGGY 6: TARGITZAN'S SLIGHTLY SACRED CHAMBER- Area: Targitzan's Temple Location: Slightly Sacred Chamber Characters Involved: None Worlds Traversed: None Moves Needed: Breegull Blaster Magic Needed: None Now it's time to enter the FPS (first-person shooter) area, Targitzan's Temple. Simply go inside the entrance at the top of the temple after learning the Breegull Blaster. Inside, you must find ten statues to get into Targitzan's Slightly Sacred Chamber. Statue locations are shown below: *2 Statues rest in the alcoves on either side of the entrance door. *To the right of the beehive in the entrance room is a door. Go into the tunnel inside to find 2 Statues. *5 Statues are in the main, central room, in front of the Dart Statue. While on the walkway above, shoot the gem on the Dart Statue's head, the scurry over to collect the Statues. *3 Statues can be found in the blue-colored pillar room. *Under the Grip Grab Monster (or near the entrance to the Slightly Sacred Chamber) is a door. Enter to find 3 Statues. *In the orange and green-colored pillar room, there's 3 more Statues. *2 Statues are located in the room near the entrances to the two Sacred Chambers. After the door to the Slightly Sacred Chamber opens, enter to find a Jiggy. -JIGGY 7: TARGITZAN'S REALLY SACRED CHAMBER- Area: Targitzan's Temple Location: Really Sacred Chamber Characters Involved: None Worlds Traversed: None Moves Needed: Breegull Blaster Magic Needed: None To get into Targitzan's Really Sacred Chamber, you must find all 20 Statues. Consult the guide in the description for Jiggy 6 for their locations. When you enter the Really Sacred Chamber (the entrance is near the entrance to the Slightly Sacred Chamber), Targitzan will challenge you to a battle. Defeat him to win a Jiggy. -JIGGY 8: THE KICKBALL TOURNAMENT- Area: Kickball Stadium Location: Kickball Stadium Lobby Characters Involved: Officer Unogopaz Worlds Traversed: None Moves Needed: None Magic Needed: Stony Transformation Officer Unogopaz, the tiger guard at the kickball stadium, will not allow anybody but a Stony to enter. To solve this problem, go visit Humba Wumba and have her transform you into a Stony. Unogopaz will let you in, and you can play in the tournament. The series of challenges you'll have to go through is listed below. A good basic strategy is to steal any beneficial balls from the other players by charging them. *Quarter-Finals: In a quarter-final match, there are only yellow balls and the Stony competitors aren't very aggressive. It won't be hard to win, just remember to kick the ball into your goal, not bring it. *Semi-Finals: Semi-final matches add the red ball into the game. A red ball will give -1 points to whomever's goal it goes into. This isn't intended as an item to avoid, but rather one you shoot into other players' goals to hurt them. Use it to your advantage. *Finals: The last round of the kickball tournament features tough opponents that won't hesitate from stealing a ball out of your hands. Also added is the bomb, which will stop a player from moving for a few seconds. Even with the harder competition, it won't be too hard to emerge victorious. After you complete all of the matches, you'll be given your prize: a Jiggy, of course. -JIGGY 9: TARGITZAN'S TREASURE Area: Treasure Chamber Location: Treasure Mound Characters Involved: Chief Bloatazin Worlds Traversed: Terrydactyland Moves Needed: Grip Grab Magic Needed: None If you enter the Treasure Chamber near Mumbo's skull, you'll meet up with Chief Bloatazin, who's missing a priceless relic of Targitzan's. Help him find it before the totem god gets angry. He'll open the door to the top of the Treasure Chamber, which you can easily fly to if you have the Bill Drill. It's actually easier (and you can do it if you know the Grip Grab) if you simply climb up the ledge on the side of the chamber. Go up the mound to the left when you enter the door, then jump up to the ledge. Proceed down, killing the Grip Grab Plants, Shock Springing, and climbing until you reach the tunnel. Go down and hit the switch that will open the gate. Enter the room and you'll arrive in Unga Bunga's cave, a part of Terrydactyland (Level 5). It seems the caveman has stolen the relic, and has put crunchy sticks around the good so if anyone comes he can hear them. Simply tiptoe across the sticks to the relic, pick it up, then go down the tunnel behind it. When you come out, you'll bypass going across the sticks again and simply have to go back to the Treasure Chamber and give the relic to Chief Bloatazin. He'll give you a Jiggy for your trouble. -JIGGY 10: STONE PILLARS- Area: Prison Compound Location: Pillar Clearing Characters Involved: None Worlds Traversed: None Moves Needed: Bill Drill Magic Needed: None Right next to the Prison Compound is a beautiful lake. Dive in and swim through the underwater tunnel to come to a beautiful clearing filled with tall pillars. Unfortunately, they're too tall for you to jump up. Instead, you'll need to bump the Jiggy down. This requires using the Bill Drill the clear the rock from the stairs leading down. Underground, you must Beak Barge the pillars' bases to make the Jiggy hop down to where you can reach it. You will have 45 seconds to do this, which is more than enough time to smash into all of the pillars. Just be sure to hit them in order after finding the first one. =============== NOTE LOCATIONS =============== -TREBLE CLEF- Area: Mayahem Temple Location: Outside Targitzan's Temple Moves Needed: None Magic Needed: None You'll find the Treble Clef resting behind the Mayahem Temple on the ground. It's pretty easy to get, I must say. -80 NOTES- Area: Mayahem Temple Location: Hill Path Moves Needed: None Magic Needed: None On the way up the hill to the top of the Mayahem world you'll come across 75 Notes. You can find the last nest of five Notes over by the hill leading up to Mumbo's Skull. =============== EMPTY HONEYCOMBS =============== -EMPTY HONEYCOMB 1: BOVINA'S HONEY- Area: Mayahem Temple Location: Bovina's Field Moves Needed: Grip Grab Magic Needed: None After you learn the Grip Grab, go to Bovina's Field (across the bridge from Targitzan's Temple). Jump on top of her house (or shack or whatever it is) and from there jump up to the small cave. If you have the Grip Grab, you'll grab onto the ledge and can pull yourself up. Inside is an Empty Honeycomb Piece. -EMPTY HONEYCOMB 2: BEHIND THE ENTRANCE- Area: Mayahem Temple Location: Entrance Moves Needed: None Magic Needed: Stony Transformation Use Humba Wumba's magic to transform yourself into a Stony, them go back to the entrance to the level. Behind the entrance is an opening that leads to an Empty Honeycomb piece. It's quite visible, but you'll need to be the small Stony to fit in. -EMPTY HONEYCOMB 3: GOLDEN HONEY ON GOLDEN TREASURE- Area: Treasure Chamber Location: Treasure Mound Moves Needed: None Magic Needed: None The final Honeycomb is found in Targitzan's Treasure Chamber. The golden piece of honey rests on top of the small mound of treasure to the left when you enter the chamber. =============== JINJOS =============== -JINJO 1: THE WHITE JINJO- Area: Mayahem Temple Location: Bridge Moves Needed: None Magic Needed: None This Jinjo is the only one that has a specified color, one that is not determined randomly. This Jinjo will always be white, and luckily for you, the White Jinjo family has only one member. When you collect it, the Jinjo will explain to you about Jinjos and give you a Jiggy. It's found on the bridge connecting Targitzan's Temple and Bovina's Field. -JINJO 2: DIVING FOR JINJOS- Area: Mayahem Temple Location: Lake Moves Needed: None Magic Needed: None Right near the entrance is a lake which the water from the river flows into from near the top of the mountain. Waiting at the bottom is a Jinjo. You won't see him if you walk up to the lake and don't switch the camera, because he's close to the wall. -JINJO 3: GRIP GRAB- Area: Jade Snake Grove Location: Entrance Moves Needed: Grip Grab Magic Needed: None The Jinjo is conveniently right above Jamjars' Hatch that teaches you the Grip Grab technique. After learning it, jump up to the cave above where the Jinjo awaits. The Grip Grab will allow you to grab onto the ledge. -JINJO 4: INSIDE TARGITZAN'S TEMPLE- Area: Targitzan's Temple Location: Exit Room Moves Needed: Breegull Blaster Magic Needed: None If you've been inside Targitzan's Temple, chances are you've seen this Jinjo waving at you from above the entrances to the sacred chambers. To reach him, go up the stairs opposite the exits and go up. In the green section of the pillar room is a door. Enter it and go down the tunnel to find the Jinjo. -JINJO 5: WATCHING THE GAMES- Area: Mayahem Temple Location: Kickball Stadium Moves Needed: Bill Drill Magic Needed: None The last Jinjo will require a trip to the next level to learn the Bill Drill (or you can just use the Golden Goliath). Once you've learned it, clear the rock off the Flight Pad near the entrance. Use the Pad to fly to the roof of the stadium, where the last Jinjo waits patiently... well, maybe not so patiently with all those "Help!"s and whistling. =============== CHEATO PAGES =============== -CHEATO PAGE 1: GRIP GRAB FROM CODE CHAMBER- Area: Jade Snake Grove Location: Above Code Chamber Moves Needed: Grip Grab Magic Needed: None Talon Trot to the area above the Code Chamber. To the right of the temple is a ledge that you can scooch across. Go across, defeating the Grip Grab Plants along the way, and soon you'll come to the Cheato Page. -CHEATO PAGE 2: GRIP GRAB FROM PRISON- Area: Prison Compound Location: Pillar Clearing Moves Needed: Grip Grab Magic Needed: None Getting this Cheato Page is just like the first one, only you must scurrying along the ledge to the right of the Prison Compound. At the end of the ledge, pull Banjo up and head through the tunnel. You'll emerge high above the Pillar Grove, and a Cheato Page will be waiting for you. -CHEATO PAGE 3: TO THE TOP OF THE TREASURE CHAMBER- Area: Mayahem Temple Location: Outside the Treasure Cmbr. Moves Needed: Grip Grab Magic Needed: None From the inside of the Treasure Chamber, go to the left side nearest to the door and scooch up the ledges to the top of the room. Go down the tunnel, and about halfway there will be an opening on your left. Go down and Shock Spring Jump outside. You'll come out at the top of the tower, where a Cheato Page awaits your arrival. You can also get this by Flying from the Flight Pad. =============== JAMJARS' MOVES =============== -EGG AIM- Area: Mayahem Temple Location: Hill Path Notes Needed: 25 Perform: Top C, Then Z to Fire This move will allow you to aim with accuracy. Whenever you switch to the first- person view, crosshairs will appear. Target what you want to shoot with an egg, then fire. After you learn this move, you'll never go back to using eggs any other way. -BREEGULL BLASTER- Area: Mayahem Temple Location: Vine Wall Notes Needed: 30 Perform: When Enter Specific Areas When you learn this, you can use Kazooie as a gun, so you move around like in Perfect Dark or Goldeneye (a First-Person Shooter). You won't be able to do this whenever you want, but when you enter certain areas, you'll automatically switch. -GRIP GRAB- Area: Jade Snake Grove Location: Entrance Notes Needed: 35 Perform: Jump to Ledge The Grip Grab allows you to hang onto ledges, and also to scooch across them. Simply jump to a ledge and you'll grab on to it. While on ledges, you can attack to the left or right by moving the control stick in the desired direction then pressing B. =============== GLOWBOS =============== -MUMBO'S GLOWBO- This is the easiest Glowbo to find in the game (not like any of them are particularly hard, though). It's hopping around in the lobby of Mumbo's Skull, inside the beam of green light. -WUMBA'S GLOWBO- This is another sickeningly easy Glowbo to find. It's jumping around behind Wumba's Wigwam in the Jade Snake Grove. =============== BOSS: TARGITZAN =============== DESPOTIC DIZZY TOTEM GOD Targitzan will protect his treasure (a Jiggy) from you after you enter the Really Sacred Chamber of his temple. He's quite large, and with a few layers of a totem pole, he'll grow even larger. Each level of the totem has four targets that you must shoot in order to destroy it. Each totem level has a certain number of dart shooters, and after you destroy it a certain number of Moggies will attack. The first totem level has no dart shooters. After you shoot four targets, the level will be destroyed and Targitzan will send a Moggy out to attack. When you defeat it, the second level will begin it's spinning. It has one dart shooter. Preceding the attack will be two more Moggies. The next level has two dart shooters followed by three Moggies, and the final level has three dart shooters and four Moggies attacking after it. After all four Moggies are killed, Targitzan will explode, sending out a wave of darts. They're not hard to dodge, but to be safe hide behind one of the rocks before he explodes. During the explosion, the Jiggy on Targitzan's head will fall to the ground. =============== MUMBO PADS =============== -MUMBO PAD: SUMMON GOLDEN GOLIATH- Area: Mayahem Temple Location: Hill Path Moves Needed: None The Mayahem Temple's only Mumbo Pad is only a short way up from the entrance along the Hill Path, right in front of the entrance to the Kickball Stadium. Here there's a Mumbo Pad, which will summon the Golden Goliath statue so that you can control it. =============== WARP PADS =============== -WARP PAD 1: ENTRANCE- The first Warp Pad greets you when you enter the temple. You can't miss it, no matter how bad you are. -WARP PAD 2: NEAR MUMBO'S SKULL- For quick access to Mumbo's Skull, activate the Warp Pad in front of the crazy shaman's home. -WARP PAD 3: NEAR WUMBA'S WIGWAM- You'll warp to this location several times, as it is the quickest way to get to the Code Chamber. It also, obviously, is near Wumba's Wigwam. -WARP PAD 4: PRISON COMPOUND- In the field in front of the Prison Compound, there's a Warp Pad. -WARP PAD 5: KICKBALL STADIUM LOBBY- After gaining entrance to the Kickball Stadium by being a Stony, you can warp there easily by activating the Warp Pad just inside. =============== AREA LOCATIONS =============== MAYAHEM TEMPLE: The main area. You'll start out in here. This leads to any other place in the level. JADE SNAKE GROVE: This place is inside the large skull door near the entrance. Open it up with the Golden Goliath. PRISON COMPOUND: Find the Prison Compound by kicking the middle of the door halfway up the hill with the Golden Goliath. TARGITZAN'S TEMPLE: Targitzan's Temple is inside the large pyramid at the top of the hill. To get into the maze and sacred chambers, you must first learn the Breegull Buster. TREASURE CHAMBER: Targitzan's personal treasure chamber is found inside the medium-sized temple near Mumbo's Skull. MUMBO'S SKULL: Mumbo's Skull is near the top of the hill. It's easy to find. WUMBA'S WIGWAM: Humba Wumba has set up shop in the Jade Snake Grove. ________________________________________________________________________ =============== LEVEL 2: GLITTER GULCH MINE =============== ________________________________________________________________________ Isle Area: Plateau Train Station: Yes Jiggies Needed: 4 Moves Learned: 2 Characters: Bullion Bill, Chuffy the Train, Canary Mary Enemies: Gulch Miner, TNT Crate, Shovel Boss: Old King Coal Transformation: Detonator Mini-Games/Shootouts: Ordnance Storage Levels Connects To: WitchyWorld, Jolly Roger Lagoon After exploring the jungle, your next trip takes you down into an old mine. There's still a few characters that inhabit this place - some willingly and some not. This level is filled with mounds of coal and minerals, as well as a handcart track connecting both ends of the level. This is a significant level, as the Chuffy the Train is found here, and without out him you can't get a bunch of Jiggies or even enter one of the levels in the future. Deeper in the mine are dark tunnels that are hard to navigate, and even a network of pipes underwater. Exploring this level will take a good amount of time just by itself. =============== THINGS TO DO =============== *There Are No Important Things to Do* =============== JIGGIES =============== -JIGGY 1: THE WATERFALL CAVERN- Area: Waterfall Cavern Location: Waterfall Pool Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: None If you've visited the Waterfall Cavern in this level, you've probably seen the Jiggy resting high above, near the pool above where the water from the waterfall collects. To reach it, you must come from the top of the waterfall. This is located at the end of the river in the main area, but normally a grating covers it. Near the beginning of the level is a switch, but before you can reach the opening, it'll close. You'll need to be faster, and the Running Shoes in one of the crates near the rope at the level's entrance will allow you to do this. Slip the shoes on, then run to the switch near the purple mound to the right of the entrance. From here, follow the river (you can run on top of the water with the Running Shoes) to the end, where the entrance to the Waterfall Cavern is. Go in, then jump down to the pool below. Jump out of the water onto the sides of the pool and go to collect the Jiggy. -JIGGY 2: THE CRUSHING SHED- Area: Glitter Gulch Mine Location: Crushing Shed Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: Mumbo Outside of the Crushing Shed is a large boulder with a Jiggy imprinted on the side. In the core of the rock is a Jiggy, but you must find a way to get it out. The Mumbo Pad next to it is the key. Visit Mumbo Jumbo and take him to the pad, where he will levitate the Jiggy boulder and move into the Crushing Shed. Enter the shed. Go