It’s time to get “Jiggy” with. . .
+======================================================================+
| |
| (___ __ |
| | \ / |\__/ |
| |___/ __ __ * ___ | __ __ * ___ |
| | __\_/ | /| \ /| | | ==== __ | /(_\_/(_\_/| (___) |
| |(__/ \__|_/ | |/ |_/ \__| \__/ \__/ \__/ |_/\___/ |
| /| |
| / | (What’s this? I actually made art!) |
| \_/ |
| |
| Written By: Nintendoholic |
| Email:
[email protected] |
| Document is written © 2000-2001, Nintendoholic |
| |
+======================================================================+
************************************************************************
***************************GameFAQs EXCLUSIVE***************************
************************************************************************
If on any other sites, i.e. stolen, feel free to email me ASAP...
======================================
REVISION HISTORY / UPDATES
======================================
------------------------------------------------------------------------
Thursday, October 11th, 2001 - (Version 1.0)
------------------------------------------------------------------------
* I took a very long break from updating this document, partly because I
didn’t really know what the nut I was doing when I started. This
update, in a word, is insane. After carefully observing how people did
their guides for Donkey Kong 64, I completely changed the format of
the FAQ, making it 10 times as good, and in turn, easier to read.
After all, Banjo-Tooie is basically Donkey Kong 64 with more items.
* Not only that, but the walkthrough has been moved to the very front of
the document. A bold move for sure, but most people don’t want to have
to cycle through 15 chapters of basic crap they didn’t want to know
about just to find a Jiggy Piece that they’re missing.
* Walkthrough for Mayahem Temple, Witchyworld, and Jolly Roger’s Lagoon
has been completed (in a manner of speaking, just a few minor details
missing, but other then that complete). Yes, Glitter Gulch Mine hasn’t
been finished yet, but I really don’t like that level *too* much.
* And pardon any sloppiness right now, I’m still reformatting.
------------------------------------------------------------------------
Sunday, January 7th, 2001 - (Version 0.5)
------------------------------------------------------------------------
* School starts up again tomorrow, laddy-freaking-dah for me. Why can’t
school vacations be nine months, and the actual school three months?
The world may never know. Anyway, the Thread and Full Walkthroughs
have both been finished about 40% into the Glitter Gulch Mine level.
* I have started up many new sections in the walkthrough. Including the
FAQ, and the Mysterious Secrets section. Which has been cleverly
filled in with just enough detail to drive you nuts... Back by popular
demand from my readers is my “Stupid, Idiotic Email I get” section. Oh
yea, filled in Cheato Pages, Jinjos ect.
------------------------------------------------------------------------
Wednesday, January 3rd, 2001 - (Version 0.4)
------------------------------------------------------------------------
* Happy New Years everyone! And I don’t give a crap if this year was the
*actual* Millennium. All I know is all the big celebrations were last
year. Anyway, the thread and full walkthrough have both been finished
up to the beginning of Glitter Gulch Mine. Walkthrough for that level
will be at least partially complete within the next few days.
* I have added in some Jinjo and Music Note Piece locations. And, lots
of small errors have been fixed.
------------------------------------------------------------------------
Friday, December 29th, 2000 - (Version 0.3)
------------------------------------------------------------------------
* This is the first release of the Banjo-Tooie Walkthrough. I finished
about 95% of the preliminaries for the game.
* The thread and full walkthroughs have both been completed about 90% up
through the first world, Mayahem Temple.
* All of the sections on optional items have at least been started up.
------------------------------------------------------------------------
The bear and bird are back!
* * * * * * * * * * * * * *
* TABLE OF CONTENTS *
* * * * * * * * * * * * * *
THE WALKTHROUGH (All Jiggys found here)
+---------------------------------------+
| CHAPTER 1 - Story Leading Up |
| CHAPTER 2 - Prequel Controls |
| CHAPTER 3 - Start Your Game |
| CHAPTER 4 - Spiral Mountain |
| CHAPTER 5 - Isle O’ Hags |
| CHAPTER 6 - Mayahem Temple |
| CHAPTER 7 - Glitter Gulch Mine |
| CHAPTER 8 - Witchyworld |
| CHAPTER 9 - Jolly Roger’s Lagoon |
| CHAPTER 10 - Terrydactyland |
| CHAPTER 11 - Grunty Industries |
| CHAPTER 12 - Hailfire Peaks |
| CHAPTER 13 - Cloud Cuckoo Land |
| CHAPTER 14 - Cauldron Keep |
| CHAPTER 15 - Wrapping Up / Ending |
+---------------------------------------+
IMPORTANT EXTRA STUFF
+--------------------------------------------------------+
| CHAPTER 16 - How to Beat the Level Bosses |
| CHAPTER 17 - List of Special Moves From Jamjars |
| CHAPTER 18 - Humba Wumba’s Transformations |
| CHAPTER 19 - Musical Note Locations |
| CHAPTER 20 - Jinjos, Extra Honeycomb, Cheato Pages |
| CHAPTER 21 - Mysterious Secrets |
+--------------------------------------------------------+
THE FAQ
+----------------------------------------------------+
| CHAPTER 22 - Introducing, the Main Characters |
| CHAPTER 23 - Basic Collectable Items |
| CHAPTER 24 - Some Other Items of Interest |
| CHAPTER 25 - Opening Worlds Jiggy Style |
| CHAPTER 26 - Using the Different Pads |
| CHAPTER 27 - Fashionable Footwear |
| CHAPTER 28 - Silo Shortcuts from Jamjars |
| CHAPTER 29 - Using Mumbo Jumbo the Shaman |
+----------------------------------------------------+
END SECTIONS
+--------------------------------------------------------+
| CHAPTER 30 - The Credits |
| CHAPTER 31 - Contact Information |
| CHAPTER 32 - Important Legal Information |
+--------------------------------------------------------+
************************************************************************
CHAPTER 1 - Story Leading up
************************************************************************
In their previous game Banjo-Kazooie, Banjo the bear and Kazooie the
bregull rescued Banjo’s little sister Tooty for the clutches of the evil
witch Gruntilda. She conspired to steal Tooty’s good looks to improve
her own appearance. Banjo and Kazooie battled there way through many
diabolical tricks and traps to the top Gruntilda’s Lair and rescued
Tooty from a grim fate. In the confusion Gruntilda escaped to the roof
of the lair where she awaited the inevitable confrontation with the duo.
Banjo and Kazooie made there way up where the battle ensued until they
activated the Jinjonator, and dealt the final blow to the old witch.
Gruntilda slipped off the side of the roof and plummeted the long way
down to the ground below. Boulders fell along with her, causing her to
be buried alive. Gruntilda’s dim-whited minion Klungo attempts in vain
to move the bulky weight of the boulders, for a full two years where she
has remained ever since...
************************************************************************
CHAPTER 2 - Prequel Controls
************************************************************************
All of the moves learned in the previous game Banjo-Kazooie can also be
used in Banjo-Tooie. They can be used immediately when you start playing
the game. Here are the basic and advanced moves that are built-in for
you to use.
------------------------------------------------------------------------
Basic Controls
------------------------------------------------------------------------
Analog Joystick -- This is the means of movement for Banjo and/or
Kazooie when your playing in the game. Also moves
text in menus like when you have paused the game.
Direction Pad -- The Direction pad is not used in this game.
Start Button -- Can bring up menus in the game when pressed. Or
pause your game during basic game play.
A Button -- When playing press this button to jump. Secondary
function is to scroll text messages much faster
if it is pressed repeatedly.
B Button -- A multitude of uses for this button. Press it
near a sign to read what it says, or near a
person to speak to them. Also used as a canceling
button in some cases during the game.
R Button -- Pressing this button allows the camera view to
swing around behind Banjo. Hold it down and the
camera will follow behind when you move Banjo.
L Button -- Along with the Direction Pad, this is not used.
Camera-Up -- Zoom in the camera to first person mode and look
around with the Analog Joystick.
Camera-Down -- Use this button to zoom the camera view closer
and farther away when pressed.
Camera-Right -- Rotates the camera view to the right.
Camera-Left -- Rotates the camera view to the left.
------------------------------------------------------------------------
Special Abilities
------------------------------------------------------------------------
Double Jump -- Jump by pressing the A Button, the press it again
(A + A) in midair to have Kazooie pop out of Banjo’s
backpack and flap her wings. This jump is great
for covering long distances, as you can glide
forward while she flaps.
Flip-Flap Jump -- Hold down the Z button to have Banjo crouch, then
(Z + A) press the A button for him to back flip into the
air. Use this to reach higher ledges.
Talon Trot -- Hold down the Z button to have Banjo crouch, but
(Z + C-L) this time press the Camera-Left button. Kazooie
will pop out of Banjo’s backpack and stand up,
causing Banjo to be on Kazooie’s back. You can
now run around faster and up steeper hills.
Roll Attack -- While Banjo is running, press the B button for
(B) him to dive down and roll forward. Simple attack
to take out land-moving enemies.
Rat-a-Tat Rap -- Have Banjo jump into the air using the A button,
(A + B) then in midair press the B button to have Kazooie
stick her head out of the backpack and give a few
quick jabs with her beak. Simple attack to take
out low-flying enemies.
Egg Shooter -- The only real projectile weapon you have is Eggs.
(Z + C-U) Forw. Press the Z button to have Banjo crouch and then
(Z + C-D) Back the Camera-Up button to have Kazooie stick
herself out of the backpack and fire off an egg
from her mouth. Press Camera-Down for to shoot
out eggs the other way... ouch. Glad I’m not
Kazooie.
Beak Buster -- Jump up in the air with the A Button, then in
(A + Z) midair press the Z Button. Kazooie will pop out
of Banjo’s backpack and pound at the ground.
Beak Barge -- Press the Z Button, then press the B button.
(Z + B) Kazooie will stick out and charge forward as a
ramming rod to injure enemies.
Wonderwing -- This ability gives you temporary invincibility.
(Z + C-R) Use it wisely however, as it uses up the hard to
find Gold Feathers. Press down the Z button, then
the Camera-Right button. Kazooie will cover Banjo
in her wings and flash and give off sparks.
Flying -- The games great sense of freedom is emphasized in
(F-Pad + A) this ability. Stand on a flying pad, which is
blue in color with the emblem of red feathers on
it, then press the A button.
Beak Bomb -- Stand on a flying pad and press the A button to
(F-Pad + A + B) begin to fly. While your in the flying around in
the air, press the B button and Banjo-Kazooie
will fly forward like a missile. Use it to take
out air enemies if you don’t wish to use your
eggs up.
Spring Shock -- Stand on top of a spring-shock pad. It is green
(S-Pad + A) with the emblem of Kazooie’s talon on it. Press
and hold down the A button, and Kazooie will rear
back and launch herself up really high.
************************************************************************
CHAPTER 3 - Start Your Game
************************************************************************
------------------------------------------------------------------------
Starting Off
------------------------------------------------------------------------
Before you even begin playing, you will begin inside the living room of
Banjo’s house. Take the Banjo-Hand cursor over to one of the three blank
portraits hanging on the wall. Press the A button, and a character’s
picture will pop in. Banjo for record A, Kazooie for record B, and Mumbo
Jumbo for record C. The game now begins, going into a full introduction
cinema sequence.
------------------------------------------------------------------------
Beginning Cinema
------------------------------------------------------------------------
It is a dark, story night at Spiral Mountain. Yellow text comes up onto
the screen...
“Two years have passed since Gruntilda the witch was defeated by Banjo
and Kazooie. After falling from the tower she was buried underground
where she remains until this very day.”
The camera then pans down to the ground. Klungo, Gruntilda’s dimwitted
minion, is still attempting to move the boulder off of Grunty’s old
body. Klungo finally gives up, “Hmmph, hmmph, grrrnnnn… No good,
missstresss, ssstill can’t ssshift rock...”
The next scenes focus in on Banjo’s dimly lit house, where he and his
close friends, Mumbo, Bottles, and Kazooie are all playing a game of
cards.
Mumbo is very pleased with how the game has gone so far. “Mumbo play
well. Has much of bear’s cash.”
Banjo and Kazooie on the other hand, aren’t as cheery about the current
situation. “He’s right, Kazooie. There goes your birdseed money!”
Kazooie slyly pipes back, “Don’t be so sure, Banjo... Hey! Look outside
everyone! Grunty the witch is coming!” Kazooie swipes all Mumbo’s money
as they turn to look.
Bottles is of course deceived by the obvious trick. “W-where?, Kazooie?
I can’t see her.”
This four of them resume playing there card game, as the camera zooms
out of Banjo’s house, outside into Spiral mountain again. Past hills,
over to a far stone wall... Rocks start to crumble away from it. Out
pops a giant machine with a drill on it’s hull.
Out pops Gruntilda’s two evil sisters. They rescue Gruntilda from
underneath the boulder. Then Mumbo checks to see what’s going on. The
witches spot him, and he flees back to hide in Banjo’s house. Gruntilda
shoots a particularly nasty magic spell at the house. Everyone gets out
in time, except for poor old Bottles. He in turn is killed, and now is
in ghost form. Banjo and Kazooie go off after the digging machine...
************************************************************************
CHAPTER 4 - Spiral Mountain
************************************************************************
Your start your game off in the front yard of Banjo’s mangled home. The
charred body of Bottles the mole is straight ahead, with his ghost over
to the right. Run forward past ghost and body travel along the brown
trail. Go a few paces past the brown crater and more cinema scenes will
start. It shows Klungo angry will Banjo and Kazooie, and entering the
nearby cave where the digging machine just exited. Klungo plans to hide
and wait for you inside. If you are still unsure of basic moves, you may
want to visit the seven mole hills around Spiral Mountain. If not,
continue up along the inclines, following the brown trails around the
left side of the lake. Head towards the waterfalls. Kill any enemies
that attack you. Near the pieces of rumble, collect any items laying
around on the ground. Go over and enter in the cave following behind
Klungo.
------------------------------------------------------------------------
Inside the Digger Tunnel
------------------------------------------------------------------------
When you enter in, head down the incline and follow the trail of tracks
the Digging Machine left. Exit out in the large chamber. Here you will
find Klungo waiting for you. Iron bars slide down over the way you just
entered, and the alternative exit on the other side of the chamber.
Prepare to have a easy battle with him.
------------------------------------------------------------------------
Klungo (Minion With a Mission)
------------------------------------------------------------------------
This is the first battle of three you will be having with Klungo
throughout the game. In each battle, Klungo can randomly have one of
three forms. Invisibility, Giantism, or Multiplicity. There order is
random however, so your first battle could be any of the three.
A. INVISIBILITY If Klungo’s first form is invisibility, your going
to have a very easy time defeating him. Use Roll Attacks to take him
down. You need to hit him with a Roll Attack a total of three times
before he gives up. After you hit him the first time, he will hide
behind a magical energy shield and chuck large flasks of orange potion
at you. Easily dodge them. When he comes out of his protection, he will
turn invisible and run around, appearing brief seconds here and there.
Hit him again. Repeat until he stops the fight.
B. GIANTISM
[coming soon...]
C. MULTIPLICITY This is probably the most difficult form of Klungo.
But if you know a few easy tricks (which I shall divulge), he’s a breeze
to beat. When Klungo splits up into multiple entities, look at which
ones pound there fist on the ground. These are the FAKE ones. Hit the
real one to score some damage. After that he throws potion flasks at
you. Repeat two more times and he’s done for.
