____ _ _ __ _
| __ ) __ _ _ __ (_) ___ | |/ /__ _ _______ ___ (_) ___
| _ \ / _` | '_ \ | |/ _ \ _____| ' // _` |_ / _ \ / _ \| |/ _ \
| |_) | (_| | | | || | (_) |_____| . \ (_| |/ / (_) | (_) | | __/
|____/ \__,_|_| |_|/ |\___/ |_|\_\__,_/___\___/ \___/|_|\___|
|__/
G R U N T Y ' S R E V E N G E
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Game: Banjo-Kazooie - Grunty's Revenge |
| Platform: Gameboy Advance |
| Author: Luke Robinson (iloveraigan) |
| Contact:
[email protected] |
| Version: 1.0 |
| File Size: 92.23kb |
| File Created: 13th September 2003 |
| Last Update: 10th October 2003 |
| Made Using: FAQ Editor -
http://www.freewebs.com/lojik/faq_ed/ |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
========
Contents
========
1. Version History
2. Introduction
3. Controls
4. Characters/Enemies
5. Items
6. Moves
7. Walkthrough
8. Bosses
9. Bonus Games
10. Cheats
11. Game/Guide Credits
12. Copyright Information
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Note: |
| This guide has been written so the Jiggys, Jinjos, etc. aren't specifically |
| listed. I.e. you will have to search under each heading for where these |
| things are located. Have a look at it and you will understand. Also, this |
| guide doesn't usually tell you to attack enemies when you come to them - it |
| is assumed that you will attack them without a guide telling you to. |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
==================
1. Version History
==================
1.0 - The guide is COMPLETE! At last, everything is complete, except for the
cheats section because I'm not aware of any at the moment, but you
shouldn't have to cheat in this game to complete it.
Updated: Walkthrough - Blistering Buttons. Just fixed the picture.
Bosses - Corrected information on the final battle with Mecha-Grunty
thanks to superphil32. Bonus Games - Finished off this section, so now
all games are listed with a description and how many coins you need to
play them.
0.95 - Updated: Enemies.
Thanks to the help of people on the BKGR Message Board on GameFAQs.com,
I fixed the Enemy List with what looks to be the proper names of the
enemies! Thanks once again!
0.9 - Almost completed the guide!
Added: Grunty's Lair, Bonus Games.
Updated: Freezing Furnace, Characters/Enemies, Bosses, Layout of the
guide.
All I need to add is the rest of the Bonus Games, and some Cheats if
there are any!
0.8 - Added: Walkthrough - Freezing Furnace.
Updated: Walkthrough - Spiller's Harbor. I missed the last Jiggy and ten
Notes, which I later remembered to check an area that contained them.
Updated: Characters/Enemies, Moves, Bosses.
0.7 - Added: Walkthrough - Spiller's Harbor.
Updated: Characters/Enemies, Moves, Bosses.
0.5 - Added: Walkthrough - Bad Magic Bayou.
Updated: Characters/Enemies, Moves, Bosses.
0.3 - Added: Walkthrough - Breegull Beach.
Updated: Characters/Enemies, Moves, Bosses.
0.2 - First created this guide.
Added: Introduction, Controls, Characters/Enemies, Items, Moves,
Walkthrough - Spiral Mountain and Cliff Farm, Bosses, Cheats, Game/Guide
Credits and Copyright Information.
===============
2. Introduction
===============
"Two months have passed since Gruntilda the Witch was defeated by Banjo and
Kazooie. After falling from her tower, Gruntilda was buried underground, where
she remains for her sisters to rescue her, until this very day..."
===========
3. Controls
===========
Control Pad - Up......... Move up.
Down....... Move down.
Left....... Move left.
Right...... Move right.
A Button... Jump, Talk.
B Button... Attack
L Button... Block.
R Button... Underwater Dive, Switch Eggs.
Start...... Pause.
Select..... Exit out of Bonus Games when unlocked.
Note: For the more advanced moves, look in the Moves section. Above is just a
brief outline of the controls used to play the game.
=====================
4. Characters/Enemies
=====================
----------
Characters
----------
Banjo - The main character.
Kazooie - Banjo's Sidekick.
Mumbo Jumbo - The local Witch Doctor.
Gruntilda - Banjo's main enemy.
Klungo - Gruntilda's sidekick.
Bozzeye - Teaches you new moves.
-------
Enemies
-------
Note: * They appear roughly in order of when they are encountered in the game.
* Gruntling Colours are based on the colour of their hair.
Name: Red Gruntling
Hits: 1
First Found: Spiral Mountain
Description: A Red-coloured Monkey that walks around. When you are seen, it
will follow you and try and attack you.
Defeat By: Just a Pack Whack or Roll attack will do it.
Name: Whiplash
Hits: 1
First Found: Spiral Mountain
Description: A purple-coloured Vine that swings around.
Defeat By: Just a Pack Whack or Roll attack will do it.
Name: Gruntweed
Hits: 1
First Found: Cliff Farm
Description: These are the weeds that come from the ground to attack you.
Defeat By: These are the weeds that come from the ground to attack you. Wait
for it to fly over to you, then when its dropping to the ground,
move out of the way, then when it is back on the ground, Pack
Whack it.
Name: Yum Yum
Hits: 2
First Found: Breegull Beach
Description: A Clam that bounces around, and follows you when you are seen.
Defeat By: Two Roll Attacks will defeat this enemy.
Name: Blue Gruntling
Hits: 2
First Found: Breegull Beach
Description: Same as Red Gruntling, only stronger.
Defeat By: Two Pack Whacks or Roll Attacks will do it.
Name: Shrapnel
Hits: 1
First Found: Breegull Beach
Description: Once you are seen, the Shrapnel will follow you and explode if it
catches you.
Defeat By: When you are an Octopus, use your Water Jet on it, otherwise try
and avoid it.
Name: Bogfoot
Hits: 3
First Found: Bad Magic Bayou
Description: Looks like a Gruntling, except it looks like it has only one eye.
Defeat By: Three Pack Whacks or Roll Attacks will do it.
Name: Green Chompa
Hits: 1
First Found: Bad Magic Bayou
Description: Pops out of holes, pipes, etc, in the wall.
Defeat By: Do a Rat-A-Tat-Rap attack to defeat it.
Name: Purple Chompa
Hits: 1
First Found: Bad Magic Bayou
Description: Pops out of holes, pipes, etc, in the wall.
Defeat By: Do a Rat-A-Tat-Rap attack to defeat it.
Name: Green Spooko
Hits: 1
First Found: Bad Magic Bayou
Description: Little green monsters that chase you once you are seen.
Defeat By: They can only be defeated by Fire (Fire Eggs and the Candle
transformation) and an attack from Kazooie.
Name: Stinglash
Hits: 1
First Found: Bad Magic Bayou
Description: I was told that it looks like a Scorpian's tail... I though it
looked like a plant ^_^
Defeat By: Just a Roll Attack will do.
Name: Green Gruntling
Hits: 3
First Found: Bad Magic Bayou
Description: A Green-coloured Monkey that walks around. When you are seen, it
will follow you.
Defeat By: Three Pack Whacks or Roll Attacks will do.
Name: Germuloid
Hits: N/A.
First Found: Bad Magic Bayou
Description: Once you are seen by Germuloids, they will follow you and attach
themselves to you, draining the life out of you until they are
destroyed, or you have no health left.
Defeat By: Destroy them by rapidly pressing Left and Right on the Control
Pad.
Name: Green Whiplash
Hits: 1
First Found: Spiller's Harbor
Description: The Green Whiplash are found in waterways underground. E.g. Pipes.
They are also found above ground in water.
Defeat By: When an Octopus, shoot them with your Water Jet.
Name: Brown Gruntling
Hits: 4
First Found: Spiller's Harbor
Description: A Brown-coloured Monkey that walks around. When you are seen, it
will follow you.
Defeat By: Four Pack Whacks or Roll Attacks will do it.
Name: Maggie
Hits: 1
First Found: Spiller's Harbor (around the Ice Cream Van)
Description: These Birds will swoop you once you are seen.
Defeat By: They can only be defeated by an attack by Kazooie. E.g. The
Rat-A-Tat-Rap.
Name: TNT Boom Box
Hits: 1
First Found: Spiller's Harbor
Description: These boxes will follow you and explode once they catch you, or
you run into them.
Defeat By: Activate Wonderwing and destroy them.
Name: Biggafoot
Hits: 4
First Found: Freezing Furnace
Description: Looks like a Gruntling. This one is white, and found in the
snow/ice.
Defeat By: Four Pack Whacks or Roll Attacks will do.
Name: Fire Spooko
Hits: 1
First Found: Freezing Furnace
Description: They are the same as the Green Spookos, except different things
destroy them.
Defeat By: Shoot Ice Eggs at them.
Name: Fire Chompa
Hits: 1
First Found: Freezing Furnace
Description: Same as the other Chompas.
Defeat By: Do a Rat-A-Tat-Rap attack to defeat it.
Name: Livewire
Hits: 1
First Found: Freezing Furnace
Description: These wires swing around and electrcute you if you are hit.
Defeat By: Activate Wonderwing and destroy them.
Name: Grey Gruntling
Hits: 5
First Found: Freezing Furnace
Description: The strongest of the Gruntlings.
Defeat By: Five Pack Whacks or Roll Attacks will do it.
Name: Red Germuloid
Hits: N/A.
First Found: Freezing Furnace (Boss Fight only)
Description: They are the same as the other Germuloids, except they take longer
to destroy.
Defeat By: Destroy them by rapidly pressing Left and Right on the Control
Pad.
========
5. Items
========
Honeycomb Pieces - There are four different sorts you can get:
1) Single Honeycomb pieces
2) Double Honeycomb pieces
3) ? Pieces - Whatever the flashing Honeycomb stops on.
They flash in a random order.
4) ! Pieces - Whatever the flashing Honeycomb stops on.
They flash in an ascending order.
Gold Feathers - Used for the Wonderwing attack.
Ice Eggs - Can freeze enemies, amongst other things.
Eggs - Normal eggs.
Battery Eggs - These Eggs give out an electric charge.
Fire Eggs - These eggs can burn or melt enemies, amongst other things.