on the conveyor belt to the back, where the big red switch is (watch out for the crushers above). Beak Barge into the switch, which will take the Jiggy boulder into the spinning spiky-things (sorry for not using good terminology). They'll rip the boulder up and spit the pieces outside. The Jiggy is split into three pieces, and you'll have to collect them all to get the Jiggy. However, first you must make it back out. Use the Talon Trot and jumping to get across the fast-moving conveyor belt, then go outside to search for the pieces. There is no set locations, but they will always be near the shed. Check by the river, the entrances to the mine, and on the green hiss to the right of the shed. -JIGGY 3: GENERATORS- Area: Generator Room Location: Generator Room Characters Involved: None Worlds Traversed: None Moves Needed: Fire Eggs Helpful Magic Needed: None Head to the third Mine Entrance, located near the train station. Enter the tunnel and follow the left path to get to the Generator Room. This room is dark, and filled with power generators. The generators, when shot (on the green light) with a fire egg, will momentarily light up, allowing you to see the surroundings. It really depends on the brightness of your TV and the glare in whether or not you actually need to use these generators, though. On one of the TVs I play on, the path was easy to see without help from the generators, but on another I couldn't see the path at all. Anyway, the winding path goes across and above the chasm, eventually leading above the entrance where a Jiggy waits. -JIGGY 4: ORDNANCE STORAGE DYNAMITE- Area: Ordnance Storage Location: Ordnance Storage Mine Characters Involved: Bullion Bill Worlds Traversed: None Moves Needed: Bill Drill, Beak Bayonet, Breegull Blaster Magic Needed: None To the left of the entrance is a hole leading downward to the Ordnance Storage, but it's blocked by a large rock. Use the Bill Drill to smash the rock, and enter. Inside, learn the Beak Bayonet, then head to the opposite side of the entrance to strike up a conversation with Bullion Bill. 15 sticks of dynamite have gotten lose in the mine, and if you take longer than 200 seconds after defusing the first one, they'll explode. Because directions would be rather tedious, I've composed a map below of the area. ~FIGURE 1: ORDNANCE SHED~ Entrance _____ ~KEY~ | | [] | [] = Dynamite Stick V _____ |___ | A = Connects to -MAP PART A- | | | | | | Other A | | | | | | = = Raised Platform | |__| [] | |A| --> = Platform Going To Map Part B |____ | Downward ^ _____________| |___ | | ___________________ | _____________| |____| |__ __________|A|| |_ _ To | __ ================| |=================|| | Map ____ | | ||= (Green Room)=|__|= (Center Room) =|| | Part<--_ | | [] | ||= = __ = [] = | B | | |_____| |V= [] =| |= =|| | ________| |___ | | |=================|| || | |___ __________| |_ _____________||__ = (Red Room) | | | | |_________________|= ==| | |___________ | [] = [] =^| |______ | | _________________ = =|| | [] |___| | |= =|| | _____| _______ |===============| _____| [] | | [] |_ |_______________| | __________| ______ |_______ | ___| |__ _______| | | | | | | _ | _______| | -MAP PART B- | [] | | [] | | [] |_| | |________| | | | _ [] | |_ _| |______| | _____| ||| | | V __|[] |__ To Map Part A <-- _________ --> To Map Part A Use the Beak Bayonet on each stick of Dynamite to defuse it. When they're all defused, return to the entrance area to receive your reward, which is of course a Jiggy. -JIGGY 5: HANDCAR RACE- Area: Glitter Gulch Mine Location: End of Track Characters Involved: Canary Mary Worlds Traversed: None Moves Needed: None Magic Needed: Detonator OK, for sure you've deduced by now that the track in this level isn't just scenery, but something you can ride. And ride it you can, but first you must meet up with Canary Mary. Speaking of her, why must the most annoying characters always have larger roles than most? Thanks a lot, Rare. Anyway, the first step in getting this Jiggy requires the transformation into the Detonator. Visit Wumba and transform, then go down the side of the mound of purple minerals that her wigwam is on. Conveniently, the place you need to go is right next to her home. Near the track is a doorway covered by rocks. Stand next to the fuse of the powder keg and detonate. Now you can go back to Wumba and turn into Banjo and Kazooie. Go into the mine entrance you just cleared, and you'll run into Canary Mary. Use the Beak Barge to open her cage, then run to the Fuel Depot (by the entrance) where she flies to. She'll have fixed the broken handcar, and she challenges you to a race. The race is pretty simple, and you simply must Press A repeatedly (and quickly). I prefer to use my index finger, but hey, do whatever works. Mary is a tad slow, so beating her shouldn't be a problem. When you reach the end of the track (by the Train Station), you'll be awarded a Jiggy (if you win... which I hope you will). -JIGGY 6: BILL AND DILBERTA REUNITED- Area: Prospector's Hut Location: Prospector's Hut Characters Involved: Bullion Bill, Dilberta Worlds Traversed: Mayahem Temple Moves Needed: Bill Drill Magic Needed: Stony Transformation Bullion Bill's House, located above the river in between Mumbo's and Wumba's places, is where the sad prospector awaits the return of his friend, Dilberta. Dilberta isn't anywhere near, and is actually in an entirely different level. Head back to the Mayahem Temple and turn into a Stony. Your next stop is the Prison Compound, where Dilberta is being held. Talk to the Stony near the entrance to learn which of the switches (sun, moon, and star) that you have to press to enter (this changes depending on the game, so you must talk to him). Once you know how to get in, un-transform into Banjo and open the prison door. Inside, talk to Dilberta and you'll see that she's trapped in this level by a rock. Use the Bill Drill to clear it, and she'll go running into the hole. Go in too. You'll emerge in the Prospector's Hut, but Dilberta is nowhere to be seen. Talk to Bill, and during the conversation Dilberta will show up. The pair is overjoyed to be reunited, so they'll give you a Jiggy. -JIGGY 7: THE UNDERGROUND PIPE NETWORK- Area: Pipe Network Location: Dark Room Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: None The underground pipe network is a maze of underwater pipes, and I'll tell you that it is very helpful to have an increased Air Supply for this (see Spiral Mountain). There are two ways to get here. The first is by blowing up the rocks that block the main entrance, found near the Crushing Shed. The other is by jumping down from the pool underneath the waterfall in the Waterfall Cavern and onto the boards sticking out on the wall. Neither way is particularly advantageous. To get to the Jiggy from the main entrance, go forward, right, then left. To get to it from the Waterfall Cavern entrance, go forward, left, forward, then left. The Jiggy room is very dark, and the only thing that lights it up is the Jiggy. Defeat the Gulch Miners before collecting the Jiggy, so you're not left in the dark as to their location. -JIGGY 8: OLD KING COAL- Area: Train Station Location: Chuffy's Boiler Characters Involved: Chuffy the Train Worlds Traversed: None Moves Needed: None Magic Needed: Mumbo Time to confront this level's boss. He lives inside the Train, but visits to the Train Station have shown that it's turned over. No problem, especially for the mighty Mumbo Jumbo. Bring Mumbo to the station and have use his magic to put the train back on the track. Now it's working just fine, and ready to go. But when you return as Banjo, a strange monster refuses to let you use the train. Enter the boiler of the train, and you'll initiate a fight with Old King Coal (a coal monster, not the king of fairy tale fame). Defeat him to earn a Jiggy and the power to use the Train. -JIGGY 9: THE POWER SHED- Area: Power Shed Location: Power Shed Basement Characters Involved: None Worlds Traversed: None Moves Needed: Split Up Magic Needed: None The Power Shed is located deep in the mine, and can be gotten to from Mine Entrance 2 (near Mumbo's Skull). Go past the prison and soon you'll come to a large part of the mine with a building on one side. Enter it and split up. Have Banjo go up the ladder and stand on the switch, which will turn the lights on. Switch to Kazooie, then go through the basement to the Jiggy. If you don't have the Split Up ability, you can make your way through by lighting up the area with Fire Eggs or the Wonderwing, but this is very tedious and its much easier just to turn on the lights. -JIGGY 10: SPRINGY STEP SHOES- Area: Glitter Gulch Mine Location: Source of the Mine River Characters Involved: None Worlds Traversed: None Moves Needed: Springy Step Shoes Magic Needed: None This is the easiest Jiggy to get, but you'll need to learn how to use the Springy Step Shoes from Terrydactyland first. Go to the source of the river, which is near the Crushing Shed. The Jiggy is easily seen from behind the waterfall. A nearby crate conceals a pair of Springy Step Shoes, which you can use to reach the Jiggy. That's it, pretty easy, huh? =============== NOTE LOCATIONS =============== -TREBLE CLEF- Area: Mine Entrance 1 Location: Dirty River Moves Needed: None Magic Needed: None The Treble Clef is found in the room with the two large water tanks. In the center is a bridge. While it may look like a foggy pit is underneath, this is actually water. Jump in and swim to the end near the water tanks to find the Treble Clef. -25 NOTES- Area: Glitter Gulch Mine Location: Prospector's Hut Moves Needed: None Magic Needed: None There's twenty-five notes located outside the Prospector's Hut. Follow the river running through the main part of the mine and you'll see them. -20 NOTES- Area: Fuel Depot Location: Entrance Are Moves Needed: None Magic Needed: None Inside the Fuel Depot (near the entrance) is twenty notes, most of which are on the barrels. Watch out for the TNT Crate as you collect them. -20 NOTES- Area: Glitter Gulch Mine Location: Near Crushing Shed Moves Needed: None Magic Needed: None Next to the Crushing Shed is a mound of green minerals. Ascend it to find four note nests. -15 NOTES- Area: Glitter Gulch Mine Location: Outside Mumbo's Skull Moves Needed: None Magic Needed: None In front of Mumbo's Skull, you'll find fifteen notes. =============== EMPTY HONEYCOMBS =============== -EMPTY HONEYCOMB 1: TOXIC GAS CAVE- Area: Toxic Gas Cave Location: Far Side Moves Needed: Bill Drill Magic Needed: None After learning the Bill Drill, head into the Toxic Gas Cave, which is across the river from the Crushing Shed. Inside, demolish the center boulder to uncover an Empty Honeycomb. -EMPTY HONEYCOMB 2: TRAIN STATION DELIVERY- Area: Train Station Location: Near Entrance Moves Needed: None Magic Needed: None Near the entrance to the Train Station, you'll see a crate with the Rareware "R" on the side, indicating that you can break it open. Instead of eggs or feathers, this crate has a valuable Empty Honeycomb inside. -EMPTY HONEYCOMB 3: PROSPECTOR'S HUT- Area: Glitter Gulch Mine Location: Outside Prospector's Hut Moves Needed: Bill Drill Magic Needed: None This Empty Honeycomb Piece also requires the Bill Drill. Outside Bullion Bill's cabin is a large boulder. Use the Bill Drill to destroy it and collect the Empty Honeycomb underneath. =============== JINJOS =============== -JINJO 1: SURVIVING THE TOXIC GAS- Area: Toxic Gas Cave Location: Far Side Moves Needed: None Magic Needed: None Enter the Toxic Gas Cave (located across the river from the Crushing Shed) and head to the back. Behind one of the light rocks (the ones you can't destroy with the Bill Drill) is a Jinjo. -JINJO 2: WAITING FOR THE TRAIN- Area: Glitter Gulch Mine Location: Track Moves Needed: None Magic Needed: None This Jinjo is waiting on the track that runs through the main area of Glitter Gulch Mine. While you can follow the track the entire way to be sure to find him, if you start from near Mumbo's Skull or the Train Station you'll find him sooner. He's at the top of the steep hill, which is up a hill of purple minerals from Mumbo's. He's waiting at a turn. -JINJO 3: TRAPPED UNDER A BOULDER- Area: Glitter Gulch Mine Location: Near Train Station Moves Needed: Bill Drill Magic Needed: None This poor Jinjo is trapped underneath a boulder on the blue pile of minerals near the Train Station. Use the Bill Drill to get him out from between the rock and a hard place. -JINJO 4: GO DIRECTLY TO JAIL- Area: Mine Entrance 2 Location: Jail Cell 2 Moves Needed: Bill Drill Magic Needed: Detonator Trans. Before you can rescue the Jinjo located in the jail cell, you must clear the entrance to Mine Entrance 2 with the Bill Drill. Return as the Detonator and go down to the jail area. Enter the first cell, and detonate at the fuse (watch out for the Gulch Miner!). When the path is cleared, enter the adjacent cell and grab the captive Jinjo. -JINJO 5: FROM YE LAGOON- Area: Mine Entrance 1 Location: Water Tank Moves Needed: Ice Eggs, Talon Torpedo Magic Needed: None After visiting Jolly Roger Lagoon and learning how to use the Talon Torpedo and Ice Eggs, enter the cavern underneath Jolly's (the one with the Jiggy on the tall platform). Underneath the blue hills leading to Jolly's sideroom is a picture of Kazooie. Bash it with the Bill Drill, then enter the pipe. Inside are several fans. To get them to stop, shoot them with Ice Eggs. When you reach the end, go through the exit and you'll come above the Water Tank you couldn't reach before. Here you'll find the last Jinjo. =============== CHEATO PAGES ============== -CHEATO PAGE 1: GLITTER GULCH MINE SIGN- Area: Glitter Gulch Mine Location: Entrance Moves Needed: None Magic Needed: None This page is easy to miss, but whenever you enter the level it's in plain view. It rests above the big "Glitter Gulch Mine" sign. While you can use the Springy Step Shoes nearby, if you don't have them you can simply jump from the entrance rope and get it just as easily. -CHEATO PAGE 2: IN THE WATER TANK- Area: Mine Entrance 1 Location: Water Tank Moves Needed: None Magic Needed: None Go into the first Mine Entrance and use the Flip-Flap jump to reach the lower platform around the first Water Tank. Proceed to climb up the ladder and jump in the tank. Swim to the bottom to find a Cheato Page. -CHEATO PAGE 3: REMATCH RACE- Area: Glitter Gulch Mine Location: Near Fuel Depot Moves Needed: None Magic Needed: Detonator Trans. After defeating Canary Mary in the first race (see Jiggy 5), she'll ask you to race again. Do it if you want another Cheato Page. She'll be a little faster this time, but it still won't take much effort to defeat her. =============== JAMJARS' MOVES =============== -BILL DRILL- Area: Glitter Gulch Mine Location: Across River from Bill's Notes Needed: 85 Perform: Jump and Hold Z This is one of the most common moves you'll use in Banjo-Tooie, and it's especially useful in the first two levels. Large rocks, special patches of ground, ice, and more can be broken with the Bill Drill. The Bill Drill is much like the Beak Buster, but drills into the object, causing it to shatter if it's the right kind. -BEAK BAYONET- Area: Ordnance Shed Location: Entrance Area Notes Needed: 95 Perform: B (while in 1st-Person) This attack will become your main attack when in 1st-Person mode, as it makes it is an attack that doesn't use up any eggs. By simply pressing B, Kazooie will smash enemies with her beak. While it doesn't have the range of eggs and takes a second to pull her back, it is useful. =============== GLOWBOS =============== -MUMBO'S GLOWBO- Mumbo's Glowbo has strayed rather far from Mumbo's Skull, and is found over by the Mine Entrance 2. -WUMBA'S GLOWBO- Wumba's Glowbo hops around on the hill of minerals to the right of the entrance. =============== BOSS: OLD KING COAL =============== GRUBBY BOILER MONARCH Old King Coal is quite large, so hitting him won't be a problem. He has a total of 50 hit points, and a Rat-a-Tat Tap will take off three, while an egg takes off one. Periodically he will heat up the floor so it's burning hot. At this time, stay on one of the platforms. At 40 HP he loses and arm, 30 he loses his other one. At 15 his upper body falls off, and at 0 his lower body is destroyed. Stand on the large platform and the middle for best results, and wait for him to come around so you can Rat-a-Tat Rap him (the most effective). He himself likely won't hurt you, but the burning floors might, so be careful with your jumps. =============== MUMBO PADS =============== -MUMBO PAD 1: LEVITATE JIGGY BOULDER- Area: Glitter Gulch Mine Location: Near Crushing Shed Moves Needed: None This Mumbo Pad is outside the Crushing Shed. Use it to move the Jiggy Boulder from outside the shed to inside, ready to be smashed up. -MUMBO PAD 2: LEVITATE CHUFFY THE TRAIN- Area: Train Station: Location: Near Train Moves Needed: None In front of the toppled train is a Mumbo Pad. Use your shaman magic to lift it back onto the track so Banjo and Kazooie can enter. =============== WARP PADS =============== -WARP PAD 1: MINE ENTRANCE- The first Warp Pad is below the entrance rope. -WARP PAD 2: OUTSIDE CRUSHING SHED- This one's in plain sight, right near the Jiggy Boulder. -WARP PAD 3: INSIDE WUMBA'S WIGWAM- Because the hill Wumba's Wigwam is on has little room for anything more than the wigwam itself, this time the Warp Pad is located inside Wumba's Wigwam, to the left of the entrance. -WARP PAD 4: OUTSIDE MUMBO'S SKULL- Mumbo's Skull is located on the far side of the mine, about halfway down if you follow the river. On the cliffs before it is a Warp Pad. -WARP PAD 5: OUTSIDE TRAIN STATION- Just in front of the entrance to the Train Station is a Warp Pad. This allows for quick transportation to