After Klungo has had enough, he will fall over and throw out three
honeycomb pieces. The bars will retract on both the entrance and exit of
the Digger Tunnel. “Nasssty bear and bird hurtsss Klungo.” After he runs
away, collect the honeycomb if you need it. Trot along the machine
tracks over to rocks along the wall and collect the items here. Follow
the machines tracks again over to the green tunnel exit. Enter in and
follow the tracks down the incline. Exit out into the bright light.
************************************************************************
CHAPTER 5 - Isle O’ Hags
************************************************************************
------------------------------------------------------------------------
Jinjo Village
------------------------------------------------------------------------
You come out in the first area of Isle O’ Hags, the Jinjo Village. A
cluster of homes lay ahead of the Red, Black, Orange, and Green families
of Jinjos. The dilapidated home the Gray Jinjo family is also here, but
the sign reads that “In loving memory of the Gray Jinjo Family. Passed
away unexpectedly when a huge digging machine flattened there home.”
Enough mourning, head forwards along the machine tracks. Trot towards
the center of the homes. You will activate the first one of Jamjars
special shortcut Silos. Collect the items littered around. Now enter any
of the Jinjos’ homes. It is empty and silent. King Jingaling will
complain to you that all the Jinjos are missing! A cinema scene shows
his gold-colored palace at the top of the hill. He will tell you to
“Just come on in and see the Jingster!” Turn back around and exit out of
the house.
Run past the cluster of homes and follow the brown trail up the grassy
hill. Kill any enemies that get in the way. At the top of the hill, you
will see his palace. Travel over to the entrance. Ascend the stairs and
enter in through the small hole.
Immediately when you enter the regal palace, Banjo-Kazooie will
automatically run forward, up another set of stairs and go over and
greet King Jingaling. He is laying on his blue couch. “Yo, whassup!”
greets the King. He tells you all the Jinjos were flung to far corners
of the island after a terrible digging machine swept through the
village. The Jinjos must come back, because they have a long time
rivalry with the Moles in kickball. It could mean dire trouble if they
don’t. King Jingaling gives you your first Jiggy Piece for speaking with
him! He says for you to now go visit Master Jiggywiggy, leader of the
sacred “Crystal Jiggy.” Raising a grate exposing a passageway in
Bottle’s House, Banjo-Kazooie turn and exit out.
------------------------------------------------------------------------
Cinema Sequence
------------------------------------------------------------------------
-- Meanwhile...
The Cinema sequence begins to play. It shows Cauldron Keep and a large
tower up on the top of a small plateau. The camera pans inside the
tower, where Gruntilda and her sisters are scheming once again. They
turn there attention to the large machine beside them, the B.O.B.
machine, or Big-O-Blaster. It was built to suck up the life energy of
living things and transfer them to Gruntilda. “Stored in big tank, life
force energy is.” Tells Mingella. They select the first target for the
B.O.B. machine to zap... King Jingaling! Gruntilda is mad that he helped
out Banjo and Kazooie by giving them a Jiggy Piece. The machine rears
up, then in a blast of yellow energy, sucks all the life force out of
his palace. The palace is gray and lifeless, and King Jingaling is now a
brainless zombie. With only getting minimum life energy from him, they
set there sights on blasting the entire island, only waiting for the
machine to charge fully...
------------------------------------------------------------------------
Jinjo Village
------------------------------------------------------------------------
After the cinema wraps up, you regain control of Banjo and Kazooie. Run
forward across the tracks and enter into the tunnel. You come out right
outside of Bottle’s home. Go over and enter inside the house.
You enter into the main room of the house, the living room. Bottle’s
family hasn’t a clue to the recent death of him. Turn to the left and
run over and enter the hallway corridor. Travel left at the fork, and
enter Goggle’s Room. Strike a conversation with him, and he will give
you a new pair of prototype glasses for being such good friends with his
father. They are the “Amaze-O-Gaze” Glasses Exit out of his room.
Go across the hall to Speccy’s room. He greets your warmly and tells you
that his father is the star player in the upcoming Mayan Kickball
Tournament that King Jingaling arranged. Finish up your conversation
with Specie, then walk to the back of the room. Exit out of the tunnel.
------------------------------------------------------------------------
Wooded Hollow
------------------------------------------------------------------------
Climb out of the small dirt ditch. Trot a few paces forward in the grass
and Master Jiggywiggy will speak to you telepathically. He shows you his
temple that is about a hundred paces ahead. Run forward over the grass
and down to the trail of machine tracks again. Watch out for the winged
pest flying around. Activate the second shortcut silo at the center of
them. You have now made one full shortcut between the two silos. Travel
across the next patch of grass towards the temple and head of the
staircase. Talk to the doorman at the top.
He tells you that to enter, you must collect images in the likeness of
Master Jiggywiggy himself, also known as Jiggy Pieces. Only those that
are worthy may enter, and he checks to see if you have enough Jiggy
Pieces. You do in fact have enough. The doorman opens up the golden door
for you. “...and only foods from McJiggys can be eaten within.” Walk
forward and enter into Master Jiggywiggy’s Temple.
Banjo and Kazooie automatically runs over to Master Jiggywiggy and jumps
on top of the Crystal Jiggy sitting before him. “Greetings, O chosen
one.” Now head over to the Golden Monolith to play Jiggywiggy’s first
challenge. Turn right and hop down. Trot over to the panel made of
golden jigsaw pieces and press the B button.
The challenge now begins. Controlling a Banjo-Hand, you have 100 seconds
to correctly place in only five puzzle pieces in the picture. This is
extremely easy, and should take you about 15 seconds, tops. After
completion, “Now the great one will show you the way...” Master
Jiggywiggy conjures his powers to illuminate the sacred Crystal Jiggy,
and shoot a beam of energy out the skylight of the temple. It blasts a
nearby door outside, causing it to open. This is the entrance to the
first world, Mayahem Temple. You don’t have enough Jiggy Pieces to
attempt Jiggywiggy’s second challenge, so turn and exit the temple.
When you have acquired enough Jiggy Pieces, keep returning to Master
Jiggywiggy to play his next challenge and open another world. Here are
all the worlds located on Isle O’ Hags. Once you get enough Jiggys, you
can even reach the lair of the evil witch Gruntilda herself.
------------------------------------------------------------------------
LOCATING WORLD 1, MAYAHEM TEMPLE
*--------------------------------------*
Area of Isle O’ Hags: Wooded Hollow
Moves Needed to Reach: None
Jiggys Required to Open: 1
*--------------------------------------*
The entrance to Mayahem Temple is extremely easy to find. After you have
successfully completed Jiggywiggy’s First Challenge, exit outside of his
temple. Outside, trot down the staircase and turn left. Cross over the
grass towards the other set of stairs. Ascend and enter through the
large doors to Mayahem Temple.
------------------------------------------------------------------------
LOCATING WORLD 2, GLITTER GULCH MINE
*----------------------------------*
Area of Isle O’ Hags: Plateau
Moves Needed to Reach: Grip Grab
Jiggys Required to Open: 4
*----------------------------------*
Make sure to learn the Grip Grab move from Mayahem Temple first, before
trying to access this world. After completing Jiggywiggy’s Second
Challenge, exit from his temple. Outside, head left. Pass the set of
stairs leading to Mayahem Temple. Trot along the grass and hop up the
three stone ledges. Jumping up, grab a hold of the ledge and climb over
to your right. Watch out for the enemy that pops down. Kill it off then
climb to the end and swing up onto the ground above. Run over and exit
out into the next area. Now that you’re in the Plateau area, just jump
down into the dark mine shaft with the rope to enter Glitter Gulch Mine.
------------------------------------------------------------------------
LOCATING WORLD 3, WITCHYWORLD
*-------------------------------------------*
Area of Isle O’ Hags: Pine Grove
Moves Needed to Reach: Egg Aim, Fire Eggs
Jiggys Required to Open: 8
*-------------------------------------------*
Make sure to learn the Egg Aim move from Mayahem Temple first, before
trying to access this world. After completing Jiggywiggy’s Third
Challenge, exit from his temple. From here, enter Jamjar’s silo in the
Wooded Hollow. Warp your character over to the Plateau. From here, you
should look for Jamjar’s hatch on top of a rubble pile. Learn how to use
Fire Eggs from him.
Turn left and follow the machine tracks. At the end, they will lead out
past a closed, steel-wire door. Located above is a button with the
emblem of a Fire Egg on it. Switch your egg type to Fire, then use the
Egg Aim. Aiming carefully at the button, shoot of a Fire Egg and strike
it. The steel-door will retract. Follow the tracks and exit. Now that
you’re in the Pine Grove, you should now clearly see the sign and gates
leading into the Witchyworld Amusement Park.
------------------------------------------------------------------------
LOCATING WORLD 4, JOLLY ROGER’S LAGOON
*----------------------------------*
Area of Isle O’ Hags: Cliff Top
Moves Needed to Reach: Split Up
Jiggys Required to Open: 14
*----------------------------------*
After completing Jiggywiggy’s Fourth Challenge, exit from his temple.
Take the shortcut silo over to the Plateau area. Next to the nest of
Honey B. is a small ramp leading to an exit blocked by a metal grate
with two switches in front of it -- one for Banjo, the other for
Kazooie. Use the Split Up pad found along the edge of the plateau and
take both Banjo and Kazooie individually up to the switches, pressing
them. The grate opens, so exit out.
Here in Isle O’ Hags (Cliff Top), just turn left from the door and
follow the narrow ledge all the way to the end, passing Mumbo’s Skull
and the shortcut silo. At the end you’ll find the entrance to Jolly
Roger’s Lagoon. A sign reading “To Ye Lagoone” and an open passage where
the music becomes very *thalassic.
* For you less astute people, ;) thalassic means “sea-y” or “ocean-y.”
------------------------------------------------------------------------
LOCATING WORLD 5, TERRYDACTYLAND
*--------------------------------------*
Area of Isle O’ Hags: Wasteland
Moves Needed to Reach: Talon Torpedo
Jiggys Required to Open: 20
*--------------------------------------*
Complete Jiggywiggy’s Fifth Challenge, just like you did for all the
previous worlds. Take the shortcut silo over to the Pine Grove, where
the entrance to Witchyworld is. Except this time, don’t visit the
amusement park. Instead hop into the water and at you’ll see a boulder
with a Kazooie emblem blocking an exit route. Destroy it with the Talon
Torpedo and head through the hole, coming out into another Digger Tunnel
where you have to fight Klungo again. Beat him (easily I might add) and
exit out, entering into Isle O’ Hags (Wasteland). You should clearly see
a rock Triceratops’ head with it’s mouth open. This is the entrance to
Terrydactyland. Oh yeah, I hate this world!
------------------------------------------------------------------------
LOCATING WORLD 6, GRUNTY INDUSTRIES
*-------------------------------------------*
Area of Isle O’ Hags: Quagmire
Moves Needed to Reach: Springy Step Shoes
Jiggys Required to Open: 28
*-------------------------------------------*
------------------------------------------------------------------------
LOCATING WORLD 7, HAILFIRE PEAKS
*--------------------------------------*
Area of Isle O’ Hags: Cliff Top
Moves Needed to Reach: ????
Jiggys Required to Open: ????
*--------------------------------------*
------------------------------------------------------------------------
LOCATING WORLD 8, CLOUD CUCKOO LAND
*--------------------------------------*
Area of Isle O’ Hags: Wasteland
Moves Needed to Reach: ????
Jiggys Required to Open: ????
*--------------------------------------*
************************************************************************
CHAPTER 6 - Mayahem Temple
************************************************************************
What can I say about this place, really. This world is the very first
one, and in typical fashion, is straight forward to play. Consisting of
a small green valley with some ancient temples and surrounding areas,
extremely retarded enemies that just run at you, and Jiggy pieces that
are very easy to obtain. Enjoy this while it lasts I tell you, treasure
it. Even the second level is remarkably harder then this one...
========================================================================
STUFF TO DO FIRST
========================================================================
------------------------------------------------------------------------
JAMJARS’ MOVE #1 - Egg Aim
Musical Notes Required: 25
You should have 25 notes, considering there right near the entrance to
this world. Unless your blind, in that case, go away... Jamjars’ first
hatch is located in a small alcove off to the left, as your ascend the
dirt paths from the world entrance. You can’t miss that blinking light
on the hatch. Have the guy pop out and teach you the Egg Aim. The first
move of the game, and extremely useful.
------------------------------------------------------------------------
JAMJARS’ MOVE #2 - Breegull Blaster
Musical Notes Required: 30
For a mere five more notes, you can learn this handy dandy tool while in
first person mode. To locate this second Jamjars’ hatch, head to Mumbo’s
Skull at the top of the hill. From his doorway, turn to the right and
head up the last little incline to the top with a huge temple, or
Targitzan’s Temple. From the staircase go across the grass left, then
travel along the small ledge against the cliff. Here you will find
another one of Jamjars’ Hatches in this little nest overlooking the
river below. Learn that move and get the Breegull Blaster.
------------------------------------------------------------------------
MUMBO MAGIC TIME!
Where’s Mumbo Jumbo?
----------------------
Mumbo’s Skull can be found right at the top of the hill, as you follow
the dirt trails from the world entrance of Mayahem Temple. Mumbo is on
the second floor of the skull.
Where’s that Glowbo?
----------------------
This one is right in plain site. In fact, it’s so easy to find you might
accidentally bump into before talking to Mumbo. The Glowbo can be seen
hopping around in the green sludge on the first floor inside Mumbo’s
Skull.
Magical Super Spell
---------------------
After you give Mumbo Jumbo the Glowbo, he will put it in his sac for
safe keeping. (haha...) Take Mumbo down to the first floor of the skull
then exit out of it. Follow the dirt trails back down the hill. You come
across the Golden Goliath statue and a violet Mumbo Pad next to it.
Stand on the Mumbo Pad and press the A button. Mumbo Jumbo will do a
super-spell, “Summon (Golden Goliath).” The statue will fully erect
itself and shift its weight. Steer it around with the control stick, and
press the B button to do a forward kick. You have 75 seconds before
Mumbo’s magic wears off.
As the Golden Goliath, walk along the trail up the hill. Look for the
large gray door with skull emblem on it. The door will be right below
where the bridge crosses over. Go over to the door and stand next to it,
then give it a good kick. It will break out a large piece. Now quickly,
turn around and head back down where you left Mumbo Behind. Go past
Mumbo and walk down to the bottom of the hill. Another skull-door will
be over to the right. Walk over next to the door, and also give this one
a kick. The doors will slowly swivel open. Your down with the Golden
Goliath for now. Use the remaining time as the giant statue to go... do
stuff. I suggest a rousing game of chess.
------------------------------------------------------------------------
JAMJARS’ MOVE #3 - Grip Grab
Musical Notes Required: 35
Head back to the World Entry and Exit. If you did everything correctly
with Mumbo Jumbo, go forward and over to the left. Exit out through the
now-open skull door you find here. You come out in Jade Snake Grove.
Immediately, you should see Jamjars last hatch of the level near the
wall in the back. Travel over to it. If you have at least 35 music
notes, Jamjars will teach you your last move for Mayahem Temple. Learn
the Grip Grab. Now you can climb along ledges with the greatest of ease.