Beehive - When smashed they either produce a ? or a ! Honeycomb piece.
Hollow Honeycomb - Show these to Honey B in Spiral Mountain. Each time you
bring her 4 Hollow Honeycomb pieces, your Life Bar will
increase by 1.
Jiggys - Used to open different levels.
Silver Coin - Show these to Mr. Ripovski in Spiller's Harbor to open the
slide.
Gold Piece - Collect these to gt a Jiggy in Freezing Furnace.
Gold Coin - Collect these on the slide when the end credits are rolling.
Once you have finished the slide, depending on how many
coins you collected, Bonus Games will be available to play
on the Arcade Game in Spiller's Harbor.
Spaceship - Find this and give it to a Squit in Spiller's Harbor.
Mumbo Tokens - Collect these to learn new transformations.
Chick - Bring the Chicks back to the Chicken in Cliff Farm.
Blue Shell - Bring these to Mr. Ripovski in Breegull Beach.
Chains - Remove the chains off the Breegull's feet in Breegull Beach.
Ice Cream - Give this to a Squit in Spiller's Harbor.
========
6. Moves
========
Move: Pack Whack
Notes: 10
Location: Spiral Mountain
How To: Press B Button.
Move: Underwater Dive
Notes: 25
Location: Cliff Farm
How To: Press R Button to Dive, A Button to move higher, R Button to
resurface.
Move: Climb
Notes: 40
Location: Cliff Farm
How To: Use your Control Pad to move on a Ladder, Vine, etc. When you want to
get off, press A Button.
Move: Roll Attack
Notes: 60
Location: Farm Heights
How To: While running press B Button.
Move: Flap Flip
Notes: 0 (You learn this after rescuing Kazooie)
Location: Witches Keep
How To: Hold L, then press A.
Move: Egg Firing
Notes: 80
Location: Breegull Beach
How To: Hold L, then press B. Get out of Egg Firing by pressing L.
Move: Feathery Flap
Notes: 110
Location: Breegull Beach
How To: Press A to Jump, then A again while in the air.
Move: Talon Trot
Notes: 140
Location: Breegull Peak
How To: Press L, then Press R. Get out of Talon Trot by pressing L.
Move: Bill Drill
Notes: 170
Location: Bad Magic Bayou
How To: Press to, then L.
Move: Rat-A-Tat-Rap
Notes: 210
Location: Bad Magic Bayou
How To: Press A to get in the air, then press B to attack.
Move: Battery Eggs
Notes: 260
Location: Monster Manor
How To: Get into Egg Firing mode, then press R. Now shoot as normal.
Move: Wonderwing
Notes: 310
Location: Bilge Haven
How To: Find a Red Pad with a picture of a Gold Feather on it, then press A
to unleash the power. Press L to cancel it.
Move: Shock Spring Jump
Notes: 370
Location: Spillerston
How To: Find a Green Pad with a picture of Kazooie's foot on it, then press
A.
Move: Ice Eggs
Notes: 410
Location: Spiller's Harbor
How To: Get into Egg Firing mode, then press R. Now shoot as normal.
Move: Fire Eggs
Notes: 470
Location: Freezing Furnace
How To: Get into Egg Firing mode, then press R. Now shoot as normal.
==============
7. Walkthrough
==============
---------------
Spiral Mountain
---------------
Notes: 100
Jiggys: 10
Jinjos: 5
Mole Hills: 1
You start your adventure talking to Bozzeye. He helps you by teaching you moves
when you bring him a certain number of Musical Notes. From where you start, go
up and get the four Musical Notes along the path. Jump onto the ledge and pick
up the two Musical Notes. Do the same for the next ledge. From the second ledge
you need to jump up and get the two Musical Notes in front of the mole hill.
You now have enough Notes to learn the Pack Whack! You perform this simply by
pressing B.
From here, get the Purple Jinjo to the left, then jump onto the ledge to the
left. Go down and around to the left as far as you can, then face down and jump
across the gap. Go to the left and get the three Musical Notes just past the
entrance to the cave with the eyes above it. From here, go right and Whack the
Red Gruntling, then go across the bridge. Get the two Notes on the bridge, then
on the other side get the three Notes there. From here, go back to the mole
hill where you learned the pack Whack.
Once at the mole hill, go right and get the three Notes before the Whiplash,
then whack the Whiplash. Continue right to the Jinjo Oracle, getting three
Notes along the way. The Jinjo Oracle tells you that you need to show Jinjos
to the Oracle before she will reveal some secrets. From here, you will need to
go to Jiggywiggy's Temple, which is to the south. From the Jinjo Oracle, go
down and get the Note on the first ledge. Drop down and pick up another Note,
then drop down and pick up the seven Notes in this area and on the way to
Jiggywiggy's Temple. When you are at the Temple, Pack Whack the switch with a
picture of a Jiggy on it, then if you need to, whack the Whiplash to the right
side of the Temple and hit the Beehive to get a Honeycomb piece, otherwise
enter the Temple.
>>> Jiggywiggy's Temple <<<
---------------------------
Once inside, go up either side of the stairs and pick up the Jiggy infront of
the Jiggy Priest. After the door has been opened to the Altar, go back down
either side, then to the Altar. When you are standing infront of the Jiggy with
the rings around it, press A. This will unlock the opening to Cliff Farm. After
that, exit the Temple and enter the new area.
----------
Cliff Farm
----------
Notes: 100
Jiggys: 10
Jinjos: 5
Mumbo Totems: 1
Mole Hills: 3
Hollow Honeycomb: 2
>>> Cliff Farm <<<
------------------
Once in this area, go to the mole hill to the right. This is where you will
learn the Underwater Dive. From here, go right to the waterfall and dive here.
Sink to the bottom, then get the three Notes and the Jiggy. Make sure you don't
swin into the Whiplash. Resurface, then get all nine Notes in this bottom area
(inluding the Notes on the bales of hay). After this, go left and jump onto the
ledge. Whack the Whiplash and the Red Gruntling, then get the six notes in this
area. After that, go to the mole hill to learn how to Climb!
After this, climb up the ladder infront of you. Collect the three Notes here,
then climb up the next ladder. Get the Note here, then Whack the Red Gruntling
and get the Orange Jinjo to the left. Climb up the ladder, get the two Notes
then talk to the Hen. Enter the cave to the right. All you have to do is
collect the 12 eggs for the Hen, and you will be rewarded with a Jiggy! You
need to watch out of the Spikes because if you hit one you will be put off
course. Once you have completed that, climb back up the ladders and claim your
Jiggy!
From here go to the left of the Hen and jump the gap. Whack the Red Gruntling,
get the two Notes here then climb up, across, then up the ladder. Once you are
up as far as you can go, jump to the right and whack the Whiplash to get a
Jiggy. From here, drop off then dive underwater.
>>> Cliff Springs <<<
---------------------
Get the three Notes and the Orange Jinjo here, then resurface.
>>> Cliff Farm <<<
------------------
After resurfacing, drop down at the waterfall, then get the three Notes here
and the Orange Jinjo on the barrels. Go to the right and drop down two ledges,
then get the four Notes in this area. Go to the bottom of this area and drop
onto the hay. Get the four Notes on the hay, then jump up onto the ground above
the hay. From here head up and whack the Gruntweed in the Sheep's pen. The
Sheep will thank you, then you can get the Jiggy they were surrounding. Get out
of the pen, then go to the left, back up the ledges, then up the stone ledges.
Get the two Notes on the ledges, then jump onto the ground above you. Whack
the Gruntweed, then go to the right and smash the Beehive to get a "!"
Honeycomb Piece. From here, get the three Notes in this area, then head up and
over the bridge.
>>> Farm Heights <<<
--------------------
Start by going up and to the left, collecting four Notes. Talk to the Chicken
and she will tell you about her five missing chicks. You will need to find them
for her, then she will give you a Jiggy! Go right into the pen and get the
seven Notes in this area. Go right and out into the grass area. Get the two
Notes you can immediately see, then go down. Get the three Notes in this area,
then jump onto the trailer and get the first chick. From here go down the ledge
into the water. Swim to the left, getting seven Notes before you come to a
small island with a Jiggy and a chick on it. Jump onto the island and get both
of them, then head back to where you entered the water.
Once back where you entered the water, head right, getting five Notes along the
way. Keep going up and get the Orange Jinjo in front of the water wheel. Now
head back to where you entered the grass area from the pen. Once back there, go
up the small grass ramp. Go up a bit and get the chick here, then jump onto the
two barrels and jump into the area with the Sheep. This is a mini-game where
you have to fish for Sheep! You need to catch 12 Sheep in 50 seconds. To catch
them all you need to do is move Banjo left or right and press B to cast. The
longer you hold down the button, the further you cast out.
After you have caught all of the Sheep, head back down to the grass ramp you
just came up to receive your Jiggy! From here, go down and get three Notes
around the house. Walk up to the door and you are told if you were smaller you
might be able to squeeze in there (take note of this). From here, go back into
the pen and up the ramp up the top of this area. Head right and get three
Notes, then keep going up until you come to a Mole Hill. Here you will learn
the Roll Attack. After you have learned the Roll Attack, try it on the Roll
Switch to the right. When you hit it, three Notes will come out. Get these
Notes, then go back to the ramp where you entered this area. When you come to
the trailer, jump on it, then onto the bales of hay. Jump onto the roof and
head left. Jump onto the ladder, then jump on top of the silo for a piece of
Hollow Honeycomb.
After you have got that piece, walk off the top of the silo to the right, then
walk down and off the roof. Get the chick, then down the left ramp. Get the
six Notes here and the last chick. Go back to the Chicken and give her chicks
back. Get the Jiggy that appears to the right of her house, then back into the
pen and up the ramp. Now walk up into the entrance of Bluff Barn.
>>> Bluff Barn <<<
------------------
Whack the Red Gruntling, go up and to the right (take note of the small hole in
the wall up the back). You need to do a Roll Attack on the Roll Switch, which
will make the grey fuzzy pad turn into a Gruntilda Pad, where you will fight
Klungo! Look in Boss section on how to beat Klungo. After you have beaten him,
warp back, get the Jiggy and the Mumbo Totem, then walk back to where you got
the last chick (where the red Tractor was), and into Mumbo's Pad.
