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    FAQ/Walkthrough by me frog

    Version: Final | Updated: 01/02/05 | Printable Version | Search This Guide

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                              Banjo Kazooie: Grunty's Revenge
    
                                  ASCII art by: shoecream
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    |                         ~~~~~~~FAQ/Walkthrough~~~~~~~                      |
    |                                 o----------o                               |
    |                                 |by me frog|                               |
    |----------------------+----------o----------o-------+------------+----------|
    |cskull@frogdesign.com | Created on: May 1, 2004     |VersionFinal|  G.B.A.  |
    |----------------------+----------o----------o-------+------------+----------|
    |RATED E (FOR EVERYONE)| Last update: Jan. 2, 2005   |  AIM: NOW CLOSED      |
    +----------------------+----------o----------o-------+------------+----------+
    
    ===================--------------------====================-------------------
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%   Table of Contents  %%%%%|                     |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    -------------------====================--------------------===================
    
    +------------------------------------------------------------------------------+
    |Ch.#| Name of Chapter/Sub-Section|Search | Description                    |%%%|
    +------------------------------------------------------------------------------+
    |(01)| VERSION HISTORY            | VER.  | I'll describe the updates here |100|
    +------------------------------------------------------------------------------+
    |(02)| INTRODUCTION               | INTR  | My introduction to Banjo-Tooie |100|
    +------------------------------------------------------------------------------+
    |(03)| GAME BASICS                | GBAS  |The game basics/overview of BKGR|100|
    | 3a | Jigsaw Pieces              | JIGY  | The descriptions of Jiggies    |100|
    | 3b | Musical Notes              | MNOT  |The description of musical notes|100|
    | 3c | Hollow Honeycombs          | HONY  |The description of Hollow Honey.|100|
    | 3d | Eggs                       | EGGS  | The description of the eggs    |100|
    | 3e | Gold Feathers              | GFEA  |The description of gold feathers|100|
    | 3f | Mumbo Totems               | TOTE  | The descriptions of the Totems |100|
    | 3i | Health/Honeycombs          | HHHH  | How the HP in this game works  |100|
    | 3j | Oxygen                     | OOOO  | How the underwater HP works    |100|
    | 3k | Enemies                    | ENEM  | What enemies are like in BKGR  |100|
    | 3l | Bosses                     | BOSS  | What bosses are like in BKGR   |100|
    | 3m | Mini-Games                 | MINI  |What mini-games are like in BKGR|100|
    | 3n | Controls                   | CONT  |The basic button controls in GR |100|
    | 3o | Bozzeye Moves              | MOVE  | The fifteen moves learned in GR|100|
    +------------------------------------------------------------------------------+
    |(04)| WALKTHROUGH                | WALK  | The walktrough to BK:GR        |100|
    | 4a | Opening Sequence           | OPEN  | The opening cinema to BK:GR    |100|
    | 4b | Spiral Mountain            | HUB01 | Your starting location for GR  |100|
    | 4c | Jiggywiggy's Temple        | TEM01 | Opening Cliff Farm             |100|
    | 4d | Spiral Mountain            | HUB02 | Getting to Cliff Farm          |100|
    | 4e | Cliff Farm                 |WORLD1 | The complete guide to World 1  |100|
    | 4f | Spiral Mountain            | HUB03 | Getting to Jiggywiggy's Temple |100|
    | 4g | Jiggywiggy's Temple        | TEM02 | Opening Breegul Beach          |100|
    | 4h | Spiral Mountain            | HUB04 | Jiggies and reaching World 2   |100|
    | 4i | Breegul Beach              |WORLD2 | The complete guide to World 2  |100|
    | 4j | Spiral Mountain            | HUB05 |Some Jiggies and Jiggywiggy's T.|100|
    | 4k | Jiggywiggy's Temple        | TEM03 | Opening World 3 and World 4    |100|
    | 4l | Spiral Mountain            | HUB06 | Getting to Bad Magic Bayou     |100|
    | 4m | Bad Magic Bayou            |WORLD3 |Getting 111/112 items in World 3|100|
    | 4n | Spiral Mountain            | HUB07 | Jiggies and reaching World 4   |100|
    | 4o | Spiller's Harbor           |WORLD4 | The complete guide to World 4  |100|
    | 4p | Spiral Mountain            | HUB08 | Getting the final SM Jiggies   |100|
    | 4q | Jiggywiggy's Temple        | TEM04 | Opening the Freezing Furnace   |100|
    | 4r | Spiral Mountain            | HUB09 | Reaching Freezing Furnace      |100|
    | 4s | Freezing Furnace           |WORLD5 | The complete guide to World 5  |100|
    | 4t | Spiral Mountain            | HUB10 | Getting to Bad Magic Bayou     |100|
    | 4u | Bad Magic Bayou            |FJIGGY | Getting the game's last Jiggy  |100|
    | 4v | Spiral Mountain            | HUB11 | Heading to Jiggywiggy's Temple |100|
    | 4w | Jiggywiggy's Temple        | TEM05 | Opening Gruntilda's Lair       |100|
    | 4x | Spiral Mountain            | HUB12 | Reaching Gruntilda's Lair      |100|
    | 4y | Gruntilda's Lair           |FINALW | Beating Grunty 3 and Klungo 4  |100|
    | 4z | Winkybunion Tower          |WINKY? | Fighting the final Grunty boss |100|
    | 4aa| Ending Sequence            |THEEND | The ending cinema to BK:GR     |100|
    | 4bb| Credits Mini-Game          |CREDIT | The coin-collecting mini-game  |100|
    +------------------------------------------------------------------------------+
    |(05)| ENEMIES                    | ENEMY | The sixteen enemies in BK:GR   |100|
    | 4a | Enemy 1: Gruntling         |ENEMY01| The strategy for Gruntlings    |100|
    | 4b | Enemy 2: Wiplash           |ENEMY02| The strategy for Wiplashes     |100|
    | 4c | Enemy 3: Chompa            |ENEMY03| The strategy for Chompas       |100|
    | 4d | Gruntweed                  |ENEMY04| The strategy for Gruntweeds    |100|
    | 4e | Yum Yum                    |ENEMY05| The strategy for Yum Yums      |100|
    | 4f | Shrapnel                   |ENEMY06| The strategy for Shrapnels     |100|
    | 4g | Green Spooko               |ENEMY07| The strategy for Green Spookos |100|
    | 4h | Red Spooko                 |ENEMY08| The strategy for Red Spookos   |100|
    | 4i | Germuloid                  |ENEMY09| The strategy for Germuloids    |100|
    | 4m | Maggie                     |ENEMY10| The strategy for Maggies       |100|
    | 4n | Biggafoot                  |ENEMY11| The strategy for Biggafoots    |100|
    | 4o | TNT Boom Box               |ENEMY12| The strategy for TNT Boom Boxes|100|
    | 4p | Stinglash                  |ENEMY13| The strategy for Stinglashes   |100|
    | 4q | Bogfoot                    |ENEMY14| The strategy for Bogfoots      |100|
    | 4r | Livewire                   |ENEMY15| The strategy for Livewires     |100|
    | 4s | Bees                       |ENEMY16| The strategy for Bees          |100|
    +------------------------------------------------------------------------------+
    |(06)| MINI-GAMES                 |MINIGME| Strategies for the eight games |100|
    | -- | Egg Scramble               | MINI1 | Egg Scramble guide             |100|
    | -- | Sheep Dip                  | MINI2 | Sheep Dip guide                |100|
    | -- | Battle Boats               | MINI3 | Battle Boats guide             |100|
    | -- | Grubby Chute               | MINI4 | Grubby Chute guide             |100|
    | -- | Magic Angler               | MINI5 | Magic Angler guide             |100|
    | -- | Slide O' Fear              | MINI6 | Slide O' Fear guide            |100|
    | -- | Frozen Fish                | MINI7 | Frozen Fish guide              |100|
    | -- | Snowy Sleds                | MINI8 | Snowy Sleds guide              |100|
    +------------------------------------------------------------------------------+
    |(07)| TRANSFORMATIONS            |TRANSFM| Transformation guide           |100|
    | -- | Mouse                      | MOUSE | Mouse transformation           |100|
    | -- | Candle                     | CANDLE| Candle transformation          |100|
    | -- | Octopus                    |OCTOPUS| Octopus transformation         |100|
    | -- | Tank                       | TANK  | Tank transformation            |100|
    +------------------------------------------------------------------------------+
    |(08)| LEGAL INFORMATION          |LEGAL  | My legal information           |100|
    +------------------------------------------------------------------------------+
    |(09)| CONTACT                    |CONTAC | Contact rules/how to contact me|100|
    +------------------------------------------------------------------------------+
    |(10)| CREDITS/CLOSING            | CRCO  | The wrap up to this FAQ            |
    +------------------------------------------------------------------------------+
    
    ===================--------------------====================-------------------
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%    Version History   %%%%%|           VER.      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    -------------------====================--------------------===================
    
    +-----------+---------------+--------------------------------------------------
    VersionFinal| Jan. 2, 2005  | The final update that I am making to this FAQ.
    +-----------+---------------+--------------------------------------------------
    
    +-----------+---------------+--------------------------------------------------
    |Version 1.0| May 16, 2004  | The final version of the guide is complete! That
    +-----------+---------------| means that all moves, mini-games, and enemies
                                | have been listed. This is basically the final
                                | update although I MAY update later.
                                +--------------------------------------------------
    
    +-----------+---------------+--------------------------------------------------
    |Version 0.9| May 10, 2004  | I sorta put off the project for a bit to work on
    +-----------+---------------| the other three FAQs that are currently going on
                                | but now I'm back to work on Grunty's Revenge. All
                                | game basics (Jiggies, notes, Hollow Honeycombs,
                                | Jinjos, etc.) have been covered and the enemies,
                                | moves, and mini-games have yet to be written.
                                | Don't worry, I'll get to those soon.
                                +--------------------------------------------------
    
    +-----------+---------------+--------------------------------------------------
    |Version 0.8| May 2, 2004   | After working for six hours today I managed to
    +-----------+---------------| finish up the main walkthrough. So that means that
                                | all sixty Jiggies, 600 notes, 12 Hollow Honeycombs,
                                | and the miscellanious collectables have been
                                | hasn't even been started, I'm currently using a
                                | substitue CAPITALS layout. I still plan to add
                                | a lot more things than I put in my first two
                                | Banjo-Kazooie guides (such as a complete chapter
                                | for enemies, mini-games, and transformations).
                                | Those things will come up soon enough, in the next
                                | week or two probably. I have lots of things to
                                | rest up soon.
                                +--------------------------------------------------
    
    +-----------+---------------+--------------------------------------------------
    |Version .33| May 1, 2004   | Okay, this marks the start of my latest FAQ,
    +-----------+---------------| Banjo-Kazooie: Grunty's Revenge. I just picked up
                                | the game and have alreay started the main guide.
                                | Nothing but the guide is happening. The layout
                                | hasn't even been started, I'm currently using a
                                | substitue CAPITALS layout. Anyway, I plan to add
                                | a lot more things than I put in my first two
                                | Banjo-Kazooie guides (such as a complete chapter
                                | for enemies, mini-games, and transformations).
                                | At the moment, however, I only have a guide for
                                | twenty-seven Jiggies listed. I should have the
                                | rest up soon.
                                +--------------------------------------------------
    
    ===================--------------------====================-------------------
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%     Introduction     %%%%%|           INTO      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    -------------------====================--------------------===================
    
    The first Banjo-Kazooie game on the Game Boy Advance... and definitely the last.
    Probably the last Banjo-Kazooie game ever. Due to dissapointing sales of Banjo-Tooie
    (I don't get it, it was such a great game) Rare scrapped the Banjo-Threeie project.
    Then look at the fact that Rare has become part of Microsoft now (damn you Bill
    Gates) and then the mixed feelings about Grunty's Revenge. So basically, we're (most
    likely) never going to get a Banjo-Threeie or (unlikely) get a Banjo-Threeie a LONG
    time into the future. Okay, Banjo and Kazooie has, and always will be, my favorite
    Rare game characters. Yes, better than Donkey Kong or Sabrewulf or any of those
    guys. I simply love the games. I have no idea why I waited seven months to get this
    one but I'm glad I did.
    