This move should have been in Banjo-Kazooie I tell yea!
------------------------------------------------------------------------
========================================================================
TIME TO GET JIGGY WITH IT
========================================================================
------------------------------------------------------------------------
JIGGY PIECE # 1:
At the very highest part of Mayahem Temple, near Mumbo’s Skull, is a
large gray temple sitting at the top of the hill. This temple is also
next to the Jamjars’ hatch which you learned the Breegull Blaster from.
Trot up the staircase on the front of large temple and ascend it. At the
top, don’t go in. Rather, go around the left side of the entryway. In
the back you will see two small ramps leading up to the roof. Use the
Talon Trot and climb up them. Collect the first Jiggy Piece of Mayahem
Temple, sitting in the statue of the idol’s lap.
------------------------------------------------------------------------
JIGGY PIECE # 2:
Wee! This one is right near the location of the first Jiggy Piece. You
must have learned the Breegull Blaster to get this Jiggy.
From the top of the temple where you got the first Jiggy Piece, hop back
down from the roof to the entry way below. Enter inside. Your now in the
lobby of Targitzan’s Temple. Banjo takes out Kazooie and uses her as a
egg-shooting gun. This is the First Person mode. Make sure to collect a
full 100 Basic Eggs from the alcoves on either side of them room. Don’t
worry, they reappear after a few seconds when collected. Then head over
to the stone door. God Targitzan challenges you to collect statues in
his likeness. He promises that if you do, you will win a prize. Can you
actually guess what it is?
Enter through the passageway. Now just collect 10 statues. There are
small, forest green in color with red eyes. You can’t miss them. After
you collect 10, God Targitzan will open up his “Slightly Sacred
Chamber.” Enter in it, to get the second Jiggy Piece -- just laying
there on the floor in the middle of this large room.
------------------------------------------------------------------------
JIGGY PIECE # 3:
Your not done yet. This third Jiggy Piece is in the same exact temple as
the second Jiggy. You must now collect all of the statues, a full 20,
and God Targitzan will open his “Really Sacred Chamber.”
Enter in the “Really Sacred Chamber.” It’s the door right next to the
“Slightly Sacred Chamber.” It looks to easy, since there is another
Jiggy Piece laying in the center of the room. Kazooie comments that
“...at this rate, we’ll beat the game in no time.” Banjo and Kazooie
trot over to the piece... all of a sudden, God Targitzan pops out of the
floor, the Jiggy Piece now on his head. Start the battle. If you
actually need help beating him, (hopefully not) you could go back to the
Table of Contents and look for the section on how to beat bosses...
After God Targitzan as taken quite a beating, he explodes leaving behind
the third Jiggy Piece. Collect your cracker-jack prize!
------------------------------------------------------------------------
JIGGY PIECE # 4:
Another Jiggy Piece even a simpleton could get. You need nothing but the
Egg Aim move to get this one, which you should have already, right?!
From God Targitzan’s temple where you got your third Jiggy Piece, you
will notice grass to the right of the temple and a bridge. Go over and
run across the bridge. When you reach the other end you will be in a
large garden area. Four annoying flies will be buzzing around in the
air. A cow dressed in a toga outfit stands next to a shed near the back.
Use the Egg Aim and shoot all of the flies down.
After the flies are dead, the cow will thank you for helping get rid of
the pests in her garden. “I corn hardly believe it!” and “You wheatly
sorted those flies out.” Kazooie tells her to knock off the crop jokes.
For helping her, a Jiggy Piece appears in the shed behind her. Go over
and pick up Jiggy Piece number four of Mayahem Temple. Cha-ching!
------------------------------------------------------------------------
JIGGY PIECE # 5:
Halfway done here already! Firstly, your going to need to play as Mumbo
Jumbo again. Oh suck it up will yea... After you change into Mumbo, head
back down the hill from his skull house to the Golden Goliath statue
again. Activate it.
As the Golden Goliath statue, head down the dirt trails to the world
entry and exit. The skull-door will be over to the right. (You should
have opened it already. If not, press B to kick it open now...)
Walk in through the door. Walk forward along the grass and to the left.
Wad across the deep quicksand, traveling over to the small grass island.
The Golden Goliath will stand itself upon the island, high enough to
have the top of its head get the fifth Jiggy Piece of Mayahem Temple.
------------------------------------------------------------------------
JIGGY PIECE # 6:
Make sure you’ve left Mumbo Jumbo back at his skull and you’ve reverted
back to Banjo-Kazooie again.
Head down to the world entry and exit. From here, go over to the left
and exit out through the skull door you find here. Your back in Jade
Snake Grove, the same place you found the fifth Jiggy Piece. Except now
you’re not the Golden Goliath.
Immediately, you should see Jamjars’ hatch at the back wall. Head
towards it, except turn and go right. Walk down the stairs. From the
center of this chamber, go to you left and ascend this next set of
stairs. In the distance a small gray temple comes into view. Travel over
to it, then Talon Trot up the side to the first ledge. Use a Flip-Flap
jump and grab the edge overhead. Pull yourself up onto the next ledge.
You will hear a loud snoring noise and a green snake slumbering up on
the roof above. A Jiggy Piece is nestled next to his head. Use a Flip-
Flap jump, but make sure to land on the right corner, of the roof. This
is the only place with no brambles on it. That way he doesn’t wake up.
Now ever so slowly, with the lightest pressure on the control stick,
tip-toe over towards the Jiggy Piece. If you go to fast, the snake will
wake up and eat the Jiggy Piece. You have to jump off the roof and try
again for him to spit it out and go back to sleep. Grab it, and you now
have the sixth Jiggy Piece of Mayahem Temple. I got a hankering for
rattlesnake meat.
------------------------------------------------------------------------
JIGGY PIECE # 7:
You’re going to have to go to the Prison Compound now. The Prison
Compound is located through the skull-door at the top of the hill. The
door is below where the bridge crosses over and near Mumbo’s Skull.
Now that you’re in the Prison Compound... Run forward through the thick
grass heading towards the building. Go around the side right side of it
and drop into the water below. Hop up the three pillars and then up to
the rooftop. At the top, run to the opposite side. Get against the wall
and do a Flip-Flap jump. You will up and grab a hold of the ledge.
Climbing along the ledge to the end, drop down to the small plateau with
the Wading Boots.
Put them on and fall down to the ground below. Wade across the sea of
quicksand to the opposite bank. Dispelling of the Wading Boots, you will
see a gray block with a Jiggy Piece sitting on it. Walk over and jump up
top. You now have the seventh Jiggy Piece of Mayahem Temple. Easy as
pie. But not Pecan Pie, I hate nuts. (oh, hehe...)
------------------------------------------------------------------------
JIGGY PIECE # 8:
To get this Jiggy Piece, your going to need to visit Humba Wumba’s
Wigwam in Jade Snake Grove to transform into a Stony.
Once in Jade Snake Grove, head over to Humba’s Wigwam. Go around behind
the wigwam and collect the Glowbo. Go back around front and enter
inside. Humba Wumba tells you that she is the best shaman in the game
and that Mumbo Jumbo is a phony. “Not true. Mumbo amateur. Humba best.”
Give her the Glowbo, then throws it in the pool. Now jump in to be
transformed, and you will come out as the Stony transformation. Turn and
exit her Wigwam. Exit out of Jade Snake Grove entirely.
As a Stony, head up past the spitting statue, then follow the trail up
the hill. At the Golden Goliath statue, turn to your left and you will
see a stone structure piece with stairs in the distance and a lone
guard. Trot over and hop up the stairs and talk to the guard at the top.
“That backpack looks familiar.” He clearly sees through you disguise,
but allows you into the Stony Kickball games anyway. After the guard
scoots to the side of the door, enter inside the building.
This is the Mayan Kickball Stadium. Go forward and ascend the stairs. At
the top, talk to the Stony standing there. He will open door I over to
his left and let you play in the Kickball Quarterfinals. The Stony also
suggests you head downstairs to get some training. Don’t bother. They
help you with useless comments like “try to win sonny.” Walk over and
enter into the Mayan Kickball Quarterfinals.
-- BASICS OF STONY KICKBALL --
Analog Joystick - Use it to steer your Stony around.
B button – Barge, use it to swipe a ball before an opponent.
Z Button - Kick the ball.
Your Stony goal is blue in color, and always at the top of the screen.
Each successful goal you score, you get two points. You must win by
having the most points, tie-games are not acceptable. The Quarterfinal
game is very easy, the players move about one fourth the speed of what
you do. Just grab the yellow balls, and kick them in your goal. After
you beat it, the Stony will let you pass onto the Semifinal Kick and
opens the door II over to his right. Go enter it.
The Semifinal game is only a little bit more difficult. The players
still move slightly slower then you however. You should beat it within 3
tries. Kick the yellow balls in your goal as much as you can. But keep
the red balls far away from your goal, they subtract points. When you
get a chance, also get red balls in the goal of the other highest
scoring opponent. When you beat the Semifinals, the Stony will open door
III right behind him. Go enter it.
Your at the Kickball Finals, this is the hardest game of all of them,
and usually takes about 5 tries to beat. The opponents are aggressive
and move just as fast you do. The same rules apply to the Semifinals,
just be more efficient at it. And ignore the black balls, they are bombs
and are useless to you. After you beat the final, the Stony will award
you with the eighth Jiggy Piece of Mayahem Temple as your prize. Kazooie
sarcastically comments “I’m too choked up for words...”
------------------------------------------------------------------------
JIGGY PIECE # 9:
Make sure to exit out of the Kickball Stadium. Outside, head along the
dirt trails up the hill. Along your way, you should see a golden
building with gray trim and a staircase leading up to it over to the
left of you.
Head over to the stairs and ascend them. On the building will be six
serpents heads with red mouths. Use your Egg Aim and shoot an egg in
each one of there mouths. They will retract in and the buildings door
will open. Enter inside it.
In the Treasure Chamber, You are greeted inside by Chief Blotazin, who
has misplaced God Targitzan’s “Priceless Relic Thingy.” Help get it
back. The Chief will open the top door on the building. This is pretty
useless actually, so ignore it. Head to the pile of coins just left of
the entrance and Talon Trot up the side. At the top, face the wall and
do a Flip-Flap up. Grab a hold of the ledge and climb to the right.
Watch out, for an enemy will pop out of the gold knob above the ledge
and snap down at you. Kill it off.
Swing into the alcove then drop down to the area with the Shock-Spring
pad. Stand on the pad, facing perpendicular to the ledge and shock-
spring jump up. Grabbing a hold of this higher ledge, climb along. Two
enemies along this ledge, one from below and one above. Kill them and
reach the end then swing into the corridor. Ascend the stairs, pressing
the button at the top. The bamboo bars will lower. Step on inside.
This is Unga Bunga’s Cave, the home of a local caveman. Head all the way
to the end of the corridor and pass through the curtain. Over to your
right will be the sleepy caveman, and sitting on an alcove above him,
the “Priceless Relic Thingy.” Separating you from his is layer of dry
straw, you must get over there without waking him up, or he will boot
you out of his cave. Ever so slowly, tip-top across the straw. Reach the
patch of straw-free dirt right underneath the alcove with the relic. Do
a Flip-Flap up into the alcove and grab the relic. With relic in hand,
walk back into tunnel to the end and drop out. You fall out right where
you first entered the chamber through the curtain.
Turn around and walk through the corridor end and exit back into the
Treasure Chamber. The relic is no longer in your hands, but you still
have it. Go down the stairs and to the end of the corridor. Drop down to
the top of the coin pile below. Sliding down the edge, Chief Blotazin
will be waiting at the floor. Chuck the relic at him and he will be
relieved it is back. But also mad, “Why those thieving little...” Banjo
reminds him not to do anything rash. “Careful, this is a family game.”
Collect the ninth Jiggy Piece from him, then exit out.
------------------------------------------------------------------------
========================================================================
BACK-TRACK ATTACK
========================================================================
------------------------------------------------------------------------
JIGGY PIECE # 10:
To get this last Jiggy Piece of Mayahem Temple, you’re going to have to
wait until after you’ve learned the Bill Drill move from Jamjars in
Glitter Gulch Mine.
Once you’ve gotten the Bill Drill move, head to the Prison Compound
area. Jump into the water to the right side of the building, and swim
through the tunnel.
TBC...
------------------------------------------------------------------------
************************************************************************
CHAPTER 7 - Glitter Gulch Mine
************************************************************************
Glitter Gulch Mine is the only place where enemies say “Howdy!” right
before they attempt to deck you in the face. This level is quite a bit
larger and more challenging then the first one. Piles of purple ore dot
the landscape, and a mine cart track runs amuck through the caverns.
Explore all the tunnels and mine shafts if you wish to be successful.
========================================================================
STUFF TO DO FIRST
========================================================================
------------------------------------------------------------------------
IT’S TRANFORMING TIME!
Where’s Humba Wumba?
----------------------
Right when you enter Glitter Gulch Mine, you can find the wigwam perched
on top of a ore pile next to the river. The river is pretty close to the
entrance area. Very hard to miss.
Where’s that Glowbo?
----------------------
You should find the Glowbo pacing around on the top of a purple ore pile
-- on the other side of the river from Humba Wumba’s Wigwam.
Using the Transformation
--------------------------
After you chuck the Glowbo into the magic pool in Humba Wumba’s Wigwam,
hop on in. You turn into something very strange. A TNT Detonator. In
your new form exit the Wigwam. You must blow up some brown colored
boulders. You can find them scattered all about the level, blocking the
entrances to many tunnels. Just stand on the end of the fuse for the TNT
sitting next to the boulder, an you will automatically detonate it.
After you’ve gotten rid of every boulder, turn back into Banjo-Kazooie.
------------------------------------------------------------------------
JAMJARS’ MOVE #1 - Bill Drill
Musical Notes Required: 85
Near the base of Humba Wumba’s Wigwam you should see a river. Follow the
river till you find a bunch of stone “steps” bunched together on the
riverbank. Flip-Flap jump up the stone pieces. At the highest one you
will find the first Jamjars hatch in Glitter Gulch Mine. For the price
of 85 notes, learn the Bill Drill move from him. This allows you to
drill away any pesky boulders, giving you access to more tunnels in
Glitter Gulch mine.
------------------------------------------------------------------------
========================================================================
TIME TO GET JIGGY WITH IT
========================================================================
------------------------------------------------------------------------
JIGGY PIECE # 1:
************************************************************************
CHAPTER 8 - WITCHYWORLD
************************************************************************
This is definitely one of my favorite worlds, and it takes place in an
abandoned amusement park that was once run by Gruntilda. Of course it
got shut down due to it’s appalling safety record -- which anyone who’s
sane would agree was the right decision. Earn the Jiggys by exploring
all the different amusement rides available to you. Of course, some of
them need to be activated again.
========================================================================
STUFF TO DO IN WITCHYWORLD
========================================================================
HOW TO ACCESS THE PSEUDO-AREA 51:
At the very beginning of Witchyworld, off to the right is a bunker type
area that closely resembles a military base. It’s well guarded behind an
electric fence. Accessing it at first may seem mind boggling, but just
shoot a grenade egg at the gate. Problem solved.