>>> Mumbo's Pad <<<
-------------------
Go up the back and show the Mumbo Totem to Mumbo Jumbo. He can transform you
into a Mouse! You can jump by pressing A, and nibble things by pressing B.
After you have been transformed, go back to Bluff Barn.
>>> Bluff Barn <<<
------------------
Once back in, enter the small hole at the back. Get the three Notes here, then
go to the back and get the last Orange Jinjo behind the fence. After you have
done that, head over to the house with the small hole in the door, which is
Crag Mill.
>>> Crag Mill <<<
-----------------
Start by getting the three Notes and the Hollow Honeycomb piece as soon as you
enter this area. Go to the left and fall through the hole in the floor, then
make your way to the right side of this area under the floor and get the three
Notes, then go forward and enter the black hole. Once you have come out, go to
the right and nibble the level with the red handle. This will make the lever's
handle change to green and make a platform start moving. Move under the wooden
platform and jump onto the moving platform when it is near the ground. Once at
the top, get off the moving platform and get the Jiggy. Get back down to where
you came in through the black hole (after entering the hole in the floor), and
get the last three Notes. Exit Crag Mill and go back to Mumbo's Pad.
>>> Mumbo's Pad <<<
-------------------
Once inside, talk to Mumbo Jumbo and get him to change you back to a bear, then
go to the Jinjo Oracle in Cliff Farm (where you enter the level) for your final
Jiggy!
-Cliff Farm Complete-
---------------
Spiral Mountain
---------------
Head over to Jiggywiggy's Temple to open the next level.
>>> Jiggywiggy's Temple <<<
---------------------------
Talk to the Jiggy Priest so he can open the next level - Breegull Beach. You
will need six Jiggys to open the door to the Altar. After the next level has
been opened, exit Jiggywiggy's Temple and head up to the Jinjo Oracle.
---------------
Spiral Mountain
---------------
If you have followed this guide from the start, you should have already been
to the entrance of Breegull Beach. If not, from the Jinjo Oracle you need to
go left and jump onto the ledge next to the mole hill, then go down and around
the corner as far as you can, then face down and jump the gap -or- go back to
where you start the game, go to the right and climb up the vines, then go up
and left across the bridge (The first one is quicker). Once over the gap or
over the bridge, make your way into the entrance.
--------------
Breegull Beach
--------------
Notes: 100
Jiggys: 10
Jinjos: 5
Mumbo Totems: 0
Mole Hills: 4
Hollow Honeycomb: 2
>>> Breegull Beach <<<
----------------------
Sart by going straight down, and in the grass is your first Yellow Jinjo! Go to
the right and get the three Notes where the Yum Yum is. From here, go down the
ledge and onto the Jinjo Oracle. On the way and below the Oracle are three
Notes, so get them.
From the Jinjo Oracle, go down, getting two Notes, then follow the ledge
around, getting three Notes. Go back around the corner, and from the hut go up
and talk to the Breegull outside of the cave. You will need to be a Mouse to
get in the hole here, so remember this spot. In here you will be rescuing some
birds that have chains attached to them so they can't get out.
Go down and pick up a Blue Shell next to the hut. The Big Mouse standing
outisde the hut tells you he will trade you a novelty item for 5 Blue Shells
(no guesses for what it is!). Go back up and to the right, just past Mumbo's
Pad. Get the Blue Shell next to the palm tree, then enter Mumbo's Pad.
>>> Mumbo's Pad <<<
-------------------
Get Mumbo Jumbo to change you into a Mouse, then head back to the Breegull
standing next to the hole.
>>> Quarry Heights <<<
----------------------
Head down, left and up, getting three Notes along the way. Nibble the chain
on the bird to free it, then go down, getting one Note, and nibble another
chain. Go right, go up and bit and get the Note, then go back down and continue
right, getting two Notes before coming to a bridge. Go over the bridge and
nibble another chain, then go down the ledges and go up to get the Yellow
Jinjo. From here you need to go left, jump up the ledges and over to the bird,
getting three Notes along the way. Nibble the chain and go back down the ledges
to where the Jinjo was.
From here, go down and down the ledges, then up and left, getting seven Notes
along the way. Nibble the chain on the bird next to the rock, then go up and to
the left for the final bird. Once you have nibbled the chain on that bird, exit
Quarry Heights.
>>> Breegull Beach <<<
----------------------
Talk to the Breegull and you will get a Jiggy, which will appear next to the
Breegull. Get it, then go back to Mumbo's Pad and change back to a Bear. Once
you have done that, head right, drop off the ledge and get the Blue Shell on
the ground. From here go down and follow the stone path to the left. Get the
two Notes on the ground around the Note that is on a small stone pillar, then
jump up and get this Note. Keep going left and get three more Notes that are
near the waters edge. Keep going left and get the Blue Shell.
Head back right and follow the path, and when it stops going right, you
continue on up the small ramp. Go up, getting three Notes, then go to the Mole
Hill where you find out you need Kazooie before you can learn that move.
Anyways, go right and down a bit and jump onto the rock platform. Go down,
getting three Notes, then head back up onto the grey rock platform. Get the
three Notes here, then go back to the Mole Hill where you couldn't learn the
move.
From here, jump over to the rock platform and enter the cave which goes to
Grunty's Quarry.
>>> Grunty's Quarry <<<
-----------------------
Start by going forward, dropping off the ledge, then run around the ground
area, getting six Notes on the ground. Go to the green tower closest to where
you came in and climb up it. Jump to the right and Pack Whack the red Switch.
You are now shown where the Gruntilda Pad is, and that you can now use it. Go
down and get the two Notes, but don't go on the Gruntilda Pad just yet.
Instead, go to the other tower you can climb up, then jump to the left and get
the Note, then go back to the Gruntilda Pad, which will warp you to Witches
Keep.
>>> Witches Keep <<<
--------------------
You will now get to fight Mecha-Grunty! Look in Boss section on how to beat
Mecha-Grunty. After you beat her, a Jiggy will appear on the tower platform
next to the green switch (just before the Gruntilda Pad in Grunty's Quarry).
Banjo will then run over to rescue Kazooie! After you have Kazooie, you will
learn the Flap Flip! Exit this area, then get the Jiggy you won for beating
Mecha-Grunty.
>>> Grunty's Quarry <<<
-----------------------
Once on the tower platform, climb up the other tower, then Flap Flip up to the
ledge that you couldn't jump up to. Drop down and get the Note, then Flap Flip
up to the other Note. Once up here, wait for the Blue Gruntling to be on the
right, then drop down and Roll Attack into him to get past safely. Flap Flip up
to the Jiggy, then exit Grunty's Quarry.
>>> Breegull Beach <<<
----------------------
From here, go to the mole hill to the right. Now you can learn how to Fire
Eggs! Now head back towards the start of the level. Next to the Breegull are
some ledges. At the top is a Blue Shell, so get it. On the way to the top get
the Note, then head right once at the top for another Note. Jump up onto the
grass platform, get the Note here, then climb up the vines to the right. Go
straight ahead here, getting three Notes, then its onto Breegull Peak.
>>> Breegull Peak <<<
---------------------
Go straight ahead here for three Notes, then back to the mole hill to learn
another move - the Talon Trot.
Once you have learned that, get into the Talon Trot and walk up the slope
behind the mole hill. At the top of the slope keep going right, getting three
Notes. Talk to the Ancient Breegull, and it will get you to collect 20 Glow
Grubs for a Jiggy! Climb onto the vines and follow the vine path. Once at the
top, go to the left and get a Note and a Yellow Jinjo. On the right is two
more Notes and a Hollow Honeycomb piece! Now enter the ancient cave.
Getting the grubs is rather easy as there is more than 20 grubs on the slide
(I think ^_^), so if you miss some there are more as you get further down the
slide. Once you have done that, a Jiggy will appear in front of you when you
exit the slide.
>>> Breegull Beach <<<
----------------------
Pick up the Jiggy, then enter the cave. In here you will have to protect the
Treasure Chest from the others. This is a bit harder than the other mini-games
you have done so far, so it might take a few tries to complete it. You control
the boats by pressing A to go accelerate, Control Pad Left or Right to turn
left or right respectively, and L or R to shoot cannonballs. After you have
won, get the Jiggy then exit the cave. From here, go forward past the small
and big platform. When you get to a small platform behind the big one, jump on
it and get the Note. Jump to the next platform to the left and get that Note.
Jump again to the next platform to the right, then go back and jump onto the
big platform that had the mole hill on it. Here you will learn the Feathery
Flap, which will extend the distance of your jump.
After you have learned that, jump off to the right and swim along the coral
border until you come to a Yellow Jinjo. Jump onto the platform and get it.
From here, go left then up when you can get back on land.
From here go left and collect the three Notes that are in the water. Keep going
left and collect another three Notes, then talk to the Dolphin. Go to where the
Dolphin dove underwater, then do the same. Go right and follow the path of the
Dolphin, getting thirteen Notes along the way. Off to the left you should
notice a Hollow Honeycomb piece, so get it. From here, go up and get another
three Notes. Get the Jiggy on the ship wreck, then sink into the new hole. Get
the Notes here and the last Yellow Jinjo, then exit via the hole in the wreck.
Swim back to the surface, then head to the hut so you can swap the Blue Shells
for a Jiggy! Get the Jiggy, then head right. Keep going right and jump onto
the brown rock platform when you come to it (it's near the stone platform).
You will need to Feathery Flap to the right, landing on the rock pillar. Do the
same again onto the pillar with the last Note, then onto the pillar with the
Jiggy!
From here you will need to go back to the Jinjo Oracle, which is close to the
start of the level, and get the Jiggy waiting for you. After this, you will
need to go back to the stone platform and stand on the picture of the skull on
the ground. Here you will get to play another mini-game where you have to
dodge the cannonballs and hit the Skeleton when he pops his head out. You shoot
with B, by the way! He will first appear down the bottom, then on the right,
then up the top. After you have hit him three times, you get a Jiggy! Now back
to Jiggywiggy's Temple!