    The game is, well, not as good as the last two let's just say that. A casual Banjo-
    Kazooie fan is probably not going to like Grunty's Revenge that much. But someone
    like me, who loves the characters, has already played through this game four times.
    Disappointing thing is the longest it's ever taken for me to beat this game with
    100% is six hours and that's on my first try with no walkthrough while I'm trying to
    write this walktrhough. Then I beat another two files in under three hours and the
    fourth file in under two. I'm going for under and hour and a half on my fifth (yes,
    I'm playing through it a fifth time) file. Okay, that's not the point. Hello, I'm
    your host Colin Scully (a.k.a. me frog). I have officially written for all three
    Banjo-Kazooie games, this being my last one.
    
    I've written somem Final Fantasy FAQs, I already have two Mario guides up, and am
    currently working on a third and fourth with a fifth planned for the summer. Okay,
    so that's basically it with me. This guide will tell you everything you need to know
    about Banjo-Kazooie. It answers all questions you might have about things in the
    game (Game Basics) it gives detailed descriptions of all of the moves (Controls), it
    tells you how to find every Jiggy, note, Hollow Honeycomb, Jinjo, and Mumbo Totem in
    the game (Walkthrough), it'll tell you how to beat all of the bosses (Walkthrough),
    it has descriptions for all sixteen enemies (Enemies), it gives you guides for every
    mini-game (Mini-Games) and it finally lists all of the transformations possible
    (Transformations).
    
    So basically, I've ansnwered every question I could here. If you see something in
    the game that's not in the FAQ, E-MAIL ME. I want to hear your suggestions!
    
    ===================--------------------====================-------------------
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%     Game Basics      %%%%%|           GBAS      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    -------------------====================--------------------===================
    
    +====---------------------------------------------------------------------====+
    |                            Jigsaw Pieces                          JIGY      |
    +====---------------------------------------------------------------------====+
    
    Jigsaw pieces are the Stars and the Shines of Banjo-Kazooie: Grunty's Revenge. These
    can also be known as "Jiggies," which is how I'll refer to them throughout the
    walkthrough. There are a total of 60 Jigggies in the game. There are ten Jiggies in
    each of the five worlds, and then another ten Jiggies in Spiral Mountain Some can be
    very easy to find (like they're WAY out in the open), and some can be pretty tough
    to locate. Other Jiggies can only be gotten by completing mini-games, and you have
    to fight some bosses for the rest of the Jiggies. Also, you'll get a Jiggy when your
    rescue all the Jinjos in a world (I'll explain more about the Jinjos later). At
    first, you can find a Jiggy in the most common area in the easiest location. But as
    you get to later levels, you'll have to complete difficult tasks to get Jiggies.
    
    Whenever you get a Jiggy in a world, a number will pop up. This number tells you how
    many Jiggies that you have gotten in that world, so that you can keep track of them.
    Also, you can pause the game and go to "View Totals." Here, you can view the amount
    of Jiggies that you have collected in each world, and then the amount of Jiggies
    that you have collected overall. Now you may be asking yourself, "What the hell are
    Jiggies for?" Well, they're for the altars. Alatars are like the Star Doors of
    Banjo-Kazooie: Grunty's Revenge, because they open up new worlds for you. There are
    six altars in the game, and the first few are very easy, requring few Jiggies each.
    They get harder and harder, until you have to have collected almost all Jiggies in
    the game to open them.
    
    Anyway, if you don't have enough Jiggies, then you can't place them in the altar
    and you therefore can't open the world. Unlike in Banjo-Tooie, you won't have to
    actually solve the puzzle. Just go into Jiggywiggy's Temple and talk to Master
    Jiggywiggy. If you have enough Jiggies, he'll open the Jiggy Door for you leading to
    the Jiggy Altar. Simply stand on the altar and press A
    
    If you mess up (which is unlikely, most of the puzzles are simple), then you'll have
    to try again.
    
    +====---------------------------------------------------------------------====+
    |                            Musical Notes                          MNOT      |
    +====---------------------------------------------------------------------====+
    
    I think Rare got the drif that collecting musical notes by means of using only nests
    was way too easy to do so they went back to having only one note per pick up.
    Anyway, musical notes are very vital to the game because without them you can't
    learn moves from Bozzeye. At first, the cost of his moves are cheap (the lowest is
    ten moves). But the amount of notes needed for each one increases until you need up
    to four hundred and seventy notes (out of the six-hundred in the game). You can find
    one-hundred notes in each of the five worlds (Cliff Farm, Breegul Beach, Bad Magic
    Bayou, Spiller's Harbor, and Freezing Furnace) and then another one-hundred in the
    hub world (Spiral Mountain). It is possible to get all of the notes on your first
    visit to a world though it's not possible to get all of the notes in Spiral Mountain
    at once.
    
    You'll have to wait until you complete at least the fourth world before you'll be
    able to get all of the notes located in Spiral Mountain. At first, you can find
    musical notes simply on the main path of areas. If you follow the path to a certian
    area, you can get lots of notes on the way. Also, if you're in something like an
    open field, you can find lots of notes spread out along that field. It's simple to
    get world one's notes but then it gets harder. Notes become more concealed. This
    game is slightly an overhead view so if Banjo disappears behind something you won't
    be able to see him. You can find notes in those areas where you can't see anything
    and those notes are usually tucked away in a corner where no one would bother to
    look.
    
    However, Rare didn't decide to get rid of Note Nests completely. No, the Treble Clef
    is gone but you can find one note nest in Bad Magic Bayou and five note nests in
    both Spiller's Harbor and Freezing Furnace. A note nest looks like a single note on
    top of a yellow circle and it's worth five notes. Single notes are just on the
    ground with a little shadow below them. You don't get anything for getting all of
    the notes in the game, just personal satisfaction.
    
    +====---------------------------------------------------------------------====+
    |                          Hollow Honeycombs                        HONY      |
    +====---------------------------------------------------------------------====+
    
    The Hollow Honeycomb system remains the same as it was in Banjo-Tooie, though not
    like it was in Banjo-Kazooie. In Banjo-Kazooie, there
    were twenty-four Hollow Honeycombs. Each time you collected six, you automatically
    got an extra unit of energy. That doesn't apply in Grunty's Revenge. There are only
    twelve Hollow Honeycombs this time around. Whenever you find some, you can take them
    to Honey B. She lives in the Spiral Rise section of Spiral Mountain, and she's the
    Mistress of the Honey. Talk to her and if you have the proper amount of Hollow
    Honeycombs, she'll give you an extra engery unit. The first energy unit costs two
    Hollow Honeycombs. The second costs four Hollow Honeycombs. The third costs eight
    and the fourth costs twelve.
    
    You start out with four units of energy and you can raise it up to eight which is
    all you'll need to complete the game. Make sure to pick up as many as possible; the
    game can get quite difficult near the end if you don't have enough energy to spare.
    
    +====---------------------------------------------------------------------====+
    |                               Eggs                                EGGS      |
    +====---------------------------------------------------------------------====+
    
    Like the notes, the egg system has changed. This time, there are four different
    types of eggs you can use: normal (you start with them), battery, ice, and fire.
    The most commonly used eggs are normal since the others only serve their purpose for
    a few things. You don't use the egg system as much as you used it in the past two
    games (you barely use it here actually). The strength, in order, is fire then
    battery then normal then ice. I'll explain more on the different types of eggs
    later. Eggs, like feathers, are located in nests. It's always a determined egg type
    in the nest and it stays that way (it's usually one that you would need soon; egg
    nests are usually located in areas where you'll need eggs). You can carry up to
    twenty-five normal eggs, twenty Battery Eggs, twenty Ice Eggs, and ten Fire Eggs.
    
    +====---------------------------------------------------------------------====+
    |                           Gold Feathers                           GFEA      |
    +====---------------------------------------------------------------------====+
    
    What have they done with the Wonderwing? It's all messed up now. Anyway, Golden
    Feathers are what you use to make yourself invulnerable. Unlike the past two games,
    where you could only carry ten Golden Feathers at once, you are able to carry up to
    twenty-five Golden Feathers this time around. Each time you use a Wonderwing Pad to
    become invulnerable (more on the Wonderwing later) you'll start to use up your
    Golden Feathers. The amount of time you get for each Golden Feather is much more
    than enough; you get about three seconds per feather and you'll only need the move
    for about ten to fifteen seconds at most. And there's usually Golden Feather nests
    nearby (yes, Golden Feathers come in nests in groups of three this time). It'll be
    hard to run out of the feathers.
    
    You aren't going to use this move that often. In fact, I think there are less than
    six Wonderwing Pads in the game. They only appear in areas with lots of enemies, the
    area where you learn the move, and areas where you NEED to use the move in order to
    progress.
    
    +====---------------------------------------------------------------------====+
    |                           Mumbo Totems                             TOTE     |
    +====---------------------------------------------------------------------====+
    
    Mumbo Totems are exactly like Mumbo Tokens. Well, they look exactly like Mumbo
    Tokens. Anyway, there are a measly four Mumbo Totems in this game and there are four
    transformations. It doesn't take a genuis to figure out that there is a cost of one
    Mumbo Totem to transform. Yes in Cliff Farm, Bad Magic Bayou, Spiller's Harbor, and
    Freezing Furnace there is a different animal or object that you can transform you
    (instead of a Mumbo Totem in Breegul Beach you get Kazooie and that's good enough).
    I'll describe the transformations in a later chapter. Anyway, Mumbo Totems are never
    hidden. Ever. They are always gotten the same way and that's by beating the boss.
    When you defeat Klungo (Cliff Farm), Klungo (Bad Magic Bayou), Grunty (Spiller's
    Harbor), or Klungo (Freezing Furnace) they'll leave behind both a Jiggy and a Mumbo
    Totem.
    
    Pick them up and take them to Mumbo's Pad, which is a Mumbo skull located in every
    level. With the power of the Mumbo Totem, Mumbo can transform you into something
    else.
    
    +====---------------------------------------------------------------------====+
    |                           Health/Honeycombs                       HHHH      |
    +====---------------------------------------------------------------------====+
    
    This is an action game, and pretty much all action games have health meters in them.
    Your health meter is made up of honeycombs. You start the game with four honeycombs,
    but you can get more and more as you progress through (see the Hollow Honeycomb
    section for information on how to do this). Whenever you get hit by an enemy, you'll
    lose one to two honeycombs. Your life meter will appear (it doesn't stay on the
    screen the whole time unless you're at low health) and one of the honeycomb slots
    will empty, leaving simply a clear octagon in its place. It's easy to tell how much
    health you have, since the honeycombs are all neatly lined up (unlike in Banjo-
    Kazooie). When you lose all honeycombs, Banjo flies back and you'll have to start
    from the beginning of the level.
    
    Luckily, Rare decided to give you infinite lives (you get a Game Over each time you
    die but you can start from the last area in the level you entered), and you won't
    lose all the notes collected in a world. Also, there are ways to recover your
    honeycombs. When you defeat most enemies, it'll drop one or two honeycombs (some
    don't drop any; the amount dropped depends on what type of enemy it is and what move
    you use to defeat it). Pick these up to recover a single honeycomb from your life.
    If you are at full health, don't pick the honeycombs up; they will disappear, but
    when the enemy respawns it'll still have a honeycomb (if you were to pick it up and
    then defeat an enemy, it wouldn't drop a honeycomb). As you kill more and more
    enemies, honeycombs become less and less frequent, and that becomes a huge problem
    in the later levels in the game.
    