------------------------------------------------------------------------
OPENING THE FAST FOOD JOINTS:
Near the big top tent in the center of Witchyworld are two fast food
joints. Opening them up is crucial in getting a Jiggy Piece.
Burger Stand - The switch to open Al’s Burger Stand is at the very
beginning of the world. Use the Shock-Jump pad behind the blue ticket
stand to spring to the roof where the switch is.
Fries Stand - Opening Salty Joe’s Fries often confuses people (hey, it
did for me, I just found it by accident). The switch is, get this, right
behind the fries building itself!
------------------------------------------------------------------------
INFLATING THE RUBBER CASTLE:
The rubber castle can be found in the Crazy Castle Stockade -- which can
be accessed through the wooden gates next to the Cactus of Strength and
east of the big top tent. Once inside the stockade you should see the
castle deflated. At the back of the castle, destroy the metal grate with
a Grenade Egg. Which cleverly has a “Pumping Room” sign next to it. ;)
Split up using the pads in the alcove, then have both Banjo and Kazooie
enter the pumping room individually through the vent. Place them both on
the switches on either side of the Pumpmaster 2.
------------------------------------------------------------------------
GETTING INTO CONGA’S BIGTOP TENT:
Positioned in the very center of Witchyworld is the main attraction, a
huge blue and white big top tent. To get inside, give Conga the gorilla
(who is carefully guarding the door) four tickets. Get the tickets by
destroying the four demented slot machines positioned outside around the
tent using the Mini-Van (you can kill them normally, but it’s easier
this way).
------------------------------------------------------------------------
THE SAUCER OF PERIL:
1. (Backtrack to Glitter Gulch Mine)
2. To find the cable car and get it to work, head east from the big top.
Next to the cactus of strength is a tall ladder. Ascend to the top, then
Flip Flap jump to the top of the tower (watch the enemy!). Climbing
across the rope, activate the red button on top of the cable car. Ride
it across to Spaceworld.
TBC...
------------------------------------------------------------------------
HUMBA WUMBA’S TRANSFORMATION:
The wigwam is situated east of the big top and across from the Cactus of
Strength. Jump up the *left* wooden door, grip grab across, then hop up
the stone ledges. Enter the wigwam to find the Glowbo hopping around
inside with it’s big ears flapping away. Give the Glowbo to Humba and
turn into a brand spanking Mini-Van!
Use the cash that the Mini-Van is carrying to pay the entry fee for some
of the Witchyworld rides.
Inferno Furnace - You can’t miss the entrance to this ride, it’s a door
with the words “INFERNO FURNACE” posted above it. Found north from the
big top in arid brown area. Pay the fee in the gray box.
Dodgem Dome - After you’ve had Mumbo Jumbo activate the dome with his
super spell, enter in the lobby through the front door. Pay the fee in
the gray box off to the left.
Collect the 4 Tickets - You don’t have to do this, but you might as well
while you’re the Mini-Van, as it’s really easy. Destroy all four of the
slot machines around the big top tent by running over them. Collect the
ticket each one drops. You can give these to Conga to enter the big top.
------------------------------------------------------------------------
USING MUMBO JUMBO:
Before you can even access Mumbo Jumbo’s Skull, you must have paid with
the Mini-Van to open up the Inferno Furnace. Inside the furnace, Mumbo’s
quaint home is in the back against a wall. The Glowbo can be found at
the end of the path left of the Skull. Give the Glowbo to Mumbo then
take him outside. Head to the “futuristic” area west of the big top for
the Dodgem Dome and Star Spinner. The Saucer of Peril is in the Area 51
look alike.
Power (Saucer of Peril) - Take Mumbo to the “Pseudo-Area 51” (the place
you grenade egged the electrical gate) just left of the Witchyworld
entrance. In the back is a generator for you to power up the Saucer of
Peril. Which is, in my opinion, is the best mini-game in the ENTIRE
game... However, you can’t access this lovely ride yet even though it’s
powered up. See above on how to access the Saucer of Peril (requires
some backtracking) if you missed it.
Power (Dodgem Dome) - Left of the Dodgem Dome building (that’s the one
with green stars) is the power generator with a Mumbo Pad in front of
it. Activate Mumbo’s super spell and power up the ride, allowing you to
enter through the front door.
Power (Star Spinner) - Enter the Star Spinner ride, which has a sign
posted on the entrance to direct you. The lunar-like area has a power
generator in the back for you to activate.
------------------------------------------------------------------------
JAMJARS’ MOVE #1 - Split Up
(160 notes)
It actually took me awhile to find this the very first time I played
Witchyworld... The first Jamjars’ hatch is located directly behind the
big top tent, where the old mole will teach you the very valuable Split
Up move for 160 notes. And conveniently, there’s a split Up pad beside
him for you to practice.
------------------------------------------------------------------------
JAMJARS’ MOVE #2 - Pack Whack
(170 notes)
This hatch is located east of the big top, in the Crazy Castle Stockade
(which can be found by entering through the wooden gate). Firstly dump
Kazooie by using the Split Up pads in the alcove, then visit Jamjars in
the opposite alcove to learn the Pack Whack. Which is Banjo’s only (not
to mention sucky) attack when he’s on his own.
------------------------------------------------------------------------
JAMJARS’ MOVE #3 - Airborne Egg Aiming
(180 notes)
With this move you can shoot eggs while flying! Which is required to
fight Mr. Patch in Conga’s Big Top Tent. Jamjars’ last hatch for this
level is tucked away left of the entrance to the Star Spinner building,
which is in the “Spaceworld” area west of the big top.
========================================================================
TIME TO GET JIGGY WITH IT
========================================================================
JIGGY PIECE # 1:
Collect this Jiggy Piece by playing the Cactus of Strength game, which
is west of the big top, and obviously looks like a huge cactus. You have
to raise the weight on the front of it all the way to the top by
striking the pad at the bottom with three separate strikes. They are:
Bill Drill, Beak Buster, and a Grenade Egg blast. Once the three strikes
have been made, the weight makes it to the top and shatters the bell,
exposing that golden delicious Jiggy! Climb up and collect it.
NOTE: Know the difference between the Bill Drill and Beak Buster. The
Bill Drill is jumping in the air and HOLDING down B, while the Beak
Buster is just TAPPING down B midair.
------------------------------------------------------------------------
JIGGY PIECE # 2:
This is another easy Jiggy to acquire. Go north of the big top tent to
the arid brown region, where you will find a tank of water reading “Dive
of Death” on the front of it. Ascend the extremely tall ladder next to
the water tank all the way to the top. The Jiggy should be visible now,
just cross the thin wooden plank and nab it in the air. Have fun and hop
down into the water tank below. ;)
------------------------------------------------------------------------
JIGGY PIECE # 3:
After you have used the Mini-Van to pay to open the “INFERNO FURNACE,”
enter it as Banjo-Kazooie. Once inside, you should see a huge mountain
in the center of the furnace. Use the Split Up pads near the entrance,
then take Banjo only over to the switch with the Shock Spring pad emblem
on it. After he’s pressed the switch to make the pad appear, switch to
Kazooie and take her up the ramp spiraling around the mountain to the
top. Jump over any flame people you see. At the summit, use the Shock
Spring pad to reach the Jiggy Piece. Wooray!
------------------------------------------------------------------------
JIGGY PIECE # 4:
For this Jiggy Piece (along with the next one), head to the Crazy Castle
Stockade where you should have already inflated the rubber castle. Check
back in the walkthrough a bit if you haven’t. After the castle is
upright, enter it as Banjo-Kazooie. Take the door on the right, also the
only one open. Once inside Gruntilda will have you play her Balloon
Burst Game which is easy to beat. Score 50 points in 60 seconds and the
Jiggy Piece is awarded, but appears on the castle roof. Get up there by
going back outside and using the Shock Spring pad.
------------------------------------------------------------------------
JIGGY PIECE # 5:
This piece is acquired just like the last one, except enter the rubber
castle as Kazooie ONLY. Take the left door this time. Play the Hoop
Hurry Game and score 30 points in 60 seconds to get the Jiggy Piece to
appear on the roof. Go collect it.
------------------------------------------------------------------------
JIGGY PIECE # 6:
Time for a boss fight! Make sure you’ve learned Airborne Egg Aiming
first however. Collect four tickets by destroying the four slot machines
around the big top tent. Enter the tent and hand over the tickets to the
doorman, Conga the Gorilla, to get inside to see the circus show. The
inside of the tent is noting but a huge empty area of grass. Some show!
Banjo and Kazooie decide to sit on top of an ugly plastic mass crumbled
on the grass, which unfortunately turns out to be Mr. Patch -- a strange
inflatable dummy in the shape of a dinosaur. Shoot all the multicolored
patches on his body with grenade eggs to deflate him. The Jiggy Piece is
yours after he is disposed of.
------------------------------------------------------------------------
JIGGY PIECE # 7:
After you’ve had Mumbo Jumbo power up the Star Spinner west of the big
top tent, enter inside the building again as Banjo-Kazooie. Flip-Flap
jump up to the stationary yellow star platform near the ground. Ride it
up, and hop to the second star. Travel up, then hop to the highest star.
From here, jump over to the spinning ring going around the rotating
sphere. Get in TALON TROT position, then hop to the sphere. Run up the
side and grab the Jiggy high in the air. If you fall at any time, you’re
likely to die or at least lose 90% of you’re health. Keep trying, this
one might be a bit frustrating...
------------------------------------------------------------------------
JIGGY PIECE # 8:
Have Mumbo power up the Dodgem Dome in Spaceworld, then use the Mini-Van
to pay to open it up via the gray box in the lobby. Come back to the
lobby as Banjo-Kazooie. Win at all three of the consecutively more
difficult bumper car challenges by accessing doors 1-3 in order. After
you’ve won all three games, the Jiggy Piece is awarded to you by Grunty.
------------------------------------------------------------------------
JIGGY PIECE # 9:
Play the Saucer of Peril ride (by using the space saucer west of the big
top, after breaking it out from Glitter Gulch Mine). Score at least 500
points on the ride and the Jiggy Piece is awarded to you. It might take
you a few tries, but it is well worth it!
------------------------------------------------------------------------
JIGGY PIECE # 10:
------------------------------------------------------------------------
************************************************************************
CHAPTER 9 - Jolly Roger’s Lagoon
************************************************************************
Brace yourself, it’s the bane of all adventure games... The WATER level!
But luckily, Rare was actually smart enough to pick up on the fact most
people don’t like playing water levels, and so designed Jolly Roger’s
Lagoon to be extremely fun. Only a few other games with fun water levels
come to mind. Mario, Zelda, and uh... look over there, a bird! About 90%
of this world is played underwater, in many aquatic chambers, buildings
and tunnels. The other part is exploring the tiny coastal community of
Jolly Rogers.
========================================================================
STUFF TO DO IN JOLLY ROGER’S LAGOON
========================================================================
USING MUMBO JUMBO:
Mumbo’s Skull is easy to find, just on the left side of the Jolly Rogers
town... You should spot it right when you enter the world. However, to
find the Glowbo, enter into Pawno’s Emporium. Collect the pink wonder on
the shelf behind the counter next to the Gruntilda stuffed animal. Take
the Glowbo to Mumbo and say you would like to use his services. Now that
you have the shaman in your command, take him outside into Jolly Rogers
and down to the water’s edge.
Sunlight (Oxygenated Water) - On a little stone piece jutting out,
you’ll find a mumbo pad sitting there. Use it and Mumbo will call upon
his magic power to magnify the sun -- sending a beam of concentrated
light down to the water, in turn giving it oxygen. Banjo-Kazooie can now
breath underwater as much as they like. Which of course is snazzy!
------------------------------------------------------------------------
UNCOVER SOME SPLIT UP PADS:
In the center of town you should have noticed the gray cement box. On
one side of it is a large crack. Bomb that with a Grenade Egg, and the
box will shatter uncovering a pair of Split Up pads. Easy, no?
------------------------------------------------------------------------
DRILLING SPOTS:
The dirt in the center of town (also around the Split Up pads), there
are many large “lumps” exposed. Bill Drill all of them to uncover some
Doubloons (the currency of Jolly Rogers) and two Shock Spring pads.
------------------------------------------------------------------------
DOUBLOON LOCATIONS:
All the Doubloons can be collected in the town or in close proximity to
it. You’ll probably be spending all the Doubloons on products found in
Jolly Rogers, so it’s a good idea to know where they all are.
3 Doubloons - Find three of the shimmering coins in the ground by Bill
Drilling the “lumps” in the ground around town. See “Drilling Spots”
above if you’re *actually* confused.
3 Doubloons - Use the Split Up pads in the center of town to switch to
Kazooie only. Find the Shock Spring pad next to the wall uncovered by
drilling, and use it to spring up to the alcove where the Doubloons are.
4 Doubloons - Find these four on the dock pieces at the water’s edge.
4 Doubloons - These coins encircle the first Jamjars’ hatch found in
Turtle View Cave. The cave access is through the tunnel on the left side
of town.
4 Doubloons - On the right side of Jolly Rogers is a polluted pool of
water where sewage is being dumped in through a pipe. The coins are on
the bottom of the pool near the drains.
4 Doubloons - From town, swim out in the water to the other end where
the Jinjo in the alcove is. Below in the water are the golden trinkets
laying on the sea floor.
4 Doubloons - These can be collected in Mumbo’s Skull, on the first
floor around the green sludge pool.
------------------------------------------------------------------------
JOLLY’S:
This “jolly” pub ;) is the building on the right side of town. Enter it
and talk to the owner behind the counter, who is the mayor and of course
named Jolly. He tells you that his partner was eaten by something while
driving a waveracer (Waverace 64 anyone?!) in the water. Answer “aye,”
that you would like to rent the room in which an ugly mole inhabits. It
costs 2 Doubloons, but you should have a nice supply.
Just left of the entry door is a footstool sitting below an open window.
Stand on the stool and aim through the window with your Grenade Eggs
selected. Blow up the barrel of Gun Powder and a hole in the outer wall
of the building will be formed!
------------------------------------------------------------------------
BLUBBER’S WAVERACE HIRE:
Across from Jolly’s and next to the Turtle View Cave is this little shop
which sells/rents Waveracers. Go inside the shop and talk to the crying
owner, Blubber the Hippo. Buy his “last possession” for 2 Doubloons. It
turns out to be a simple wooden crate -- but break it, and inside you
shall find a pair of Turbo Trainer running shoes. You’ll use these later
to acquire a Jiggy Piece.
------------------------------------------------------------------------
ACCESS ATLANTIS:
The area of Atlantis is the central “hub” for all of the underwater part
of Jolly Roger’s Lagoon. It’s basically a chamber or two filled with
waterlogged granite buildings. To find Atlantis -- from town, hop into
the water. Swim down the hole to the first underwater chamber and take
the left route. The next area should be Atlantis.
------------------------------------------------------------------------
HOW TO DISPATCH THE SEA CREATURES:
Red Sea Sponge - If you’ve been underwater for any period of time, you
have undoubtedly noticed that there are many undulating red blobs that
hold treasures on their heads, guarded by their moving tentacles. Shoot
an egg in their one eye to stun them, then collect the treasure.
Blue Octopus - In a lot of tunnels underwater, you’ll find huge annoying
octopuses who thrash their tentacles to keep you from passing them. To
stop their thrashing temporarily, fire an ice egg so it lands in their
beak mouth. They’ll freeze stiff for a few seconds allowing you to pass.