-Breegull Beach Complete-
---------------
Spiral Mountain
---------------
Once you have exited Breegull Beach, go left and Flap Flip up to the ledge in
front of you, then jump up and get the three Notes in front of you. Head up
from here into Spiral Rise.
>>> Spiral Rise <<<
-------------------
Just for now, all you need to do is go to the right, Roll Attack into the
Whiplash then get the three Notes here, then head over to Jiggywiggy's Temple
to open the next level (it just so happens that where you were is the next
level, so you know how to get to it now). Next to Jiggywiggy's Temple you might
notice some sticks on the ground that are sparkling? Well, if you Roll Attack
into it you will get a Hollow Honeycomb piece!
>>> Jiggywiggy's Temple <<<
---------------------------
Talk to the Jiggy Priest so he can open the next level - Bad Magic Bayou. You
will need fourteen Jiggys to open the door to the Altar. After the next level
has been opened, exit Jiggywiggy's Temple and head up to the Jinjo Oracle.
---------------
Spiral Mountain
---------------
From the Jinjo Oracle, head left and jump onto the ledge next to the mole hill.
Go down and around thhe corner a bit, then face up and Flap Flip up to the
ledge, then jump up onto the platform then head up. Enter the tree stump
opening for the next level.
---------------
Bad Magic Bayou
---------------
Notes: 100
Jiggys: 10
Jinjos: 5
Mumbo Totems: 1
Mole Hills: 3
Hollow Honeycomb: 2
Note: * If you see a hole in the wall, just be careful because it's likely
something will come out.
* When the walkway turns green, you will need to do the Talon Trot.
>>> Bad Magic Bayou <<<
-----------------------
Start by going down, then once at the end of the wood platform, jump right
onto the tyres, getting three Notes, then keep going right to the mole hill
where you learn the Rat-A-Tat-Rap! Form here, go down and jump onto the wooden
platform, then follow it to the right, killing the Bogfoot. When you can't go
right any further, walk down a bit, then turn around and run and jump off the
platform. You will need to Feathery Flap while in the air, but if you don't
make it, it doesn't matter too much. Jump up and get the Green Jinjo, then jump
on top of the tree stump.
Jump to the platform to the left, then go up, getting three Notes. Go to the
platform to the right and Flap Flip up to it, then do the same to get up to
the left platform. Flap flip up to the next platform and follow it around the
whole way, getting four Notes. When you get close to the end of the walkway you
are on, then Flap Flip up to the ledge to the right, getting one Note. Get
into Talon Trot, then jump to the right and go up, getting three Notes. Where
you can see the Jiggy, Flap Flip up to there to get this Jiggy! After that,
go to the right, then to the tree and get the Green Jinjo, then go to the
mole hill to learn the Bill Drill!
After learning the Bill Drill, get the Hollow Honeycomb piece just down a bit,
then go to the crumbly ground and use the Bill Drill on this. This will get
that Jinjo out of the tree, and onto the ground. Get the Jinjo, then enter
the house to the left, which is Monster Manor.
>>> Monster Manor <<<
---------------------
Get the three Notes as soon as you walk in, then to the right and get the Note
in front of the door, then enter the door. You will need 260 Notes for this
move, so you need to find some more. Go out this door, then to the left and
enter that door. Get the seven Notes on the ground here, then go up the ladder
near the start, on the right. get the Note here, then back out to the mole
hill that needed 260 Notes.
You will now learn how to use Battery Eggs. These eggs are charged with
electricity, so they get things moving, or shock enemies. Once you have learned
that, fire an egg into "2", then "4" and "6". The grate to the Hollow Honeycomb
piece will open, then get the piece once it's on the floor. Go back to the door
on the the left and enter it.
Go straight ahead and shoot a Battery Egg into "1". Go up the ladder and jump
onto the moving platform. Once you are close to the other "1", shoot another
Battery Egg into this one. Jump onto the other platform, then jump off and get
the Jiggy! Once you get the Jiggy, leave this room, then head right and up.
Get the two Notes on the ground, then head up the stairs for another three
Notes. Flap Flip up to where the Green Jinjo is, then get it. Drop off here
and get all the Notes on the ground here, then enter the door at the very end
of the corridor. Here is where the Gruntilda Pad is, so shoot Battery Eggs into
the holes marked "2" and "4". If you didn't know, the numbers represent how
many eggs need to be shot into each hole. After you have done that, stand on
the Pad and warp to Minion's Workshop.
>>> Minion's Workshop <<<
-------------------------
Look in Boss section on how to beat Invisible Klungo. After you have beaten
him, warp back out and get the Mumbo Token and a Jiggy for beating him.
>>> Monster Manor <<<
---------------------
Go out the door, then left, up, right, up, then left and enter where the
light is. Get the Notes here, and smash into the Beehive if necessary. Now exit
Monster Manor back to Bad Magic Bayou.
>>> Bad Magic Bayou <<<
-----------------------
From outside Monster Manor, go left, then down and right. When you drop down
and stop, get into Talon Trot and go left, jumping the gap to the wooden
platform. Get to the lower ledge, then Feathery Flap down to the Fishing
mini-game. This is similar to the Sheep one, except there are Crabs in this
one that take life off you if caught. You also get 45 seconds for this one.
After you have caught them all, gt the Jiggy, then jump to the tyres to the
right. Get the two Notes here, then Feathery Flap to the right, getting
another two Notes here. Jump to the right again, getting two more Notes.
From here, get on the sand and go down, then Feathery Flap down to the wooden
platform. Get the Note, then jump to the left, getting three Notes here.
Feathery Flap onto the platform to the left, getting the three Notes on here.
Jump to the sand, (remember this spot because you'll have to come back here
when you have found all of the Jinjos for this level) then onto the platform on
the left. Get the three Notes on this platform, then go up (if you go left
here, there is a Beehive on the sand) to enter Vapor Scrubs.
>>> Vapor Scrubs <<<
--------------------
Start by going to the left and follow the walkway around. When you come to a
part when you can go up, continue right, then down, getting 6 Notes along the
way. Jump the gap to get a Green Jinjo, then go to the end and get the Note. Go
back to the start, then Feathery Flap up and to the right, get the Note here,
then Talon Trot up for some Notes, then jump onto the stump with the
Honeycomb on it, then Feathery Flap to the left for a Jiggy! Go to where you
could have gone up, which takes you into another part of Bad Magic Bayou.
>>> Bad Magic Bayou <<<
-----------------------
Get all the Notes on the platofrm, then go back to the left and get the Notes
on the grass. Go back to Mumbo's Pad and get the Notes around this area. The
black hole at the top can be entered, but after you have the new transformation
from Mumbo Jumbo.
>>> Mumbo's Pad <<<
-------------------
* There is a grey wall on the left side of the wooden walkway which can be
blown up when you can transform into a Tank, which you learn later on.
That's where the last Jiggy is for this level, so if you're stressing about
not finding it, don't worry.
Exchange the Mumbo Totem for a new transformation. This time it's a Candle! To
jump press A, and do a Flaming Somersault that can burn or melt things with B.
Go back to the black hole to the right of Mumbo's Pad and enter it.
>>> Creepy Corridors <<<
------------------------
Follow the path around, getting some Notes, then jump over the green gap, get
the Note, tehn jump over another green gap for the last Green Jinjo. Jump back
over the green gap, then jump and do a Flaming Somersault in the air to the
right. Get the three Notes here, then go up the stairs.
>>> Haunted Halls <<<
---------------------
Note: * You can kill the Spookos by doing a Flaming Somersault into them.
* The candles that need to be lit are shown on posters in different areas
to the symbol that appears on the floor.
Start by going up and left. Where the triangle is on the ground, you need to
light the top left one. Do a Flaming Somersault into it, then a timer will
start. You have 60 seconds to complete this puzzle. From here, go up and to the
left. Where the circle is on the ground, you will have to light the top left
and bottom right candles. Go right, and where the square is, light the bottom
left, bottom right and top right candles. From here, go left and up and light
all four candles. Go back to where you came in and get the Jiggy! Leave this
area and go back to Mumbo's Pad.
>>> Mumbo's Pad <<<
-------------------
Change back to a Bear, then from here go back to the Jinjo Oracle in Bad Magic
Bayou for another Jiggy!
>>> Bad Magic Bayou <<<
-----------------------
From the Jinjo Oracle, jump onto the platform to the right and jump onto the
tyres once you reach the end of the platform. Go right and jump from the tyres
to another platform. Go to the end of the platform and jump onto the sand. Go
to the top right of the sand you are on and the Army General will talk to you.
here you will have to beat five Gruntlings:
1) Red Gruntling - 1 hit
2) Blue Gruntling - 2 hits
3) Green Gruntling - 3 hits
4) Brown Gruntling - 4 hits
5) Grey Gruntling - 5 hits
After you have completed that, a Jiggy will appear where the General was
standing. Get that Jiggy, then head right onto the tyres for the last Notes.
There are two Jiggys left, so now for these! From the last two Notes, jump onto
the platform up ahead, then follow it around and jump onto the sand. You are
now back to the first mole hill. Form here, jump up onto the platform behind
the mole hill and Bill Drill the crumbly ground on the ground just after you
get off the wooden platform. A Germuloid will come down, so to get rid of it
you need to let it come to you, then quickly press Left and Right on the
Control Pad. Do this 2 times, then do a Bill Drill for a third time, then the
Jiggy will come to you. After you got the last Jiggy for now, exit this level
to Spiral Rise.
* As mentioned before, the last Jiggy is behind a grey wall near Mumbo's Pad,
but you can't get to it until you can transform into a Tank, which you learn
later on.
-Bad Magic Bayou Complete-
---------------
Spiral Mountain
---------------
>>> Spiral Rise <<<
-------------------
Once you have exited Bad Magic Bayou, head right and up. Roll through the
Whiplash and go left. Jump up, and wait for the Purple Chompa to come out then
go back in, then move to the left and Flap Flip up to the ledge with the Jiggy
on it. Get the Jiggy then jump to the right, over the Purple Chompa. Head up
the vines and get the two Notes here. Roll through the Whiplash, then get
another Note.
>>> Spiral Mere <<<
-------------------
Get the two Notes here, then jump onto the right side of the grass. Head down
back into Spiral Rise.