    So it's always good to have a few backups lying around, wouldn't you say? Again, not
    all enemies drop honeycombs. The Beehives drop one of two honeycombs: Exlcamation
    Mark and Question Mark Honeycombs. For an excalamation mark, your meter will appear.
    A number of honeycombs will start flashing. Pressing A on the highest number can
    fill you to full health even if you're only at one or two health. However, you can
    lose health by this also so be careful. The same applies to Mystery honeycombs
    although the number flashes in a random order.
    
    +====---------------------------------------------------------------------====+
    |                              Oxygen                               OOOO      |
    +====---------------------------------------------------------------------====+
    
    Diving underwater is something that they really didn't want to do in this game
    considering that you're only able to go underwater about three times in the whole
    game (I'm serious). Anyway, once you manage to get underwater your oxygen meter will
    appear. This is made up of a bunch of bubbles and you'll lose a bubble every couple
    of seconds. When you lose all of your bubbles, Banjo does NOT die so don't worry.
    Instead, he'll just return to the surface (he doesn't even lose health). It can be
    frustrating if you're trying to go through a huge underwater area and you have to
    start over but at least you won't die. You can restore your oxygen in the third
    underwater passage (that's the longest one). To do that, you need to locate jets of
    bubbles spitting out of the ground.
    
    Swim through one and all of your oxygen will be restored for you. You see now, that
    wasn't that hard?
    
    +====---------------------------------------------------------------------====+
    |                             Enemies                               ENEM      |
    +====---------------------------------------------------------------------====+
    
    The enemies in this game have all somewhat non-intelligent AI. Also, there's not as
    many enemies in the worlds as there is in most adventure games, but it doesn't
    matter. If an enemy sees you, it'll charge at you, but a simple attack or two can
    take it out instantly. Living bad guys aren't the REAL enemies; it's the
    environment. You'll find yourself dying 99% of the time due to an obstacle in the
    game or by being hit by an enemy and flying into an obstacle. For example, in
    Freezing Furnace, there are many dangerous surfaces like icy water and lava.
    Touching them causes you to lose up to three honeycombs at once! Also, in places
    like Bad Magic Bayou, there's a huge swampy area of water. Touch it and you'll lose
    health.
    
    Falling, no matter how high you fall from, will cause you to lose no damage so you
    don't have to worry about that. Basically, only bad surfaces can make you die
    although sometimes you can die due to things like Wiplash enemies and such.
    
    +====---------------------------------------------------------------------====+
    |                              Bosses                               BOSS      |
    +====---------------------------------------------------------------------====+
    
    Bosses are officially declared as bosses in Banjo-Kazooie: Grunty's Revenge. For
    each world, there's a boss and in Gruntilda's Lair there's three bosses. If you
    count up all of the bosses in the game, you'll get a total of eight bosses. Each
    time you defeat one, you'll get a Jiggy (with the exception of the final three
    battles). You can also get a Mumbo Token in every boss but Breegul Beach and the
    final three battles (in Breegul Beach you get Kazooie instead). For the most part,
    the bosses can be quite simple. You'll always fight the same two bosses: Klungo and
    Gruntilda. You fight Klungo in Cliff Farm, Bad Magic Bayou, Freezing Furnace, and
    once in Gruntilda's Lair. You fight Gruntilda in Breegul Beach, Spiller's Harbor,
    and twice in Gruntilda's Lair.
    
    Each time you encounter them, they'll have new features added that can make the
    battle more difficult.
    
    +====---------------------------------------------------------------------====+
    |                            Mini-Games                             MINI      |
    +====---------------------------------------------------------------------====+
    
    Unfortunately, mini-games aren't as common as they were in Banjo-Tooie (there was
    only about five-hundred mini-games in that game) or even in Banjo-Kazooie where
    there was only about twenty or so. Here, yo uget eight. Eight. Yipee. They are all
    classified into different categories. The first category is slides. This is what a
    slide looks like in the game:
    
                                           /STRT./
                                          /     /
                                         /     /
                        ____________    /     /
                       /    _____   \  /     /  STRT. = Start
                      /    /     \   \/     /   C = Continued
    ________________ /    /       \  /     /
    SLIDE MAP_______/    /         \/     /
                    \    \         /     /     The slide continues in a spiraling
                     \    \       /     /\     motion throughout the whole mini-game.
                      \    \     /     /  \    However, each slide is different because
                       \    -----     /\   \   they are littered with different sets of
                        \____________/  \   \  obstacles and items. But the layout is
                                        / C /  all the same.
    
    You'll have to collect different items when riding slides and at one point you have
    to race someone. There is also the fishing mini-game. There are three slide mini-
    games. There are three fishing games that you can do and they require you to catch
    twelve sheep/fish from the pen/water. The final mini-game type is mobiles. You can
    ride mobiles in Breegul Beach and Freezing Furnace to play mini-games. That's really
    all there is to the games. Also, if you get enough coins in the credits mini-game
    (it isn't classified as a real mini-game) you can play the eight mini-games at the
    arcade in Spiller's Harbor.
    
    +======----------------------------------------------------------------------======+
    |                                Controls                                CONT      |
    +======----------------------------------------------------------------------======+
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Control Pad
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                               ~~~Move Banjo~~~
    
    The control pad is used to maneuver, like all games... almost. You can move in any
    direction within 360 degrees (duh). If you rotate the control stick around with your
    thumb, Banjo will do a little slide. This is just a warning, so don't play around
    near and edge or you'll slide off :) Anyway, if you hold it very slightly in any
    direction, Banjo will start to tiptoe. Running doesn't alert enemies any more than
    tiptoing does, so it's perfectly find to run. However, you'll sometimes have to go
    across very narrow areas, and that's where tiptoing comes in handy big time. Anyway,
    if you hold the control stick about halfway, you can walk. That's somewhat handy
    during those tight bridges. Push it all the way forward and Banjo will then begin to
    run.
    
    You never get tired, so you can run all you want without fear of slowing down when
    outrunning an enemy. You can outrun most enemies, but if you can't, then just fight
    them. When you jump in the water, you can also move around within 360 degrees on the
    surface. You don't swim very fast in water, but you can swim as long as you want to
    on the surface. Unewater swimming has gotten a whole lot easier since the past Banjo
    games. You simply want to not touch the control stick to sink. You can move around
    in any direction very quickly when you're underwater, something that you couldn't do
    in the other two Banjo games. Sometimes, in icy areas, the terrain becomes slippery.
    Tread carefully here. There is always a chance of you slipping too far and flying
    into an enemy/off a cliff/etc.
    
    The best way to maneuver on icy terrain is the Talon Trot (more on that later).
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   A Button
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~~Jump~~~
    
    The A button is used for, like most action games, jumping. If you tap the A button,
    you'll slightly rise in the air. Holding the A button allows you to jump pretty
    high, and you should always hold the A button when you jump. Jumping is used to
    reach ledges that are a little higher up. You can reach most ledges easily by
    jumping, but some ledges can't be reached even when you jump. Also, some moves can
    only be performed by jumping up first. Aside from moving around with the control
    stick, the jump is the move you'll use most in the game. You'll always have to jump
    to places in order to progress, and you might have to jump across gaps many times as
    well. When you get onto a Shock Pad, press and hold A to leap up high into the air.
    Unlike the past two Banjo games, you don't need to use the A button to swim.
    
    So basically, all you use it for is jumping. That and it is involved in many
    combinations to do the Bozzeye Moves, which I'll explain later.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   B Button
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                             ~~~Pack Whack/Roll~~~
    
    You only use the B button to perform the Pack Whack and the Roll Attack, two things
    that you have to learn from Bozzeye in order to perform. You don't know any basic
    moves if you don't have the B button ready. You have to stand still with the Pack
    Whack to perform it and you have to be moving when you press B to perform the Roll
    Attack. Since they're Bozzeye Moves, I'm not going to explain them here. If you want
    to learn how to perform them, then check the Bozzeye Move section (the next section
    in this chapter) of the game basics.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   L Button
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                               ~~~Crouch Down~~~
    
    The L Button is used in this game, unlike the past two Banjo-Kazooie games where
    they just left it hanging. Since there is no Z button on a GBA< they used the L
    button to make Banjo and Kazooie crouch down. This is the beginning or end of a huge
    set of moves: Flip-Flap, Egg Spit, Talon Trot, and Wonderwing to name a few off the
    top of my head. You will usually start those moves but you sometimes have to end
    them by pressing L once more. That's basically all there is to the L button.
    Exciting.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   R Button
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                               ~~~Switch Eggs~~~
    
    Since this is a half overhead view, you don't need a camera so this isn't used to
    center hte camera behidn Banjo. Now you can switch the egg types that you get. There
    are four egg types, which I'll explain at the end. Tap R once to bring up the egg
    screen (on your left). From there, tap R again to move down to the next egg type.
    You can't move backwards unfortunately; you'll have to always go forward, so you'll
    have to go through all the egg types again if you accidentally pass the one that you
    were intending to go to (wow, that was a huge run on). You can continue to move
    around and do moves while selecting eggs, so don't always stand still to switch if
    you're caught in a difficult situation.
    
    +======----------------------------------------------------------------------======+
    |                             Bozzeye Moves                              MOVE      |
    +======----------------------------------------------------------------------======+
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Pack Whack
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The Pack Whack is the very first move you'll learn in the game. Until you learn the
    Pack Whack, you can't do ANYTHING but move and jump. Luckily, you learn it about
    fifteen seconds into the game. This is completely different from the Pack Whack in
    Banjo-Tooie. In Banjo-Tooie, Banjo swung his pack around in two huge circles. This
    allowed him to hover a little and perform a double jump. Here, Banjo simply slams
    his pack onto the ground. You have to stand still if you want to perform this move;
    otherwise it doesn't work. It's the most useless attack you have basically. After
    you learn the Roll Attack, the Pack Whack only becomes good for smashing the game's
    switches. Yes, that's basically the biggest benifit of the Pack Whack; it can
    activate switches.
    
    These are the floor switches. Banjo is, surprisingly, too light to activate them so
    you'll have to smash them with your pack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Underwater Dive
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Even more useless than the Pack Whack, the Underwater Dive allows you to get a
    whopping two Jiggies, two Jinjos, and a Hollow Honeycomb. And you'll use the
    Underwater Dive THREE times in your adventure; twice in Cliff Farm and once in
    Breegul Beach. That's because you can't go anywhere but areas where there's bubbles.
    Yeah, you apparenlty need to find a spot with "plenty of air" although no place in
    the sea has plenty of air. Once you find a bubbly spot (that's the spots where
    there's "plenty of air") you can press R to dive. You have six "bubbles" of oxygen.
    Every couple of seconds you'll lose a bubble. When you lose all bubbles of oxygen,
    you don't die. Nope, you just return to the surface. It can be frustrating, but no
    harm is done to you.
    
    You can return to the surface of the water any time by pressing R. You can swim
    upward with A. If you don't touch anything you'll slowly sink. You can move quickly
    underwater, much more quickly than usual so take advantage of that.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Climb
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The Climb move is one of the moves that you'll be using quite a lot. You learn this
    at the Cliff Farm and it'll probably be the fourth move that you'll learn. Anyway,
    the Climb maneuver is simple: if you see a ladder or a vine, walk toward it and
    Banjo will automatically grab on. You can now move up and down by using the control
    stick and you can jump off the ladder by pressing A. This is the shortest guide for
    a move, pretty much because that's all there is to the Climb.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Roll Attack
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The Roll Attack is one of the most useful moves in the game, and it'll probably be
    the third move that you learn. To use it, you have to be running. Press B and Banjo
    will roll forward. This can take out most enemies in a single hit though it
    sometimes takes out enemies in more than one hit. Until you learn the Rat-a-Tat-Rap,
    it's the best form of attack. You can also activate Roll Switches with this move;
    simply roll into them and they'll reveal whatever they reveal :)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Feathery-Flap
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Basically know as the "Flutter" from Banjo-Kazooie and Banjo-Tooie so I'll call it
    the Flutter throughout this move description. You have to double tap A in order to
    perform the Flutter. This is EXTREMELY helpful in areas where you have to jump long
    gaps (and you'll find long gaps pretty much everywhere), and in all other places it
    can be used to make things a lot easier for you. Jump and while in the air, press A.
    Kazooie will appear and flap her wings a little, allowing you to float. This can be
    used to get across gaps that you normally couldn't get across. If you let go of A
    while floating, you'll drop. Be careful not to do that, because you might be up high
    and over some dangerous areas so dropping will cause you to die (beautiful,
    beautiful rhyme there).
    