------------------------------------------------------------------------
HUMBA WUMBA’S TRANSFORMATION:
To find Humba’s wigwam in this world, take the left route from Atlantis.
That’s the tunnel with no octopus guarding it. In the next chamber is
just some water with one big stone pillar in the center. The Glowbo is
at the bottom of the pillar in the alcove, while Humba’s Wigwam is at
the top. Use the Glowbo to turn into a Submarine! Now, The submarine is
just TOO good on this level. ;) It swims really fast and has the great
PING attack -- you'll probably never to want to change back into little
old Banjo-Kazooie.
The Submarine Shoot’Um Up - This game run by Gruntilda is found in the
very lowest chamber in the sea, where the water pressure is so great
only the submarine may venture here. If you win at it, you can collect
another Jiggy Piece. To find the mini-game, use the warp pad to travel
to Locker’s Cavern, then access the large hole in the ground. I’d say
this game is second only to the Saucer of Peril.
Defeating Lord Woo Fak Fak - Defeating the boss for Jolly Rogers, a self
important anglerfish, could never be easier while you’re a submarine! Of
course you don’t *have* to use the submarine to beat him, but good luck
doing it as Banjo-Kazooie! Beating this guy gives you a Jiggy Piece, but
more about that down below.
------------------------------------------------------------------------
JAMJARS’ MOVE #1 - Wing Whack
(265 notes)
First ditch Banjo at the Split Up pads in the center of town, then take
Kazooie to Turtle View Cave. The entrance being on the left side of town
next to the water. Jamjars’ hatch is in the center of the cave in plain
site. The Wing Whack move is Kazooie’s only line of defense.
------------------------------------------------------------------------
JAMJARS’ MOVE #2 - Sub-Aqua Egg Aiming
(275 notes)
For 275 notes you can learn this move, allowing you to fire eggs even
when swimming underwater. Jamjars’ has made this hatch in Jolly’s
(that’s right, he burrowed RIGHT through the floor to make it). Rent the
room from Jolly for 2 Doubloons, then access it. Jamjars’ hatch is in
the corner.
------------------------------------------------------------------------
JAMJARS’ MOVE #3 - Talon Torpedo
(290 notes)
Head underwater to Atlantis. Enter the SMALL tower building where the
entrance has no door, and is directly on the ocean floor. You come out
in the Electric Eels’ Lair. Heed the advice of the name, and quickly
swim to the water surface. In a small alcove you’ll find Jamjars, who
teaches you this move for only 290 notes.
========================================================================
TIME TO GET JIGGY WITH IT
========================================================================
JIGGY PIECE # 1:
If you’ve already entered Pawno’s Emporium in town, then you should have
already seen the Jiggy Piece being kept locked in a glass case. The
owner says it’s very rare, circa Banjo-Kazooie, and will only part with
it for a whopping 10 Doubloons. Give him the coinage to get the piece.
------------------------------------------------------------------------
JIGGY PIECE # 2:
Go over to Atlantis (the area with all the granite buildings), and on
the sea floor you’ll spot four metal mermaid pots. Each mermaid has a
special symbol on the front of it. Shoot one egg in each of the pots in
a certain order. That order is:
TT, squiggle line, up-side-down U, squiggle line, triangle, triangle
After that, the door to the main temple opens up. Head inside and you’ll
find a large room of water. Swim to the surface to find a pig named
Chris P. Bacon who’s in standing in a diving cage. He apparently wants
to take some pictures of the submerged murals, but angry fish keep
attacking him while his photographing. Say that you’ll defend him while
he’s doing his stuff. The perfect spot to get rid of all attacking fish
is next to the entry door. Just shoot one egg at each fish to get rid of
it. After the time limit is up, the Jiggy is yours!
------------------------------------------------------------------------
JIGGY PIECE # 3:
In the Sea Bottom there is a giant-sized goldfish swimming around. Shoot
out all five of it’s teeth with three eggs each, and the fish will open
it’s mouth. Swim inside of it. Something smells fishy here! Take the
left “atrium” to the fish’s stomach, where you will find Jolly’s long
lost partner, Marry Maggie. After you find her she’ll run back to Jolly,
so visit him in his pub in town again to get a Jiggy Piece.
------------------------------------------------------------------------
JIGGY PIECE # 4:
Transform into the submarine, then head down to Locker’s Cavern by using
the warp pad. Find the large black hole in the floor. Enter into it to
play Gruntilda’s submarine shooting game -- where you shoot different
color water mines to score points. If you score 60 points within the
time limit Gruntilda grudgingly awards you with a Jiggy Piece.
------------------------------------------------------------------------
JIGGY PIECE # 5:
While you’re still in Submarine form, go back to Locker’s Cavern and
find the locker of D. Jones. Shoot the cracked brown door with a torpedo
and enter inside. In the dark chamber you come out in, you discover Lord
Woo Fak Fak, a self-important anglerfish with a (psychotic) taste for
power. And he housing a nice Jiggy Piece in his light antenna... For
invading his personal space, Woo Fak Fak decides to give you a watery
grave. Don’t let that happen! Defeat him by first shooting the six boils
on his body, those glowing spots. After he opens his eyes to see, shoot
missiles at them for six hits and it’s over. Grab the Jiggy he drops.
------------------------------------------------------------------------
JIGGY PIECE # 6:
In the very first chamber of the sea (the chamber you descend to when
swimming from town) there is a circular building. On the front of it is
a door with a Kazooie emblem. Break down the door using the Talon
Torpedo and enter though. It turns out to be an alien UFO! Housing the
aliens Alph, Beti and Gammo. They need your help -- the UFO drive unit
runs off crystallized ice, but is damaged, so they can’t take off. Shoot
an ice egg into one of the white holes in the wall to activate a power
crystal. Shoot ice eggs in the other three holes within 20 seconds and
the drive unit is back online. The aliens take off to look for their
kids, leaving behind a Jiggy Piece on the sea floor for you to collect.
------------------------------------------------------------------------
JIGGY PIECE # 7:
In Atlantis where the granite buildings are, there is a semi-translucent
fish swimming around housing a Jiggy Piece within it’s body. Use the
Talon Torpedo and have Kazooie pluck out the Jiggy.
------------------------------------------------------------------------
JIGGY PIECE # 8:
TBC...
************************************************************************
CHAPTER 18 - Humba Wumba’s Transformations
************************************************************************
There is a new shaman in Banjo-Tooie and in direct competition with
Mumbo Jumbo. Humba Wumba with use her magic powers to transform you into
strange things that put Mumbo to shame. Humba dwells in her wigwam, also
known as a teepee. Her wigwam can be found in every world you come by.
The price, a mere magic Glowbo and then you may transform into that
crazy thing whenever you wish to. The Glowbos will hang out around her
wigwam so look carefully for them. When you get the Glowbo, bring it to
Humba’s Wigwam and throw it in the magic pool. Jump in to be
transformed. Below is a list of the transformations that occur, what
world they are located in, and what special things they do.
STONY
(Mayahem Temple)
The Stony is the first transformation you can get in the game. Slow
moving, but solid and stern. In this form you can talk to other Stonys
in the level and they will be kind enough to divulge tips. The doorman
will also allow you to take part the Mayan Kickball Tournament. If you
press the B button, you will barge forward with your solider. Use it to
take out enemies.
DETONATOR
(Glitter Gulch Mine)
The Detonator, one of the most unlikely transformation you would think
of. When in Detonator form, you look identical to that of a box TNT
trigger. You can use the Detonator to explode piles of TNT you find
around in the level. Simply stand on the end of the fuse leading to the
pile. The handle on your body will go down, lighting the fuse and
causing the TNT to detonate. You can also detonate anytime you wish by
pressing the B button, but it will cause you to lose one honeycomb of
energy.
MINI-VAN
(Witchyworld)
Of all the possible transformations, this is quite resilient. When your
in this form you can’t be damaged by enemy attacks at all, and can even
run over your foes to wipe them out. They will try to scurry away so
just drive after them. Pressing the B button will honk your horn. If you
find a glass door with an $ symbol on it, you can honk and it will open.
The Mini-Van can also deposit coins in the money boxes near some of the
rides you find in Witchyworld. This will allow you to go ride on them.
SUBMARINE
(Jolly Roger’s Lagoon)
Getting around in the water has never been so easy! You will miss being
the submarine after you revert back to swimming as Banjo and Kazooie.
The Submarine has the best arsenal of weaponry. Press the Z button to
shoot out torpedoes, and the B button to launch your Sonar Attack. This
attack makes a PING sound and spreads out a sphere of green energy that
will kill any enemy in its radius. Press the A button to accelerate and
steer around with the control stick. It turns on a dime.
BABY T-REX
(Terrydactyland)
To become the Baby T-Rex, Humba’s Wigwam must be normal sized. Like the
Mini-Van before it, when your in this form you can’t be damaged by
enemy attacks. Before you can use your roar, you must learn it from one
of the Stegosauruses you find in the level. After you have learned it,
press the B button for a short roar, and hold it down for a long one.
Roaring next to the doors with your picture on them causes them to open.
ADULT T-REX
(Terrydactyland)
Like the Baby T-Rex, but much more impressive looking. Use Mumbo Jumbo
and stand on the Mumbo Pad in front of Humba’s Wigwam. Execute the
Enlarge spell to make her Wigwam twice the size it was originally at.
Now you can become the Adult T-Rex. His roar is like the babies but much
louder. Press the B button for a short roar, and hold it for a long one.
Good for scaring away cavemen.
WASHER
(Grunty Industries)
This is the only appliance you can transform into. It is slow moving and
awkward to steer. It also makes an annoying squeaking noise when moving.
But, can clean clothes like you wouldn’t believe. Press the Z button to
fire a pair of underwear. In the Washer form you can ride on the Service
Elevator in the building without being stopped.
SNOWBALL
(Hailfire Peaks)
This transformation can only be used on the hail side of the level,
obviously. The Snowball has no defenses or attacks except to roll over
its enemies. The health system when using the Snowball is unique. The
larger the snowball is, the more health you have. Meaning, when you as
large as you can get, you have full health. When you as small as you can
get, you have one honeycomb of energy. Roll around in the snow to get
bigger. Being bigger allows you to roll faster, but makes it harder to
jump. And another thing, use fire to shrink it’s size.
BUMBLE BEE
(Cloud Cuckooland)
This one is the same as one of the transformations in Banjo-Kazooie. It
is back, but improved and better then ever. All in all, this is my
favorite one. Press the A button to jump, then while in midair, press
the A button again. The Bumble Bee will take flight. You can fly as long
as you want. It never gets tired and doesn’t require Red Feathers. Press
the A button while flying to gain altitude, for you slowly lose some.
You can also use it’s sting dart. Press the Z button to shoot it. Very
rapid and handy. It auto-locks onto the closest enemy in range. Fun for
doing bombing runs.
************************************************************************
CHAPTER 22 - Introducing, the Main Characters
************************************************************************
Listed below are all the characters that actually play a role in the
game. You either control them, or will met these guys sometime during
you journey along.
BANJO The first main character of the game, Banjo the honey
the bear loving bear. He is working with Kazooie in an attempt to
seek revenge for his friend Bottles’ early demise by the
hands of the returning Gruntilda the witch and to stop the
her from getting back her old, sinister body.
KAZOOIE Working along side Banjo the bear, this red bird packs
the breegull quite a sarcastic mouth. She will help Banjo in many
tasks, especially useful is shooting eggs at the enemy.
BOTTLES Banjo’s longtime friend, Bottles the mole was recently
the ghost deceased by one of Gruntilda’s evil spells. While always
mocking Bottles, Kazooie is still helping to get him back.
JAMJARS Jamjars is Bottle’s brother, and they could not be more
the mole different. He took the military life and will help Banjo
and Kazooie on their quest by teaching them new moves.
MUMBO JUMBO This crafty shaman is back, and is now a fully playable
the shaman character. He can be found in any world, snoozing away in
his Skull shaped home. Mumbo will kindly be of service to
you with his magic spells for the mere price of a Glowbo.
HUMBA WUMBA Humba Wumba in no way likes Mumbo Jumbo claiming to be the
rival shaman best shaman on the island. She intensely loathes Mumbo and
has set out to show that she is in fact the best. You find
her in any world inside of her Wigwam, and will transform
you into various forms for the cost of a Glowbo.
GRUNTILDA Big as life, and twice as ugly. The witch who kidnapped
evil witch the sister of Banjo in the previous game is back. She has
lost quite a lot of weight from her imprisonment beneath a
boulder for a good two years. She is scheming to get back
her old body only at the expense of others... Oh yea, she
quit her annoying rhyming as well.
MINGELLA & Gruntilda has finally reunited with her two sisters. The
BLOBBELDA thin Mingella and overweight Blobbelda helped free
evil sisters Gruntilda from her stony prison. All three sisters are
working together to get back Gruntilda’s old body using
the ingeniously evil B.O.B. machine.
HONEY B. A friendly face you will find on your adventure. Honey B.
beekeeper is a guardian of the bees and local honey. Trade in empty
honeycomb pieces to her in exchange for increasing your
maximum health total to make your adventure much easier.
MASTER Master Jiggywiggy is the gatekeeper of the worlds you find
JIGGYWIGGY on the island. Living as a recluse in his temple, he
gatekeeper controls the magic gatekeeper all-powerful Crystal Jiggy
that allows him to open the worlds. But first, you must
prove your worth to him by finding enough Jigsaw Pieces
before he will open one.
KING King Jingaling is leader of Jinjo Village and all of the
JINGALING local Jinjos. A hip and upbeat ruler, he is distressed at
the royalty a digging machine piloted by Gruntilda and her sisters
that ripped through his village and scattered Jinjos all
over the island.
CHEATO Hanging around in Gruntilda’s old dilapidated lair, Cheato
the page was Gruntilda’s old spell book. She ripped out all his
pages for helping out Banjo and Kazooie.
************************************************************************
CHAPTER 23 - Basic Collectable Items
************************************************************************
During you quest through the worlds of Banjo-Tooie, you will come across
many different types of collectable items. There’s simply TONS of them.
Know them well and you will be successful at the game.
Honeycomb Piece ~~ Small yellow hexagon piece of honey. This item can
be found almost anywhere. Defeating an enemy is
the many source of getting them. One Honeycomb
Piece fills up one piece of life energy.
Red Feathers ~~ The fuel that allows you to fly. Every time you
flap to fly higher, it uses up a red feather. They
can be found in ever place. Always stock up on as
many as you can hold.
Gold Feathers ~~ A rarely used item, the fuel used when you perform
the Wonderwing move. Found in the same places as
the red feathers.
Jiggy Piece ~~ These golden jigsaw pieces need to be collected to
progress in the game. Ten are closely hidden away
in every world for you to find.
Music Note ~~ Unlike in the previous game, music notes need not
to be collected one at a time. Collect the Music
Note Pieces that are scattered about every world.
Each one is worth five individual musical notes.
Treble Clef ~~ The Treble Clef, the ultimate music piece. Only
one is to be found in every world, and is worth a
whopping twenty notes.