the other side of the mine. =============== AREA LOCATIONS =============== FUEL DEPOT: The Fuel Depot is located to the left of the entrance. TRAIN STATION: Follow the handcar track from the level entrance to the end or follow the river and you'll arrive at the entrance to the Train Station on the other side of Glitter Gulch Mine. MINE ENTRANCE 1: Find the first mine entrance near the Crushing Shed. MINE ENTRANCE 2: Another entrance to the mine is near Mumbo's Skull. MINE ENTRANCE 3: The final mine entrance is near the Train Station. TOXIC GAS CAVE: This cave, filled with gas that drains you air supply, is found across the river from the Crushing Shed. MUMBO'S SKULL: Mumbo's Skull is halfway down the river, near the Mine Entrance 2. WUMBA'S WIGWAM: Wumba's Wigwam is on top of a hill of purple minerals near the entrance to the level. ________________________________________________________________________ =============== LEVEL 3: WITCHYWORLD =============== ________________________________________________________________________ Isle Area: Pine Grove Train Station: Yes Jiggies Needed: 8 Moves Learned: 3 Characters: Mrs. Boggy, Groggy, Soggy, Moggy, Conga, Big Al, Salty Joe, Gobi, The Saucer of Peril Enemies: Rat Employee, Jackpot, Minjo Boss: Mr. Patch Transformation: Money Van Mini-Games/Shootouts: Dodgems, Hoop Hurry, Balloon Burst, Saucer of Peril Levels Connects To: Glitter Gulch Mine, Terrydactyland So, ready to enter a world of many worlds? The different themes of the areas in WitchyWorld make traveling across a unique experience, as some are filled with lava, while others are positioned in a wasteland. Of course, what would be an amusement park with out carnival-style rides, some food, and employees that try to kill you? WitchyWorld is designed to hurt those that are visiting and to benefit Gruntilda in any way possible. There's a bunch of Mini- Games here, like the Bumper Cars and the crazy Saucer of Peril. You'll also run into old characters like Conga and Boggy's kids, as well as his wife Mrs. Boggy. WitchyWorld's them has many different themes, which makes it a unique level. =============== THINGS TO DO =============== -TRAIN SWITCH- The Train Switch is located right in the Train Station, so it's very convenient if you need to use it. Go over to the end opposite the entrance, and Flip-Flap jump onto the second coffin you come across. Above it is a ledge. Scurry across, watching out for the Grip Grab Plants. At the end is a small cave with the Train Switch. -OPEN THE FOOD STANDS- Grunty has graciously given the visitors to WitchyWorld a chance to eat, and surprisingly its free. Perhaps it is because the food is of so low quality that... never mind. Anyway, the stands are closed when you first enter the park, and you'll need to open them up to receive the food items. The Hamburger Stand's switch is on top of the Ticket Booth at the park's entrance. Use the Shock Spring Pad behind it to get up there. The Fry Stall's switch is located right behind the stand itself. -BLAST GATE TO AREA 51- Area 51 is normally closed off by a gate, but a quick blast from a Grenade Egg will open the gate and give you access. -ACTIVATE LIFT ACROSS PARK- In the Western Area, climb the tower in the center. At the top, walk out on the rope (don't fall!) to the lift, and push down the red switch on the top of it. Now the lift will be ready to take you across the park. -INFLATE CRAZY CASTLE- There's a couple Jiggies you'll receive from inflating the Crazy Castle in the Western Zone, so you'll need to do this if you want to get everything. Simply head to the Crazy Castle area and go to the back. Blast open the vent with a Grenade Egg, then go to the Split Up Pad and split up. Take Banjo and Kazooie into the Pump Room and have them stand on their respective switches. When both switches are down, the pump will inflate the Crazy Castle. =============== JIGGIES =============== -JIGGY 1: THE CACTUS OF STRENGTH- Area: Western Zone Location: Cactus of Strength Characters Involved: None Worlds Traversed: None Moves Needed: Bill Drill, Grenade Eggs Magic Needed: None In the Western Zone, you'll see a large Cactus, titled the Cactus of Strength. You'll have 20 seconds to make the bell ring. You must use the Beak Buster, Bill Drill, and Grenade Eggs on the switch at the bottom to ring the bell. Climb up to the top and grab the Jiggy afterwards. -JIGGY 2: BALLOON BURST GAME- Area: Western Zone Location: Crazy Castle Characters Involved: None Worlds Traversed: None Moves Needed: Split Up, Airborne Egg Aiming Magic Needed: None Before you can play this game, you must inflate the Crazy Castle (requires Split Up move, see the Things To Do part of this level). Once this is done, enter the Castle with both Banjo and Kazooie and go into the open door. Inside is the Balloon Burst game. Your goal is to shoot as many Balloons as possible with eggs. You can fly upward while aiming by simply pressing A. Spin around the room searching for the high-point balloons. Never stop firing eggs, because you have an unlimited supply. You'll have 60 seconds to score 50 points, which shouldn't be hard. The Jiggy will appear on top of the castle. Shock Spring up to get it. -JIGGY 3: HOOP HURRY GAME- Area: Western Zone Location: Crazy Castle Characters Involved: None Worlds Traversed: None Moves Needed: Split Up Magic Needed: None This Jiggy also is found inside the Crazy Castle, and you'll need to inflate it (see Things To Do). After it's inflated, enter as only Kazooie, then go into the open door. You'll now play the Hoop Hurry game. Go for the Blue and Green rings the most, but the Green are easiest to jump through and will still give you a good amount of points. You'll need to score 30 points in 60 seconds, which shouldn't be exceedingly difficult. The Jiggy will appear on top of the castle. Shock Spring up to get it. -JIGGY 4: DROP OF DEATH- Area: Haunted Zone Location: Drop of Death Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: None This one is easy to get. Just go to the Haunted Zone, where in the center of the main area lies a tank of water and a tall diving board above it. Climb up ladder on the side and go to the very top. Slowly walk across the board (don't worry, if you begin to fall Banjo will most likely catch himself with the Grip Grab) to the end. Above it is a Jiggy. Use a Flip Flap jump to get it, then plunge down into the tank for fun. -JIGGY 5: THE INFERNO'S SPIRAL SLIDE- Area: The Inferno Location: Spiral Slide Characters Involved: None Worlds Traversed: None Moves Needed: Split Up Magic Needed: Van Transformation Enter the Inferno, then go to the Split Up Pad near the entrance. Split Up, and as Banjo go down the lava path, circling the slide tower. Soon you'll see a switch. This activates the Shock Spring Pad. After tripping it, switch to Kazooie. Now, grab the Running shoes at the bottom of the slide and commence running up it. Along the way, you'll encounter many Carpet Flame Riders. When they begin to approach, it's easiest to stop running. Jump when they come near, then continue on. It's harder to leap over them if you're running upward at the time, so slowing down is the best. At the top, take off the Running Shoes and Shock Spring up to the Jiggy on top of the tower. You can also reach the Jiggy, and bypass tripping the switch if you know Kazooie's super-high jump. -JIGGY 6: STAR SPINNER- Area: Space Zone Location: Star Spinner Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: Mumbo Power up the Star Spinner with Mumbo's magic, the Mumbo Pad located in the back of the room. Come back as Banjo and Kazooie. The new power won't seem to make much of a difference, but when you hop on the star near the ground, it'll shoot up into the air. Hop from star to star until you reach the grey planet at the top. The stars will only stay at each height for a few seconds, so be prepared. Jump onto the rings of the planet when you reach it. The Jiggy is at what would be the north pole of this planet. Because it constantly is turning, you'll need to Talon Trot up the side of the planet. Do it quickly and you'll reach the Jiggy. Now just be careful getting down, because a drop from this height is sure to be fatal. -JIGGY 7: ABUSE THE TWINKLIES: DODGEMS- Area: Space Zone Location: Dodgems Dome Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: Mumbo, Van Trans. It's time for those poor Twinklies to be abused again... in the first game, countless of these cute little lights were eaten by the evil Twinklie Munchers, and now you're running them over just for fun. Cruel, but you'll get a Jiggy out of it... and that makes it OK. Anyway, power up the Dodgems Dome using Mumbo's magic on the Mumbo Pad outside, then pay to play with the money from the back of the Money Van. After visiting the two magic people's houses several times, you're ready to play. The challenges are as follows. *1 VS. 1 GAME: Your goal is to collect 60 points worth of Twinklies in 45 seconds. With only one guy trying to stop you, this goal shouldn't be too hard. *2 VS. 1 GAME: With two opponents trying to stop you from getting points, the point total has been reduced to 50 needed to go on, but the time of 45 seconds remains the same. Don't get yourself into any corners and you'll be fine. *3 VS. 1 GAME: This is the hardest of the games, with three opponents trying to stop you from winning. Fairly, the score you need to obtain has been lowered to 40 (still 45 seconds to do it in). Unfortunately, you'll get stuck many times, because usually whenever you go near the walls these guys will get you. Just try to avoid them if possible. There are only three Twinklies on screen at once, and you should always go after the highest point Twinklies (or clusters of Twinklies). I should also note that whenever an opponent goes over a Twinklie, is disappears, so don't waste time getting the good ones. Win all three games to find a Jiggy in the lobby. -JIGGY 8: SAUCER OF PERIL- Area: Space Zone Location: Saucer of Peril Characters Involved: The Saucer of Peril Worlds Traversed: Glitter Gulch Mine Moves Needed: None Magic Needed: Mumbo Getting this Jiggy is a very long and complicated process, but the fun Saucer of Peril ride and the Jiggy and Cheato Page you receive make it worth the effort. The sequence starts out in Glitter Gulch Mine. Enter the Fuel Depot (to the left of the level entrance) and smash open the box. It'll move to the end of the track, but it won't be able to go further because the door to WitchyWorld's Space Zone is blocked. Go back to WitchyWorld, and instead of the Space Zone, the Western Zone. Climb up the center tower and take the lift across to the Space Zone. Jump over to the wire that goes to the right, and it'll serve as a ledge for climbing to the roof of the Saucer of Peril building. Watch out for the sparks of electricity and move across to the roof. Once you make it, trip the Shock Spring switch so you won't have to climb across the wire when you come back. Now head to the closed door. Beak Barge the switch to the right to open it up. The Saucer of Peril will come through, but it still isn't over. The UFO now needs the power turned on. Head to Mumbo's Skull and trade places with the shaman. As Mumbo, go to Area 51 and stand on the Mumbo Pad and do the magic dance-thingie to power up the Saucer of Peril. Now return to the Saucer via the lift from the Western Zone. If this wasn't enough, to get the Jiggy you'll need to beat the Saucer's game. During the fun and frantic ride, always aim for blue and green targets first, and always keep firing, even when no targets are in sight. Several times you'll come across all blue target patches and will pass them quickly. Be ready for them, as they can help your score out. It shouldn't be hard getting the second place prize, but it will be a bit harder to get first, which is a Jiggy. -JIGGY 9: CONGA'S EVIL BIG TOP- Area: WitchyWorld Location: Conga's Big Top Characters Involved: Conga Worlds Traversed: None Moves Needed: Airborne Egg Aiming Magic Needed: None The big tent in the center of WitchyWorld is where Conga, the arrogant ape from Mumbo's Mountain has set up his circus. He charges four tickets to enter, and one ticket is found inside each of the four Jackpots (the slow machine enemies) that walk around the path outside the tent. Use Grenade Eggs to destroy them and uncover the tickets. After you've got four tickets and have learned Airborne Egg Aiming, go into the tent and Conga will let you in. Unfortunately, you won't be watching a show, but battling this level's boss, Mr. Patch. Mr. Patch is a bit more difficult than the previous bosses, so look below for how to beat him. When he's defeated, a Jiggy will appear. -JIGGY 10: THE BOGGY TRIPLETS- Area: WitchyWorld Location: WitchyWorld Entrance Characters Involved: Mrs. Boggy, Soggy, Groggy, Moggy Worlds Traversed: None Moves Needed: Taxi Pack Magic Needed: None Mrs. Boggy, who has been visiting the park with her three sons, is ready to go but can't find where her children are. You'll need to round the kids up so that they can go home to the Hailfire Peaks. The location of the kids is random, but they can be found in the Inferno, Outside the Crazy Castle, Outside the Dodgems, or in the Star Spinner. More than one of the kids may be found in one area. Two of the kids are hungry, and you'll need hamburgers and fries from the food stands to feed them. One of these two will go after you feed it, but the other is too fat to move. Use the Taxi Pack (learned in Terrydactyland) to carry him to the entrance. The last kid refuses to leave, but a quick peck from Kazooie will make him go crying home. For getting all the kids, Mrs. Boggy will reward you with a Jiggy. =============== NOTE LOCATIONS =============== -TREBLE CLEF- Area: Space Zone Location: Money Van Door Moves Needed: None Magic Needed: Van Transformation The prize note of WitchyWorld can only be collected while in the Money Van transformation. Head to the Space Zone after transforming and enter the Van Door on the Saucer of Peril building. Inside is the Treble Clef. -40 NOTES- Area: WitchyWorld Location: Path Around Big Top Moves Needed: None Magic Needed: None Follow the path circling Conga's tent and you'll accumulate an entire forty notes! Not bad, huh? -10 NOTES- Area: Area 51 Location: Electric Fence Moves Needed: Grenade Egg Magic Needed: None After breaking open the gate the Area 51, use the Shock Spring Pad near the electric fence to jump on top of it and collect the two note nests. -10 NOTES- Area: Space Zone Location: Outside Dodgems Moves Needed: None Magic Needed: None Outside the Dodgems' entrance are two note nests. -10 NOTES- Area: Western Zone Location: Near Door to Crazy Castle Moves Needed: None Magic Needed: None Look behind each side of the wooden leading to the Crazy Castle Area in the Western Zone to find a note nest. -10 NOTES- Area: Haunted Zone Location: Water Tank Moves Needed: None Magic Needed: None Take a dip in the water tank under the Drop of Death to find ten more notes, finishing off the notes in this level. =============== EMPTY HONEYCOMBS =============== -EMPTY HONEYCOMB 1: TO THE PUMP ROOM!