    As you flutter, you'll slowly fall back to the ground, but you should have enough
    time to do somewhat of a long jump, as I like to call it. If you hold A for too
    long, Kazooie will get tired and stop flapping her wings. The Flutter doesn't allow
    you to cross super far distances. The time you can use the Flutter is greatly
    decreased (in Banjo-Kazooie and Banjo-Tooie you could Flutter for much longer) but
    it is still useful. Without the Flutter, a LOT of the areas in Banjo-Kazooie:
    Grunty's Revenge become unreachable.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Talon Trot
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    VERY efficient move in Banjo-Kazooie: Grunty's Revenge. You will find yourself using
    the Talon Trot consistentily throughout Spiral Mountain, Breegul Beach, Bad Magic
    Bayou, Spiller's Harbor, and Freezing Furnace once you learn it. Using the Talon
    Trot is a bit different that how it was performed on the Nintendo 64 (probably
    because of the change in the controls). First, you'll want to hold L to crouch. Once
    you're crouching, press R and you'll get into Talon Trot mode. You can let go of
    both buttons and you'll remain in Talon Trot mode. Move around as much as you want
    and when you want to switch back to regular mode, just tap L once more. You move a
    lot faster with the Talon Trot, and you won't slip when you're on snowy or icy
    areas.
    
    The Talon Trot is not used for any type of attack, so don't bother trying. Probably
    the best feature of the Talon Trot is the ability to get up steep hills. If you
    climb a hill and slide right back down, then use the Talon Trot and you can get up
    with ease. There are no hills that you can't get up if you use the Talon Trot on all
    of them. The final use for the Talon Trot is the jump. You can jump a lot farther
    with the Talon Trot, useful for running fast and jumping across gaps at the same
    time.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Rat-a-Tat-Rap
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You'll almost always use this move as your main attacking move, since it can take
    out pretty much any enemy in one hit (even the ones that require you to be hit two
    or three times with other moves). To use it, jump up in the air. While in the air,
    press and hold B. Kazooie will pop out and peck her beak. You hover a bit while
    you're doing this, so it could also be used as a way of getting across gaps that are
    too far. You unfortuantely learn this in Bad Magic Bayou and it would've proved to
    be extremely useful in Breegul Beach. With this, you can also defeat some enemies
    that weren't defeatable before. For example, the Maggies in Spiller's Harbor like to
    fly around in the air. You don't have any attack that you can use in the air except
    the Rat-a-Tat-Rap.
    
    Hey, that was a sort of rhyme, wasn't it? Cool. Anyway, Gruntlings that take five
    hits are reduced to four hits while Gruntlings that take two or three hits only take
    one hit when you use the Rat-a-Tat-Rap. I think the only time you won't use this
    move to attack is during the bosses (where the Roll attack is much more efficient).
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Shock Jump
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You'll find many Shock Jump Pads in Spiller's Harbor and the Freezing Furnace and
    even some in Spiral Mountain. (notice how the pads have changed a little). This
    requires a certain pad, and you'll sometimes need them in different places (many
    times in worlds four and five and a few times in Spiral Mountain) When you find one,
    press and hold A. Kazooie will use her legs to spring up into a super high jump. You
    can fly forward easily with this jump, unlike the regular high jump. This is used to
    get to places that are inaccessable any other way, or used as shortcuts to reach
    areas that are otherwise hard to get to. Be careful if you're on a Shock Pad
    platform if you don't intend to use the Shock Pad; if you jump on it, you might
    accidentally jump onto the pad, which could seriously mess you up.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Bill Drill
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    One of the moves that you learn in Bad Magic Bayou is the useful Bill Drill. The
    Bill Drill is like an upgraded Beak Buster. Throughout Bad Magic Bayou, Spiller's
    Harbor, and Freezing Furnace (and once in Spiral Mountain) you'll find cracked areas
    in the ground. If you perform a Bill Drill on these areas you will shake the whole
    area around it. This can cause some things to fall down. For example, there'sa
    Jiggy in a tree in Spiral Mountain. If you Bill Drill the spot near it, you can
    cause the Jiggy to fall out of the tree. This can be used to get Jinjos and open new
    areas as well. To actually do the Bill Drill, jump in the air. In the air and then
    tap (you don't have to hold) the L button and Kazooie will spin rapidly as she slasm
    into the ground.
    
    This can be used as an attack as well, but I don't recommend it. You'll find that
    you don't only have to use the Bill Drill for cracked areas. Some things, like sewer
    grates or square metal areas (those are the two I remember off the top of my head)
    can be Bill Drilled to be opened up. If you feel like something is underground, then
    look around for something that looks like you can Bill Drill it and try the move
    out.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Battery Eggs
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Unlike in Banjo-Kazooie, where there was only one egg type, Banjo Kazooie: Grunty's
    Revenge takes a leaf out of Banjo-Tooie's booka adds multiple types of eggs to the
    mix. The battery eggs are the second of the four different types of eggs. They are
    pretty much the Grenade Eggs although they aren't as powerful and they aren't as
    commonly used. First off, you can carry up to twenty battery eggs. Since you only
    need to use the Battery Eggs about three times in the whole game (and that's right
    after you learn them) twenty eggs are enoguh. The battery eggs definitely aren't as
    powerful as the grenade eggst that they're based upon. I'd say that they are about
    as powerful as a Rat-a-Tat-Rap, maybe a little bit more. So if you want to defeat
    something from a distance (and you don't have the powerful fire eggs which I'll
    explain about later) then use battery eggs.
    
    The main use of the battery eggs is to charge up electricity. There are tollbooths
    scattered throughout the mansion in Bad Magic Bayou. The tollbooths have a little
    battery egg above them. You need to shoot battery eggs into the tollbooths to reveal
    things like warp pads, honeycombs, and open up new passages.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Ice Eggs
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The third type of egg is the ice egg. These eggs, aside from the normal ones (which
    you'll probably NEVER use after getting a special egg), are some of the most useless
    eggs you'll get when it comes to attacking enemies. They are only required for two
    or three objectives and they aren't required for any battles. If you shoot an ice
    egg at an enemy, no damage whatsoever will be dealt. Instead, the enemy will freeze.
    Only do this if you can't get away from an enemy (like those super-fast killer
    beehives) or if you don't feel like killing them. They only freeze temporarily
    though, and it's a very short time so you won't have time to get that far away
    before the enemy thaws. The only real uses I can think of for the ice eggs are the
    fact that you need them to pay some of the tollbooths.
    
    These booths are located in both Spiller's Harbor and the Freezing Furnace. The only
    enemy they're useful against is the Red Spookos. They can actually kill the Red
    Spookos since they're red and made out of flames. Aside from that, you won't find
    yourself using the Ice Eggs that much.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Wonderwing
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    I used to love this move a LOT in that past games. I remember it was like one of the
    biggest deals in Banjo-Kazooie and it's a slightly smaller deal in Grunty's Revenge.
    Why? You find it in the fourth world, that's the first thing. The second thing is
    that you have to locate Wondering pads. Yeah, they take out flying pads and put in
    Wondering pads, I see how it is. Anyway, step on a Wondering pad (all of them are no
    longer staticy now) and press A. Kazooie will use her feathers as a shield to make
    Banjo and Kazooie invulnerable. Any enemy she touches is dead instantly. However,
    you can't touch poisonous water (like the water right next to you; actually, I don't
    know if that's poisonous or oily...). There's a catch to this super invincibility
    though.
    
    You can only use it while you have golden feathers. The max amount of golden
    feathers you can carry is twenty-five and for every second you're invulnerable,
    you'll use up one golden feather. When you run out of feathers, the Wondering stops.
    If you want to cancel the Wondering at any time before that, just press L.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Fire Eggs
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The final of the three unique (this doesn't include normal since that's not unique)
    types are the fire eggs. You'll learn them from Bozzeye in the Freezing Furnace. It
    gets the honor of being the final move in the game that you'll learn and it can be
    found at the very beginning of the level. Fire eggs have many uses toward them. One,
    they cause any enemy to burn in flame when they're hit. Most enemies can be taken
    out in only one hit by a fire egg. It is the most powerful type of weapon in the
    game including all moves you learn. Icy enemies are defeated in a single hit and
    pretty much all others can be defeated by one to two blasts depending on their
    strength. The Fire Eggs, like the Ice Eggs and the Battery Eggs, have tollbooths as
    well.
    
    If you shoot a fire egg into a hole that has a little fire egg symbol above it, you
    can activate certain things (like elevators or platforms). This is needed to get to
    certain areas or make shortcuts. You can only carry ten fire eggs though, something
    which is pretty annoying because you'll use this move often to defeat enemies.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Flip-Flap
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    This is a very useful technqiue, and you'll find yourself using it a lot. Your
    regular jump won't be able to reach a lot of ledges, so you'll have to use the high
    jump. To do this, hold L to crouch. Now press A. Banjo will do a backlfip and
    Kazooie will use her wings to shoot up high. You can move slightly in all
    directions, which should always be enough to get up onto the platform that you're
    trying to reach. Remember that when you run and hold L, you'll slide. So if you want
    to do the high jump, make sure you're standing still or you might jump to a place
    where you don't want to be. There is no real way to hover when using the high jump,
    but you shouldn't nened to. Also, keep in mind that the high jump should NOT be used
    to get across gaps.
    
    You gain almost no distance when jumping, so trying to jump across a large gap with
    it guarantees failure.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Egg Spit
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    They really messed up the Egg Spit move in this game. It is certainly different from
    the past two games because you can move around with it (as in walk) and jump with
    it. You'll learn this move in Breegul Beach right after you rescue Kazooie (not
    right after, but she's pretty close by). To perform the Egg Spit press and hold L.
    Banjo will crouch. Now press B and Banjo will pull Kazooie out of the pack and aim
    her like a gun. This reminds me of the Breegul Blaster from Banjo-Tooie. Now you can
    walk (you cannot run when you are in Egg Spit mode, you can only walk) around the
    area and you press B to fire eggs in the direction that you're facing. You can't aim
    up or down except in certain situations which I'll explain in just a second. You can
    also jump up ledges which is useful sometimes if you want to be armed with a weapon
    when approaching a bunch of enemies on a ledge.
    
    ===================--------------------====================-------------------
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%      Walkthrough     %%%%%|           WALK      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    -------------------====================--------------------===================
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB01     |
    +======----------------------------------------------------------------------======+
    
    Right when you start, you'll run up and talk to Bottle's ancestor, Bozzeye. Banjo
    seems to have forgotten the moves that he's learned in Banjo-Kazooie since he's
    warped to the past (good thing they bothered to explain WHY he had to re-learn them
    or I'd go on a mad rage). The first move that you need to learn is the Pack Whack
    but Bozzeye warns you that he isn't going to just give you the moves for free. Like
    in Banjo-Tooie, musical notes are required to learn each move. After Bozzeye burrows
    down, go left and pick up all the notes (4). Jump up the ledge and continue forward
    grabbing the notes (6). Jump up the next ledge and what a shock, you find some notes
    (8). Jump up the next ledge and you'll find Bozzyeye's molehill. Some notes (11)
    surround him.
    
    Before heading up to Bozzeye, listen closely to find a creature calling out for
    help. Go left and jump over the unlit campfire to find your first JINJO (1) in the
    game. For those who aren't farmiliar with the Banjo-Kazooie games, Jinjos are little
    creatures that seem to constantly get themselves lost. There are five in each world
    and you need to get them all for a Jiggy. But more on those later. For now, head up
    to Bozzeye's molehill. Press A and he'll teach you the first move, the Pack Whack.
    