>>> Spiral Rise <<<
-------------------
Feathery Flap over the waterfall for a Jiggy. Now head back to the entrance of
Bad Magic Bayou. From here go down and when you see the crumbly ground, Bill
Drill it so the Jiggy falls from the tree. Get the Jiggy then go to
Jiggywiggy's Temple.
>>> Jiggywiggy's Temple <<<
---------------------------
Talk to the Jiggy Priest so he unlocks the door to the Altar. You will need 24
Jiggys to open the next level, which is Spiller's Harbor. Spiller's Harbor is
just up from Bad Magic Bayou, so go to the entrance of Bad Magic Bayou for now.
>>> Spiral Rise <<<
-------------------
From Bad Magic Bayou, Roll Attack through the Whiplash and head up the vines.
Go to the Beehive to the right and Feathery Flap over to the mountain. Instead
of going to the next level right now, you should visit Honey B and cash in your
Hollow Honeycomb pieces, and also explore Spiral Mountain and get more Notes,
Jinjos, etc.
Once you have landed on the mountain, get the five Notes on this mountain and
the Purple Jinjo at the top. There is a Jiggy Switch below the Jinjo, and if
hit, a Jiggy will apeear and you have 11 seconds to get to it. So, whack the
switch and quickly get into Talon Trot. Jump off the right-side of the
mountain, landing on the bridge, then jump off the ledge and go right. Don't go
down the ramp, but continue right and jump up to the small platform, then up to
the higher one, then get out of Talon Trot and Flap Flip up to the Jiggy! If
done right, you have about 1-2 seconds to spare.
From here, go down and get the three Notes here, then go up and jump up to the
ledge. Get the three Notes next to what looks like an ice cube. To the left you
will notice another pile of sticks that is shining, so roll through it to get
a Jiggy! Go left now to Honey B's Hive. Before you go in, Flap Flip up to the
top for the last Hollow Honeycomb piece for Spiral Mountatin! Drop down and
enter the house.
>>> Honey B's Hive <<<
----------------------
Go and talk to Honey B. By now you should have at least 8 Hollow Honeycomb
pieces, so that equals to two extra honeycombs to your life bar. Each time you
want to extend your life bar, you will need to find another four Hollow
Honeycomb pieces (e.g. 4, 8, 12, etc). You can now leave Honey B's Hive.
>>> Spiral Rise <<<
-------------------
From outside Honey B's, get back up to where you got the last Hollow Honeycomb
piece, jump onto the grass, then go right. Get the two Notes before the fire,
then go left. Get the three Notes, jump onto the ledge, then continue up.
>>> Spiral Mere <<<
-------------------
Get the two Notes infront of you, then jump over to the next Note. From here,
Flap Flip up to the pink platform and get the six Notes on the ground. Go to
where the flashing pad is, then head up for a Purple Jinjo. Go to the right and
get the Note on the ledge, then head back into Spiral Rise. Jump over the water
to the left, then back up into Spiral Mere.
Go up and get the two Notes on the grass, then head up onto the pink platform.
Get the Note here, then a Dolphin will ask you if you want to play a game. You
get 15 chances to feed the Dolpin 10 of her favourite things, all for a Jiggy!
Say yes of course, then all you have to do is shoot Eggs into the Dolphin's
mouth. The Dolphin appears on the left, in front of you, and on the right. The
best way to do this is face forward, then if it appears on the side quickly
face that way and shoot. It's rather simple, so when you finish it, get your
Jiggy, then jump in the water. Go right and swim around the island to the
right, getting five Notes.
You can't get the Jinjo on top of that island yet, so go left and jump onto
the ice, getting three Notes here, then go right, and when you see some Notes
on barrels, jump up here. Get the two Notes, then head up the stairs for the
next level.
----------------
Spiller's Harbor
----------------
Notes: 100
Jiggys: 10
Jinjos: 5
Mumbo Totems: 1
Mole Hills: 3
Hollow Honeycomb: 2
>>> Spiller's Harbor <<<
------------------------
From the start, head down and get the Note. Keep going down past the Germuloid,
then when you come to a sewer lid on the gruond, Bill Drill it and it will
fall through, along with you. Get the first Grey Jinjo, then Flap Flip out of
there. Once back up top, go to where the Germuloid is, then go left in Bilge
Haven.
>>> Bilge Haven <<<
-------------------
Go left down the stairs, then down to the mole hill. Here you will learn the
Wonderwing. To use this, you will need to find a Red Pad with a picture of a
Gold Feather on it. Stand on the pad and press A to unleash it. You can cancel
the attack by pressing L. After you have learnt it, collect some Gold Feathers,
then go to the pad a little down form the mole hill. Go left and Flap Flip up
to the top of the sand castle, and get the Silver Coin. From here, go up and
up the ledges. Get the Note here, then go back down to the Red Pad near the
mole hill. From here, jump up to the ledge to the right, then Feathery Flap
down and left to another ledge and get the Note on it. Now go back up the
stairs back into Spiller's Harbor.
>>> Spiller's Harbor <<<
------------------------
From here, go diagonally up and right. From the Germuloid here, go up and
behind the barrels near the start for a Note, which actually gives you five
Notes. Go back down and jump onto the ledge next to the Germuloid and get the
Note on top. From here, go down, and where the pipe comes out the wall there is
a Hollow Honeycomb piece. Drop down and you should get it just by falling past
it. Climb up the ladder to the right, then head up. Get the Note on the ledge
here, which is worth five Notes. From here, go right and up the two flights of
stairs to Spillerston.
>>> Spillerston <<<
-------------------
Run around the grey ground and get five Notes, tehn go behind the Jinjo Oracle
to get another five Notes. Go to the right side of this area to learn another
move, which is the Shock Spring Jump. To do this you will need to find a Green
Pad with a picture of Kazooie's foot on it, then press A. You will be launched
into the air, which will enable you to get to higher spots.
Try this new move out by going up and rolling through the Whiplash to the
Spring Pad. Use the pad to get you to the higher ledge, then Flap Flip up to
the roof to the left. Get the Note which is worth five, then jump to the right,
getting the Spaceship on the arcade game. From here, go back to the Spring Pad
and get yourself back on the roof. Bill Drill the Gold Feather Switch, then a
Gold Feather Pad will appear infront of the gazebo near the start. Get into
Talon Trot, then get over there as quick as possible, as you only have 10
seconds to get there. As soon as you're on the Pad, get out of Talon Trot, then
activate Wonderwing, then head to the bottom left of this area. The purpose of
using Wonderwing is there are Bees here that will sting you.
Anyways, start by going up and getting a Silver Coin, then head right for two
Notes. Go left, then jump onto the ledge with the Spring Switch on it. Make
sure though you have run into the Bees to the right of the Spring Switch just
before getting up the ledge, or they will respawn and you will get stung. Once
again, you will have 10 seconds to get to the pad at the gazebo. Deactivate
Wonderwing, then Bill Drill the switch. Get into Talon Trot, then get to the
gazebo as quick as possible. Stand on the Spring Pad to Shock Spring Jump
up to the top of the Gazebo (you will have to go straight up, then once you
have cleared the height of the gazebo then move onto it).
Hit the Jiggy Switch, then a Jiggy will appear on a roof top not too far away.
You will need to get into Talon Trot and go to the Spring Pad close to the mole
hill. When you get to the Whiplash, roll through it and launch yourself up.
Flap Flip onto the roof, then run to the left and Feathery Flap over the gap to
another roof top. Get the two Notes here and the Jiggy.
After you got the Jiggy and the two Notes on the Roof, drop off the roof and
talk to the Squit. You will give him the Spaceship you found earlier. From here
go left and talk to the other Squit. She will ask you to look for her kids.
From here, go up the stairs. Jump up to the ledge and get the two Notes here,
then go back down and to the left. Roll through the Whiplash thats blocking
access to a Silver Coin. Get the Silver Coin then exit Spillerston, back to
Spiller's Harbor.
>>> Spiller's Harbor <<<
------------------------
Go down both flights of stairs, then go left and up the stairs, then up the
stairs to the left. Go to the mole hill, where you will learn the final move
for this level, which is the use of Ice Eggs. You can now fire them, just the
same as Normal and Battery Eggs.
From here, go to the bottom-right corner of this area where the tower and
Spring Pads are. At the bottom, stand on the left side of the Spring Pad and
launch yourself up to the next Pad. Launch yourself up to the next ledge and
fire an Ice Egg into the hole with the picture of an Ice Egg above it. This
will make the Gruntilda Pad now appear normal. From here, drop down off the
ledge and use the Gruntilda Pad to warp to a battle with Mecha-Grunty. Look in
the Boss Section on how to beat Mecha-Grunty.
After you have beaten her, get the Mumbo Totem and the Jiggy, then head to
Mumbo's Pad.
>>> Mumbo's Pad <<<
-------------------
Here you will learn a new transformation, which is the Octopus! The Octopus is
good for swimming in water which Banjo cannot, i.e. polluted water. Press A
to jump and B to shoot a Water Jet. From here exit Mumbo's Pad and enter the
water straight down (where the Hollow Honeycomb piece was in the pipe).
>>> Spiller's Harbor <<<
------------------------
Note: You can shoot the Shrapnels with the Octopus' Water Jet.
Once in the water, go left and get the two Notes on the wooden platform. Go
left from here and get the Silver Coin in the boat. From here go down and to
the left, then jump onto the grass and get the Note. Go to the very bottom and
swim right. Near the very end you should notice a rock pillar. There is a
Jiggy on it, so jump up and get it. Swim around and get the three Notes in the
water, then get the Grey Jinjo on the boat. From here go left and jump onto
the boat with a Squit on it. You will need to get an Ice Cream for it, so you
can do that a bit later.
From here go up and get the Note that has two Battery Eggs next to it. Go right
and get the three Notes on the pipe, then enter the pipe.
>>> Mucky Passage <<<
---------------------
Follow the current, then get the two Notes just before the pipe you have to
jump over. Jump between the two Green Whiplash, then get off the pipe and
go down. Avoid the Green Whiplash, then jump over the pipe and get the Note,
then jump over the pipe and get another five Notes. Jump over the next pipe,
tehn get the Notes that appear under the Shrapnels. When you get to the end,
get the two Notes and the Jiggy, then exit through the pipe. After you exit the
pipe, head over to Mumbo's Pad, change into a Mouse, then go to Bilge Haven.