------------------------------------------------------------------------
Different Egg Types
------------------------------------------------------------------------
Eggs are the most commonly used and found item. I listed them here in
this separate little section because there are now five different types
of eggs in Banjo-Tooie. All have there various purposes, and will all be
used at least once in the game.
Basic Eggs ~~ The most common of all the eggs. Standard issue
(Sky blue) and will be used the most by you. Use them for
everything from killing enemies to activating
certain types of switches. These are the same ones
used in the prequel.
Fire Eggs ~~ Your first egg upgrade you will learn is Fire
(Bright red) Eggs. If you take a Basic Egg and set it ablaze,
you have the Fire Egg. Very useful for heating
things up when the time is right.
Grenade Eggs ~~ This is the most useful of the eggs you will use.
(Olive green) Exploding in a small blast, is the Grenade Egg.
Great on bosses an enemies alike, this is my
favorite egg type. Use it almost anywhere you
think could use a good blowin’ up.
Ice Eggs ~~ This egg is exactly the opposite Fire Egg, and
(Shiny Blue) used a little bit more then it. Use it when you
need to chill out for a bit. Good for things and
enemies that need to be put out of commission
rather then destroyed.
Clockwork-Kazooie ~~ Although not used much, this is the ultimate egg.
Eggs They are two times larger then the other eggs,
(Red and yellow) housing inside a mechanized wind-up version of
Kazooie. Aim carefully, then fire off the egg. It
will hatch and the toy Kazooie will come out. You
can steer it around with the control stick and
even make it jump. After a period of time the toy
will explode, so position it carefully. You can
also press the B button to make it explode when
you want to.
************************************************************************
CHAPTER 24 - Some Other Items of Interest
************************************************************************
These things are rarer and harder to find then normal items, but will
help serve you in your quest.
Skill Honeycomb ~~ Just like a normal Honeycomb Piece, except with
Piece the emblem of a blue exclamation point on it.
These pieces can appear randomly in the place of
normal Honeycomb. Collect it, and a timer of 10
seconds along with your energy bar will appear on
the screen. Press the B button when the flashing
light is as close to the top as possible of the
energy bar. It will fill you up to that point.
Mystery Honeycomb ~~ Along with the Skill Honeycomb Piece, but much
Piece rarer, this will also appear randomly. It has a
blue emblem of a question mark on it. Same
procedure as the Skill piece, press the B button
when the flashing light gets to the top of your
energy bar. The light will flash randomly around,
rather then linearly.
Amaze-O-Gaze ~~ This pair of special prototype glasses was crafted
by Bottles son, Goggles. Visit him in his home to
rechieve them. They allow you the ability to zoom
in and out when in first person mode using the
Camera-Up and Camera-Down buttons. Very handy.
Empty Honeycomb ~~ Large hexagon gold ring. These are found in every
Piece world and are usually very well hidden. Collect
enough of them, and you can trade them in to Honey
B. to increase you maximum health total.
Cheato Pages ~~ Out of anger with her spell-book Cheato for
helping Banjo and Kazooie in there last adventure,
Gruntilda ripped out all his pages and scattered
them everywhere. Collect five of them and then
bring them back to Cheato. He will give you a
cheat for it each time, of course.
Jinjos ~~ Jinjos, the race who’s leader is King Jingaling.
After the Jinjos run in with Gruntilda’s digging
machine, they have been scattered all over the
island. The are nine different color families of
them. Return all Jinjos of a certain family to
earn a Jiggy Piece.
Molehills ~~ There are only seven of these, and are only
located at Spiral Mountain when you first start
your game. Look for the small piles of brown earth
if you want a refresher course on basic moves.
Press B when standing next to them to rechieve the
information.
Informational ~~ Found in almost every area of the island. These
Signposts signposts are brown in color with a yellow
question mark on them. Reading them will give a
tip or hint on how to do a task nearby. Read any
of them that you find. Some are quite humorous.
Beehive ~~ This is a small wooden structure with bees buzzing
around it. Listen for the distinctive buzzing
sound to find them. Break it open to rechieve
three Honeycomb Pieces.
Cursed Beehive ~~ Just like a normal Beehive, except with glowing
red eyes. It will chase you down and try run you
over. Break it to rechieve two Honeycomb
Pieces.
************************************************************************
CHAPTER 25 - Opening Worlds Jiggy Style
************************************************************************
Opening new worlds, nothing could be important then that. To open a
world, you must have at least the required number of Jigsaw Pieces
before proceeding. Entrances to a world are always located on the Isle
O’ Hags. Every entrance to a world has a special gold-colored “Altar of
Wisdom” with the emblem of a Jigsaw piece located next to it. Press the
B button next to the Altar and Master Jiggywiggy will tell you how many
Jigsaw Pieces it takes to open it up. If you do in fact have enough
pieces, you may warp back to his temple. Play his Jiggywiggy challenge,
which is arranging an amount of puzzle pieces in a certain amount of
time. Win at it and the great Master Jiggywiggy will then use the powers
of the Crystal Jiggy to open up the world.
************************************************************************
CHAPTER 26 - Using the Different Pads
************************************************************************
There are many different types of pads strewn about the island and
different worlds. A good working knowledge of them is needed if you wish
to advanced through the game.
Warp Pad Every world in the game has Warp Pads located in it.
They are blue in color with a purple swirl on them.
Step on top of the pad to activate it. Using them is
very simple, once you have activated at least two you
have created a simple shortcut. Stand on top of the
pad and press the B button, then select the other pad
you wish to warp to. Use them as much as possible so
you don’t have to run around so much.
Split-Up Pads Always coming in a pair of two pads beside each other.
One is blue with the emblem Banjo’s face on it, the
other red with Kazooie’s face. Use these specialty
pads to perform the move Split-Up when you learn it
from Jamjars in the Witchyworld amusement park.
Mumbo Jumbo Pad You can only use this pad when controlling Mumbo Jumbo
the Shaman. Any other time it will be transparent. A
few of these pads donning Mumbo’s mug will be
scattered in every level. Use them to execute Mumbo
Jumbo’s specialty super-spells.
Flight Pad If you have already played Banjo-Kazooie you should
pretty much already know about these pads. Blue in
color with the emblem of a handful of red feathers on
it. Use these pads to experience the wonderful move of
flying.
Shock-Jump Pad These are lime green colored with a big imprint of
Kazooie’s foot on it. Stand on top of it and hold down
the A Button for Kazooie to pop out of Banjo’s
backpack and due a huge jump.
************************************************************************
CHAPTER 27 - Fashionable Footwear
************************************************************************
In the game, you will come across a multitude of shoes Kazooie can wear
on her feet to give her special abilities for a limited time. Below is a
list of descriptions of the possible shoes you can find laying around.
When you get a pair, the shoes will automatically disappear after the
time limit is up. Listen carefully, when a ticking sound starts to play,
the shoes will only last another few seconds.
Turbo Trainers These shoes are returning from Banjo-Kazooie. White in
color with red stripes. When you put these on, Kazooie
runs four to five times as fast as before. So fast in
fact, you can skirt along the top of water. Very
useful for collecting certain items or if your in a
real hurry.
Wading Boots Along with the Running Shoes, these are also returning
from the previous adventure. Large boots, green in
color. Put on these to have Kazooie be able to walk
through toxic substances, thick brambles, or any other
ground-based hazards. Heed caution when using them,
they make you walk about as half as fast as you
normally would.
Springy-Step Although rarely used, there still fun to get. Violet
Shoes in color with springs attached to the soles. They will
be transparent and useless until you learn how to use
them from Jamjars in Terrydactyland. Once you put on a
pair of these, position yourself carefully, then press
the A button to jump. You only get one jump using
these shoes, but it is extremely high.
Claw Clamber Learn to use these specialty shoes from Jamjars in
Boots Grunty Industries. Blue in color, with red suction
cups attach to the soles. There purpose is very
limited. When you put the boots on, use them to climb
up vertical walls at places where you see a trail of
yellow Kazooie prints. Careful when scaling walls
though, as enemies sometimes like to shoot projectiles
at you when doing so, knocking you off.
************************************************************************
CHAPTER 28 - Silo Shortcuts from Jamjars
************************************************************************
I think since he’s been in the military all his life, he lost a few
brain cells from sniffing the Agent Orange to much. Jamjars, being the
mole he is, has developed a network of shortcuts underground. This
allows you to get around the island with quickness and ease. The
entrances to the shortcuts being special silos. Every silo has a light
on it, green being activated, and red being not yet. Activate at least
two silos to form a shortcut. Open up the top of it by standing next to
it, then jump down in. Select the location you want to travel to, and
you will pop right out at that place. Every silo connects with every
other silo allowing quick access around Isle O’ Hags.
************************************************************************
CHAPTER 29 - Using Mumbo Jumbo the Shaman
************************************************************************
In Banjo-Tooie, Mumbo Jumbo the shaman is now a character that you can
play as. Mumbo dwells in his Skull House, one can be found in every
world. Return a magical Glowbo back to Mumbo and he will offer his
services to you. Now play as Mumbo. His basic attack is shocking enemies
with his magic wand. To use it, run right up to an enemy and press the A
button. He will stick his wand out and touch the foe, shocking it a bit
then kill it. Sometimes if an enemy is tougher then usual, it will take
a few shocks to take it down. The other thing Mumbo can do, and which is
main purpose is, is to use his super-spells. Play as Mumbo and bring him
over to a Mumbo Pad, detailed with a portrait of his face. Press the B
button and he will whip out his potion bag and execute the spell. Mumbo
is always crucial in getting a few Jiggy Pieces on any level.
============================================================================
6. Full Walkthrough
============================================================================
This is step-by-step instructions for the completion of the game. It
goes right in order, and should be easy to read for you. For optional items,
such as Jinjo locations, you can check the other sections. Always, and I
mean always, assume and try to get any Musical Notes you find in any of the
worlds when you come to them. It would sacrifice readability for me to
include all the locations of notes in the walkthrough part of this document.
If your short on a few notes, feel free to check the locations on the
musical notes in the appropriate section.
----------------------------------------------------------------------------
God Targitzan (Despotic Dizzy Totem God)
----------------------------------------------------------------------------
This battle is semi-easy to beat, just remember to strafe left and
right using the Camera buttons to dodge his dart projectiles. And have
patience, don’t be a sorry excuse for Rambo and shoot eggs like crazy. God
Targitzan is a spinning totem pole at the center of the room, in five
different sections that need to be taken out.
SECTION 1 On the first spinning piece, there are four possible weak
points, in the shape of small targets. Hit anyone, or combination of any of
them with four eggs to have in shatter. Targitzan will have a Moggie appear,
kill it off and collect the honeycomb piece if you need it.
SECTION 2 The second spinning piece also has four possible weak
points. But in addition, it also has a spitting mouth that will shoot darts
at you. Dodge the darts and like before, hit anyone, or a combination of any
of the targets with four eggs to have the section shatter. Now kill the two
Moggies that appear and collect any honeycomb pieces you need.
SECTION 3 Just like the previous section, except now equipped with
two spitting mouths. Dodge the projectiles, then shatter it with four eggs.
Kill the three Moggies that appear and collect any needed honeycomb.
SECTION 4-5 This is the final section needed to be shattered. It spins
very fast so be careful. Also armed with three different spitting mouths,
which can get hectic to dodge. Hit it with four eggs and have it shatter.
Finally, God Targitzan’s head will fall to the floor. He knows he is done
for, and initiates a self-destruction device. After three seconds, he
explodes dropping the Jiggy Piece in the center of the room. Go over and
pick up your third Jiggy Piece of Mayahem Temple. (****)
----------------------------------------------------------------------------
-=(Status Check A)=- From the beginning to this point, you should have
gotten at a minimum, the following things:
A. 10 total Jiggy Pieces; 9 from Mayahem Temple and 1 from King Jingaling.
B. 100 total Music Notes; from Mayahem Temple.
C. Three new moves from Jamjars; Egg Aiming, Breegull Blast and Grip Grab.
----------------------------------------------------------------------------
----------------------------------------------------------------------------
Isle O’ Hags (Wooded Hollow)
----------------------------------------------------------------------------
After you have exited from Mayahem Temple, head to the left past the
Altar. Trot along the grass and hop up the three stone ledges. Jumping up,
grab a hold of the ledge and climb over to your right. Watch out for the
enemy that pops down. Kill it off then climb to the end and swing up onto
the ground above. Run over and exit out into the next area.
----------------------------------------------------------------------------
Isle O’ Hags (Plateau)
----------------------------------------------------------------------------
The wind gusts across from the high altitude, also a view of the
clouds below are visible. Ascend the two wooden ramps to the top. Head left
over to the pile of rubble. Activate the third silo. Now go right, past the
machine tracks over to the small rubble pile to find a hatch of Jamjars.
Learn how to use the special Fire Eggs from him. ((JJ))
Turn left and follow the machine tracks. At the end, they will lead
out past a closed, steel-wire door. Located above is a button with the
emblem of a Fire Egg on it. Switch your egg type to Fire, then use the Egg
Aim. Aiming carefully at the button, shoot of a Fire Egg and strike it. The
steel-door will retract. Follow the tracks and exit.
----------------------------------------------------------------------------
Isle O’ Hags (Pine Grove)
----------------------------------------------------------------------------
Travel straight ahead across the grass and activate the fourth silo.
Head over right, to the sandy area beneath the “Flume of Doom” sign. You
will find another Jamjars hatch located here. Learn how to use the special
Grenade Eggs from him. ((JJ))
Trot back to the silo that you just activated, and hop inside. Warp
over to the Wooded Hollow.
----------------------------------------------------------------------------
Isle O’ Hags (Wooded Hollow)
----------------------------------------------------------------------------
After you pop out of the silo, head over to the right. Ascend the
stairs and enter into Master Jiggywiggy’s Temple. Trot along the right and
over to the Golden Monolith and press the B button. Play Jiggywiggy
Challenge two and win. It should take you 40 seconds, tops. Afterwards,
Master Jiggywiggy will use the sacred powers of his Crystal Jiggy and shoot
off a beam of energy. It homes in on the Plateau, striking open a mine shaft
with a rope leading down. That is the entrance to the second world, Glitter
Gulch Mine.
If everything went to plan, you should also have enough Jiggy Pieces
to attempt the next challenge. Go back to the Golden Monolith and press the
B button. Play Jiggywiggy Challenge three and win. It should be just about
as easy as the previous challenge. Master Jiggywiggy will blast off another
beam of energy from the Crystal Jiggy. This time it homes in on the Pine
Grove, and strikes the opening gates to the Witchyworld amusement park. They
slowly creek open. This is the entrance to the third world, Witchyworld.
Now, exit out of the temple. The door will shut behind you. Trot
down the stairs and over to the silo in the middle of the machine tracks.
Hop in and warp over to the Plateau.
----------------------------------------------------------------------------
Isle O’ Hags (Plateau)
----------------------------------------------------------------------------
After you hop out of the silo, travel straight ahead. Trot over to
the newly-opened mine shaft with the rope leading down. Hop down into the
darkness below.