- Area: Western Zone Location: Crazy Castle Area Moves Needed: Grenade Eggs Magic Needed: None In the Western Zone's Crazy Castle Area, you'll see a vent in the back with an Empty Honeycomb sitting inside. Blast it open with a Grenade Egg. Not only will this allow you to pick up the golden treasure, but you'll also have access to the Pump Room. -EMPTY HONEYCOMB 2: MUMBO'S SKULL- Area: Mumbo's Skull Location: Lobby Moves Needed: None Magic Needed: None This one is just too easy to get. Like the Glowbo in the first level, this Empty Honeycomb Piece is just sitting in the green light of the lobby in Mumbo's Skull. Looks like Rare ran out of places to hide things... -EMPTY HONEYCOMB 3: SPACE ZONE LIFT- Area: Space Zone Location: On Top of Star Spinner Moves Needed: None Magic Needed: None Activate the lift over in the Western Zone and take it across the park to the Space Zone. Above the station where you get off is an Empty Honeycomb. Flip-Flap jump up to the top to grab it. =============== JINJOS =============== -JINJO 1: ON TOP THE BIG TOP- Area: WitchyWorld Location: On Top of the Tent Moves Needed: None Magic Needed: None On all sides of the Big Top are ropes. They aren't there for no reason. Slowly walk up them as Banjo, then use the Talon Trot to get to the top of the tent. On one of the platforms on the top is a Jinjo. -JINJO 2: WESTERN ZONE- Area: Western Zone Location: Near Door to Crazy Castle Moves Needed: Grip Grab Magic Needed: None In the Western Zone, go to the door that leads to the Crazy Castle area, but do not enter. Instead, use a Flip Flap Jump to grab onto the right door, and pull yourself up. Jump to the wall to the right, right above the wooden ledge. Grip Grab over to the Jinjo. -JINJO 3: TRAPPED IN THE CHAMBER OF HORRORS- Area: Haunted Zone Location: The Chamber of Horrors Moves Needed: Grenade Eggs Magic Needed: None Enter the Haunted Cavern in the Haunted Zone and proceed to the back and enter the chamber of horrors. Inside is Gobi, a dinosaur, and a Jinjo. The characters aren't important to you yet, but the Jinjo of course is. Blast open the cell door with a Grenade Egg and collect it. -JINJO 4: AREA 51 VAN ACCESS- Area: Area 51 Location: Money Van Door Moves Needed: None Magic Needed: Van Transformation After blasting open the gate to Area 51 with a Grenade Egg, warp to Wumba's Wigwam and transform into the Money Van. Head back to Area 51 and go into the building. At the end is a Van Door, and inside is another lovable Jinjo. -JINJO 5: WATCHING THE DODGEMS- Area: Space Zone Location: On Top of Dodgems Dome Moves Needed: None Magic Needed: None Hey! This guys trying to watch the Dodgems games for free! Grunty should zap him. Then again, he is helpful in getting another puzzle piece. Save him from impending doom by traversing to the roof of the dome. Jump on top of the brown entrance to the Dodgems, then climb the circular pole to the top (watch out for the sparks). The Jinjo is at the very back of the roof. =============== CHEATO PAGES =============== -CHEATO PAGE 1: THE HAUNTED CAVERN- Area: Haunted Zone Location: The Haunted Cavern Moves Needed: Grip Grab Magic Needed: None The Haunted Cavern, located in the Haunted Zone, is a mysterious chamber filled with glowing goblins, a path with sharp teeth, and darkness. Follow the path to the very end (past the chamber of horrors), where you'll run into a seemingly dead end with just a torch and some egg nests. However, if you look at the wall closely you'll see that there's a ledge. Grip Grab onto it and inch across the where the Cheato Page is. -CHEATO PAGE 2: INFERNO VAN TOUR- Area: The Inferno Location: Van Door Moves Needed: None Magic Needed: Van Transformation Get into the Inferno by paying the price to Grunty in the Haunted Zone (as the Van), then enter and head to the left. There's a Van door inside. Beep to open it and you'll get a Cheato Page. -CHEATO PAGE 3: THE SAUCER OF PERIL- Area: Space Zone Location: Saucer of Peril Moves Needed: None Magic Needed: Mumbo The Saucer of Peril ride not only has a first prize of a Jiggy, but a second prize of a Cheato Page. If you get enough points to qualify for first place, you'll get this prize in addition to the Jiggy. See Jiggy 8 for details on how to activate/win the Saucer of Peril game. =============== JAMJARS' MOVES =============== -PACK WHACK- Area: Western Zone Location: Crazy Castle Area Notes Needed: 120 Perform: B (while Banjo) This is Banjo's main attack when he's separated from Kazooie. When performed, Banjo takes off his backpack and swings it around twice, whacking any enemies that get in the way. It's quite slow to start and ends sooner than you'd think, so you must time it just right if you want to do any damage. It's can also be used for getting across larger pits, as Banjo floats while doing this. -SPLIT UP- Area: WitchyWorld Location: Behind Big Top Notes Needed: 160 Perform: Press A on Split Up Pad Splitting Up is one of the main features of this game, and you'll be doing it quite a bit throughout the course of your adventure. Simply stand on a Split Up Pad and Press A. You'll now only control one character. The characters can perform attacks they could normally; for example Kazooie can still shoot eggs. However, moves requiring both members of the team (which is most of them) can't be performed. New, single-character moves can be learned, however, and is one of the main reasons for Splitting Up. -AIRBORNE EGG AIMING- Area: Space Zone Location: Outside Dodgems Notes Needed: 180 Perform: Top C to Aim (while Flying) While you can shoot eggs normally, you can't while flying... and this move will now let you do just that. It's handy to be able to hurt enemies while flying around, but you won't use it all that much. =============== GLOWBOS =============== -MUMBO'S GLOWBO- You'll find this guy in the Inferno, near Mumbo's House. Just pass it on the main path around the spiral slide and you'll find it at the end of the land, behind a Rat Employee. -WUMBA'S GLOWBO- The Glowbo is actually harder to find than most, just because you wouldn't expect it would be where it is. It's simply inside of Wumba's Wigwam. Does she really need your help finding it? =============== BOSS: MR. PATCH =============== STRANGE WOBBLY INFLATABLE THING Mr. Patch, annoyed by Kazooie's taunting, inflates himself to gigantic proportions. The way to hurt Mr. Patch is to shoot the patches on his body with Grenade Eggs. When they burst, he'll lose some of his air. After all twelve patches are destroyed, he'll be beaten. The patches are located all over his body, from his nose to his back, from his stomach to his shoulders. After you destroy the first Patch, he'll call on little boxing glove guys that pop up from the ground. This will force you to take to the skies to finish the job. Stay as far away from Mr. Patch as you can so you have more time to fire eggs. Periodically, Mr. Patch will spit large beach balls from his mouth. Dodge them when they come near. Hitting the patches precisely is the hardest part of this battle. =============== MUMBO PADS =============== -MUMBO PAD 1: POWER SAUCER OF PERIL- Area: Area 51 Location: Left Side Moves Needed: Grenade Eggs Break open the gate to Area 51 with a Grenade Egg, then return as Mumbo. On the left side of this area is a Mumbo Pad. Use it to power up the Saucer of Peril ride, which is very fun I might add. -MUMBO PAD 2: POWER STAR SPINNER- Area: Space Zone Location: Star Spinner Moves Needed: None Enter the Star Spinner Ride as Mumbo. Go to the back of the room and do some mechanical work on the generator to power up this astronomical ride. -MUMBO PAD 3: POWER DODGEMS- Area: Space Zone Location: Outside Dodgems Moves Needed: None Mumbo sure has a lot of work in this level, and they all seem to be powering the rides in the Space Zone. The last Mumbo Pad is just outside the Dodgems ride. Use it to open up the entrance to this fun mini-game. =============== WARP PADS =============== -WARP PAD 1: WITCHYWORLD ENTRANCE- Like most levels, you'll find the first Warp Pad at the entrance so you can leave the level quickly. It's just to the right when you enter. -WARP PAD 2: BEHIND CONGA'S BIG TOP- There's another Warp Pad found right behind Conga's tent, right next to Jamjars' Hatch where you learn how too Split Up. -WARP PAD 3: SPACE ZONE- To the left of the Star Spinner building in the Space Zone is a Wrap Pad, connecting one of the Zones to the other War Pads. -WARP PAD 4: OUTSIDE WUMBA'S- Not only does this Warp Pad give you quick access to Wumba's Wigwam, but it also allows you to get to the Western Zone quickly. Climb over on the left ledge from the wooden door going to the Crazy Castle area, then up the cliff to find it. -WARP PAD 5: OUTSIDE MUMBO'S- Once you gain entry to the Inferno, you'll come across Mumbo's Skull. In front of it is a Warp Pad, like usual. =============== AREA LOCATIONS =============== CONGA'S BIG TOP: This is the big tent in the center of WitchyWorld. You'll need four tickets to enter. SPACE ZONE: Going clockwise from the entrance, this is the first Zone you'll come across. The Dodgems, Star Spinner, and Saucer of Peril are located here. HAUNTED ZONE: Going clockwise from the entrance, this is the second Zone you'll come across. You'll find the Inferno, Train Station, and Chamber of Horrors in this Zone. WESTERN ZONE: Going clockwise from the entrance, this is the third and last Zone you'll come across. You'll find the Crazy Castle and Wumba's Wigwam here. CRAZY CASTLE AREA: This is in the back area of the Western Zone. An inflatable castle is the main attraction. HAUNTED CAVERN: Go into the leftmost cave in the Haunted Zone to find the Haunted Cavern, which leads to the Chamber of Horrors. THE INFERNO: The Inferno is in the middle cave of the Haunted Zone. A payment of a coin from the Money Van is required to enter. TRAIN STATION: The cave to the right (in the Haunted Zone) leads down to the Train Station. ________________________________________________________________________ =============== LEVEL 4: JOLLY ROGER'S LAGOON =============== ________________________________________________________________________ Isle Area: Clifftop Train Station: No Jiggies Needed: 14 Moves Learned: 3 Characters: Pawno, Piggles & Trotty, Captain Blackeye, Jolly, Captain Blubber, Alph, Betti, & Gammo, Merry Maggie, Chris P. Bacon, Tiptup Enemies: Sea Anenemy, Octopus, Blowfish, Electric Eel, Pirate, Grip Grab Plant, Spinning Seaweed Pot Boss: Lord Woo Fak Fak Transformation: Submarine Mini-Games/Shootouts: Levels Connects To: Glitter Gulch Mine, Grunty Industries Arr, ye olde Lagoon. My personal favorite level, Jolly Roger's Lagoon, is not only huge, but it has the best music. The two parts of this level are drastically different, one being the harborside town and the other the vast underwater zone. There's tons of stuff hidden in the depths, such as a UFO, Atlantis, and a sunken ship. There's also a huge number of characters... from the perfectly named pig Chris P. Bacon to Captain Blackeye, a pirate who's picture could be seen in Banjo-Kazooie's Mad Monster Mansion. And of course, starring in his third Rare game, Tiptup the turtle. =============== THINGS TO DO =============== -DESTROY CHEST- The Treasure Chest in the Town Center is a local landmark... unfortunately, you'll have to blow it up. On the back is a large crack, indicating that a Grenade Egg will destroy it. Underneath the chest is a Split Up Pad, which will definitely come in handy. -COLLECT THE DOUBLOONS- Doubloons are the currency in Jolly Roger's Lagoon, and you'll need a total of 28 if you want to get everything: a Jiggy, a Cheato Page, a new move and a Jinjo. There's 30 of these to be found, and there locations are as follows: *4 Doubloons: Look in Turtle View Cave to find these. *6 Doubloons: Circle the harbor, and you'll find six Doubloons resting on those... um... gray-things. I dunno what they're called, but you can spot these easily. *2 Doubloons: Talk to Captain Blackeye four times, and he'll hand you two Doubloons to go get him some more water. You can use them yourself, though, he won't ever know... *3 Doubloons: It seems that the town is a popular place for pirates to bury their treasure. There are several odd-colored patches of ground in the town. Bill Drill them, and you'll see that three of these patches contain Doubloons. *4 Doubloons: Swim to the far side of the Lagoon, where a Jinjo waits. Below the cave are four Doubloons. *3 Doubloons: There's a small cave high above the town, near Mumbo's Skull. Bill Drill the odd-colored patch of dirt in front of it, then use the Shock Spring Jump found under it with only Kazooie (Split Up) to get enough height. *4 Doubloons: The green light in Mumbo's lobby usually holds something, and in this world it's four Doubloons. *4 Doubloons: The last four Doubloons in this level can be found at the bottom of Piggle's and Trotty's pool. Don't worry, the sewage won't mutate you. -OXYGENATE WATER- This is the most important thing for you to do in this level, and even though it's covered in the Mumbo Pad section, I'll say it here as well. Take Mumbo to the Mumbo Pad in the Harbor and oxgenate the water. This will allow Banjo and Kazooie to breath for as long as they want. -CREATE SHORTCUT TO SMUGGLER'S CAVERN- There's an easy way to get from the town to the Smuggler's Cavern, and all is requires is a little destruction of property. In Jolly's, look through the small window to the left of the entrance. Inside, you'll see a powder keg. Fire a Grenade Egg at it and it'll explode, destroying the wall. You can also destroy the keg by coming up from the Smuggler's Cavern. =============== JIGGIES =============== -JIGGY 1: PAWNO'S JIGGY- Area: Pawno's Location: Container Characters Involved: Pawno Worlds Traversed: None Moves Needed: None Magic Needed: None Pawno, the rodent merchant living in the town are of Jolly Roger's Lagoon, is selling a Jiggy for a hefty price of 20 Doubloons. Take a look at the Doubloons part of the "Things To Do" section to find their locations. Talk to Pawno after collecting twenty golden coins and he'll let you have the Jiggy. -JIGGY 2: INSIDE THE CLEAR FISH- Area: Random Location: Random Characters Involved: None Worlds Traversed: None Moves Needed: Talon Torpedo Magic Needed: None Many of the clear fish swimming throughout Jolly Roger's Lagoon contain items inside. Sometimes its a worthless egg nest, but sometimes its a Empty Honeycomb, Cheato Page, or even a Jiggy. Use the Talon Torpedo to snatch it from their bodies. Which fish contains what is random, so check all of the places below to find the item you're looking for: *Smuggler's Cavern - Swimming Around *Big Fish Cavern - Swimming Around *Wumba's Cavern - Swimming Around *Atlantis - Swimming In Center *Sea Bottom - Near Davy Jones' Locker (2 Clear Fish Here!) -JIGGY 3: THE UFO IN THE LAGOON- Area: Jolly Roger's Lagoon Location: Bottom of the Lagoon Characters Involved: Alph, Betti, Gammo Worlds Traversed: None Moves Needed: Talon Torpedo, Ice Eggs Magic Needed: None Swimming from the harbor of the town into the hole in the center of the Lagoon, one will come across a UFO sunk at the bottom. Use the Talon Torpedo on the door to enter. Inside, you'll hear that the aliens have a problem, and they are stuck here until their engine be refueled. Stand in the center of the room (where the lines meet), and look in the direction of each line. There's a hole at the end of each line. Shoot an Ice Egg into all four in under 20 seconds (easy if you stand in the middle of the room). When powered up, the UFO will take off, and you can pick up the Jiggy that was buried under it when it crashed. -JIGGY 4: CHRIS P. BACON'S UNDERWATER PHOTOGRAPHS- Area: Atlantis Location: Large Building Characters Involved: Chris P. Bacon Worlds Traversed: None Moves Needed: Sub-Aqua Egg Aiming Magic Needed: None In the center of Atlantis, there are four statues of women holding pots, each with a different symbol on them. The only symbol I know the name for is Pi, though I know I should know the other three. But that's OK, because if you non- genius readers couldn't understand me, then it wouldn't be nice. The four symbols, one looking like an E, one a triangle, and another... well, sorta like a pair of headphones, and of course Pi, are displayed in a random order above the door to the largest building in Atlantis. Shoot the jars the statues hold in the order shown above the door to open it up. Inside, you'll meet up with Chris P. Bacon, the underwater photographer. He needs you to shoot all the Nippers that approach him while he takes pictures. When he goes down, follow him and get a position right above his cage. When the 60 seconds begin, you can't let a single Nipper bite Chris. Spin around quickly looking for Nippers, and remember that you can shoot through the cage. After the minute is up, Chris will reward you with a Jiggy. -JIGGY 5: SUBMARINE CHALLENGE- Area: Sea Bottom Cavern Location: Sea Bottom Cavern Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: Submarine Trans. The Sea Bottom Cavern is so deep that the pressure would cause Banjo's head to explode. You can only enter as a Submarine. Transform at Wumba's, then head to the Davy Jones' Locker area and into the Sea Bottom Cavern. Inside is a game. You need to shoot 60 points worth of mines in 60 seconds. Switch to first-person view as soon as you begin, and the challenge will be simple. Just remember to hold A so you keep going and press Z as much as you can so you keep firing. A mere 60 points is all you need to get the Jiggy, which will appear on a small platform near a larger one. -JIGGY 6: JOLLY'S PARTNER- Area: Jolly's Location: Entrance Characters Involved: Jolly, Merry Maggie Worlds Traversed: None Moves Needed: Sub-Aqua Egg Aiming Magic Needed: None Jolly is... hmm... let's just say that he's very "jolly". Anyway, Jolly's partner Merry Maggie is missing, and you of course must find her. If you hadn't made the connection when Jolly said she was riding a waveracer and Blubber said his waveracer was eaten by a fish, go to the Big Fish Cavern. The most notable landmark of the Big Fish Cavern is of course the big fish. The fish has swallowed Merry Maggie, so you'll need to go in after it. But you can't go in the fish's mouth, so what's the logical thing to do? That's it! Shoot its teeth out with eggs! Makes sense to me. Each of the five teeth take three shots with an egg, and when they're all gone, it'll open up and you can swim in. Inside the fish, take the left path and you'll find Maggie. Talk to her and she'll return to Jolly's. Go back as well and Jolly will reward you with a Jiggy. -JIGGY 7: LORD WOO FAK FAK- Area: Davy Jones' Locker Location: Bottom of the Locker Characters Involved: None Worlds Traversed: None Moves Needed: Sub-Aqua Egg Aiming -or- Magic Needed: Submarine Trans. You're used to facing a boss in each world, but none has been as fearsome and difficult of the mighty Lord Woo Fak Fak, the anglerfish that resides in Davy Jones' Locker. Yes, it's actually a Locker. Go down to the Sea Bottom and search for the Locker. It's recognizable by the brown cover and the "D. Jones" on the front. Blast it open with a Grenade Egg or a Torpedo. Inside you'll confront Woo Fak Fak. If you beat him, you'll earn a Jiggy, of course. -JIGGY 8: TIPTUP RETURNS... AGAIN- Area: Turtle Lagoon Location: Beach Characters Involved: Tiptup Worlds Traversed: None Moves Needed: Hatch Magic Needed: None Everyone's favorite racing turtle makes another Banjo game appearance, and this time he can be found in Jolly Roger's Lagoon. Getting there is the tough part. Enter Mumbo's Skull, and search along the wall. If you look closely, you can see a small crack. Blast that with a Grenade Egg to open the path to Turtle Lagoon. It seems Tiptup has been getting some action, as a turtle egg is sitting on the beach, and Tiptup is eagerly waiting for it to hatch. So, the logical thing to do is to hatch it with the Hatch move learned in Terrydactyland. When the baby turtle hatches, hit it with the Beak Barge to flip it over. Tiptup and the baby will go into the Lagoon, mysteriously disappearing, but leaving a Jiggy behind. -JIGGY 9: SMUGGLER'S TREASURE- Area: Smuggler's Cavern Location: Platform Characters Involved: None Worlds Traversed: None Moves Needed: Glide Magic Needed: None After learning Glide from Hailfire Peaks, come back and go down to the