    ------------------------------------------------------------------------------------
                                 New Move: Pack Whack
    ------------------------------------------------------------------------------------
                                    Note cost: 10
    To perform the Pack Whack, you have to be standing still. It's not like it was in
    Banjo-Tooie, where Banjo swings his pack in a circle. While stationary, press B and
    Banjo will slam his pack onto the ground. You can't do this while moving or jumping
    unfortunately and it's Banjo's only way of attacking when he's alone.
    ------------------------------------------------------------------------------------
    
    You can smash the campfires that were surrounding the Jinjo with your Pack Whack.
    One of the campfires has a swinging tentacle. Destroy it and out pops a honeycomb.
    These replenish your energy, and there's several types of them (which I'll explain
    later as well). For now, go right of Bozzeye's molehill and follow the path
    collecting the notes (14). Defeat the tentacle if you need another honeycomb.
    Continue down and collect more notes (16). Drop off the ledge and get the note (17)
    then continue down one more ledge, getting another note (18). Down here you'll find
    a sparkling campfire. Whack it to reveal a HOLLOW HONEYCOMB (1). You take these to
    Honey B's Hive and you can trade them for extra health units. Very useful, so
    collect as many as you can.
    
    Now go around all of the garden areas, collecting the notes (22). When you have
    them, go down and start heading right. Get the notes (25) as you go and then go up
    the steps. Whack the Jiggy Switch to open the door to Jiggywiggy's Temple.
    
    +======----------------------------------------------------------------------======+
    |                              Jiggywiggy's Temple                       TEM01     |
    +======----------------------------------------------------------------------======+
    
    You should remember this from Banjo-Tooie if you ever played it. It has certainly
    changed since the future (since the future... does that make sense?). There's
    another door with a Jiggy but it's locked. Head around and up the stairs. There's
    Jiggywiggy himself and in front of him is a JIGGY (1). Your first one in Spiral
    Mountain and your first one in the game, aren't you lucky? Anyway, Master Jiggywiggy
    will explain that Grunty has scattered the Jiggies far and wide so they can't stop
    her. She has cast a spell on all Jiggywiggy priests so that they can't touch the
    Jiggys. With one Jiggy, your first Jiggy requirement is fufilled so you can enter
    the previously locked door. Head down the stairs and through the door to the back of
    the room.
    
    Press A while standing on the Jiggy panel and the door to the Cliff Farm will open.
    You need a requirement of six Jiggies to open the next world so exit Jiggywiggy's
    Temple.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB02     |
    +======----------------------------------------------------------------------======+
    
    The door to Cliff Farm is open, but we can get a few things done in Spiral Mountain
    before we leave. Go north and jump up all of the ledges again. To your right is the
    great Jinjo Oracle. Talk to her to learn that Grunty has scattered the Jinjos and
    the Oracle needs them back. She'll unreal the "mysterious of Jinjoism" when you
    bring her five Jinjos. You only have one, so head left all the way for now. Go past
    Bozzeye's molehill and jump up on the ledge. Head all the way left, face down, and
    jump onto the yellow platform below. There's a world entrance sealed by lasers. For
    now, go to the left of it and get the notes (28). Now head down and right. Go across
    the bridge and get all of the notes (30). On the other side get all of the notes
    (33).
    
    You've done all you can do with Spiral Mountain for now. Return to the area near
    Jiggywiggy's Temple. To your left there's a cave that was previously blocked by
    lasers. Head through to enter Cliff Farm.
    
    +======----------------------------------------------------------------------======+
    |                                Cliff Farm                              WORLD1    |
    +======----------------------------------------------------------------------======+
    
    Your first real world is here, Cliff Farm. Like the past two Banjo-Kazooie games, it
    is pretty simple and you should only have trouble if you're not very used to a Game
    Boy Advance or if you somehow haven't mastered the simple controls of this game. To
    your left is a molehill. Time to learn another move.
    
    ------------------------------------------------------------------------------------
                               New Move: Underwater Dive
    ------------------------------------------------------------------------------------
                                    Note cost: 25
    The Underwater Dive allows you to dive into underwater areas. You have to find a
    spot with bubbly water first. When you have found a spot, press R and you'll dive
    down. You enter a new screen underwater. You can swim around with the control stick
    and swim higher with A. To totally return to the surface, press R and you'll
    immidiately reach the top.
    ------------------------------------------------------------------------------------
    
    Well, what's better than trying out a new move? To your left there's a tiny pool
    with bubbly water. Jump in and press R to dive down. Here, avoid the tentacle as you
    collect the notes (3). In the corner, there's your first JIGGY (1). Well that was
    easy, wasn't it? Surface and then climb out of the water. Go left at first and get
    the three notes (6). Don't jump the ledge, but instead start following the path to
    your right. Collect the notes on the path (9). Jump up to the ledge and get the note
    (10) then jump up to the next ledge. Continue right for a while and then jump up
    onto the golden structure. Get all of the notes (14) and then jump up to the upper
    part of Cliff Farm. Follow the path collecting all of the notes (18). Now you should
    see a farm with a bunch of sheep guarding a Jiggy.
    
    Head to the right side of the farm and enter. There's a Gruntweed here who won't let
    you pass. Simply kill him with your Pack Whack and the sheep will thank you by
    giving you their JIGGY (2). Two Jiggies in less than a paragraph, we're on a roll.
    Exit the sheep pen and then continue left. This time, jump up the ledge. Jump up to
    the next ledge and collect the three notes (21) around the cherry barrels. Jump on
    top of one set of cherry barrels to find your first JINJO (1) of the level. Now jump
    up the ledge and get the note (22) on your left. Continue up and get the next note
    (23). Defeat the Gruntweed up at the top and get the three notes (26) near it. Now
    head left to find some bubbly water. Dive down and sink to the bottom. Get the notes
    (29) and then rescue the JINJO (2).
    
    Now surface with R. Head north and into the next area, the Farm Heights.  Go up the
    path and then head left, getting the notes (33). There's a hen here. She's lost her
    baby chicks and she's worried that the Gruntweeds will eat them. Banjo will
    heroically offer to get them back. Go right into the pen. Defeat the Gruntweed and
    get all of the notes (40) before heading north. First things first, go left and get
    the CHICK (1). Now head right and north, past the truck, and get the notes (43).
    Continue north and you'll find Bozzeye's molehill.
    
    ------------------------------------------------------------------------------------
                               New Move: Roll Attack
    ------------------------------------------------------------------------------------
                                    Note cost: 60
    The Roll Attack allows you to actually attack while moving. Although it was
    considered useless and unconstitutional in the past two games, it actually can help
    you a lot in this game seeing as how Banjo is alone at the moment. Simple run and
    press B and Banjo will roll forward. This move can't be done while standing still;
    Banjo will just use his Pack Whack.
    ------------------------------------------------------------------------------------
    
    Okay, you need to try out your new move, as usual. Use it on the Roll Switch to your
    left to make some notes (46) appear. Now go south and then head left before you get
    to the truck. Drop off the ledge and go behind the truck. A CHICK (2) is here.
    Continue left all the way and start heading south. Get all of the notes (52) that
    are there. Now head left and drop into the water. Avoid the tentacles as you collect
    the notes (55) that surround the island. Now jump up onto the island and rescue the
    CHICK (3). There's also a very lovely JIGGY (3) in plain sight. After getting the
    chick and the Jiggy, head south in the water. Take the passage right while
    collecting all of the notes (58). When you get to the stone bridge, swim under the
    NORTH side.
    
    The south side is guarded by a tentacle you can't pass. Now continue following this
    long path to the end while you get the notes (64). At the end, right in front of the
    waterwheel, there's a JINJO (3). Now head back down the stream until you pass the
    ledge. Jump on it and jump up to another platform. Defeat the tentacles and collect
    all of the notes (67). Now jump up onto the platform on your left and get the next
    CHICK (4). Head north (defeat the beehive for honey if you need it) and grab the
    notes (69). Now go right, up the ramp. First thing you should do is to grab the
    final CHICK (5). The hen will tell you to return the chicks safely for a reward. But
    we don't want a reward just yet. What we cant is a few more notes and guess what,
    they're right in front of us.
    
    Grab the notes (72) hanging around the house. If you walk up to the door Banjo will
    say he could fit in if he were a little smaller. HINT. HINT. Anyway, now go north of
    the house and jump up to the sheep. You'll instantly enter your first mini-game.
    This game is actually pretty tough if you're playing it for the first time. It took
    me a couple of tries to get used to the controls. You have to try to catch sheep
    with your pole to rescue them for the bad guys. No bad guys seem to be around at the
    moment so I have no clue why they want you to rescue them but oh well. Anyway, move
    left and right by using the control stick. Hold A to charge up your fishing pole.
    The meter at the top of the screen shows how much you've charged up. Release A to
    cast the pole forward.
    
    If it lands near a sheep, you'll atuomatically grab it and pull it in. You need to
    catch twelve sheep within a minute to win the game. Once you ahve completed the
    game, you'll get a JIGGY (4). Now head left, back down the ramp. Go through the pen
    again to find the hen on the other side. She's grateful that you've found all of her
    chicks so she'll give you a JIGGY (5). With that, go south and then right. Continue
    south down the path to enter the actual Cliff Farm once more. Go south for a LONG
    time until you return to the area near the start. Near the Jinjo Oracle there's some
    haystacks. Get the notes (74) on the two haystacks near the Oracle. Ignore the
    Oracle for now and start going left. Jump up the ledge and follow the path. Grab all
    the notes (80) that are on the path as well as the one surrounding the molehill.
    
    Now talk to Bozzeye to learn a new move.
    
    ------------------------------------------------------------------------------------
                                   New Move: Climb
    ------------------------------------------------------------------------------------
                                    Note cost: 40
    The Climb move is one of the most important moves in the game. Hey, don't we seem to
    be learning basic moves that we used to automatically know at the beginning of the
    past games? Oh yeah, forgot, this is set in the past. Anyway, climbing is simple.
    Approach a climbable object such as a ladder or vine. Press UP and Banjo will begin
    to scale the climbable object. At the top, press A to get up.
    ------------------------------------------------------------------------------------
    
    There's a ladder right behind Bozzeye so why not try out your new move? Climb the
    ladder at get to the ledge at the top. Up here, grab the notes (83). There's a
    second ladder that you should climb. Up here is a minion and a note (84). Past the
    third ladder (not up it, past it) is a JINJO (4). Now climb the third ladder. Grab
    the notes (86) and then talk to the hen. Her eggs have been lost down the slippery
    slide nearby (it's in the cave right next to you). OH NO WHAT TO DO? She wants to
    you go collect them but she also wants you to watch out for the spikes. Enter the
    cave to begin the slide. This is one of the more fun mini-games. The slide goes in
    the same direction the whole time. The eggs pass by you as you go down. They are
    pretty easy to grab.
    
    Grab all twelve eggs but watch out for the spikes. If you're hit, you'll spin a
    little. Near the end, that can cause you to lose an egg. Once you have all twelve
    eggs, you'll exit the slide. You reappear near Bozzeye's molehill (the one where he
    taught you how to climb). Climb up the three ladders again and collect your JIGGY
    (6) from the hen. Now jump the gap on your left. On the other side, kill the minion
    and grab the notes (88). Now climb the ladders up and then right. Some tentacles are
    guarding a Jiggy. Take them all out by rolling or the Pack Whack and then grab your
    well-deserved JIGGY (7) from its resting place. Now drop down all the way to the
    molehill and go right until you're back at the starting point. From here, go right
    some more.
    