_ _
_( )__============================================================_( )__
|_ |_ GLITTER GULCH MINE |_ |_
_) _ _) Jiggy Pieces required: 4 _) _ _)
|__( )_|==========================================================|__( )_|
Glitter Gulch Mine is the only place where enemies say “Howdy!”
right before they attempt to deck you in the face. You pop down to the floor
of the first small cavern of the mine. Run to the right and activate the
first Warp Pad, then head out into the main cavern. Turn right and head
along the wall. Talon Trot up the side of the pile of purple ore, up to the
top. Collect the Glowbo you find here. Turn left, Talon Trotting down the
side of the ore pile. Hop across the small stream to the other large ore
pile and ascend up it. At the top, go around Wumba’s Wigwam and enter inside
it. Activate the second Warp Pad right to the left. Stand on the mat and
speak with her. Giving her the Glowbo, throw it in the pool then jump in it
yourself. You transform into a Detonator. As your new form, hop on out of
Wumba’s Wigwam.
As the Detonator, hop right down the side of the ore pile. At the
bottom will be a pile of rubble with a TNT barrel sitting beside it. A fuse
leads out from the barrel. Hop over and stand on the fuse. Your handle will
go down, and detonate the TNT causing the rubble to explode uncovering a
another mine tunnel.
Follow the wall to the left and hop into the stream. Hop up the
stream. When the stream curves to the left, hop up on the right bank. Hop
along towards the large boulder near the back and go around it. Activate the
third Warp Pad behind it. Turning around, backtrack and head towards the
stream. This time near the stream, go left and enter the mine tunnel next to
the tracks. Head to the end of the tunnel and you will come upon a small
area with a utility shed having a TNT barrel next to it. Detonate the TNT
and cause the shed to explode. It uncovers a passageway.
Backtrack back through tunnel that you previously used. When back in
the main cavern again, head over towards the large boulder. Use the Warp Pad
beside it. Warp to the World Entry and Exit. Hop out into the main cavern
and follow the wall to the left. Follow the mine cart tracks to the end and
enter the Fuel Storage. In here, hop to the back of the storage, going past
the box chucking TNT pieces at you. Hop up the oil kegs to the high ledge.
Here you will find more rubble and another TNT barrel. Detonate the TNT and
clear away the rubble.
A strange crate suddenly hovers through the newly cleared passage.
Ignore the crate for now. Hop back down to the ground below. Backtrack past
the TNT box and exit the Fuel Storage. From here, follow the tracks straight
ahead. When the begin to curve to the left, keep heading straight. Hop over
the river and ascend the pile of purple ore to Wumba’s Wigwam up top. Enter
inside it. Hop into the magic pool and change back to Banjo-Kazooie.
As Banjo-Kazooie, exit out of Wumba’s Wigwam. Slide right down the
side of the ore pile to the ground below. Trot straight across. The passage
straight ahead is clear from you using the Detonator to clear the rubble. Go
over and enter in the cavern, Canary Cave. The cave is filled to the brim
with green toxic gas fumes. Travel straight ahead to the gold bird locked in
the cage. This is Canary Mary. Free her from the cage by using the Rat-a-Tap
Rap move on the cage door. It will shatter, freely Canary Mary from her
prison. She will fly out of the cave and land outside, next to the tracks
near a dilapidated mine cart. Exit the cave quickly, before your oxygen
counter runs out.
Outside, head along the wall to the right. At the mine cart tracks,
cross to the opposite bank of the stream. Follow the small strip of land and
Flip-Flap jump up the stone pieces. At the highest one you will find the
first Jamjars hatch in Glitter Gulch Mine. For the price of 85 notes, learn
the Bill Drill move from him. ((JJ))
Jump down from the high area to the ground below. Backtrack to the
mine cart tracks, then Talon Trot along them to go faster. Make sure to be
following the tracks away from Wumba’s Wigwam, not towards it. As you follow
the tracks through the tunnel, Mumbo’s Skull will come into view in the
distance. Get off the tracks and travel over to it. Jump up the stone pieces
before the Skull. Activate the fourth Warp Pad. Now hop down the stone
pieces going to the left. Trot over to the green alcove, will the sign
reading on it “Mine Entry 2.” Head in and go around the boulder, collect the
Glowbo. Flip-Flap jump up on top of the boulder, the use your newly acquired
Bill Drill move. The boulder will shatter. Fall down and enter the hole.
Trotting down the steps, enter into the darkness.
You enter into Gloomy Caverns. A small Jail compound is beside you.
Travel past all the cells to your left to the other end of the room. Curve
around with the path. You will be bluntly stopped by another boulder. Flip-
Flap jump up on top of it, then Bill Drill the thing. It will shatter like
normal. Enter through the passage, then fall to ground below. Trot to your
left and you will spot another boulder sitting next to the wall. Head to the
boulder and flip-Flap jump up on top of it. Bill Drill and shatter the
boulder. Enter in the uncovered tunnel. Follow the winding tunnel in, at the
fork, take the path to the right. Enter into the gloomy red light, also
known as Generator Cavern.
This cavern consists of a series of Generator machines, which are
currently in the off position. Shoot a fire egg at the red light on them to
turn the machine on. It will light a portion of the path only for a brief
amount of time. Travel along the stone path, turning machines on as you go.
When you get to the metallic catwalks, you may shoot Generator Machines down
below you to continue to light up your path. Get to the end of the metallic
catwalks. At the end will be a small lit up area. Flip-Flap jump up in the
air and collect the first Jiggy Piece of Glitter Gulch Mine floating near
the ladder. (****)
Climb down the ladder, then drop down to the ground below. You fall
right back down next to where you entered in. Run forward and exit out of
the cavern area. Travel forward in the tunnel, at the work, go to the right.
Exit out into the green light. Head up the hill and curve with it. A massive
pile of blue ore will come into view in the distance. Trot to your right and
activate the final Warp Pad of Glitter Gulch Mine. Warp to Outside the
Crushing Shed. From the pad, head to the right and enter the building.
Jump up the staircase to the left, then jump onto the non-moving
conveyer. Turn your camera to a side view to make it easier for you to see.
Start to Talon Trot, and get past the 3 crusher presses, making sure to
pause in between each one. At the end, stop Talon Trotting. Turn to the left
and you will see a large red button. Press it using a Beak Barge. This gets
the grinding wheels and conveyer moving. The crushers have stopped pounding,
making you trip back fairly easier. Get into the Talon Trot position, then
step onto the moving conveyer, making sure to be running forward. Hop along
it to the end then jump off. Exit outside of the Crushing Shed.
Go to the right and use the Warp Pad again. Warp to Outside of
Mumbo’s Skull. Hop up the stone pieces to Mumbo’s Skull at the top. Enter
inside then head up the ramp to the second floor. Trot over to Mumbo,
starting to speak with him. Give him the magic Glowbo that you collected
awhile earlier. Now take control Mumbo Jumbo the Shaman.
As Mumbo, head back down stairs then exit out of his Skull home.
Outside just trot forward and fall down to the Warp Pad below. Use it and
warp to Near the Train Station. From the pad just head straight and enter
inside the Train Station. Once inside, follow the tracks and stand on the
lime colored Mumbo pad. Press the B button and execute the spell Levitate
Chuffy the Train. The nearby derailed Train engine will float in the air and
be placed back on the track, reconnecting to the train cars. Turn around and
exit back out of the Train Station.
Head straight ahead and use the same Warp Pad. Warp over to Outside
the Crushing Shed. Turn around and walk past the boulder with the Jiggy
Emblem on it. Stand on the lime colored Mumbo Pad sitting beside the boulder
and press the B button. Execute the spell Levitate Jiggy Boulder. The
boulder will be lifted from the ground and float through the air, being
taken into the Crushing Shed via a hole in the roof. It lands on the
conveyer belt and travels over to the grinding wheels, and ground to bits.
The ground boulder and Jiggy Piece spray out of a funnel from the Crushing
Shed. Collect the three golden Jiggy Shards, and you will have the second
Jiggy Piece of Glitter Gulch Mine. (****)
Head back to the Warp Pad in front of the Crushing Shed. Warp back
to Outside Mumbo’s Skull. [done, for now… or you could actually play the
game you lazy slackers! ;)]
_ _
_( )__============================================================_( )__
|_ |_ WITCHYWORLD |_ |_
_) _ _) Jiggy Pieces required: 8 _) _ _)
|__( )_|==========================================================|__( )_|
[coming soon…]
_ _
_( )__============================================================_( )__
|_ |_ JOLLY ROGER LAGOON |_ |_
_) _ _) Jiggy Pieces required: 14 _) _ _)
|__( )_|==========================================================|__( )_|
[coming soon…]
============================================================================
7. Musical Note Locations
============================================================================
I have listed the locations of all the Music Notes in this section
so that they wouldn’t have to be included in the walkthrough. That would
reduce readability severely. They are listed below in order by world. Then
in the world, in the suggested order you should find them. This includes
when to get the Treble Clef.
----------------------------------------------------------------------------
1.) Isle O’ Hags
----------------------------------------------------------------------------
<Plateau>
(0 - 10) ~ These two Music Note Pieces are sitting on top of the
wooden sigh reading “Glitter Gulch Mine.”
(10 - 20) ~ Find them setting on either side of the ramp leading to
the entrance of the beehive of Honey B.
<Pine Grove>
(20 - 30) ~ Uncover them nested in the broken log car next to the
sign reading “Flume of Doom.”
(30 - 40) ~ Also nested in a broken log car, except the car is
located on the bottom of the pool of water.
<Cliff Top>
(40 - 50) ~ A
----------------------------------------------------------------------------
2.) Mayahem Temple
----------------------------------------------------------------------------
*NOTE* - Er, how do I say this… these notes are “retardedly easy” to find.
But you’d better not expect that in the later levels.
(1 - 20) ~ These are laying right in a straight line on the trail
leading up the incline to the Golden Goliath statue. Only
about 50 paces away when first entering the world.
(20 - 40) ~ Laying in a straight line on a second section of the same
trail leading up the incline. Located just past the first
20 music notes.
(40 - 60) ~ Once again, laying in a straight line in plain sight. On
a third section of the same trail leading up the incline.
Located just past the last 20 notes before them.
(60 - 65) ~ The note piece is sitting right in front of the entrance
to Mumbo’s Skull.
(65 - 80) ~ To the right of the last note piece, laying on the trail
leading up to the Targitzan’s Temple at the top of the
largest hill in the world.
TREBLE CLEF ~ From the foot of the staircase on the front of
Targitzan’s Temple, go around the temple to the back. It
will be just sitting here on the grass.
----------------------------------------------------------------------------
3.) Glitter Gulch Mine
----------------------------------------------------------------------------
(0 - ~ [coming soon…]
============================================================================
Finding Those Jinjos
============================================================================
Those lovable Jinjos are back from the previous game, and if you
want extra Jiggy Pieces, you’d better find them. There are nine, color
families of Jinjos. Return all the members of one color family to rechieve
their “Family Heirloom.” Which just amounts to another Jiggy Piece. Below
the locations of the little guys are listed in order by location. There
color is random from game to game, but there locations are always the same.
It is a good idea to know the area pretty well before going after a Jinjo.
----------------------------------------------------------------------------
Spiral Mountain
----------------------------------------------------------------------------
#1 You must learn the Talon Torpedo from Jamjars in Jolly Roger Lagoon
first, before going after this Jinjo. There is a door with Kazooie’s
face on it, located underwater below the right waterfall. Jump
underwater to it, then use the Talon Torpedo. Shatter the door and
collect your prize of a Jinjo.
----------------------------------------------------------------------------
Isle O’ Hags
----------------------------------------------------------------------------
<Plateau>
1# Requires the Bill Drill move, learned from Jamjars in Glitter Gulch
Mine. Located at one end of the machine tracks, is a pile of rubble
where the Digging Machine emerged from the ground. A boulder is resting
on top. Bill Drill the boulder away, then collect the Jinjo.
2#
----------------------------------------------------------------------------
Mayahem Temple
----------------------------------------------------------------------------
#1 As you first enter into Mayahem Temple, travel ahead and to the right.
Jump in the river. Swim underwater to the river bottom, collect the
Jinjo standing here.
#2 This Jinjo is standing on the rope and plank bridge. The bridge links
from beside God Targitzan’s temple at the top of the highest hill in
Mayahem, over to the garden area with the cow on the other side.
#3 Inside God Targitzan’s temple, after going through the lobby. First
travel to the one of the lowest chambers. The floor is lime green in
color, and has many pillars in rows. Head over to the turquoise wall,
and find the indentation. This is a secret hatch, press the A button
next to it. The hatch opens up. Travel to the end of the tunnel and
collect the Jinjo.
#4 Enter in Jade Snake Grove, via the open Skull doors just left of the
entrance to Mayahem Temple. Right when you enter you will see the Jinjo
waving at from an alcove at the back fall. Got to the alcove, Flip-Flap
jump up into it, and collect the Jinjo.
#5 You must have the Bill Drill before you try to find this Jinjo. From
the entrance of Mayahem Temple, head forward and over to the right. If
you haven’t done so already, Bill Drill the boulder out of the way. Use
the Flying Pad uncovered underneath. Now fly ahead to at the Golden
Goliath statue. From there, fly left. You will see the outside of the
Mayan Kickball stadium will the one lone guard. Land on the roof and
collect the last Jinjo of Mayahem.
----------------------------------------------------------------------------
Glitter Gulch Mine
----------------------------------------------------------------------------
#1
============================================================================
9. Extra Honeycomb Pieces
============================================================================
----------------------------------------------------------------------------
Isle O’ Hags
----------------------------------------------------------------------------
<Plateau>
Piece 1 - Once at the Plateau, head to the nest Honey B. Don’t enter
inside, instead run underneath the foundation of the nest.
The piece will be laying behind the right foundation beam
in the back. Collect it.
Piece 2 -
----------------------------------------------------------------------------
Mayahem Temple
----------------------------------------------------------------------------
Piece 1 - The first Cheato Page of Mayahem Temple is located in the
Treasure Chamber. You can find the Treasure Chamber in the
brown temple with gray trim near Mumbo’s Skull. Enter in
the chamber, then go just left of the entrance and Talon
Trot up the pile of coins to the top. Collect the Empty
Honeycomb Piece.
Piece 2 - First, transform into the Stony at Wumba’s Wigwam. Then
warp back to the World Entry and Exit. The Extra Honeycomb
Piece is sitting in a small alcove behind the entrance. Go
collect it.
Last Piece - Make sure to have learned the Bill Drill move from Jamjars
in Glitter Gulch Mine first. From the entrance, head
straight and over to the right. If you haven’t done so
already, Bill Drill the boulder out of the way. Now use the
Flying Pad. Fly past the gray temple at the top of the
highest hill, and along the bridge. In this little garden
area you will find a cow. Fly to the alcove at the back
wall and nab the last Empty Honeycomb piece.
----------------------------------------------------------------------------
Glitter Gulch Mine
----------------------------------------------------------------------------
Piece 1 - Train Station.
============================================================================
10. Cheato Pages
============================================================================
----------------------------------------------------------------------------
1.) Spiral Mountain
----------------------------------------------------------------------------
Page 1 -
----------------------------------------------------------------------------
2.) Mayahem Temple
----------------------------------------------------------------------------
Page 1 - Warp to the Warp Pad near Wumba’s Wigwam. Go to the left and
head up the stairs. You will see a temple come to view in
the distance. Travel over to the temple, then Talon Trot up
the side to the first ledge. Go against the wall on the
right side.