Smuggler's Cavern from Jolly's back room. You've seen that Jiggy high above on the platform before, and now it's time to get it! Glide from the entrance all the way to the platform, and the Jiggy will be yours. -JIGGY 10: PIGGLE'S AND TROTTY'S POOL- Area: Jolly Roger's Lagoon Location: Pig's Pool Characters Involved: Piggles, Trotty, George the Ice Cube Worlds Traversed: Grunty Industries, Hailfire Peaks, Cloud Cuckooland Moves Needed: Pack Shack Magic Needed: None This Jiggy is very complicated and not only requires going through a bunch of different worlds, but you'll also have to wait a while before getting it. The two Pigs want their pool warm and non-polluted. A picky bunch, aren't they? First, jump from the town to the pipe spewing the toxic waste. Bill Drill the top, and enter the pipe. In the room you go into, walk to the back an Beak Barge the switch, turning off the sewage. Next, travel to Cloud Cuckooland. From the entrance, shoot across to the grassy area by the flower, then jump down the ledges until you reach the water area. Above the Flight Pad is George the Ice Cube. Rat-a-Tat Rap him off the edge, and he'll meet his gruesome fate in the scalding pool by the entrance Warp Pad in Hailfire Peaks. Go to the Peaks, and Shack Pack as Banjo to the switch in the pool. It'll empty into the Pig's pool, and they'll happily reward you with a Jiggy. =============== NOTE LOCATIONS =============== -TREBLE CLEF- Area: Atlantis Location: Outside Ruins Moves Needed: None Magic Needed: None If you head left from the entrance to Atlantis (if you enter from the Lagoon), you'll come across a Sea Anenemy. Shoot it in the eye with an egg, which will cause it to retract its tentacles, which before held the coveted Treble Clef. -15 NOTES- Area: Town Center Location: Shop Entrances Moves Needed: None Magic Needed: None In front of the entrances to Pawno's Emporium, Jolly's, and Blubber's Waveracer Hire are note Nests. Three shops with three nests equals 15 notes. -15 NOTES- Area: Pawno's Location: Shelf Moves Needed: None Magic Needed: None In Pawno's Emporium, look up on the shelf that's opposite the entrance. There's three note nests on it. -15 NOTES- Area: Jolly's Location: Shelf Behind Counter Moves Needed: None Magic Needed: None At Jolly's, go behind the counter and Flip-Flap jump up to the shelf above. Resting there are three note nests, increasing your note count by 15. -15 NOTES- Area: Blubber's Location: Window Shelf Moves Needed: None Magic Needed: Like in the other shops, you'll find fifteen notes in Blubber's. They're resting on a shelf near the window. -10 NOTES- Area: Jolly Roger's Lagoon Location: Near the UFO Moves Needed: None Magic Needed: None When you dive down from the Lagoon, you'll come across a UFO and several Sea Anenemies. Two of these creatures hold Notes Nests. Shoot an egg at their eyes and they will retract their tentacles, allowing you to grab the notes. -10 NOTES- Area: Atlantis Location: Outside Electric Eel's Lair Moves Needed: None Magic Needed: None In Atlantis, go to the tall (but thin) building near the Warp Pad, known as the Electric Eel's Lair. Outside are two Note Nests. =============== EMPTY HONEYCOMBS =============== -EMPTY HONEYCOMB 1: GRIP GRAB TO THE PIPE- Area: Jolly Roger's Lagoon Location: Above Pig's Pool Moves Needed: Grip Grab, Bill Drill Magic Needed: None You've likely seen a shimmering Empty Honeycomb over Piggle's and Trotty's pool, but haven't been able to get it. It all starts in the town near Jolly's. Bill Drill the odd-colored patch of dirt near the entrance to Jolly's, and you'll find a Shock Spring Pad. Use it to jump to the roof. Talon Trot up to the chimney, then jump from it to the ledge above. Climb along the ledge (watch out for the two Grip Grab Plants, one is colored green and blends in) until you're over the pipe, then simply drop down and claim your prize. -EMPTY HONEYCOMB 2: THE CLEAR FISH RETURNS- Area: Random Location: Random Moves Needed: Talon Torpedo Magic Needed: None Many of the clear fish swimming throughout Jolly Roger's Lagoon contain items inside. Sometimes its a worthless egg nest, but sometimes its a Empty Honeycomb, Cheato Page, or even a Jiggy. Snatch it from them with the Talon Torpedo. Which fish contains what is random, so check all of the places below to find the item you're looking for: *Smuggler's Cavern - Swimming Around *Big Fish Cavern - Swimming Around *Wumba's Cavern - Swimming Around *Atlantis - Swimming In Center *Sea Bottom - Near Davy Jones' Locker (2 Clear Fish Here!) -EMPTY HONEYCOMB 3: HIDDEN IN ATLANTIS- Area: Atlantis Location: Near Warp Pad Moves Needed: None Magic Needed: None This Empty Honeycomb is hidden very well, and it is very easy to miss even if you know where it is. From the Warp Pad in Atlantis, go down to the ocean floor and start swimming towards the largest building in the underwater city. There's a steep incline a little ways, and if you search along it, you'll find a small cave with a Empty Honeycomb tucked away inside. =============== JINJOS =============== -JINJO 1: BLUBBER'S SHOP- Area: Blubber's Location: Rafters Moves Needed: None Magic Needed: None Go down to the harbor and enter Blubber's Waveracer Hire. Behind the counter, hidden from view is a Shock Spring Pad. Use it to spring up to the rafters at the top of the shop, where a Jinjo is waiting. -JINJO 2: ACROSS THE LAGOON- Area: Jolly Roger's Lagoon Location: Lagoon Moves Needed: None Magic Needed: None This is pretty much the only item that is actually in the Lagoon. You can see it easily in the cave on the far side of the Lagoon, but you can't reach it from the water. You'll need to run across the water, because jumping from the height of the water will be enough for you to reach the cave. So, where can Running Shoes be found? Blubber's, of course. Go to the old hippo's shop, and Blubber will sell you the shoes for a mere 1 Doubloon (see the Things To Do section for Doubloon Locations). Put the shoes on, run out of the shop, across the Lagoon, and grab the Jinjo. -JINJO 3: JINJO TREASURE- Area: Sunken Ship Location: Inside Sunken Ship Moves Needed: Grenade Eggs Magic Needed: None Inside the Sunken Ship, there's a lot of junk. However, in a random location is a treasure chest with a Jinjo's picture on the side. Blast it open with a Grenade Egg to free the Jinjo. -JINJO 4: SEAWEED SANCTUM PILLAR- Area: Seaweed Sanctum Location: Top Floor Moves Needed: None Magic Needed: None Enter the Seaweed Sanctum, the building just to the right of the Atlantis entrance from the Lagoon. Inside, go to the back and Shock Spring up a floor. Go around and Shock Spring up again to the top floor. If you walk around, you'll come across an exit. Continue on the path and soon you'll see a pillar, with a Jinjo sitting on top of it. -JINJO 5: BIG FISH'S BELLY- Area: Big Fish Cavern Location: Inside Big Fish Moves Needed: Sub-Aqua Egg-Aiming Magic Needed: None The most notable landmark of the Big Fish Cavern is of course the big fish. The fish has swallowed a Jinjo, so you'll need to go in after it. But you can't go in the fish's mouth, so what's the logical thing to do? That's it! Shoot its teeth out with eggs! Makes sense to me. Each of the five teeth take three shots with an egg, and when they're all gone, it'll open up and you can swim in. Inside the fish, take the right path to find the Jinjo. =============== CHEATO PAGES =============== -CHEATO PAGE 1: PAWNO'S PAGE- Area: Pawno's Location: Container Moves Needed: None Magic Needed: None After you purchase the Jiggy from Pawno, he'll make a Cheato Page available. Knowing its value, Pawno won't let go of it for less than 5 Doubloons. See the Doubloons part of the "Things To Do" section to locate the Doubloons you need for this, then hand them over to Pawno for the Cheato Page. -CHEATO PAGE 2: MY FISH ATE IT- Area: Random Location: Random Moves Needed: Talon Torpedo Magic Needed: None Many of the clear fish swimming throughout Jolly Roger's Lagoon contain items inside. Sometimes its a worthless egg nest, but sometimes its a Empty Honeycomb, Cheato Page, or even a Jiggy. Snatch it from them with the Talon Torpedo. Which fish contains what is random, so check all of the places below to find the item you're looking for: *Smuggler's Cavern - Swimming Around *Big Fish Cavern - Swimming Around *Wumba's Cavern - Swimming Around *Atlantis - Swimming In Center *Sea Bottom - Near Davy Jones' Locker (2 Clear Fish Here!) -CHEATO PAGE 3: THE ANCIENT SWIMMING BATHS- Area: Ancient Swimming Baths Location: Above Entrance Moves Needed: Glide Magic Needed: None Enter the Ancient Swimming Baths, the building to the left of the entrance to Atlantis from the Lagoon (use the Talon Torpedo to break the door open). Inside you won't find much, save a Cheato Page above the entrance. How do you get it? First, Split Up on the Split Up Pad nearby. Then take Kazooie to the pillar sticking out of the water by the entrance. From here, perform Kazooie's super- high jump (dang! forgot what it was called... I'll have to get back to you on the name), then Glide over to the Cheato Page (if you Glide from the highest point of the jump, you'll likely soar over the page). =============== JAMJARS' MOVES =============== -WING WHACK- Area: Jolly Roger's Lagoon Location: Turtle View Cave Notes Needed: 265 Perform: B (while Kazooie) This move is one of Kazooie's few attacks when she's separated from Banjo. While standing still, Kazooie will slice the air (or an enemy) with three chops, and while running, she'll spin around. A good attack, and helpful for dispatching baddies when away from the backpack. Just press B. -SUB-AQUA EGG AIMING- Area: Jolly's Location: Room (Costs 2 Doubloons) Notes Needed: 275 Perform: Top C while Underwater You can shoot eggs on land, you can shoot eggs in the air, now learn to shoot them underwater. This is an incredibly useful move to know, especially in Jolly Roger's Lagoon, a level that's almost entirely underwater. You'll fire eggs like you normally do; just press Top C. -TALON TORPEDO- Area: Electric Eel's Lair Location: Hallway Above the Water Notes Needed: 290 Perform: Z while Underwater This attack is one of the few ways you can choose to attack underwater, and it's good in some cases while not so good in others. When Z is pressed underwater, Kazooie will shoot out from the backpack and swim around at high speeds. This is most useful for destroying things with her picture on it, but it can also be used to hurt enemies or steal items from the Clear Fish in Jolly Roger's Lagoon. There's a time limit and also a cost of five Red Feathers each time you use it. =============== GLOWBOS =============== -MUMBO'S GLOWBO- Look inside Pawno's Emporium. Behind the counter, next to the Grunty doll is the Glowbo high on the shelf. -WUMBA'S GLOWBO- Wumba's Glowbo is right underneath the Wigwam. Swim to the floor in Wumba's Cavern, and right underneath the twisting rocks that support the island Wumba's Wigwam is on hops that cute little Glowbo. =============== BOSS: LORD WOO FAK FAK =============== SELF-IMPORTANT ANGLERFISH Lord Woo Fak Fak is one of the more difficult bosses in this game. While you can face him as Banjo and Kazooie, it's much easier to fight as the Submarine. Why? It's all because of unlimited Torpedos and smoother swimming. As Banjo, you'll need to constantly stock up on eggs and will likely be more conservative with your shots. As the Sub, you can shoot as much as you want. So, what do you shoot? First, Woo Fak Fak will have six boils, three on each side. The one you need to shoot will glow yellow. Watch out for the energy shot from the angler. After all of the boils are gone, Woo Fak Fak will open his eyes, indicating that you need to shoot him there now. Six shots in the eyes will defeat him. =============== MUMBO PADS =============== -MUMBO PAD: SUNLIGHT: OXYGENATE WATER- There's only one Mumbo Pad in this level, but it's very important that you bring Mumbo to it. This Mumbo Pad, located in the harbor of the town, will fill the waters with oxygen so that Banjo and Kazooie can breath without air bubbles. Very helpful in this large underwater level. =============== WARP PADS =============== -WARP PAD 1: TOWN CENTER- This is right behind the chest in the middle of the town, in between the entrance to the level and the harbor. Easy to find, and a useful place to warp to when you're deep in the underwater caverns. -WARP PAD 2: ATLANTIS- The Warp Pad in Atlantis is a common warping point, as Atlantis connects most of the other underwater areas. The Warp Pad is on a large pillar, in between the largest building and the exit to Wumba's Cavern. -WARP PAD 3: SUNKEN SHIP- Take the left tunnel from Atlantis to reach the Sunken Ship (left from the entrance from the Lagoon, that is). On top of the outside of the ship is a Warp Pad. -WARP PAD 4: BIG FISH CAVERN- The next Warp Pad is in the Big Fish Cavern. You can get to the Cavern by either going through the Seaweed Sanctum or taking an exit from the Sea Bottom (where Davy Jones' Locker is). -WARP PAD 5: DAVY JONES' LOCKER- Swim all the way to the deepest part of the sea that Banjo can enter, near Davy Jones' Locker, which is either past the Sunken Ship or the Big Fish Cavern (your choice). Near the hole going down to the Sea Bottom Cavern is a Warp Pad in a rock formation. =============== AREA LOCATIONS =============== TOWN: This is the town you're in when you first enter. Shops located here include Pawno's, Blubber's, and Jolly's. JOLLY ROGER'S LAGOON: This is anywhere in the main area of the Lagoon other than the town, including the Pig's Pool, the UFO area, and Turtle View Cave. ATLANTIS: The sunken city lies in the depths. Swim here from where the UFO is. SMUGGLER'S CAVERN: Blow up the powder keg in Jolly's to create an entrance to the Smuggler's Cavern. You can also get here from near the UFO. BIG FISH CAVERN: Get here from the Sea Bottom or Seaweed Sanctum. SUNKEN SHIP: Take the left path from Atlantis to find the Sunken Ship. SEA BOTTOM: This is where Davy Jones' Locker is. You can get here from the Sunken Ship or from the Big Fish Cavern, WUMBA'S CAVERN: This is where Wumba's Wigwam is. Take a right from the Lagoon entrance in Atlantis to get here. WUMBA'S WIGWAM: Obviously located in Wumba's Cavern. MUMBO'S SKULL: The Skull is easy to find on a small cliff in the town. ________________________________________________________________________ =============== LEVEL 5: TERRYDACTYLAND =============== ________________________________________________________________________ Isle Area: Wasteland Train Station: Yes Jiggies Needed: 20 Moves Learned: 3 Characters: Dippy, Scrotty, Scrat, Scrit, Scrut, The Oogle Boogle Tribe, The Rocknuts Tribe, The Unga Bunga Tribe, Chompa Enemies: Stegosaurus, Swamp Monster, Teronodon, Faster Grip Grab Plants, Mucoids Boss: Terry Transformation: Baby T-Rex, Adult T-Rex Mini-Games/Shootouts: Chompa's Challenge Levels Connects To: Hailfire Peaks This world is full of creatures from the past, particularly dinosaurs. You'll come across a wide variety of these giant reptiles, as well as cavemen that live amongst them. In fact, there are three distinct caveman tribes: The Oogle Boogles, the Rocknuts, and the Unga Bungas. The Oogle Boogles are pretty helpless, the Rocknuts are fierce warriors, and the Unga Bungas are in between about. The main feature of this level is the huge mountain in the center, which even has several water-filled caverns running through it. Also expect to encounter lush grasses and murky swamps while you travel through this world. =============== THINGS TO DO =============== -TRAIN SWITCH- The Train Switch is located near Wumba's Wigwam, beneath Dippy's pool. It's not hard to find, you shouldn't have any trouble spotting it. -LEARN HOW TO ROAR- The Baby T-Rex, unlike the adult version, doesn't know how to roar from the start. However, if you walk up to any Stegosaurus, you'll learn how to do so. The roar isn't as powerful as the Adult's, but you'll need it. -MOVE OOGLE BOOGLE GUARD- There's a guard preventing you from getting in the Oogle Boogle cave, and you'll need to get rid of him if you want to get Jiggy 9. Walk by as the Adult T-Rex and roar. This will scare him off. -UNGA BUNGA CAVE SWITCH 1- Enter the Unga Bunga Cave and walk down the path to find the switch that connects Terrydactyland to the room where you found Targitzan's Relic in the Mayahem Temple. -UNGA BUNGA CAVE SWITCH 2- Another entrance to the Unga Bunga Cave is found past the cage where you get Jiggy 1. Simply walk into the cave at the end of the path and you'll find the switch. This leads to a series of caves and eventually the room where you found Targitzan's Relic. -MOUNTAIN DOOR SWITCH- From Terry's Nest, go down into the Inside of the Mountain and you'll find a switch opening a gate on the upper part of this cavern. -MOUNTAIN BRIDGE- Inside the Mountain, fly to the center island. On the back side is a switch. Beak Barge it to form a natural bridge from the entrance to the Island. =============== JIGGIES =============== -JIGGY 1: BABY T-REX ROARS- Area: Terrydactyland Location: Mountainside Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: Baby T-Rex Trans. Halfway up the mountain, there's a cage containing a Jiggy. A sign outside reads "Only when the secret call of the dinosaurs is heard will the Jiggy be yours"... or something like that. The secret call is actually simply just roaring, but you need to do it right. Transform into the Baby T-Rex, learn how to roar (talk to a Stegosaurus), and enter the door to the right (not behind!) Wumba's Wigwam. You'll emerge some ways up the mountain. Proceed around the mountain until you reach the aforementioned cave. Stand in front of it and roar. There are two different kinds of roars: a long roar and a