    Climb up the haystacks and start heading north. Follow the path back to the Farm
    Heights. Here, go up and then left. Enter the pen and head north. Go into the Bluff
    Barn. Head up and then right all the way to find a Roll Switch. Activate it and a
    warp will appear. Step on it and press A. You're warped to Klungo's lab, who is
    mumbling to himself about making new potions for "Misssss-tresssss". Yeah, whatever.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               BOSS: Klungo (Fight 1)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Difficulty: *
                                       HP: 3
    
    Klungo, the first boss of the game, is not surpisingly easy. By the way, you notice
    that I mention "Fight 1" in the boss title. Yes, that means that you're going to be
    fighting Klungo more than once (a lot of times, actually). Anyway, Klungo's fights
    in Grunty's Revenge are similar to the ones in Banjo-Tooie. Klungo spawns a shield
    and throws three potions at you. Touching his shield causes you to take damage, so
    don't approach it at all. His accuracy is moderate but if you keep moving in a
    circle (jump to increase his chances of missing) Klungo shouldn't be able to hit
    you. After three hits, Klungo will deactivate his shield and try to go after you
    himself. Rush up to him and thit him with either a Pack Whack or a Roll Attack.
    Klungo will spawn the shield once more.
    
    He'll throw three potions at you again. After throwing three, he'll wander to
    another part of the room (still in his shield) and throw three more potions. He'll
    deactivate the shield once more so hit him again. The final hit doesn't change that
    much. After throwing six potions, he moves locations again and throws a final three
    before coming after you. Score the final blow and he'll run off.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    After Klungo leaves, he'll drop a JIGGY (8) and a MUMBO TOTEM (1). Warp back to the
    barn and collect your Jiggy and token, then exit the barn. Climb to the top of the
    barn using the haystacks on your right. Head to the left and then jump to the ladder
    that doesn't reach the ground. Climb up and at the top, grab the HOLLOW HONEYCOMB
    (1). Now drop down on the other side of the barn and head north to enter Mumbo's
    Pad. Time for some old Mumbo Jumbo magic! Talk to Mumbo and after telling Banjo that
    he's just a rookie (which sorta scares Banjo) hand him your totem. Step on the pad
    and you'll have a choice of what to turn into. Your only options are "Banjo" and
    "Mouse" at the moment. Select the Mouse to become one. As Mouse-Banjo, you can move
    around much more quickly.
    
    You can also hold B while stationary to nibble things and fit into small passages.
    With this in mind, exit Mumbo's Pad. Go around to the front of the barn but _DO NOT_
    fall in the water. If you do, it's instant death. Go back into the pen and head
    right. Climb the ramp and you'll be in front of a smaller barn. Head forward, past
    the notes, and drop down below the grate. Go around the passage and get the three
    notes (91) then head through the little passage. Now head to the little lever behind
    one of the gears. Nibble on it to start an elevator to move. Go left to the elevator
    and take it up to the JIGGY (9). Now drop down and collect the notes (94) in here.
    Now go through the little door to be on the top of the grate again. Collect the
    notes (97) and the HOLLOW HONEYCOMB (2).
    
    With all of that, exit the little barn. Go left into the pen and north into the barn
    again. Head north and enter the little mouse hole. Get the final notes (100) and
    rescue the last JINJO (5). Now return to Mumbo and transform back into Banjo. Head
    to the start of the level and get the JIGGY (10) near the Oracle. You have
    everything there is to offer in Cliff Farm so exit.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB03     |
    +======----------------------------------------------------------------------======+
    
    Now that we have a few new moves, there are a few things that we'll be able to get.
    First go right, south, and north. You should have eleven Jiggies, which is a lot
    more than what's required to get to Breegull Beach.
    
    +======----------------------------------------------------------------------======+
    |                            Jiggywiggy's Temple                         TEM02     |
    +======----------------------------------------------------------------------======+
    
    Go north again. The door is locked so you have to speak to Master Jiggywiggy in
    order to have it open. Once it's open once more go down the stairs and through the
    door. Head to the back, step on the Jiggy panel, and press A to open Breegul Beach.
    Fourteen Jiggies are required to open the next world so exit for now.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB04     |
    +======----------------------------------------------------------------------======+
    
    Head north, up the ledges, and then past the Jinjo Oracle. Climb the vines and head
    to Spiral Rise. Go north and grab the notes (36) and then head up to Honey B's Hive.
    Inside, talk to Honey B. You need two Hollow Honeycombs to get your first life
    extension and you have three. She'll give you your extra honeycomb and you'll lose
    two of your hollow honeycombs. Four are required for another extension so exit. Head
    right and jump up the ledge. There are a few sparkling campfires here. Smash one of
    them to reveal a JIGGY (2). Hooray. Now collet the notes (39). Jump onto the boulder
    and then onto the oddly shaped structure. From here, jump up to the ledge. Go left
    all the way and get the notes (44). On the way, jump up to the top of Honey B's Hive
    and grab the HOLLOW HONEYCOMB (2).
    
    Now go up the ledge and head north, past the Jiggy (for now). You're at Spiral Mere.
    Get the notes (46) and jump up the ledge. Grab the lone note (47) and return to
    Spiral Rise. Here jump into the water, collecting the JIGGY (3) foating in mid-air.
    Quickly swim to the other side before the waterfall takes you down. Once you're on
    the other side, go north into Spiral Mere once more. Head north and get the note
    (48) then drop onto the peninsula and get the next note (49). Jump into the lake.
    Swim around this vast body of water and collect the notes (54). After you have them,
    go all the way left and jump onto the icy area. Collect the notes (57) that rest
    there. Jump into the lake and swim north. When you get to the waterfall, jump up to
    the ledge on your right.
    
    Collect the two notes (59) that rest on the barrels on this ledge. Now swim right
    for a while and then jump up onto a red ledge near a staticy pad. As you head left,
    collect the notes (64). When you reach the turn to your right, you should find some
    TNT. Carefully avoid this because if it knocks you into the lava, you'll be reduced
    to a single honeycomb. There's a beehive on an island in the water if you need it.
    Continue right, collecting four notes. That's going to be about as far as you're
    going to be able to go without it becoming EXTREMELY difficult to collect the last
    two. We'll get them later. For now, drop back down into the water. Return to the
    area you started. Drop into the little ditch and get the two notes (70) by the
    beehive.
    
    Jump out and collect the lone note (71) on the path. Now go south back into Spiral
    Rise. Collect the notes (74) in the ditch and at the end, climb the vine back down
    to a lower area. Collect the notes (77) on the left side of the green puddle (don't
    touch it or you'll lose health). You can't get the Jiggy near the left side of the
    puddle so continue south, into Spiral Mountain. Get the notes (80) here. Once again,
    you can't get a Jiggy that's in this area. Drop down to your right and go right for
    a while until you get to the Jinjo Oracle. Climb the vine behind her and head into
    Spiral Rise. Go to Honey B's once more. You got another Hollow Honeycomb a while ago
    so you have four now. Give them to Honey B to get another extension. You should now
    have six units of life.
    
    Oh yeah, there's one thing I missed earlier. Go right, without jumping any ledges.
    At the end head south to find some notes (83). We still have an entire area of
    Spiral Mountain that we can explore. Head all the way left, past Honey B's Hive, and
    across the stone bridge that goes over the river. Go south and get all of the notes
    (86). Head up the hill and then follow the path, defeating the minion and getting
    the notes (88). At the top, there's a JINJO (2). Pack Whack the Jiggy Switch to make
    a Jiggy appear. For now, it's too hard to get (because you have a VERY tight time in
    which to grab it) so ignore it and jump into the water. Swim down to the bottom of
    Spiral Mountain. Go left and jump up the ledge. Head all the way to the left side
    and then jump off.
    
    You're in front of Breegull Beach. Enter.
    
    +======----------------------------------------------------------------------======+
    |                                Breegul Beach                           WORLD2    |
    +======----------------------------------------------------------------------======+
    
    You'll hear a Jinjo crying for help the moment you enter. This Jinjo is well
    camelflouged in the trees but head south and you'll spot the yellow JINJO (1). Now
    go right and collect the notes (3). Drop down the ledge and collect the notes (5) as
    you go left. Head south, past the Oracle, and grab the notes (9) as you go dropping
    off the many ledges. At the bottom, near the shore, you'll find a BLUE SHELL (1).
    Jump into the bay and swim around, avoiding the mines. Go and collect the notes (15)
    but DON'T head to the second part of the bay (accessed by going right). Locate the
    dolphin and it'll exclaim that it needs a shiny thing removed from it's house. It'll
    then swim into the bubbly water. Dive down with it. Now proceed to follow the
    dolphin as it goes deeper into the lagoon.
    
    Follow it as much as you can, WITHOUT grabbing any notes. If you get low on air,
    there are two spots where bubbles rapidly come out. Touch them to restore all of you
    air. At the end, it'll suddenly seem to turn back. Swim left and grab the JIGGY (1)
    that's on top of the pirate ship. Surface once more and dive back down. Now take the
    trip again, only collect all of the notes that you pass. You'll have to touch the
    two air bubble locations to replenish your supply if you want this to be easy. When
    you arrive at the pirate ship you should have 31 notes and you should have picked up
    a HOLLOW HONEYCOMB (1). Now dive into the ship. Grab the notes (35) and then swim
    through the hole and get the JINJO (2). Surface to the top. Now it's time to swim to
    the second part of the level.
    
    Go up to the shore and get all the notes (41) on the shoreline including the one on
    the small pillar. At the end, jump over the ledge into the second part of the bay.
    Swim right all the way to find an island with a JINJO (3) on it. Now go north. Jump
    on the islands and collect all of the notes (44) as you go. Now head to the very
    back, where there's a cave. Enter it to start a mini-game. In here, you have to try
    to hold onto the sea chest longer than the other sea scouts. They'll try to knock
    the chest off your boat by using cannonballs. The scouts tend to stay in the south
    section of the arena so if you stick to the upper section it'll be a little easier.
    They still will try to follow you wherever you go so try to avoid them as best you
    can.
    
    To control the boat, hold A to move forward. Steer with the control stick and press
    L to shoot a cannonball out of the left side. R shoots a cannonball out of the right
    side. If you're hit, the chest latches off of your boat (if you have it). The same
    goes for the other players if they're hit. You can also run into the chest if
    another player has it and then you'll automatically take it. The game will go on for
    sixty seconds. The left corner shows who's held the chest the longest in order from
    longest to shortest. Even if you don't have the chest when time runs out, you can
    still win if you've held the chest the longest. Once you win you'll get a JIGGY (2).
    Now return to the shoreline. Jump up onto the ledge that you had jumped over. On
    this ledge, go north.
    
    Grab the notes (47) and then head onto the top of the brick building. Collect the
    notes (50) and drop off on the left side. Ignore Bozzeye, since you won't be able to
    learn his moves here until you have rescued Kazooie. Collect the notes (53) south of
    Bozzeye then head left of Bozzeye's molehill. Grab the BLUE SHELL (2) for later and
    head to the other side of this ditch where another BLUE SHELL (3) awaits you. Now
    jump to the ledge with the large cave entrance. Inside is Grunty's Quarry. Go north
    and drop down the ledge. A bunch of notes (59) are on the FLOOR (not any ladders or
    ledges) of the Quarry. Get them all. There's a big, wide pillar sticking out of the
    floor near the right side. To the left of this wide pillar there's a ladder. Climb
    it and jump to the strange pillar.
    
    Pack Whack the switch to reveal the warp to the boss. Drop down and get the notes
    (62) then stand on the warp. You'll warp to the Witch's Keep. Guess what, Klungo and
    Grunty are here. Klungo's adding a few touches to Mecha-Grunty. He'll warn
    "Missssss-tresssss" that Mecha-Grunty's batteries are still recharging so she has to
    keep moving in order for her shield to activate. By the way, you'll notice that
    Kazooie is trapped in a cage. This is your chance to rescue her!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               BOSS: Grunty (Fight 1)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Difficulty: *
                                       HP: 6
    
    Good god, who knew we'd be fighting Mecha-Gruntilda so soon? Well, she's not in
    perfect condition (SOMETHING is always wrong with the main bad guy if you fight them
    before the end of the game; then you fight them at the end and they're at full
    power, what a shock). Again, you're going to be fighting Grunty a lot. This first
    fight is definitely the easiest. Don't expect all of them to be this simple. Anyway,
    the first part of the battle is extremely simple. Grunty will activate a shield that
    is VERY similar to Klungo's shields. Touch it and you'll take damage. Grunty will
    proceed to charge at you in one direction. She's faster than you are so don't try to
    outrun her; just move left or right to avoid the charge. After a few charges, she'll
    stop in one place to laugh (stupid move).
    