>>> Bilge Haven <<<
-------------------
Go left and enter the Sand Castle, which is Castoffs Castle.
>>> Castoffs Castle <<<
-----------------------
Walk around the sand for a total of fifteen Notes. There are also four levers
which need to be nibbled in each corner of this area. In the bottom-right
corner is a milk carton sticking out of the ground. You can use this as a ramp
to get onto the wooden walkway. Once on the walkway, go up, left, up, left,
down and left for a Grey Jinjo. Go back right halfway, then down, left, up,
left, up, right, up, right, down, right, down, right, down, left and up for a
Jiggy. Exit this area now back to Mumbo's Pad and change back into a Bear, then
go to the Ice Cream Van.
>>> Spiller's Harbor <<<
------------------------
Once at the Van you need to get rid of the Maggie's, by doing a
Rat-A-Tat-Rap on each one. Once you've done this, Alfred P. Cock will serve
you. You now have the Ice Cream for the Squit, but you can do that a bit later.
For now, go to Bilge Haven.
>>> Bilge Haven <<<
-------------------
Once here, go left and up the first ledge you come to. Feathery Flap up to the
next ledge, where you will need to Bill Drill the Spring Switch. Jump down and
go to the left an bit, where the Spring Pad appeared. Launch yourself up, get
the Note here, then jump to the left Feathery Flap to the next ledge and get
the Note there. Bill Drill the Spring Switch here, then quickly get back to
the ledge you were on before, as you only have 7 seconds before the Spring Pad
goes fuzzy again. The quickest way to do it is go to the tyre, then run down
and jump off the ledge, then Feathery Flap to the right.
Once over there, launch yourself up and get the two Notes up there. Bill Drill
the Spring Switch, then quickly jump down and get to the Spring Pad on the
sand in less than 10 seconds. Launch up to the pillar with the Note on it, get
the Note, then Feathery Flap to the ledge down and to the left. Bill Drill this
final Spring Switch. You will have only 11 seconds to get to it, so no mucking
about. Get in Talon Trot and jump off the pillar (go up). Go to the Spring Pad
on the ground and get yourself up, then Feathery Flap to the next platform to
the left, then use the Spring Pad here to launch yourself up to the Jiggy! From
here go to Mumbo's Pad and change into an Octopus, then go back into the
water at Spiller's Harbor.
>>> Spiller's Harbor <<<
------------------------
Go to the Squit on the boat and give it the Ice Cream. From here, go to
Spillerston and talk to the Mother Squit and she'll give you a Jiggy! Go back
to Mumbo's Pad and change into a Mouse, then go back up to Spillerston.
>>> Spillerston <<<
-------------------
Remember the fence you couldn't get past? Well, you can when you're a Mouse!
From the start of Spillerston, go up, then to the right. Before the crate there
is a hole on the fence. Go through it and get the two Notes, the last Hollow
Honeycomb piece for this level, and the fourth Grey Jinjo! Go back to Mumbo's
Pad and change back into a Bear, then go to the tower in Spiller's Harbor.
>>> Spiller's Harbor <<<
------------------------
Once at the tower, go up and get on the table in front of the building (you
should be able to see Notes on the roof). Get into Talon Trot and jump from the
table onto the roof. Get the two Notes here and fall down the hole in the roof,
which goes to Tip Tup Suite.
>>> Tip Tup Suite <<<---------------------
Go down and jump on the bed. Get the four Notes on the bed, then go down and to
the right behind the sofa for the last Silver Coin. Go up from the Sofa and use
the Spring Pad to get up to the last Grey Jinjo! After that, exit out the hole
you came in and go up to Spillerston.
>>> Spillerston <<<
-------------------
Once in Spillerston, go to the Jinjo Oracle and get the Jiggy for getting the
5 Jinjos for this level. Talk to her aswell to find out a tip for the next
level. Now from here go up to the stand where you have to trade in those Silver
Coins for a pass on the waterslide. You will then be challenged to a race -
beat the Mouse down quicker and you will get a Jiggy! When going down you will
need to be careful to not hit the tar, as this will slow you down. If you see
a Red and Yellow arrow, slide over it as they speed you up. If you don't get
hit by the tar and get a fair few arrows, you should have no trouble. After
winning, go and get your Jiggy on the ledge to the right.
From here go to the Spring Pad close to the mole hill and launch yourself up to
the ledge. Flap Flip up to the roof of the building with the Gold Feather
Switch, then get into Talon Trot and jump onto the roff of the building to the
right. Go down the chimney now, which goes into Seaman's Lodge.
>>> Seaman's Lodge <<<
----------------------
Ignore the Notes just for now and go straight down and jump onto the table.
Activate Wonderwing, then go down and destroy all of the TNT Boom Boxes. The
last Jiggy for Spiller's Harbor will appear, so get it. Deactivate Wonderwing,
then get the last ten Notes for this level. Once you have everything, exit this
level to Spiral Mere.
-Spiller's Haven Complete-
---------------
Spiral Mountain
---------------
>>> Spiral Mere <<<
-------------------
Go down and jump into the water. Swim to where the Purple Jinjo is, then jump
up to the ledge where the Spring Pad is. Use the Pad to launch yourself up to
the Jinjo and get it. Jump to the right from here, then swim to the right. When
you see the ledge with the Gold Feather Pad, jump up to it. Get the Note, then
activate Wonderwing. Jump up the ledges to the left, then follow this walkway
around, getting the Notes along the way, and get the Jiggy when you come to it.
Get back to the Gold Feather Pad, then head down and left to Spiral Rise.
>>> Spiral Rise <<<
-------------------
Quickly jump up to the right ledge, then go back up into Spiral Mere.
>>> Spiral Mere <<<
-------------------
Go up and right, then jump over the gap, then Flap Flip up to the pink walkway.
Go right, then when you come to the Spring Pad, launch yourself up to the
platform above. Go right and jump onto the ledge, then use the Spring Pad
(facing right), then launch yourself to the right. You won't make it all the
way, so you need to Feathery Flap the rest of the way over. Get the two Notes
and the Jiggy here, then head back into Spiral Rise.
>>> Spiral Rise <<<
-------------------
Make sure you're on the right ledge before the waterfall when in this area. Go
right, and when you come to the last Note and Purple Jinjo, shoot the flames
with your Ice Eggs, then get the last Note and Purple Jinjo. The Ice Egg hole
isn't used yet, so don't worry about it. Drop down, then go left and down the
grass ramp into Spiral Mountain.
>>> Spiral Mountain <<<
-----------------------
Go straight down for the last Jiggy for Spiral Mountain! Now head down to
Jiggywiggy's Temple to open another level.
>>> Jiggywiggy's Temple <<<
---------------------------
You will need 39 Jiggys to open the door to the Altar, which shouldn't be a
problem. Talk to the Jiggy Priest and he will open the door for you. Go to the
Altar and press on the glowing Jiggy on the floor to open the entrance to
Freezing Furnace! Freezing Furnace is just to the left to Spiller's Harbor, so
go to Spiral Mere (the way above Bad Magic Bayou) for now.
>>> Spiral Mere <<<
-------------------
Once in Spiral Mere, go up and jump onto the grass ledge. Go straight ahead,
then jump into the water and swim up. When you come to an icy ledge, jump up
onto it and go in the entrance, which is for Freezing Furnace.
----------------
Freezing Furnace
----------------
Notes: 100
Jiggys: 10
Jinjos: 5
Mumbo Totems: 1
Mole Hills: 1
Hollow Honeycomb: 2
>>> Freezing Furnace <<<
------------------------
Go down and get the five Notes on the ground. Jump up onto the ledge with the
mole hill on it to learn a new move, which is the use of Fire Eggs! After
learning that, go up and test it out on the hole. This will make the platform
at the top of the ramp start moving. Step onto it, then jump onto the snow once
at the top. Go left, getting three Notes. Be careful of the Twister because you
will lose items and health if it pulls you in.
Go around to the right side of the slab of ice and Flap Flip onto it. Get the
two Notes here, then go to the Igloo to the right (you can't get the Blue
Jinjo just yet). It is another Fishing mini-game. You now get only 40 seconds
to catch 12 fish, but don't get the crabs. The other thing is they are now
underwater, so you can't tell what you're going to catch. Here's a tip: the
really slow moving ones for each line are usually the crabs. After winning,
jump onto the roof of the Igloo and get your first Jiggy for Freezing Furnace!
From the roof go down and right, rolling through the Stinglash. Feathery Flap
over the water, get the Notes on the ground here, then enter the cave. This is
another mini-game where you are on a Skidoos and you have to collect Snowies
(snowflakes). You have to collect more of them than the others. You control
them by pressing A to accelerate, Control Pad Left or Right to turn left or
right respectively, and L or R to throw snowballs. After you have won that, you
will be brought out of the cave automatically.
Flap Flip up onto the ledge to the left, get the Note, then continue up and
shoot the ice cube with a Fire Egg. Bill Drill the crumbly ground and a Blue
Jinjo will land infront of the statue. Get the Jinjo, then jump to the left,
landing on a piece of ice with a Note thats worth five. From here, back to
where you start the level.
From the start, go down and to the right. When you come to a ledge with a Note
on it, Feathery Flap down onto some ice and get the two Notes here. Feathery
Flap back over and Flap Flip up onto the ledge. Get the Note, then jump onto
the other ledge and drop down on the other side. Drop down again, get the Note
then jump onto the ledge. Feathery Flap over the icy water to the right. Jump
up the ledge and roll through the Stinglash. Jump to the rock platform, then
get the three Notes here. Go to the top where the cave is, but instead of going
in, Flap Flip up to the three Notes above the entrance and get them. Now go
back down and enter the cave, which goes into Grunty Industries.
>>> Grunty Industries <<<
-------------------------
Start by going left and shooting the hole with the Fire Egg above it (with
Fire Eggs ^_^). This will make platforms come out of the holes in the wall to
the right. Jump across these platforms and get the Blue Jinjo at the end!