Page 2 - hmmmmm have not found it yet…
Page 3 - Be sure you have learned the Bill Drill move before you try
to get this Cheato Page. From the entrance, head straight
and over to the right. If you haven’t done so already, Bill
Drill the boulder out of the way. Now use the Flying Pad.
Fly to the brown temple with gray trim near Mumbo’s Skull.
Fly to the top of the temple and collect the Cheato Page
sitting on the ledge.
============================================================================
11. Mysterious Secrets
============================================================================
Many secrets are to be uncovered in Banjo-Tooie. All of those listed
below are not required to beat the game, but can be quite helpful and great
to find. Or as the company Rareware themselves said, the secrets are --
“Spiffingly desirable.” And yes, all the beloved secrets from the prequel
Banjo-Kazooie are back, and can actually be collected.
----------------------------------------------------------------------------
Tracking Down That “Ice Key”
The infamous “Ice Key” that was revealed in Wozza’s Cave of Banjo-
Kazooie has been sought after by many, and developed a cult-like following.
Here is how you find it in Banjo-Tooie.
You must have learned the Grip Grab move from Jamjars in Mayahem Temple
first, before going after the “Ice Key.” Right when you enter into Isle O’
Hags (Jinjo Village) coming from Spiral Mountain, ignore the cluster of
Jinjo homes ahead and travel off to the right. You will see a large sandy
area.
----------------------------------------------------------------------------
Capturing the Legendary “Mega Glowbo”
Humba Wumba camped one of her Wigwams’ just outside of the entrance to
the Witchyworld amusement park. What Glowbo could she need, and what could
the transformation be, you wondered. Well, her request was nothing short of
capturing the legendary “Mega Glowbo” itself.
Make sure to have collected the beloved “Ice Key” and learned the Talon
Torpedo move from Jamjars in Jolly Roger Bay before trying to capture the
“Mega Glowbo.” First enter into the second world of Glitter Gulch Mine.
----------------------------------------------------------------------------
“Dragon” Kazooie, the Hidden Transformation
After all the work of capturing the “Mega Glowbo,” Humba Wumba better
repay your kindness. And the transformation definitely pays it in spades.
----------------------------------------------------------------------------
Hidden “??? Eggs”
[all the finger-licking good details are coming soon ;)]
============================================================================
13. Stupid, Idiotic Email I Get
============================================================================
[heh… definitely coming soon… god I love the Internet.]
----------------------------------------------------------------------------
God Targitzan (Despotic Dizzy Totem God)
----------------------------------------------------------------------------
This battle is semi-easy to beat, just remember to strafe left and
right using the Camera buttons to dodge his dart projectiles. And have
patience, don’t be a sorry excuse for Rambo and shoot eggs like crazy. God
Targitzan is a spinning totem pole at the center of the room, in five
different sections that need to be taken out.
SECTION 1 On the first spinning piece, there are four possible weak
points, in the shape of small targets. Hit anyone, or combination of any of
them with four eggs to have in shatter. Targitzan will have a Moggie appear,
kill it off and collect the honeycomb piece if you need it.
SECTION 2 The second spinning piece also has four possible weak
points. But in addition, it also has a spitting mouth that will shoot darts
at you. Dodge the darts and like before, hit anyone, or a combination of any
of the targets with four eggs to have the section shatter. Now kill the two
Moggies that appear and collect any honeycomb pieces you need.
SECTION 3 Just like the previous section, except now equipped with
two spitting mouths. Dodge the projectiles, then shatter it with four eggs.
Kill the three Moggies that appear and collect any needed honeycomb.
SECTION 4-5 This is the final section needed to be shattered. It spins
very fast so be careful. Also armed with three different spitting mouths,
which can get hectic to dodge. Hit it with four eggs and have it shatter.
Finally, God Targitzan’s head will fall to the floor. He knows he is done
for, and initiates a self-destruction device. After three seconds, he
explodes dropping the Jiggy Piece in the center of the room. Go over and
pick up your third Jiggy Piece of Mayahem Temple. (****)
============================================================================
Jamjar’s Special Moves
============================================================================
Jamjars is not to happy that old Gruntilda bumped Bottles off. To help
you with your quest, Jamjars has made special homes in every world you come
by. The entrance to them being a special hatch. Find the hatches to have
Jamjars teach you a special move. There is a small light on the top of every
hatch. If it is red, you have not yet learned that move. If it is green,
then you already have. When you get near a hatch, two counters will appear
on your screen. One shows how many total notes you have so far, and the
other is how many you must have before Jamjars will teach you the move.
Listed below are the special moves you can learn, what world they are in,
and who uses it.
<KEY>
+---------------------------+
| B/K - Banjo~Kazooie toge. |
| B - Banjo only. |
| K - Kazooie only. |
| FPM - First Person Mode. |
+---------------------------+
----------------------------------------------------------------------------
Egg Aiming -- [MAYAHEM TEMPLE] Now shooting eggs can be made with
(B/K) precision and accuracy. Press the Camera-Up button to
switch into first person view. A red aiming sight
will be on screen. Aim carefully, then shoot an egg
with the Z-button. Press the Camera-Down button if
you don’t wish to use the aiming sight and just take
a peek around.
----------------------------------------------------------------------------
Breegull Blaster -- [MAYAHEM TEMPLE] This will only be used on a few
(FPM) occasions when your required to shoot enemies when in
First Person Mode. Banjo will hold Kazooie like a
gun, pointing her beak away from him. Press the Z
button to shoot eggs out of Kazooie’s mouth like
a stream of bullets.
----------------------------------------------------------------------------
Grip Grab -- [MAYAHEM TEMPLE] See a ledge you wish to grab a hold
(B);(B/K) of and climb? No problem after you learn this move.
When you see a ledge, jump towards it, and Banjo will
automatically grab a hold of it. You can either climb
left and right using the control stick, or swing
yourself up onto the platform overhead by pressing
the A button. Pressing the Z button makes Banjo let
go and drop of the ledge.
----------------------------------------------------------------------------
Bill Drill -- [GLITTER GULCH MINE] A new and improved version of
(B/K) the Beak Buster. Now, Kazooie can use her beak not
only to pound, but to drill. This allows you to break
small boulders in your way. Press the A button to
jump in the air. While in midair, press and hold down
the Z button. Kazooie will stick her head out and
spin like a corkscrew, then drill whatever is down
beneath her.
----------------------------------------------------------------------------
Beak Bayonet -- [GLITTER GULCH MINE] In First Person Mode, Banjo will
(FPM) hold Kazooie like a gun. But, instead of shooting
eggs from her mouth, press the B button. Kazooie’s
head with jab forward like a spear. Good for getting
rid of enemies without wasting your eggs.
----------------------------------------------------------------------------
Split-Up -- [WITCHYWORLD] The moment that many of you have been
(B/K);(B);(K) waiting for is finally here. This move allows Banjo-
Kazooie to split up and become Banjo and Kazooie!
First find a pair of Split-Up pads. They will be
right next to each other, one has Banjo’s face on it,
the other pad has Kazooies. As Banjo-Kazooie, stand
on the pad with Banjo’s face on it and press the A
button. Kazooie will jump out of his backpack onto
the other pad. To change to the other character,
stand on the pad and press the A button again. Or, if
you wish to recombine, touch the other character and
they will reunite.
----------------------------------------------------------------------------
Airborne Egg Aim -- [WITCHYWORLD] Learning this move allows you to become
(B/K) an airborne sniper. When flying in the air, press the
Camera-up button to go into first person view. An
aiming sight will appear on screen. Aim carefully and
press the Z button to have Kazooie fire off eggs.
Press the Camera-down button if you wish to get out
of first person view.
----------------------------------------------------------------------------
Pack Whack -- [WITCHYWORLD] Once Kazooie has been left behind,
(B) Banjo’s backpack is empty and free to use as a
weapon. Press the B button and Banjo will take off
his pack and swing it around like a club. Good for
clobbering enemies, but takes practice to use well.
----------------------------------------------------------------------------
Sub-Aqua Egg Aim -- [JOLLY ROGER LAGOON] After learning this move, you
(B/K) can shoot eggs even while underwater. Duck underneath
the surface of the water and press the Camera-up
button. An aiming sight will appear on your screen.
Aim for your target and press the Z button to fire
off an egg. While in this aiming view, you may still
swim around at your leisure. Use this move to take
out annoying water enemies.
----------------------------------------------------------------------------
Wing Whack -- [JOLLY ROGER LAGOON] When Kazooie is separated from
(K) Banjo, pretty much all her protection is gone. To
keep Kazooie from being completely defenseless, she
can learn this move from Jamjars. Press the B button
while next to an enemy and Kazooie will spin around
and extend her wings. This will take down enemies.
----------------------------------------------------------------------------
Talon Torpedo -- [JOLLY ROGER LAGOON] This move turns Kazooie into a
(B/K) maneuverable underwater torpedo. Make sure to be
underneath the surface of the water. Press the Z
button and Kazooie will swim out Banjo’s backpack,
using her talons as a propeller. Kazooie can only be
out of her backpack for 20 seconds before she
automatically returns. Press the A button to speed
her up and steer with the control stick. Press the B
button to have Kazooie return anytime you wish. It
costs five Red Feathers every time you use this move.
Use the move to break underwater doors or boulders
with Kazooie’s face on it.
----------------------------------------------------------------------------
[more coming soon, when needed…]
============================================================================
CHAPTER 31 - The Credits
============================================================================
----------------------------------------------------------------------------
The Big Shots
-Nintendo Company Limited/of America
-Rareware Incorporated
-www.GameFAQs.com
-www.Rare.com
-My special friend, Mr. Computer Face-Head
----------------------------------------------------------------------------
People
-ME! For typing up this entire thing. I deserve some credit.
-CJayC for allowing this FAQ to be posted.
-Dallas for helping me out on some of the parts of this game.
-Readers for without them, this guide is a waste of time.
-Al Gore… for inventing the Internet! *cough* ;) Oh woaps…did I just mention
politics? Mistake. . .
----------------------------------------------------------------------------
Things
-Orange Soda, enriched with 100x the caffeine to kill a horse ;)
-Lots and lots of meals by the computer.
-Local Chinese restaurant, delicious shrimp fried rice for take out. Just
call 1-800-*-***-**** The numbers have been bleeped out to protect the
innocent and to keep a lawsuit from being slapped on my slap-happy butt.
----------------------------------------------------------------------------
============================================================================
CHAPTER 32 - Ways You Can Contact Me
============================================================================
Want to contact me? Have a question? Found a mistake? Want to contribute
something to this FAQ? Even if I don’t reply to an email, consider it
read... :P
Rule to an email: Don’t suck. Now how do you not suck, you ask? Read below.
1.) DON’T USE ALL CAPS. WHEN YOU DO, PEOPLE THINK YOU ARE YELLING LIKE RIGHT
NOW. ANNOYING ISN’T IT? OK I’LL STOP NOW. //caps off.
2.) Your not a painter. Stop with the excess color. Colors allowed just no
yellow, pink, or lime. Or any other nauseating color for that matter.
3.) Absolutely no |-|@x0r t@||<, |t’$ |-|@r|> t0 r3@|>. Frikkin’ annoying.
4.) Try to put the name of the game the email is about in the subject title.
----------------------------------------------------------------------------
Oh yea, and don’t be a punk and send me this crap chain letter that I got:
> >Subject: Cancer (DO NOT DELETE) - You must forward!!!!!!
Hi, my name is Amy Bruce. I am 7 years old, and I have severe lung cancer
from second hand smoke. I also have a large tumor in my brain, from
repeated beatings. The doctors say I will die soon if this isn't fixed, and
my family can't pay the bills. The Make A Wish foundation, has agreed to
donate 7 cents for every name on this list. For those of you who send this
along, I thank you so much, but for those who don't send it, what goes
around comes around. Have a Heart, please send this. Please, if you are a
kind person, send this on. > >
----------------------------------------------------------------------------
Dear god... make the bad people stop I beg you! *convulses*
~~ Nintendoholic ~~
============================================================================
CHAPTER 33 - Important Legal Information
============================================================================
------------------------------------------------------------------------
The Legal Disclaimer
------------------------------------------------------------------------
This FAQ that you are currently reading now was researched, compiled,
typed, edited, and produced by me. Therefore, I legally own it. Any and
all altering of this document is not sanctioned unless the original
meaning contained herein remains exactly the same, and permission is
asked and granted from me, the author, to do so.
This FAQ may not be directly posted around the web. It may not be
reproduced from the web in any magazine, newsletter, video game players
guide, CD-ROM, or any possible form of printed, verbal, or electronic
media. It may not be used as a form of barter, trade, or advertisement
for your website or place of business. It cannot be given away as a free
item, prize in some form of contest or raffle, for some monetary value,
given away with the video game itself, or given away in any situation
without my direct permission to do so.
Characters, places, objects, and anything else relating, or pertaining
to the Banjo-Tooie video game are © 2000 Rare Limited who have legal
rights to it and/or them. I, the author, am in no way affiliated or
associated with Rare Limited, or with the development and distribution
of the game Banjo-Tooie.
<< PS >> Yes, an individual may read this guide on the web if it is in
sanctioned form, and print it out for private use. Private use meaning
to use and read just for yourself, and maybe a few friends. That doesn’t
mean distributing it out to large amounts of people in some way.
Document is © 2000-2001 Nintendoholic.
All rights reserved.
------------------------------------------------------------------------
The Proper Way to Display This Guide on Your Site
------------------------------------------------------------------------
This FAQ that you are currently reading may ONLY appear on:
- GameFAQs <www.gamefaqs.com>
The reason being, is that I DIRECTLY send my FAQs there. Not only that,
but the webmaster CJayC does a good job of getting the FAQs up and
keeping them updated. Along with, rejecting crappy work from the site
and checking for plagiarists constantly.
HOWEVER, if you want to use my guide, but are not that one site listed
above, here’s exactly what you do.
**** WEBMASTERS PLEASE TAKE NOTE OF THE FOLLOWING:
------------------------------------------------------------------------
What NOT to do:
------------------------------------------------------------------------
<<<<<< DO NOT >>>>>>
..copy and paste/post this FAQ on your website. This obviously, does
not apply to www.gamefaqs.com, like I said before.
<<<<<< DO NOT >>>>>>
..link this FAQ directly to your webpage. Again, this does not apply to
GameFAQs. In other words, DON’T link to anything that is the actual text
guide or has a “.txt” or “.doc” at the end of the URL. I repeat, NOTHING
that ends with a “.txt” or “.doc” Don’t make me repeat that a third
time. Just don’t, because not only does it aggravate me, but it also
violates the GameFAQs legal section that can be found here:
http://www.gamefaqs.com/features/legal/
------------------------------------------------------------------------
PLEASE DO:
------------------------------------------------------------------------
..link to the GameFAQs Banjo-Tooie page. In other words, link to the
page on GameFAQs where it shows a COMPLETE list of ALL the guides for
this game. That way, not only do you get my guide, but access to other
peoples as well. No muss, no fuss. Since the webmaster of GameFAQs CJayC
allows that, you DON’T even have to ask permission to do it either. It
will probably take you thirty seconds max, then you never have to worry
about any of the guides updating. You could name the link something like
“GameFAQs guides about Banjo-Tooie.”
T H E
N
D
~~ Nintendoholic ~~