short roar. Tap B for a short roar, and hold it for a long one. To open the cage, do the following: Short, Short, Long, Short, Long, Long (or, for those fluent in dinosaur, Roar, Roar, Roooar, Roar, Roooar, Roooar). The cage will open and the Jiggy will be yours. -JIGGY 2: THE BATTLE WITH TERRY- Area: Terry's Nest Location: Nest Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: None This is one of the more difficult and longer boss battles in the game. Terry is mad at you from the moment you enter the level, filled with paranoia and thinking that you're going to steal her eggs. The first part of getting this Jiggy is ascending the mountain. Go up to the mountainside path and into the Unga Bunga Cave (entrance 1). Inside, put on the Springy Step Shoes, exit, and go to the left (if you're facing the cave) and up the stairs. A sign points to the summit, and this indicates where you should jump. When you land on the path above, Terry will get angry and start spitting purple goo at you. Keep moving and it will never hit you. When you make it around the path, she'll stop spitting and you can go up to the nest to confront her. The boss battle will begin. If you win, she'll give you a Jiggy, and a request to hatch her eggs. To help you, she'll also activate a Flight Pad near the cells at the base of the mountain. -JIGGY 3: TERRY'S EGGS- Area: Terry's Nest Location: Nest Characters Involved: None Worlds Traversed: None Moves Needed: Hatch, Taxi Pack Magic Needed: None Terry's attitude will change after defeating her, and she'll ask you to find the Pterodactyl children that are in eggs found throughout Terrydactyland. They are located in the following locations (use hatch to open them): *Island in the Lake: Use the Running Shoes to get there. *Oogle Boogle Cave: Use the Shock Spring Pad to jump up to this one. *Unga Bunga Cave: Deeper in the Cave, you'll find a Split Up Pad. Near it is an opening in the wall that leads to one of the eggs. *Inside the Mountain: At the very top of the Inside of the Mountain is the last egg. Fly up to it as Kazooie to hatch it. Three of the baby Pterodactyls will fly up to the nest, but the one Inside the Mountain is too large to fly. Use the Taxi Pack to carry it up (be sure to hit the switch beforehand to open the gate). -JIGGY 4: THE TOP OF THE CAVERN Area: Inside the Mountain Location: Top Characters Involved: None Worlds Traversed: None Moves Needed: Bill Drill Magic Needed: None This Jiggy is very easy to get. After beating Terry, if you go to the middle of the nest, you'll see a hard piece of ground with a crack in it. Bill Drill whatever it is to get inside the mountain. You'll land right on a Jiggy. -JIGGY 5: CONFRONTING STOMPONADON- Area: Stomping Plains Location: Far Side Characters Involved: None Worlds Traversed: None Moves Needed: None Magic Needed: None Stomponadon, the Triassic Steamroller, is a huge dinosaur that squashes those that travel through the Stomping Plains with his foot. To get to the plains, warp to Warp Pad 4, at the Top of the Mountain. Go across the narrow path that goes above the world and to the cave. Inside, shoot the fires with Ice Eggs to extinguish them. When you get to the other side, enter and you'll be in the Stomping Plains. You'll need to run across the plains while avoiding getting squashed by Stomponadon if you want the Jiggy. Luckily for you, there are deep footprints that give you safety, but you'll need to be very quick in getting to them. To get the Jiggy on the other side, you'll need to cross as Banjo and Kazooie. Use the Talon Trot to make it to each of the footprints, and jump as soon as Stomponadon's foot begins to go back up. When you reach the other side, stand on the switch to get the Jiggy. -JIGGY 6: CHOMPA'S BELLY CHALLENGE- Area: Chompa's Stomach Location: Stomach Characters Involved: Chompa Worlds Traversed: None Moves Needed: Springy Step Shoes Magic Needed: None Chompa, the stomach-cramped carnivore, is having troubles with an illness. First of all, though, you'll need to get into his stomach. To do so, you must stand on the top of the island in the center of the Inside of the Mountain. You can do this by flying, but it is much easier to use the Springy Step Shoes at the bottom of the island. When you're at the top, Chompa will swallow you and ask you to get rid of his cramps. To succeed, you need to shoot 75 points worth of these viruses in 1 minute. This is quite challenging, but is much easier if you simply stay in the center of his stomach and hold down the Z button while spinning around the room. Like usual, go for the green and blue ones first. If you succeed, you'll get a Jiggy. -JIGGY 7: THE ROCKNUTS TRIBE- Area: Terrydactyland Location: Terrydactyland Characters Involved: The Rocknuts Tribe Worlds Traversed: None Moves Needed: Clockwork Kazooie Eggs Magic Needed: None The infamous Rocknuts tribe rules over the other tribes with its strong armor. They think they're unbeatable, but actually, an attack from behind will defeat them. There are five members of the tribe, strewn throughout the level. There locations are as listed below: 1. Left of the Entrance: From the entrance, look left and you'll see a tribe member on a platform above. To bat him, shoot a Clockwork Kazooie Egg and go into the cave that's straight ahead from the entrance. You'll come out Inside the Mountain. Go up the path and back outside and you'll be next to the tribe member. Detonate the egg behind him to defeat him. 2. In the Cell: In the cell area, shoot a Clockwork Kazooie Egg and go into the middle hole. When you emerge above the cells, enter to first hole to the right. You'll come out in the cell with the tribe member. 3. At the Train Station: When you enter the station, look to the right and you'll see a tribe member. Shoot a Clockwork Kazooie Egg at just the right angle so it lands next to him on the ledge. Now simply detonate it behind him. 4. Behind the Waterfall: Look behind the large waterfall in the mountainside lake for this guy. On the left shore (left if you face the waterfall), go near the waterfall and you'll see a hole. Send a Clockwork Kazooie bird into it and you'll come out next to the tribe member. 5. Mountainside Path: Stand near the cage where Jiggy 1 is, and you'll see a tunnel. Inside is the last tribe member. Shoot a Clockwork Kazooie Egg outside the tunnel and take it around the path to the other side (be careful while jumping the gaps in the path, taking your time is safer even with a timer). Go into the other side of the tunnel and detonate the bird to defeat the last member. A Jiggy will appear where the last tribe member falls. -JIGGY 8: STYRACOSAURUS FAMILY- Area: Styracosaurus Cave Location: Styracosaurus Cave Characters Involved: Scrotty, Scrat, Scrit, Scrut Worlds Traversed: Isle O' Hags, WitchyWorld Moves Needed: Taxi Pack Magic Needed: Mumbo Helping the three Styracosaurus children is a long and arduous process, requiring frequent travel between different worlds. The first child is sick, and you'll need to take him to the Isle O' Hags where Mumbo can heal it. Use the Taxi Pack and take the dino to the carriage car of the Train. Now take the Train to the Isle O' Hags, and switch to Mumbo. Use the Mumbo Pad to heal the child, then take it back to Terrydactyland. The second dinosaur is small (in height, of course...), and wants to be big (in height, of course...). Use the Bill Drill on the nearby boulder to uncover a Mumbo Pad, then come back with Mumbo to restore him to his normal, or larger than normal size (in height, of course...). The third and final child is missing, and is being displayed at WitchyWorld's chamber of horrors. Go to WitchyWorld's Haunted Cavern and to the back where the dinosaur child is locked up. A Grenade Egg will blast open the cage, and the dinosaur will run to the Train Station. Call the train and take it to Terrydactyland to finish what you need to do with the last child. For helping with the family, Scrotty will give you a Jiggy. -JIGGY 9: THE PLIGHT OF THE OOGLE BOOGLES- Area: Oogle Boogle Cave Location: Oogle Boogle Cave Characters Involved: The Oogle Boogle Tribe World Traversed: WitchyWorld Moves Needed: Claw Clamber Boots, Fire Eggs Magic Needed: None The Oogle Boogles are the weakest of the tribes in Terrydactyland, and are starving in the cold depths of their cave as a result. Helping them out, of course, will get you a Jiggy. There are three members of this tribe: one in the middle, one to the left down a tunnel, and one to the right. In front of each is a fire pit or torch. Light them with Fire Eggs. Now that you've made them warm, you must satisfy their hunger. In the back of their cave is a passage to WitchyWorld. Enter and go to the food stands to stock up on Burgers and Fries. Now you'll need to get back. There's a pair of Claw Clamber Boots on top of the tent in the center. Climb up a rope on the side, then ascend to the top with the Talon Trot. use the boots to go up the wall in Area 51 and back into the Oogle Boogle's Cave. Give some food to each member and you'll get a Jiggy as a reward. -JIGGY 10: DIPPY'S POOL- Area: Terrydactyland Location: Dippy's Pool Characters Involved: Dippy Worlds Traversed: Cloud Cuckooland Moves Needed: Talon Torpedo Magic Needed: None Dippy, the seeker of beverages, lives in a dried out pool near Wumba's Wigwam (use the Springy Step Shoes to spring up to it by the Train Switch). He is quite thirsty, and begs of you to get him some water. You'll need to travel to Level 8, Cloud Cuckooland, to get it. Here, dive from the Central Cavern out to the large water-filled area. At the bottom is a rock with Kazooie's face on it. Use the Talon Torpedo, and the water will drain out. It'll fall right into Dippy's pool, and he'll thank you with a Jiggy. =============== NOTE LOCATIONS =============== -TREBLE CLEF- Area: Terrydactyland Location: Far Side of Mountain Moves Needed: Bill Drill Magic Needed: None The coveted Treble Clef is found on the opposite side of the mountain from the entrance. If you head left from the entrance, past the lake and past the swamp, you'll see a boulder on a ledge to the left (near the swamp). Jump up to it and Bill Drill the boulder to unearth the Treble Clef. -20 NOTES- Area: River Passage Location: Center Chamber Moves Needed: None Magic Needed: None Enter the River Passage and swim down the stream until you reach the center chamber. Along the bottom (underwater), you'll find 20 notes). -15 NOTES- Area: Terrydactyland Location: Near Train Station Moves Needed: None Magic Needed: None If you head to the right from the level's entrance, the first place you'll come to is the Train Station right outside of the entrance are three Note Nests. Pick them up and collect the notes. -15 NOTES- Area: Terrydactyland Location: Lake Shore Moves Needed: None Magic Needed: None Head to the left of the level entrance and on the grassy shores of the lake you'll find a total of 15 notes. -15 NOTES- Area: Terrydactyland Location: Around Mountain Moves Needed: None Magic Needed: None On the way up the mountain, there's an S-shaped section of ground that you have to go across, which is found near the Unga Bunga Cave. 15 Notes are found on it. -15 NOTES- Area: Terrydactyland Location: Around Mountain Moves Needed: None Magic Needed: None Near the cage holding Jiggy 1, there's a path leading further around the mountain containing gaps that you must jump across. Along this path sit 15 Notes. =============== EMPTY HONEYCOMBS =============== -EMPTY HONEYCOMB 1: ACROSS THE LAKE- Area: Terrydactyland Location: Lake Moves Needed: None Magic Needed: None A sparkling Empty Honeycomb sits in a cave across the lake, but it is too high up to jump too. It's easy to get if you have the Running Shoes, though. You'll find a pair near the swamp that surrounds Mumbo's. Dash across the water and into the cave to get the honeycomb. You can also get this by flying into the cave. -EMPTY HONEYCOMB 2: SPRING IN THE STYRACOSAURUS LAIR- Area: Styracosaurus Cave Location: Left Side Moves Needed: Split Up, Bill Drill Magic Needed: None This Honeycomb Piece is located in the home of the Styracosaurs. Enter the dinosaur's lair and proceed to the left side of the room. Smash the rock over there to pieces with the Bill Drill, then Split Up on the nearby Split Up Pad. As Kazooie, spring off the Shock Spring Pad that was underneath the large boulder and leap up to a small cave above. Inside is an Empty Honeycomb. -EMPTY HONEYCOMB 3: RIVER PASSAGE WATERFALL- Area: River Passage Location: Waterfall Moves Needed: None Magic Needed: None If you climb up the vine from the lake or go down the entire River Passage from the waterfall pond on the mountainside, you'll come to a waterfall leading down into the lake at the base of the mountain. Surrounding the top of the waterfall is a steep slope, and on the far side sits an Empty Honeycomb Piece. Talon Trot around the slope and claim it. =============== JINJOS =============== -JINJO 1: THE DEPTHS OF THE LAKE- Area: Terrydactyland Location: Lake Moves Needed: Talon Torpedo Magic Needed: None In the large lake near Mumbo's Skull in Terrydactyland, there's a Jinjo trapped inside a cage that's located underwater and inside the island. To open it, go over to the far side of the lake, near the waterfall. You'll see a switch with Kazooie's face on it. Use the Talon Torpedo to trip it, then go back and collect the Jinjo. -JINJO 2: THE JINJO IN THE JAIL- Area: Terrydactyland Location: Cell Area Moves Needed: Clockwork Kazooie Eggs Magic Needed: None In one of the jail cells, there's a poor trapped Jinjo. There's no way for Banjo or Kazooie to get in, but there are several small holes in this area suitable for a Clockwork Kazooie Bird to fit in. Shoot a Clockwork Kazooie Egg and lead the bird into the rightmost hole. It'll come out inside the Jinjo's cell, and the bird can collect it itself. -JINJO 3: T-REX SWITCH- Area: Terrydactyland Location: Near Wumba's Wigwam Moves Needed: None Magic Needed: T-Rex Transformation As an Adult T-Rex, leave Wumba's Wigwam and head down to the right. You'll see a large switch with a silhouette of a T-Rex on it. Press it down, and a gate trapping a nearby Jinjo will open. You can't fit in the small cave as the big T- Rex, but Banjo can. You have 35 seconds to transform back and get the Jinjo. It isn't hard if you don't waste time. -JINJO 4: STOMPING PLAINS- Area: Stomping Plains Location: Far Side Moves Needed: Split Up Magic Needed: None You get a Jiggy by crossing the Stomping Plains as Banjo, but if you cross it as Kazooie you'll get a Jinjo. It's easy to make it across as Kazooie, as she can quickly run from one footprint to the next. Still, give yourself plenty of time by jumping out of each footprint as soon as Stomponadon's foot begins to go back up. When you reach the other side, activate the switch and get the Jinjo. -JINJO 5: THE ENTRANCE- Area: Terrydactyland Location: Near Entrance Moves Needed: Grenade Egg Magic Needed: None When you enter the level, right in front of you is a pillar with a gate switch on it. Shoot a Grenade Egg at it to lift open the gate to a Jinjo above in a cave on the mountain. To reach it, use the Flight Pad by the cells and fly there. =============== CHEATO PAGES =============== -CHEATO PAGE 1: ABOVE THE SWAMP- Area: Terrydactyland Location: Near Mumbo's Moves Needed: Bill Drill Magic Needed: None Head right from Mumbo's (right if you're exiting the skull) and you'll see a ledge. Grip Grab across it, but watch out for the Grip Grab Plant. In a cave at the other end is a large rock. Bill Drill it to uncover a Cheato Page. -CHEATO PAGE 2: T-REX CAVE- Area: Inside the Mountain Location: T-Rex Cave Moves Needed: None Magic Needed: T-Rex Transformation After transforming into a Baby T-Rex and learning how to roar (approach any Stegosaurus), roar in front of the T-Rex hole behind Wumba's Wigwam and enter. Inside is a Cheato Page. -CHEATO PAGE 3: FILL DIPPY'S POOL- Area: Terrydactyland Location: Dippy's Pool Moves Needed: Talon Torpedo Magic Needed: None After you fill up Dippy's Pool (see Jiggy 10 to find out how), dive into the water and swim into the hole at the bottom/side. In the cavern is a Cheato Page suspended high above the floor. Before, you couldn't get it because of its elevation, but with the water in the pool, it is easy to snatch. =============== JAMJARS' MOVES =============== -SPRINGY STEP SHOES- Area: Terrydactyland Location: Outside Train Station Notes Needed: 390 Perform: A While Wearing S.S. Shoes Jumping on the Shock Spring Pads allows for increased jumping height, and jumping on them with only Kazooie allows for even more. But a jump while wearing the Springy Step Shoes surpasses both. These shoes are found just like Running Shoes or Wading Boots are, but instead of gaining speed or swamp-treading powers, the Springy Step Shoes gives Banjo a huge jump. The best part is that you can use them wherever you want, so long as you can reach the location before the time runs out. For the highest jump in the game, wear the shoes while only Kazooie, and you'll rocket incredibly high into the air. -TAXI PACK- Area: River Passage Location: Center Chamber Notes Needed: 405 Perform: Hold Z, Press Left C The Taxi Pack is one of Banjo's most common uses of his backpack. When Kazooie is gone, Banjo can use his backpack to hold other characters and transport them places. When you hold Z and press Left C, Banjo takes off his backpack. He can then grab certain characters and put them in his backpack, then drop them off at a certain location. -HATCH- Area: Unga Bunga Cave Location: Unga Bunga Cave Entrance 2 Notes Needed: 420 Perform: Hold Z, Press Left C (Kaz.) This move is learned by Kazooie and is used to hatch eggs. By holding Z and then pressing Left C, Kazooie will sit