Feathery Flap down, then Feathery Flap again to the left and get the four Notes
here. Bill Drill in the middle here, which goes into Furnace Stores.
>>> Furnace Stores <<<
----------------------
Go down and get the two Notes, then jump onto the boxes and Feathery Flap over
to teh boxes to the right. Go right, then up and you will get your first
Hollow Honeycomb piece for this level! This is also where the Jinjo Oracle is,
so remember that! Go back across the gap and activate Wonderwing on the Gold
Feather Pad infront of the boxes (it's not all that visible). Go right, then
mostly hidden from view is a Note infront of the stack of isolated boxes! Get
this Note, then go up and you should notice a Spring Pad sort of hidden behind
boxes. Lauch yourself up and get the Jiggy on top of the boxes! From here, go
down and jump onto the boxes. Get the two Notes, then across the green walkway
to get five Notes. Exit this area, going back into Grunty Industries.
>>> Grunty Industries <<<
-------------------------
From here, Feathery Flap down and to the left. Get the piece of Gold, then
Feathery Flap to the left, then get the three Notes on the ground here. Get the
piece of Gold on the electric box, then continue left and up the metal stairs.
Go to the back of this area to find out you need to collect seven pieces of
Gold so a Jiggy can get made for you. From here, go back and down under the Red
Pipes and when you come to the Gold Feather Pad activate Wonderwing. Go down
and jump over the lava, then go right past the Beehive and get the five Notes.
Go back left and get the three Notes up from the pipe, then jump over the pipe.
Go down the ramp and get the three Notes, deactivate Wonderwing, then go back
up the ramp and over the pipe (you can't go down here just yet).
From the pipe go up over the lava, then up and onto the ledge with the Gold
Feather Pad. Activate Wonderwing, then drop down and get the Note, then jump
onto the ledge just ahead and get two Notes. Go left and drop down onto the
ledge, getting the piece of Gold. Jump onto the ledge to the right and get the
Note, then jump onto the ledge to the right. Jump onto the ledge with the
Beehive, get this Note, then after the Livewire has been destroyed, Flap Flip
up to the ledge with the Spring Pad and get the Note here. Stand on the Spring
Pad and launch yourself up to the ledge to the left. Bill Drill the crumbly
ground, which goes into Blistering Buttons.
>>> Blistering Buttons <<<
--------------------------
You need to be quick here, or the poisonous gas will kill you. You need to
Bill Drill the buttons in this order:
_ _ _ _ _ _
|G| |I| |N| |1| |6| |4|
¯ ¯ ¯ ¯ ¯ ¯
_ _ _ _ _ _
|L| |R| |D| |7| |2| |8|
¯ ¯ ¯ ¯ ¯ ¯
_ _ _ _ _ _
|T| |A| |U| |5| |9| |3|
¯ ¯ ¯ ¯ ¯ ¯
This spells, yes you guessed it, GRUNTILDA. If your life bar is low, there are
Honeycomb pieces in each corner. After you have done that, get the Jiggy that
appears, then go up, jump the gap and get the two lots of five Notes, then go
out the door, which takes you back into Grunty Industries.
>>> Grunty Industries <<<
-------------------------
Go back to the last Gold Feather Pad you saw, then drop down off the ledge, go
down a bit more, then jump over the lava to the left. Go left and up, then
Pack Whack the Red Switch. This will make the platform to the right start
moving. Jump on it, then be ready to use Ice Eggs. If a Fire Spooko comes
towards you, shoot it. Also, you will come to a pipe you have to jump over on
the right and left sides. At the back of where the platform goes you will need
to shoot Ice Eggs into two Holes.
After you have done that, the blue flames blocking the entrance to what looks
like a Mechanical Scarecrow. Jump onto the round platform once you are in front
of the Scarecrow, then go in the entrance. Activate Wonderwing once inside,
then go up and use the Gruntilda Pad to warp to Germuloid Klungo. Look in the
Boss section on how to beat Germuloid Klungo. After you have beaten him, go
back through the warp and get the last Mumbo Token and a Jiggy! Activate
Wonderwing again, then go down back into Grunty Industries.
>>> Grunty Industries <<<
-------------------------
From here, jump onto the pipe and go over the lava. Flap Flip up onto the ledge
and leave this area as there is nothing else you can do here at the moment.
>>> Freezing Furnace <<<
------------------------
Go right and jump to an island with three Notes and a Stinglash in the middle.
Get the Notes, then Feathery Flap up to another island and get the Blue Jinjo
here. From here, go back to the start of the level, then up the ramp and up on
the moving platform. Go right and jump over the water. Drop down onto the ice,
then get the three Notes and get into Talon Trot, then continue down, then up
to a Jiggy Switch. Pack Whack the switch, then watch where the Jiggy appears.
Quickly get into Talon Trot, as you only have 8 seconds to do this. Go back the
way you came, then jump onto the snow and go up a bit. Jump to the ice on the
left, then up to the ice where the Jiggy is. If you were quick enough, get the
Jiggy, otherwise you can just go back and hit the switch again.
Once you have done that, head back to Mumbo's Pad, which is just to the left
of where you are now.
>>> Mumbo's Pad <<<
-------------------
Talk to Mumbo Jumbo, and now you can learn the last transformation - the Tank!
Use the Tank to break through the Tank Door (remember the door in Bad Magic
Bayou you couldn't get past? Well now you can with the Tank). The metal feet
also make it safe to go in otherwise harmful areas to Banjo and Kazooie. You
can't jump with the Tank, but you can shoot by pressing B. After transforming
into a Tank, exit Mumbo's Pad back into Freezing Furnace.
>>> Freezing Furnace <<<
------------------------
Go right and around the ice, then go up and shoot the Tank Door, which takes
you to the bottom of Grunty Industries.
>>> Grunty Industries <<<
-------------------------
Go right and get the four Notes, plus a Blue Jinjo! In the top right of this
area with the green slime on the ground is another Tank Door, so shoot it and
go through, which goes into Lava Jetty.
>>> Lava Jetty <<<
------------------
Here is a series of platforms that fall once rolled over. You need to follow
this pattern to remove all of them to get a Jiggy:
Jiggy
|
19-20-21-22
|
18-17-16-15-14
|
12-13
|
6-7-8 11
| | |
5 9-10
|
4-3-2
|
1
Once you have completed that, get the Jiggy that appears infront of you, then
go out the door, then go back to Mumbo's Pad and change into a Candle, then
head back out into Freezing Furnace.
>>> Freezing Furnace <<<
------------------------
Go down and to the right, then roll through the barrel of explosives. Go
through the new hole and get the last Jinjo! Go back to Mumbo's Pad and change
into an Octopus, then exit Mumbo's Pad. Go down and to the right, then jump in
the water. Go down the waterfall, then around the island with the Fire Eggs on
it, then continue right and enter the cavem which takes you to Chilly Chasm.
>>> Chilly Chasm <<<
--------------------
Follow the current, then when you come to some Notes on a ledge infront of you,
jump up and get the seven Notes here, then jump to the left and get the five
Notes there. Jump off and continue right until you come to the end, then jump
up to the ledge with the Jiggy and get it. Jump up and get the three Notes,
then go through the exit, back into Freezing Furnace.
>>> Freezing Furnace <<<
------------------------
From where you come out, go left, then down, then left and jump up onto the
snow when you can't go any further. Go down back into the water, then go left
and jump up onto the ice pillar for the last Hollow Honeycomb piece for the
game! Now head back to Mumbo's Pad and change back into a Bear, then head over
to Grunty Industries, and into Furnace Stores.
>>> Furnace Stores <<<
----------------------
Go to the Jinjo Oracle and get the Jiggy for collecting the five Jinjos for
this level. After getting the Jiggy, go back out into Grunty Industries.
>>> Grunty Industries <<<
-------------------------
From here, go down and into the water container for a piece of Gold, then head
to where the green slime is on the ground. At the bottom of the ramp, position
yourself so you are in the top-left corner, then run to the bottom-right
corner and Feathery Flap to a piece of Gold. From here, Feathery Flap to the
left, and Bill Drill the Spring Switch. If you die here it doesn't matter,
because once you hit the switch, the Spring Pad will be there permanently. Go
back up the ramp to the Spring Pad and launch yourself up to the platform to
the right. Get the piece of Gold here, then get the two Notes on the pipes and
the last piece of Gold on the right platform.
From here, go up the metal stairs so you can get those pieces of Gold turned
into a Jiggy! Jump over and get the Jiggy, then head out of Freezing Furnace
altogether and go back to Bad Magic Bayou for the last Jiggy of the game!
-Freezing Furnace Complete-
---------------
Bad Magic Bayou
---------------
>>> Bad Magic Bayou <<<
-----------------------
Go to Mumbo's Pad and change into a Tank, then exit Mumbo's Pad and go down,
then to the left. Blast the Tank Door and go through into Tread-Careful Copse.
>>> Tread-Careful Copse <<<
---------------------------
This is much like Lava Jetty in Freezing Furnace. Just follow this pattern to
get the last Jiggy:
Jiggy
|
15-16-17 |
| | |
14 18-19
|
13-12-11-10-9-8
|
2-3 7
| | |
1 4-5-6
After you have completed that, get the Jiggy then change back into a Bear and
exit Bad Magic Bayou, then head to Honey B's on Spiral Rise to exchange the
last four Hollow Honeycomb pieces for the final addition to your life bar. From
here, go to Jiggywigyy's Temple where you can now open Grunty's Stronghold. As
usual, take the Jiggy the Jiggy Priest gives you to the Altar, then head out of
Jiggywiggy's Temple, and back up to Spiral Rise.
---------------
Spiral Mountain
---------------
>>> Spiral Rise <<<
-------------------
Go up the grass ramp, then go as far right as possible. Jump up onto the higher
grass, then shoot the big ice cube with Fire Eggs. From here go left, past
Honey B's, then jump up onto the ledge and go up. Use the Spring Pad to launch
yourself up, then go right. Shoot the fire with Ice Eggs, then shoot an Ice Egg
into the hole on the wall. A Spring Pad will appear above the one you recently
uncovered, and you will have 10 seconds to get there. Get into Talon Trot, then
go down to the Spring Pad on the ground and launch yourself up to the one being
timed, then from this one launch yourself up and on top of Grunty's hat. Go up
and warp from the Gruntilda Pad, which takes you to Grunty's Lair.