    Her shield will lower since she's no longer moving so you can roll into her/Pack
    Whack her. Again, she'll proceed to charge at you. Wait until her shield has lowered
    again and roll into her. Do this once more to get her down to three hit points. The
    strategy changes a little now. Grunty will hover in the air and stand in one
    position, a place that Banjo is currently (or was a few seconds ago) standing.
    She'll then slam down onto that area. Simply run around in a circle to avoid this.
    After three attempts at crushing you, she'll lower her shield so attack her once
    more. The strategy repeats itself, and she'll try to slam down on you three more
    times. Again, hit her to get her down to only one hit point. Nothing changes yet
    again.
    
    Simply roll/Pack Whack her to end the battle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    A Jiggy will appear outside the Quarry but what you're about to get is worth more
    than ten Jiggies... maybe. Kazooie will be freed, which means a ****load more moves
    to learn. And guess what, you learn one right now for free!
    
    ------------------------------------------------------------------------------------
                                  New Move: Flap-Flip
    ------------------------------------------------------------------------------------
                                    Note cost: None
    Kazooie will comment on how Banjo looks like he needs some extra jumping height and
    then comment on how her wings are a little stiff so she needs to stretch them out.
    Stand totally still and hold L to duck down. Press A and you'll perform the Flap-
    Flip. This move is a high jump that allows you to jump uch higher than Banjo could
    ever jump. This allows you to reach new places where ladders or vines aren't found.
    ------------------------------------------------------------------------------------
    
    After experimenting with your Flip-Flap for a little bit, exit the Witch's Keep by
    means of the warp. Outside, drop down and climb the ladder to the left of the
    pillar. At the top, grab the JIGGY (3). Yahoo. Now drop down and climb the ladder
    behind the first one. Here, jump to the ledge on your left. Head forward and grab
    the note (63) and then continue left. Flip-Flap up to the ledge. Here, drop down to
    the lower level where you should grab another note (64). Now high jump up to the
    small tower and get the note (65). Drop down to the bridge connecting the two
    towers. Defeat the minion and high jump up to the top of the second tower where a
    JIGGY (4) lies. With this Flip Flap we're really making progress, aren't we? There's
    nothing else to do in Grunty's Quarry so exit it.
    
    Back at Breegul Beach, jump to the right ledge and talk to Bozzeye. Time to learn
    the Egg Spit!
    
    ------------------------------------------------------------------------------------
                                  New Move: Egg Spit
    ------------------------------------------------------------------------------------
                                    Note cost: 80
    It's the most-used move in any of the Banjo-Kazooie games, it comes in many
    different types, I have absolutely no clue how Kazooie gets them up her throat, it's
    the eggs! The Egg Spit comes with the first type of egg that you'll learn (normal
    eggs). And firing them is totally different than how you fired them in the past
    couple of games. Hold L to crouch and then press B. Banjo whips Kazooie out of her
    backpack and holds her like a gun. This is the Breagull Blaster, only in third-
    person mode. You can move around however you like and press B to fire eggs (yes,
    jumping is another option). Press L and you'll exit Egg-Spit mode. Very convienient,
    eh?
    ------------------------------------------------------------------------------------
    
    As usual, there's a place where you can test out your new move. Jump up onto the top
    of the stone building on your right. Head over to the golden skull and step on it.
    With the Egg Spit now learned, you'll enter a new type of mode. This is a behind-
    view of Banjo and Kazooie and they've automatically entered Egg-Spit mode. You'll be
    seeing this a lot, so get used to it. A ghost ship will appear out of nowhere (duh,
    it's a ghost ship). A pirate who is on drugs (well, he talks like he's on drugs)
    will shout that you'll never get his gold. He'll then drop fifty-pound hints that
    you should use eggs to fire at him. He'll start to shoot cannonballs with terrible
    accuracy at you. If you are hit, you'll lose a honeycomb. It's unlikely that you'll
    be hit once during the whole battle so don't worry.
    
    After shooting a few cannonballs at you, the pirate will appear in a random place of
    the ship. Aim with the control stick and shoot an egg at the pirate. After
    screaming, it'll retreat and shoot more cannonballs at you. Again, it'll pop out to
    taunt you. Shoot it once more. The process will repeat once again. Shoot the pirate
    one more time and it'll disappear. When you exit Breegul-Blaster mode, the pirate
    will give up his JIGGY (5). Jump to the island below you and jump from island to
    island until you reach the big one with Bozzeye's molehill. Talk to him to learn a
    new move.
    
    ------------------------------------------------------------------------------------
                                 New Move: Feathery-Flap
    ------------------------------------------------------------------------------------
                                    Note cost: 110
    I thought this was supposed to be called the "Flutter" because that's what it was
    called in the last two games. WHAT HAVE THEY DONE? Anyway, Kazooie will be talking
    to Banjo as Banjo tries to listen to Bozzeye. After Kazooie finally shuts up,
    Bozzeye will have just finished explaining how to get a Jiggy. Damn you Kazooie.
    Anyway, he'll then teach you the Feathery-Flap. Press A and in the air press A once
    more. Kazooie will spread her wings and you can hover in the air for a brief moment.
    You can try it out to get a Jiggy nearby.
    ------------------------------------------------------------------------------------
    
    Jump in the water and swim south, then jump out onto the shore on your left. Jump up
    to the high ledge and face the right. Jump up and Feathery-Falp to the pillar. Do
    this again and get the note (66). Do this once more to grab the JIGGY (6). With the
    Jiggy, return the ledge that you started on and go north. At the brick building, go
    left for a while until you see Mumbo's Pad. Head inside and talk to Mumbo. You see,
    you can take transformations to different worlds in this game, unlike the past two.
    Too bad they didn't take advantage of this. What I mean is that this is the only
    time you'll have to use a transformation from a previous world to get a Jiggy. Ah
    well. Talk to Mumbo to turn into the mouse from Cliff Farm. Now head outside Mumbo's
    Pad.
    
    Head left to find a Breagull. He'll ask you (not directly, but he'll throw enough
    hints) to free his breagull friends chained up in Grunty's Quarry. Head through the
    tiny hole to get near the top of the Quarry. Here, collect the all of the notes (73)
    in the FIRST part of the Quarry (you get to the second part by crossing the bridge).
    Once you have all of the notes, go around the first part to find breagulls chained
    up. Nibble on each chain to free the breagulls. Cross the bridge after you have
    freed two to find another. Free this one and drop down the ledges. Head right to
    find a JINJO (4). Now collect the notes (79) in the SECOND part of the Quarry (don't
    drop down the ledges that are south of you). After freeing another breagull located
    up some ledges north, head south and drop down the ledges.
    
    Go left and follow the path, getting the ntoes (82). There's another breagull to
    free. Now head up to find the final breagull. Free it and head through the hole.
    Talk to the breagull here to get a JIGGY (7). After you have the Jiggy, head back to
    Mumbo's Pad and become Banjo and Kazooie once more. When you reach the breagull, go
    south to find a BLUE SHELL (4). Now go left, up the ledges. You'll find a high ledge
    with a shell and a tentacle. Use the Flip-Flap to get up to the ledge. Defeat the
    tentacle and grab the BLUE SHELL (5). Now grab the lone note (83) on this ledge and
    head right to find another note (84). Drop down to the ledge below and get the note
    (85) there. Now go south all the way and left to find a weird mouse-looking dude.
    Talk to him.
    
    In exchange for the blue shells, he'll give you a JIGGY (8). Return to the area
    where you found the fifth blue shell and go right. There's some vines on the wall.
    Climb them and follow the path up. Get the notes (88) and enter the next area. This
    area is Bregull Peak. Collect the three notes (91) by Bozzeye and then talk to
    Bozzeye. Time to learn the final move in Breegul Beach and it's certainly a famous
    Banjo-Kazooie move!
    
    ------------------------------------------------------------------------------------
                                 New Move: Talon Trot
    ------------------------------------------------------------------------------------
                                    Note cost: 140
    Time to learn one of the best moves in the game, the Talon Trot. Those who aren't
    farmiliar with this move, let me explain: the Talon Trot allows you to control
    Kazooie as you walk a lot faster. You're also able to jump farther and you can climb
    up steep slopes with ease (slopes that you would previously slip on). To perform
    this wonderful move, press L and then press R. You can release both buttons now and
    walk around in Talon Trot mode all you want. Keep in mind that you can't attack
    while in this mode! Press L to return to Banjo's control once more.
    ------------------------------------------------------------------------------------
    
    Okay, get into Talon Trot mode and climb up the steep slope behind you. At the top,
    get the notes (94) and then talk to the ancient breegul. He'll say that if you
    collect twenty watchyamacallits from the ancient ancient slide he'll give you
    ancient ancient ancient treasure. Whatever. Anyway, climb the vines to the top,
    where there's a huge cave entrance. To the left of it is a note (95) and the final
    JINJO (5). To the right there are two notes (97) and the final HOLLOW HONEYCOMB (2).
    Now enter the slide. This is just like the slide in Cliff Farm where you had to get
    the whatever-you-had-to-get. This time it's a lot harder though. There are a lot
    more spikes and you have to collect twenty worms. There are more than twenty on the
    slide so don't worry.
    
    You WILL hit spikes while doing this on your first try. Even though you'll hit
    spikes, you should be able to copmlete this on your first try. You'll emerge with
    another JIGGY (9). Now head into the water and swim to the shoreline. Go all the way
    to the left side and then Flip-Flap up to the high ledge where the final three notes
    (100) await you. Great, you should have 288 notes with you so far. That's enough to
    get moves from the next two worlds I think. Head north now and up some ledges to
    find the Jinjo Oracle. In front of her is the JIGGY (10) you got from freeing the
    Jinjos. You have everything in Breegul Beach now, great. Head back out to Spiral
    Mountain.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB05     |
    +======----------------------------------------------------------------------======+
    
    Back outside, there's quite a few things that we can do now that we have some new
    moves. First, head up and Flip-Flap up to the ledge above Breegul Beach. It looks
    like we can get the Jiggy in the air with the Flip-Flap but we can't; we after to
    wait until the next level to do that. So just continue north to Spiral Rise. You're
    at the area with the bog. Go around the bog and defeat the tentacle, then jump to
    the ledge. Avoid the monster and Flip-Flap up to the ledge with the JIGGY (4). Now
    drop down and climb the vines to an upper ledge. Now head north into Spral Mere.
    Jump into the water and go right until you get to the red ledge. It was EXTREMELY
    hard to get those last two notes like I said earlier but we can get them now with
    the Feathery-Flap.
    
    Jump up and hover over the TNT/Gremlins with the Feathery Flap. You can also try to
    run away from the TNT, which works as well. If you're knocked off, quickly rush back
    up before the TNT reappears. Once you get to the third TNT box, try to flutter over.
    If it hits you, you still have time (if you're alive). QUICKLY rush back to the spot
    where the TNT box was. If you got to that spot quickly the first time, none of the
    TNT boxes should have reappeared. Grab the next two notes (90) and hover over the
    final Gremin. A JIGGY (5) awaits you at the end. Now let me tell you something that
    will probably piss you off majorly: that Jiggy, as well as the notes, could've been
    gotten in about twenty seconds had we decided to wait a couple more levels. But hey,
    I'm not the patient type okay?
    
    Anyway, drop down into the water once more. Swim south and jump onto the green
    ledge. Jump onto the ledge that's on your right. From here, Flip-Flap up to the high
    platform covered in leaves. Up here, get the notes (93). Now head right, past the
    Shock Jump Pad, collecting more notes (95). Head through the little tunnel to rescue
    a concealed JINJO (3) and grab the note (96) on the other side. Head back through
    the tunnel and get the note (97) on the ledge. Now drop down to the lowest ledge and
    go south, back to Spiral Rise. Head south and then right for a long time until you
    reach a bunch of flames. Again, we can get across here safely if we wait a few
    levels but if you have at least four units of health, why wait until later? First,
    defeat the minion.
    