down on any kind of egg and will use her bird instincts to hatch it open. There are many different kinds of eggs found throughout your quest, so this move will be used often. =============== GLOWBOS =============== -MUMBO'S GLOWBO- This Glowbo is even easier to find than most of the others (I know, you didn't think it was possible for them to be any easier to find, but this one is). It's just walking around behind Mumbo's Skull. -WUMBA'S GLOWBO- Starting at Wumba's Wigwam, do a Flip-Flap Jump into the reddish cave behind the tepee. Talon Trot up the slope and you'll come out further up the mountain. Right next to you will be a Glowbo. =============== BOSS: TERRY =============== DISGRUNTLED PTERODACTYL PARENT Terry the Pterodactyl greets you with anger when you enter her nest, and a battle ensues. Terry has a constant pattern: first spitting purple goo, then flying around the nest, then leaving while leaving some mucoids to hurt you. The number of spits and mucoids can increase to as many as six, but starts out at a low number. For the goo, try to fake Terry out by quickly changing directions once she spits. For the mucoids, don't get caught near too many at once. Your chance to attack is when she flies around. Switch to 1st-Person mode and shoot some eggs at her. 30 hits will defeat her. =============== MUMBO PADS =============== -MUMBO PAD 1: ENLARGE STEPPING STONES- Right outside of Mumbo's you'll see a Mumbo Pad. Using his magic powers on this enlarges the stepping stones across the swamp, giving both Mumbo and Banjo an easier time getting across the dangerous bog. -MUMBO PAD 2: ENLARGE/SHRINK WUMBA'S WIGWAM- Outside of Wumba's Wigwam, you'll find a Mumbo Pad. Wumba may not be too fond of Mumbo as it is, but you can mess around with her house by enlarging or shrinking it. The different sizes allow for different T-Rex transformations. -MUMBO PAD 3: ENLARGE SMALL STYRACOSAURUS- The small dinosaur in the Styracosaurus Cave can be brought back to his normal size by a Mumbo Pad, located underneath a boulder (use the Bill Drill to get rid of it). =============== WARP PADS =============== -WARP PAD 1: WORLD ENTRANCE- When you enter the level, go immediately to the right. On this side of the dinosaur head you walk out of, you'll find the level's first Warp Pad. -WARP PAD 2: OUTSIDE MUMBO'S SKULL- Trek across the swamp near the lake to Mumbo's Skull (it's easiest to use the nearby Wading Boots) and you'll encounter the Warp Pad in front of the skull. -WARP PAD 3: OUTSIDE WUMBA'S WIGWAM- Wumba's Wigwam, located on the opposite side of the mountain from the entrance, is where another Warp Pad is found. -WARP PAD 4: TOP OF THE MOUNTAIN- Use the Shock Spring Shoes (found in the Unga Bunga Cave) to make it up to the higher portion of the mountainside, then run around until you reach the Warp Pad. -WARP PAD 5: STOMPING PLAINS- Go across the thin path near Warp Pad 4 and through the Bonfire Cavern to reach the Stomping Plains. At the entrance you'll see a Warp Pad. =============== AREA LOCATIONS =============== INSIDE THE MOUNTAIN: Enter the mountain from the lake. There's an opening near the waterfall. TRAIN STATION: The Train Station is located to the right of the entrance, and a little higher. OOGLE BOOGLE CAVE: This cave is near the Train Station and the cells, higher up and across from the Unga Bunga Cave. UNGA BUNGA CAVE: Take the path up to the mountainside and you'll find the Unga Bunga Cave entrance 1. Continue around the mountainside path and at the end you'll find the second entrance. BONFIRE CAVERN: From Warp Pad 4, trek across the narrow path to the cave far away from the mountain. Make it past the fires inside by shooting Ice Eggs. STOMPING PLAINS: This is where Stomponadon lives. Get through the Bonfire Cavern and you'll be here. STYRACOSAURUS CAVE: The home of the Styracosaurs is found on the side of the mountain near the cells and the Oogle Boogle Cave (it is under the Unga Bunga Cave, which is higher up on the mountain). Head right from the entrance to reach it. MUMBO'S SKULL: The wacky shaman's home in Terrydactyland is across a deadly swamp near the Lake (head left from the level entrance). To get across the swamp, use the Wading Boots found in the wall to side. When Mumbo enlarges the stones, it's much simpler getting across using them. WUMBA'S WIGWAM: Wumba's Wigwam is located on the opposite side of the base of the mountain than the entrance. ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/*********** PART 4: MULTIPLAYER, SECRETS & MORE ************| | | __ \=============================================================| | |____/ |_| You don't need to know this stuff to beat the game, but there's a lot of good information here regarding the Multiplayer (including options and the games), Secrets (including the Ice Key and Mystery Eggs), and a Jinjo Guide (including where all the Jinjos are and how many are needed to complete each family). ________________________________________________________________________ =============== MULTIPLAYER =============== ________________________________________________________________________ While note the most engrossing multiplayer mode video games have seen, the Banjo-Tooie multiplayer games will provide some fun. Particularly the mini-games you've encountered across your journey. Listed below are not only the games you can play and tips for them, but also characters, options, and statistics for the deathmatch (shootout) games. ________________________________________________________________________ =============== CHARACTER/OPTIONS =============== ~CHARACTERS~ The following characters are available to play as. Some of them must be unlocked somehow. All of them are basically the same, and one won't give you too much of an advantage/disadvantage over another. You can only choose your character in a deathmatch (referred to as the "shootout" games). -BANJO- Available: Beginning Size: Medium Banjo the bear wields Kazooie as his weapon. He's larger than most of the other characters, making him an easier target. Default for Player 1. -MUMBO- Available: Beginning Size: Medium Mumbo, the default character for Player 2, is about the same size as Banjo, so he isn't the best choice when it comes to avoiding attacks. Mumbo's green parrot is an interesting looking weapon, though no different than the others. -JINJO- Available: Mystery Egg Size: Small The Jinjo character is not available when you first play the game. To unlock him, you must be able to hatch eggs (learned in Terrydactyland). When you can, go to Heggy's Nest in the Wooded Hollow and hatch the Mystery Egg. This will unlock Jinjo. His smaller size makes him harder to hit, but he only has a mere four honeycombs! Only skilled players should use him, as a single grenade egg could defeat him. -JAMJARS- Available: Beginning Size: Small Jamjars is a the default character for Player 3. Like everyone else, he's pretty much the same (making him even more like everyone else). He seems a tad smaller than the other characters, though. -GRUNTILDA- Available: Beginning Size: Large Gruntilda is the largest character, making her the easiest one to hit. She's the default character for Player 4, but more experienced players should be the ones to use her. She uses a black crow for her weapon. ~DAMAGE~ There are two seven different ways to attack your opponent in a deathmatch: using the Beak Bayonet or one of the six types of eggs (an extra one is added for these battles). Below is the list of the items that are used in a deathmatch, including one that doesn't attack your opponent. *Beak Bayonet: -1 Honeycomb *Normal Egg: -1 Honeycomb *Fire Egg: -2 Honeycombs *Grenade Egg: -4 Honeycombs *Ice Egg: Immobilizes *Clockwork Egg: -4 Honeycombs (Controllable) *Proximity Egg: -4 Honeycombs *Honey Jar: Turns Your Character Invisible (20 seconds) ~DEATHMATCH OPTIONS~ These are different settings that you can set in a shootout game. -LENGTH: *1st to 10: The 1st player to get ten points/kills wins. *1st to 20: The 1st player to get twenty points/kills wins. *5 Minutes: The game will last five minutes. Whichever player has the most points/kills when the time expires wins. *10 Minutes: The game will last ten minutes. Whichever player has the most points/kills when the time expires wins. -TYPE: *Squakmatch: Normal energy bars and normal egg damage. *Single Egg Splat: No energy bars, one egg will splat players instantly. *4 Dozen Fun: Each player has 48 eggs. Score 1 point per hit. Game ends when all eggs are used or the timer expires. *Birdy Buddies: Divide your players into teams for a squakmatch game. *Chicken Chase: One player is the target that the others must shoot to score points. The target scores points by not being shot. -EGG TYPE: *Eggs A Plenty: Features every type of egg. *Hot N' Cold: Features normal, fire and ice eggs. *Sneaky: Features normal, fire and proximity eggs. *Bombs Away: Features normal, ice and clockwork Kazooie bomb eggs. *Big Bangs: Features normal, ice and grenade eggs. ________________________________________________________________________ =============== GAMES =============== Now that you know the basics for the games, here they are themselves. Included is not only how each of the games you can play works, but also tips for success. The Standard Point Value (SPV) is: *Reds worth 1, Greens worth 2, Blues Worth 3* -TARGITZAN'S TEMPLE SHOOTOUT- Type: Deathmatch Character: Selectable One of the few deathmatch games, Targitzan's Temple is a rather small arena, complete with multiple levels and secret passages. Find out where the passages are and use the knowledge to your advantage. You may be able to escape if you know where to go but your opponent doesn't. Many of the items can be found near the central room (where the dart statue is in the single player). A passage near the entry point to the room coming from the temple entrance conceals a Honey Jar. If you go down the path opposite the jar you can find Clockwork Kazooie and Grenade eggs, which should be your main weapons. Ice eggs are found to the right of the Honey Jar tunnel. -MAYAN KICKBALL CHALLENGE- Type: Mini-Game Character: Stony This is a very fun game to play, and despite the few rules, there's a lot of depth to this game. It's always most beneficial to get the yellow balls into your goal. If you spend all your time shooting red balls at your opponents, you they'll generally get ahead and you will have little if no points. Do whatever it takes to get a yellow ball, which includes stealing (press B) from your opponents. Only shoot red balls into your opponents' goals when you have no chance of getting a yellow ball or you have time to kick one in. Ignore bombs altogether, as the momentary stunning your opponents receive isn't worth the trouble, and you'll usually blow yourself up in the process. -ORDNANCE STORAGE SHOOTOUT- Type: Deathmatch Character: Selectable The second deathmatch take place in the old mine where you defused the dynamite sticks. It's larger than Targitzan's Temple, but also easier to learn the layout. The Honey Jar is right in front of the entrance, and if you enter the center room from the direction of the entrance, there's Fire Eggs to the left and right (a decent weapon). -DODGEMS CHALLENGE- Type: Mini-Game Character: Dodgem Guys Another fun mini-game is the Dodgems challenge. In this you try to run over as many of the lovable Twinklies as possible, and like most mini-games, reds are worth 1 point, greens worth 2, and blues worth 3. Always go for blues, although greens are good as well. Reds should only be gotten when there's nothing else. Whenever a blue pops up, go for it (unless you're going to get another one, of course), because everyone else will be, too. If you can trap a player along the wall while you collect Twinklies, the effort will be worth it. -HOOP HURRY CHALLENGE- Type: Mini-Game Character: Kazooie While not quite as fun as some of the other games, the rather large area and quick disappearing of the hoops make this game a tad more complicated than many of the others. Constantly scan around the room for the highest scoring rings. Remember, the more the point value (the standard value), the smaller the hoop, and it actually is more difficult to go through smaller hoops. Try to be able to get in front of the hoop, as its easier to jump through it if you know exactly where to go (you wouldn't with a view from the side. -BALLOON BURST CHALLENGE- Type: Mini-Game Character: Flying Banjo/Kazooie This challenge is different from most others because of the fact that you play the entire game while flying. Switching to the first-person view is a must, and you can still fly upwards by pressing A. Don't get too close to the ground or ceiling, or many of the balloons will be too far away. Don't worry about your opponent, though, because there's nothing they can do to hurt you. Stake out a position in one of the corners so you can see the entire area at once. Aim at the closer balloons when possible. SPV is used. -MINI-SUB SHOOTOUT- Type: Transformation Deathmatch Character: Submarine While most deathmacthes have you choosing one of the selectable characters, this is one of the two that only allows one character. You'll assume the role of the submarine here, and you'll have to hunt down your opponents. Fire your torpedos like crazy, because you have an unlimited supply. One hit will gain yourself 1 point. After one is hit, they will be invincible for a few seconds. Avoid them during this time. The arena is very large, but the many rock formations make for good hiding spots. -CHOMPA'S BELLY CHALLENGE- Type: Mini-Game Character: Banjo/Kazooie The room for this Mini-Game is not too large and just a simple circle. That makes it easy to hit the germs, and it's even easier when you fire as many eggs as possible. Points will likely be stolen from you quite often, because of the general simplicity. You can hit more germs by aiming up a little bit. SPV is used. -CLINKER'S CAVERN SHOOTOUT- Type: Deathmatch Character: Selectable The last of the normal deathmatch arenas, Clinker's Cavern is perhaps the hardest to navigate and the most confusing. If you can learn the layout, you'll have a great advantage. Like the Ordnance Storage Shootout, the Honey Jar is right in front of the entrance. In the orange/yellow room with the pillars on the floor, there's Grenade and this level's own special gold eggs. The Gold Eggs shoot much faster than normal eggs. -PACKING ROOM CHALLENGE- Type: Mini-Game Character: Kazooie Your first priority should be getting and keeping on the running shoes. Without them, you don't stand a chance. Don't try preventing others from getting some, because they appear so frequently that it'll be more of a pain to do this than it's worth. Only go to the platforms to drop of the Twinklies you've collected when it makes a noticeable difference in your movement (and at the end). Since the SPV is used, blues and greens should be your main targets. -COLOSSEUM KICKBALL CHALLENGE- Type: Mini-Game Character: Stony The more advanced version of the kickball tournament introduces glowing yellow and glowing red balls. These ones count as double, so that's +4 points for getting a yellow ball and -2 for the lucky person that gets a red. Wondering why I say lucky? The person with the lowest score wins this game, making things much more difficult. Only go for glowing balls, as they'll raise your opponents scores much more. Intercepting balls is very helpful, too. -TRASH CAN CHALLENGE- Type: Mini-Game Character: Kazooie The Trash Can Challenge has a fixed view, and as Kazooie, you must destroy germs. Skip germs on top of the garbage, and try to avoid going across the playing field. Sometimes the germs hover off the ground, but because of the view, there's really no way to tell. This game is a lot about the luck of hitting the right germs at the right time. SPV is used. -ZUBBA'S NEST- Type: Transformation Shootout Character: Bee This game is similar to the Mini-Sub Shootout. You'll get one point for each successful attack on an opponent. However, this time you'll be flying and the stinger fires much more quickly. Hold B at all times to fly faster and to make yourself a difficult target (this coupled with flying higher will make you incredibly difficult to hit). Hold down Z to fire as fast as you can. The arena is smaller than the submarine's, though, and the ceiling will be quite annoying. -TOWER OF TRAGEDY QUIZ- Type: Quiz Character: Various If you have friends that also play Banjo-Tooie, this game is great fun, and it will determine who knows the most. Remember that you can ring in at any time, and the sooner you do it the less time it'll give someone else a chance. If it's simply a question, buzz in as quickly as possible. Once you're playing, read the question. For pictures, quickly study the picture then buzz in before it goes away. You can usually deduce what the question was asking, although many times you'll have no idea. It's risky, but it usually pays off. The lesson? Buzz in as soon as possible. ________________________________________________________________________ =============== SECRETS =============== ________________________________________________________________________ Banjo-Tooie has a few secret things hidden away. These things aren't necessary in completing the game, but will make your adventure easier. Most of these things really aren't secrets, but instead special things that you learn. Are there any real secrets in Banjo-Tooie, such as learning information that connects with Banjo-Kazooie? Only time will tell. ________________________________________________________________________ =============== SECRET ITEMS =============== Finally, after two and half years you get to use that Ice Key and those Mystery Eggs! Although