>>> Grunty's Lair <<<
---------------------
Note: If you don't beat all three here, you have to do it all over again. There
is also limited Honeycombs available (from the Spookos and Fire Spookos),
so try not to get hit.
Look in the Boss section on how to beat Mecha-Grunty 1. After you have beaten
her, go to the Spring Pad and launch yourself up to the Question Mark Pad, then
step on it and press A, as you do with any other Pad. You will now be given
three questions, and possibly complete a mini-game, which you only need to
answer/complete two correctly before you have to fight Klungo again. Look in
the Boss Section on how to beat Spooko Klungo.
Once again, after beating Spooko Klungo, go to the Spring Pad and launch
yourself up, then you will now be given more questions, and possibly have to
complete a mini-game, which you only need to answer/complete five correctly
before you move on to Winkybunion Tower.
>>> Winkybunion Tower <<<
-------------------------
Here you will be fighting Mecha-Grunty for the last time. Look in the Boss
section on how to beat Mecha-Grunty 2. After you have beaten her, she flies
up and around, then down around the tower into a window, then back up again
and off into the distance. Banjo goes back through the Gruntilda Pad, then you
see the ghost of Gruntilda go back under the rock that she first came out of.
Klungo comes along and stands at the rock, then we see Banjo go to Mumbo's Pad
so he can get teleported back to where he came from. We then see some Purple
Jinjos and Honey B, then Mumbo Jumbo follows behind Honey B. The Jinjos
disappear, then Banjo goes inside. We see Mumbo Jumbo and Honey B in Mumbo's
Pad, where Mumbo is dancing.
You are then shown your rank out of five, then you play a mini-game when the
credits roll and you collect Gold Coins for the Arcade Game in Spillerston.
Once the credits have finished, go to Spillerston and play the Arcade! Look in
the Bonus Games section for details on these games.
-Game Complete-
=========
8. Bosses
=========
----------
Cliff Farm
----------
>>> Klungo <<<
--------------
* Klungo takes 3 hits to defeat.
* Attack Strategy: > Dodge the beakers thrown at you.
> When his protective shield has disappeared, roll into him.
> Each time you roll into him, the amount of beakers he
throws increases by three. i.e 3, then 6, then finally 9.
--------------
Breegull Beach
--------------
>>> Mecha-Grunty <<<
--------------------
* Mecha-Grunty takes 6 hits to defeat.
* Attack Strategy: > Stay out of Mecha-Grunty's way when she charges at you.
> When she stops and laughs, roll into her.
> After you have done that 3 times, she takes to the air.
> Watch the shadow on the ground so you don't get hit.
> After she has dropped to the ground 3 times, roll into
her.
> After you have got her again 3 times, it's over for now.
---------------
Bad Magic Bayou
---------------
>>> Invisible Klungo <<<
------------------------
* Invisible Klungo takes 3 hits to defeat.
* Attack Strategy: > Klungo is the same as last time, only he can go invisible.
> When his protective shield has disappeared, roll into him.
----------------
Spiller's Harbor
----------------
>>> Mecha-Grunty <<<
--------------------
* Mecha-Grunty takes 6 hits to defeat.
* Attack Strategy: > Make sure you stock up on Ice Eggs.
> You will need to hit six different parts of Mecha-Grunty
that look rusty. These are:
1) Just under her face
2) Her left shoulder
3) The buttons
4) Her left hand
5) Her right hand
6) Finally, the top of her hat.
> Each part takes 3 hits.
> She throws what I like to call Magic Balls.
> When you have hit 3 different parts 3 times, she flies up
and comes back down, then shoots her Magic Balls at you
quicker.
> You should hit each part two times, then hit each part one
more time. This way you don't have to hit too much when
her Magic Balls are coming at you quicker, and you have
less chance of being hit.
> You shouldn't run out of Ice Eggs too often, because in
each corner 1 lots of 3 Eggs appears.
----------------
Freezing Furnace
----------------
>>> Germuloid Klungo <<<
------------------------
* Germuloid Klungo takes 3 hits to defeat.
* Attack Strategy: > Klungo is the same as the last two times, only this time
he releases Germuloids onto you.
> After you hit him once, he will release two Germuloids,
then on the second hit, four Germuloids.
> Defeat Germuliods by rapidly pressing Left and Right on
the Control Pad.
> If you get knocked off the ice, swim down then to the
centre and jump up onto the ledge. Use the Spring Pad to
launch yourself back up to continue battle with Klungo.
-----------
Spiral Rise
-----------
>>> Mecha-Grunty 1<<<
---------------------
* Mecha-Grunty 1 takes 9 hits to defeat.
* Attack Strategy: > She used attacks from the previous battles you've had with
her.
> Her first 3 attacks are the charge attack.
> Her next 3 attacks are throwing Magic Balls at you, then
flying up and landing on you.
> Try and get her in the middle of the room for these
attacks so you can run around her when she is throwing
Magic Balls at you.
> Once again, watch for the shadow.
> The last 3 attacks she flies in the air and throws lots of
Magic Balls. You should stay in either the bottom-left
or bottom-right corner next to the stands when is doing
this.
> When she comes to the ground, roll into her.
>>> Spooko Klungo <<<
---------------------
* Spooko Klungo takes 3 hits to defeat.
* Attack Strategy: > Same as the other battles with Klungo, except there aren't
any Germuloids. This time he uses Normal or Fire Spookos.
> Hit the Normal Spookos with Fire Eggs.
> Hit the Fire Spookos with Ice Eggs.
>>> Mecha-Grunty 2<<<
---------------------
* Mecha-Grunty 2 takes 12 hits to defeat.
* Attack Strategy: > Same as other battles with Mecha-Grunty, plus she has a
new attack where she bounces after you.
> When she is charging at you, just roll to stay infront of
her.
> When you can attack her, a ghost will come out. Hit the
ghost to make the attack count.
> These are the different attack and when they are used:
1 and 2) Charge Attack
3 and 4) Bounce Attack
5 and 6) She throws Magic Balls, then drops onto you
7 and 8) Flying Magic Ball Throw
9 and 10) She throws a Magic Ball that follows you. To
get rid of it, guide the Magic Ball into her
11 and 12) Just roll into the ghost that has a shadow
underneath it. The other two don't have
shadows underneath them so it should be able
to tell the difference between the real ghost
and the fake ghosts.
==============
9. Bonus Games
==============
Note: These games are the same that you play when playing through the levels
of Banjo-Kazooie: Grunty's Revenge, just incase you didn't know ^_^
Remember the Arcade Game in Spillerston which needed Gold Coins to play? Well,
once you finish the game, you play a mini-game when the credits roll and you
collect Gold Coins for the Arcade Game. Once the credits have finished, go to
Spillerston and play the Arcade Game! This is a list of the games, and a
description:
1) Egg Scramble
------------
Coins Needed: 20
Description: You go down the slide and collect eggs. You need to collect
a total of 12 to finish successfully. Watch out for the
spikes, because if you hit one you will spin out of control
briefly.
2) Sheep Dip
---------
Coins Needed: 40
Description: Here you are fishing for Sheep. You need to catch 12 Sheep
in 50 seconds. You press B to cast the Rod, and by holding B
when casting you can catch the Sheep furthest away form you.
3) Battle Boats
------------
Coins Needed: 60
Description: Here you will need to hold onto the Treasure Chest for the
longest. Control the boat by pressing A to accelerate,
Control Pad Left or Right to turn left or right
respectively, and L or R to shoot cannonballs.
4) Grubby Chute
------------
Coins Needed: 80
Description: You go down the slide and collect a total of 20 Glow Grubs
to finish successfully. Once again, watch out for the spikes
because if you get hit you will spin out of control briefly.
5) Magic Angler
------------
Coins Needed: 100
Description: Here you are fishing for Sheep again, except there are
Crabs in there that take one honeycomb off your Life Bar if
they are caught. You have 45 seconds to catch 12 Sheep.
6) Slide 'O Fear
-------------
Coins Needed: 120
Description: You go down the slide, racing a Rat! Slide over the Red and
Yellow arrows to get a speed up. Also, try and avoid the tar
as it will slow you down a fair bit.
7) Frozen Fish
-----------
Coins Needed: 140
Description: Here you are fishing, but not for Sheep this time... you
actually go fishing for Fish! There are also Crabs in this
one, but the twist is the Fish and Crabs are underwater, so
you can't see what you are potentially catching. Generally,
the Crabs are slow, so watch for the slower moving shadows.
Some Fish will also be slow, but you should be able to tell
the difference. You also have 40 seconds to collect the 12
Fish.
8) Snowy Sleds
-----------
Coins Needed: 160
Description: Here you are on Skidoos, and you collect Snowies
(snowflakes). You will need to try and collect more than the
others to win. The controls are A for accelerate, Control
Pad Left or Right to turn Left or Right respectively, and
L or R to throw snowballs.
==========
10. Cheats
==========
So far I'm not aware of any cheats, whether they be ones you enter while
playing the game, or Gameshark, AR or any other type of cheats. If you have, or
know of some, please email me and let me know. You will get credit for what you
submitted to me.
======================
11. Game/Guide Credits
======================
------------
Game Credits
------------
Credit goes to RARE, Nintendo and THQ for making an excellent game!
-------------
Guide Credits
-------------
This FAQ is ©Copyright Luke Robinson, 2003. All Rights Reserved.
Thanks goes to: * Raptor green - Informing the Monkeys are actually called
Gruntlings.
* The RabidCheat - Gave me a list of the proper names for
EVERY enemy! Thanks!
* superphil32 - Posted a mistake a few of us had written in
our guides about the ghosts you fight at
the very end. Thanks for that!
=========================
12. Copyright Information
=========================
This Guide is ©Copyright Luke Robinson, 2003. All Rights Reserved.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
The only sites that have permission to use this FAQ is:
* GameFAQs.....................
http://www.gamefaqs.com/
If this guide is found on any ANY site other than the ones listed above,
please contact me IMMEDIATELY!
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Note: End of File.