you don't go back to Banjo-Kazooie to get them (though it is heavily rumored that you can), they are hidden away and not only will you have to find them, you'll have to find out what to do with them. -THE ICE KEY- Area: Jinjo Village Location: Sandy Area Moves Needed: Grip Grab, Talon Torpedo The Ice Key is not hidden in Wozza's Cave of Banjo-Kazooie, but instead is found above the sandy area in the Jinjo Village. To the right of the entrance to the village from Spiral Mountain is a sandy area. Rocks along the left wall take you up to a ledge. Use the Grip Grab to go across, and at the end pull yourself into the cave. Go down the tunnel and you'll come across a B-K Game Pak. Break it open to find the Ice Key. Pick it up, then head to Glitter Gulch Mine. Proceed to the Waterfall Cavern, where a rock with Kazooie's face on it rests underwater. Use the Talon Torpedo to destroy it, then go down the watery tunnel. You'll emerge on the Ice Side of Hailfire Peaks, in front of a large chest. Put the key in and it'll open to reveal the legendary Mega-Glowbo. Take this Glowbo to Wumba's Wigwam on the Isle O' Hags. She'll use this to make a spell that turn Kazooie into a dragon. Dragon Kazooie isn't any larger and can perform the same attacks as Kazooie. The are only two differences (besides appearance). The first is her new ability to spew fire when standing still (rather than pecking), which is not only effective, but it will scare enemies. The second is having unlimited Fire Eggs. -PINK MYSTERY EGG- Area: Spiral Mountain Location: Grating Moves Needed: Egg Aim, Grenade Egg The Pink Mystery Egg waits in Spiral Mountain, above the stumps where you can use the shoes from the old game. The easiest way to get this is to take to the skies from the Flight Pad atop Spiral Mountain. While in the air, fire a grenade at the grating above the shoe area (aim for the crack). If you aimed right, it'll come tumbling down. Go into the cave to find a B-K Game Pak, and break it open for the Pink Mystery Egg. Take this to Heggy's Nest in the Wooded Hollow, and hatch the egg with Kazooie. Your reward is a new move, which is quite abusive towards Kazooie. Tap B twice while standing still, and Banjo will smash Kazooie against the ground, defeating enemies and Kazooie's brain cells. Just listen to Banjo's evil laugh when he does this... what a heartless bear. -BLUE MYSTERY EGG- Area: Spiral Mountain Location: Behind the Waterfall Moves Needed: Grip Grab The last Mystery Egg rests behind the Waterfall in Spiral Mountain. Take off from the Flight Pad atop Spiral Mountain, and fly into the cave above the waterfall. Go upstream until you come to a gate. To get over it, you must use the Grip Grab. There's a ledge underneath the waterfall that you can climb across into the cage, where the Game Pak is there for you to destroy. Take the Blue Egg to Heggy and she'll hatch it, revealing a new code. Go to the Code Chamber and enter "HOMING" to make your eggs home in on enemies. ________________________________________________________________________ =============== CHEATO'S CHEATS =============== These Cheats are awarded to you by Cheato the Spellbook for returning his pages. Visit him in Gruntilda's Lair after every time you accumulate five pages to earn a new cheat. Enter them into the Code Chamber in the Mayahem Temple, then go over to the scroll on the wall to activate them. These can only be entered if you've talked to Cheato. -FEATHERS- The first cheat you learn will be helpful, but not the best you can get (as you don't use feathers all that often in this game). By entering "FEATHERS" into the Code Chamber, you'll double the maximum amount of each feather type you can carry. This means you can hold 200 Red Feathers and 20 Gold Feathers. -EGGS- This is a very helpful cheat, because you use eggs a lot and being able to hold many of them is very helpful, especially for the final battle with Gruntilda. Enter the short code "EGGS" in the Code Chamber, and you'll get to carry double the previous maximum amount of eggs. This means 200 Normal Eggs, 100 Fire Eggs, 50 Grenade Eggs, 100 Ice Eggs, and 20 Clockwork Kazooie Eggs. -FALLPROOF- Now we're getting into the good cheats! This cheat will finally make all those annoying falls insignificant, as they won't harm you one bit. You'll still crash into the ground, but even if you jump from the highest of heights, the fall won't hurt you. Simply enter "FALLPROOF" on the Code Chamber wall. -HONEYBACK- This is an incredibly helpful cheat, and with it you'll practically never die. If you ever lose energy, don't worry. After only a couple of seconds, you'll regain one energy piece, and this will continue until you have full energy. This means you'll have full energy at nearly anytime, and all you have to do is enter "HONEYBACK" in the Code Chamber. ===GETTING CHEATO'S CHEATS WITHOUT CHEATO PAGES=== If you want to skip getting all of the Cheato Pages, you can enter the codes without ever having to see Cheato or collect the Cheato Pages. It's quite easy, actually. Simply go to the Code Chamber and get on the platform. First spell CHEATO, then enter the code you want backwards. Without having to get anything, you'll unlock the code. ________________________________________________________________________ =============== CODE GUIDE =============== For those of you too lazy to earn your own cheats, here's a list of codes you can input in the Mayahem Temple Code Chamber to unlock bonuses, fun things, and other things that you'd normally have to work for. Just remember that using these codes is the equivalent to selling your soul the the devil of video games... *ENTER "CHEATO" IN FRONT OF ALL OF THE FOLLOWING CODES* - JUKEBOX: Enables Jolly Roger Lagoon's Jukebox (enter backwards if not received from Cheato) - GETJIGGY: Enables Signs in Jiggywiggy's Temple (enter backwards if not received from Madame Grunty) - SUPERBANJO: Enables Speed Banjo - SUPERBADDY: Enables Speed Enemies - HONEYKING: Enables Infinite Honey - NESTKING: Enables Infinate Eggs and Feathers - JIGGYWIGGYSPECIAL: Unlocks All Levels - HOMING: Enables Homing Eggs (enter backwards if not received from Blue Egg) - JIGGYSCASTLIST: Enables "Character Parade" in Replay Mode (will not work if you have beaten the game or entered the code below) - PLAYITAGAINSON: Enables Everything in Replay Mode ________________________________________________________________________ =============== JINJO/EMPTY HONEYCOMB GUIDE =============== ________________________________________________________________________ Since there's no other place where I can list how many Jinjos you need to complete a family, I thought I'd make a separate guide. Since there seems to be no fitting place for listing the numbers of Empty Honeycombs you need either, I thought I'd add that too. I originally planned to put their locations here, but because you can find that in other places here I thought it'd just be a waste. ~JINJO FAMILY GUIDE~ ~JINJO HOUSE LOCATION~ - White Family: 1 Member *Near Wooded Hollow Exit (Back) - Orange Family: 2 Members *Near Spiral Mountain Entrance - Yellow Family: 3 Members *Near Wooded Hollow Exit (Back) - Brown Family: 4 Members *Behind Jingaling's Palace - Green Family: 5 Members *Near Spiral Mountain Entrance - Red Family: 6 Members *Near Spiral Mountain Entrance - Blue Family: 7 Members *Behind Jingaling's Palace - Purple Family: 8 Members *Behind Jingaling's Palace - Black Family: 9 Members *Near Spiral Mountain Entrance - Grey Family: Destroyed *Formerly Near Spiral Mt. Entrance ~EMPTY HONEYCOMB GUIDE~ - 1 Empty Honeycomb: First Extra Energy Piece - 3 Empty Honeycombs: Second Extra Energy Piece - 5 Empty Honeycombs: Third Extra Energy Piece - 7 Empty Honeycombs: Fourth Extra Energy Piece - 9 Empty Honeycombs: Fifth Extra Energy Piece ________________________________________________________________________ =============== TOWER OF TRAGEDY QUESTIONS =============== ________________________________________________________________________ There are a bunch of difficult questions that Gruntilda will ask you for this game show, and to help you out, I'll compile a list of those I've encountered (and have been able to write down), as well as the correct answers. Studying this section will greatly improve your chances of winning the game show. *Quiz Question Will Be Coming Soon!* ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/****************** PART 5: MISCELLANEOUS *******************| | | __ \=============================================================| | |____/ |_| The last Part of my FAQ holds info and things you need to know not found anywhere else. This includes fun stuff like connections to other games and things made by Rare, helpful information like Frequently Asked Questions and general tips, and things that would be nice to know or see, like Contact Info, Credits, and a Closing Statement. ________________________________________________________________________ =============== ADDITIONAL TIPS =============== The tips that follow are general things that will help you out in your game. There's a good chance that you will already know the stuff presented here, but it may be helpful if you overlooked something, and make playing the game a bit easier. 1. Swamp Trick If you're in a swamp/bog/whatever with a Swamp Monster in it, if you stay by a wall, he won't be able to get you. Very handy to know if you fall in. 2. Look Around Switch to the first-person view whenever you enter a new area or suspect something may be nearby. Many times a hidden item might be out of view from the normal camera, but can be seen when you look through Banjo's eyes. 3. Meaningless Rooms? You may think that you've come across a room with nothing in it sometime, but there are very few, if any rooms in this game that don't have some purpose. Looks around or try firing a few different types of eggs at things to see if you can discover anything. 4. Read the Signs Throughout your adventure, you'll come across many signs with a "?" on them. Read these, as they will always provide some sort of hint. Sometimes it simply states the obvious, but other times it may help you if you're stuck. ________________________________________________________________________ =============== RARE CONNECTIONS =============== Of any Rareware-made game out there, none has more references to other things Rare than Banjo-Tooie. Since it's both fun and interesting, I've listed the connections that I've seen here. Know any more? Send 'em to me! 1. Sabre Wulf: Way back in 1984, Ultimate, which later became Rare, made a game by the name of Sabre Wulf. In Banjo-Tooie, not only are there several references to it, but a hint at a sequel. In Hailfire Peaks, a tent with the Sabre Wulf logo rests on the Lava Side and a frozen explorer on the Ice Side. That explorer turns out to be the star of the game Sabre Wulf. As if this weren't enough, after you help him he says "Zzzz... perhaps I'll ride a dolphin...". This is a clear indication that a GameCube version of Sabre Wulf may likely be on the way. 2. Mr. Pants: Those that have been to Rarewhere, Rare's website may have seen the strangely- clad survey taker known as Mr. Pants. Funny name, seeing as he wears none (yes, he does have underwear, you sick freak). Anyway, in Boggy's Igloo on the Ice Side of Hailfire Peaks, take a look as his widescreen TV to see Mr. Pants. Hmm, first a cheat in Jet Force Gemini, now his own TV show... 3. Jet Force Gemini: There are several pictures of Jet Force Gemini characters in the game. Both of Bottles' sons have pictures in their rooms (Juno in Goggles' room and Vela in Speccy's), and there's also a picture of Vela in Grunty Industries workers quarters. 4. Donkey Kong: Not only does Bottles' son Goggles have a picture of Juno in his room, he also carries around a DK doll. OK, so it doesn't look exactly like Donkey Kong, but what other monkey wears a red tie? 5. Perfect Dark: There is only a mere reference to this game, and nothing visual. In Jolly Roger Lagoon, when you first enter the UFO, Kazooie will ask if the alien is named Elvis. In case you didn't know, Elvis was the grey little alien in Perfect Dark. 6. More Mr. Pants!: This guy is everywhere. In the Dodgems Dome of WitchyWorld, stand near one of the windows and switch to the first-person view and look outside. Mr. Pants is a constellation... hmm... first his own cheat, then a TV show, now his own constellation! 7. Game Magnets: Only the 'fridge in Grunty Industries' working quarters, there are magnets in the shapes of logos for Jet Force Gemini, Banjo-Kazooie, Perfect Dark, and Donkey Kong 64. 8. Non-Game Connections: Hey, why not have connections to things that aren't games, too? The first (and only so far) non-game connection is to a TV... a british TV show. It seems that the Ice Cubes George and Mildred are likely named after characters in a show on british television (or tele, as like to say... or maybe not, I've never been to Britainland). Perhaps Rare was watching some TV while making the game. ________________________________________________________________________ =============== FREQUENTLY ASKED QUESTIONS =============== I often get mail asking questions I've encountered before by other people. So, why not post the answers to those common questions here so you don't have to go through the trouble of e-mailing me? So, I've made a FAQ section, and you'd be surprised that others may have similar questions. Q: Where are the Claw Clamber Boots (suction cup shoes) in WitchyWorld? A: These things are actually quite out of view, but it's not hard to get them. They're actually right smack dab in the middle of the level, on top of Conga's Big Top. Walk up one of the ropes on the side of the tent (easiest with Banjo) and when you reach the top, start Talon Trotting. On the right side of the tent (right from the level entrance) is a platform with the Claw Clamber Boots on them. ________________________________________________________________________ =============== CONTACT INFO =============== Have some questions about the game? Comments about my FAQ? Something I left out? Info that I got wrong? If there's something you need to know or say about my FAQ, be sure to: E-mail me Questions or Comments- croco64@yahoo.com Before you send me stuff, however, make sure you read this first: 1. Please look at the walkthrough before you send me questions! I made the walkthrough for a reason. It was so you could look at it, not so you could find my e-mail address and ask me what you want to know before you glance at it. Be sure to check the walkthrough to see if it can answer your question(s) before asking me. 2. When e-mailing me, put the words "Banjo-Tooie" or similar phrasing into the title. That would help me a lot. 3. If you wish to contribute, please send do not send anything regarding the Levels, Enemies, Transformations etc. I know this info already, and it will not help for you to send it. Things to send include corrections to do things, alternate ways to get something, multiplayer tips, or something related. For all contributions, please include a name. If you do not, I will assume that you wish to remain anonymous unless you send one at a later date. If You're Bored: For each of the Characters in Part 2's Character section, I plan to include a quote. Send in quotes that you like for any or all of the characters. The ones I like best may be added. ________________________________________________________________________ =============== CREDITS/OTHER =============== CREDITS: -Grilate: For information on the third Mystery Egg, Getting Cheato's Cheats without pages, and Dragon Kazooie's fire egg abilities. Also, thanks a bunch for the codes found in the Code Guide, Grilate! -Rene Ellul: For the second Mr. Pants location. -Sharon: For how to stun the Octopus (the first person to tell me, I'm aware that tons of you told me as well). Also for the Electric Eels. -Bonty: For the magnets addition in the Connections section. -Charles: For information on the third Klungo Potion. SPECIAL THANKS: *Rare: For making this excellent sequel. Great work! *The Instruction Manual: I got the Story and Character descriptions from here. *The Game: For the descriptions for some of the multiplayer options. * * * These Sites have been given permission to use my FAQ: *GameFAQs (www.gamefaqs.com) *Video Game Strategies (www.vgstrategies.about.com) *Neoseeker (www.neoseeker.com) *Gamester Online (www.gamesteronline) *Cheat Code Central (www.cheatcc.com) No other sites have been given permission to use this FAQ. Please contact me if you see this anywhere else. Check www.gamefaqs.com for the most recent version of this FAQ. * * * EXPECTED TO COME IN THE NEXT UPDATES: -Grunty Industries Walkthrough -Hailfire Peaks Walkthrough -Updates to the Advanced Moves Section, and the Enemy Guide -Tower of Tragedy Quiz Questions ________________________________________________________________________ =============== CLOSING STATEMENT =============== And now it's time for this FAQ to end. Banjo-Tooie, a worthy sequel indeed to a great game. While we wait for Banjo-Threeie, let's take a while to play Banjo-Tooie some more... and read my FAQ some more :). I enjoyed writing this as much as you enjoyed reading it (you better have enjoyed it, or I'll... I'll... um... do something! So there!). Farewell! This FAQ Has Been _______ __________ Brought To You By: /.\____/.\ / ___ \ / /_____ _____ ______ _____ \________/ \ \ \ \ / ______/ __ \/ _ \ / ____// _ \ \/ \/\ \_/ \ \ / / / / \__\ // // / / // / \ \\/-\_______\ \ / / / / / // // /____/ // / \ \ \\\\\\\\\\ / / / /__/ \_____//______/\_____/ / / _/ / /_____________________________________ / / __/ /___\ \ / \ /\____/\ //___/ /___\ /____________________________________________\ \________/