    Now Feathery-Flap over the first few flames. You'll be hit by some fire, but you can
    continue to Feathery-Flap into the safe point with the JINJO (4) and the note (98).
    Now drop down to the lower level and go right for a while, up the ledge, and over
    the stone bridge. Climb this spiral rise (hence the name of the area) and activate
    the Jiggy Switch with the Pack Whack. A Jiggy appears on the other side of the area.
    QUICKLY get into Talon Trot mode and drop down the mountain, then Talon Trot to the
    other side. You have eleven seconds to do this. Jump down ledges or you'll slow down
    a little. On the other side, jump to the pillar with the Jiggy. Get out of Talon
    Trot mode and Flip-Flap up to the JIGGY (26). Okay, we have all we can get at the
    moment.
    
    Head south to the main part of Spiral Mountain and continue south. Drop down a bunch
    of ledges and then enter Jiggywiggy's Temple.
    
    +======----------------------------------------------------------------------======+
    |                              Jiggywiggy's Temple                       TEM03     |
    +======----------------------------------------------------------------------======+
    
    We have twenty-six Jiggies, twelve more than what's needed to open the next world.
    Head up to Master Jiggywiggy and talk to him. He'll open the door leading to the
    Jiggy pannel. Head through and step on the pannel. You'll open Bad Magic Bayou, the
    area near the swamp. Hey, guess what? Twenty-four Jiggies are needed to open the
    fourth world but we have twenty-six! Talk to Master Jiggywiggy a second time and
    he'll offer to open the door once more. Head through again and step on the pannel to
    open Spiller's Harbor. To everyone's horror (everyone who's played Banjo-Kazooie at
    least) Spiller's Harbor is the Rusty Bucket Bay and the Grunty Industries of Banjo-
    Kazooie: Grunty's Revenge. C'mon, you knew there was going to be one level that
    woudl drive you straight up to Hell.
    
    Thirty-nine Jiggies are needed to open the fifth world (Freezing Furnace) so exit
    Jiggywiggy's Temple for now.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB06     |
    +======----------------------------------------------------------------------======+
    
    At Spiral Mountain head south, left, and then north. Climb up a few ledges and
    follow the path up. Go left when you reach the lake and jump up the ledge. Flip-Flap
    up the next two ledges and head north. You're in front of Bad Magic Bayou, so enter
    it.
    
    +======----------------------------------------------------------------------======+
    |                                Bad Magic Bayou                        WORLD3     |
    +======----------------------------------------------------------------------======+
    
    I dislike this level somewhat, although it isn't as torturous as the next level :)
    Anyway, there is something I have to warn you about this level: the bog. This swamp
    water should remind you of Bubblegloop Swamp if you've ever played Banjo-Kazooie.
    Touch it and you'll be damaged. Continue to swim around in it and you'll be damaged
    even more. How joyful. Anyway, you're on a log platform at the start. Head south and
    drop down a few ledges to be on an island. Jump to the tires on the northeast side
    and get the notes (3) on them. Follow them to the next island where Bozzeye's
    molehill rests. 210 notes is the cost for his next excellent move, another famous
    Banjo-Kazooie one, the Rat-a-Tat-Rap.
    
    ------------------------------------------------------------------------------------
                                New Move: Rat-a-Tat-Rap
    ------------------------------------------------------------------------------------
                                    Note cost: 210
    This move saved your life in Banjo-Kazooie and Banjo-Tooie, being one of the most
    powerful and most efficient moves to use during both regular battles and boss
    battles. Aside from that, it added a little hangtime to your jump, allowing you to
    get across greater gaps. I am happy to say that the Rat-a-Tat-Rap hasn't changed at
    all since the past two games. To do this wondeful move, jump in the air with A.
    While in the air, press and hold B. Kazooie will stick out her beack and peck
    whatever's in front of her. While she's doing this you can still move a little,
    giving you a lot more control over the move.
    ------------------------------------------------------------------------------------
    
    Okay, for the first time, there's not really anything to test this move on. But it
    will come in handy in a few seconds. Jump up to the wooden bridge. Follow it and
    you'll find a Bogfoot. These guys are monstorous enemies with lots of HP and big
    feet. Do a couple of Rat-a-Tat-Raps on it to defeat it and continue along the wooden
    bridge. At the end, Rat-a-Tat-Rap across the gap and onto the tires. Defeat the
    tentacle and collect the notes (5). Now jump to the island on your left. Talk to the
    general minion here. He'll mistake you for a Gruntling training to be in Gruntilda's
    army. Uh... yeah. Anyway, he'll try to "discipline" you. He'll send out a red
    Gruntling. One Rat-a-Tat-Rap will defeat it. A blue Gruntling is next. Again,
    another Rat-a-Tat-Rap does it in.
    
    A black Gruntling will pop out after, and it takes two hits with a Rat-a-Tat-Rap.
    Brown is next, and it takes two hits. The final Gruntling is white and it's the most
    powerful. Three Rat-a-Tat-Raps will kill it. Once they're all gone, the general will
    surrender a JIGGY (1). By the way if you use rolls on these Gruntlings they will
    take a lot more hits to defeat :) Once you have the Jiggy jump to the tires on the
    northwest part of the island. Get the notes (7) and jump to the next island. You're
    back at the start; we've just made a complete circle. Get on the set of tires and
    get the notes (9). Now Rat-a-Tat-Rap across the gap and drop down onto the next set
    of tires. Defeat the enemy and collect the notes (11). Now jump to the next island.
    A mouse is here.
    
    This mouse looks exactly like the blue shell mouse you saw at Breegul Beach. Talk to
    him and he'll ask if you want to earn an easy Jiggy. It's a pretty simple mini-game,
    and you've played one very similar to it before at the Cliff Farm. Okay, you have to
    fish for uh... fish. But you have to avoid the mutant-snippets while doing so. The
    controls are the same as catching the shepp: hold B to charge your fishing rod.
    Release B and you'll throw your fishing rod forward. The distance you cast depends
    on how long you've charged. If a fish runs into your rod then you'll automatically
    catch it. For the first part mutant-snippets seem to be absent from the game. Then
    they'll start coming in. Catch one and it'll make you lose a honeycomb. Don't worry,
    it won't slow you down or anything.
    
    You shouldn't end up catching too many snippets anyway. Again, you need twelve fish
    in sixty seconds and then you'll get the JIGGY (2). Now jump back to the tires and
    defeat the enemy, then jump back to the next set of tires. From the main island,
    jump to the south set of tires to get to the big island that had the Gruntlings on
    it. Jump to the dock on your left. Grab the single note (12) on it and then jump to
    the tires. Defeat the tentacle and get the notes (15). Now jump to the next dock.
    Defeat the Bogfoot by doing three Rat-a-Tat-Raps then cross the dock collecting the
    notes (18). The next island has the Jinjo Oracle. Ignore it for now and jump to the
    next dock, a bigger one. Go left, past the junction north. Get the notes (20) and
    drop onto the island.
    
    This is an area that's like honeycomb haven for you. There are three tentacles and a
    beehive. Keep this spot in mind if you ever need honeycombs. Okay, jump back onto
    the dock and go north. Get the note (21) and enter the Vapor Scrubs. This area is
    full of fog. That fog is actually posionous gasses. Every four seconds you'll lose
    one honeycomb. Quickly get the honeycomb on the dock and jump to the next one.
    Quickly follow the path collecting the notes (27) until you get to the one with the
    junction where you can go north or right. Head right and south, onto the dock. Get
    the JINJO (1) and the note (28). Now face the left tree stump and Flip-Flap up to
    it. Grab the JIGGY (3) on top and then Feathery-Flap over to the opposite tree
    stump.
    
    Get the honeycomb and drop down onto the next dock. Get the notes (30) and head
    south to the end of the dock where there's another note (31). Now quickly, while you
    still have life (or it might be best to kill yourself and start over) return to the
    junction but take the northern path this time. You're out of the vaporous area now.
    Go forward and get the two notes (33). Now go left, up the ramp, and roll past the
    tentacle. Grab the notes (37) here. From here, jump to the ledge north. Mumbo's Pad
    is in this area, but we don't have a totem so we really can't do anything. We can
    get the two notes (39) to the right of the pad though. After grabbing those, head
    back to the Vapor Scrubs. Quickly return to the other side of the scrubs. Go out and
    then head left.
    
    Go past the Oracle and then past the Bogfoot (if it's there; depends on if you
    decided to kill yourself earlier or not) and onto the set of tires. From here,
    continue right for a little until you reach the big island. Take the northern tires
    up to the first island and climb up to the first dock again. Talon Trot up the steep
    hill and wala, you're back at the entrance to the level. Go left, over the gap. Head
    forward, past the Chomper, and Flip-Flap up to the platform with the beehive. Get in
    Talon Trot mode and jump to the steep hill. Head up and grab the note (40). Flip-
    Flap up the next ledge and get the note (41). Head into Talon Trot mode again and
    jump to the hill. Climb up and get the notes (44). Now head up the stairs to be in
    front of a large house.
    
    Flip-Flap up to the top of the roof. Defeat the Chomper guarding the JIGGY (4). Now
    drop down and go to the right of the house. Defeat the tentacle and you'll find
    Bozzeye's molehill. For 170 notes it's time to learn the Bill Drill.
    
    ------------------------------------------------------------------------------------
                                 New Move: Bill Drill
    ------------------------------------------------------------------------------------
                                   Note cost: 170
    This is the advanced version of the Beak Buster that was learned in Banjo-Kazooie.
    You never learn the Beak Buster here but the Bill Drill takes care of everything.
    Jump up in the air and then hold L. Kazooie will stick her beak out and start
    twirling. She'll slam into the ground and drill any drillable piece of terrain.
    Drillable terrain consists only of cracked ground. For example, the cracked ground
    to your left...
    ------------------------------------------------------------------------------------
    
    On your left is some cracked terrain. Get on top of it and Bill Drill it. This will
    knock the JINJO (2) out of the tree, allowing you to grab him. Now head right and
    drop onto the dock. Go down and left, getting the notes (47). Now drop down to the
    land on your right. Get the note (48) and then Bill Drill the cracked terrain. A
    pink blob called a Germuloid falls down. Bill Drill the terrain once more and
    another Germuloid will fall down. Let them both latch onto you. These guys are like
    leeches, since they'll slowly suck the life out of you. To take them out, rotate the
    control pad in a complete circle. Do this quickly before you're dead. Do that to
    both of them and Bill Drill the terrain once more to make a JIGGY (5) fall to the
    ground.
    
    Now go down onto the dock and get the notes (50). Drop down to the island where you
    learned the Rat-a-Tat-Rap. A Jinjo is calling for help. Jump to the gnarled root on
    your right. Defeat the Chomper and rescue the JINJO (3). Now jump back to the dock
    you were just on and head back up. Flip-Flap up a couple of high ledges to get back
    onto the long dock. Slide down some hills and go past the Chompers. Flip-Flap up the
    ledges again to get in front of the big house. Enter the house. You're now in
    Monster Manor. There's a bunch of notes in this first room. Grab all of them
    including the ones up the stairs (this is in the first room ONLY). When you reach
    the top of the stairs you should have 59 notes. In this second room Flip-Flap to the
    shelf with the JINJO (4).
    
    Defeat the Gruntling and get all of the notes in this room ONLY. When you reach the
    end of the room, you should have 70 notes. You can't enter the next room yet (well
    you can, you just can't do anything) so head back through the second room. Near the
    top, go left to find a passage to a smaller room. In here get the notes (78)
    surrounding the beehive. Exit this room and go back down the stairs. Return to the
    area near the entrance to the mansion. To your left is another passage to a room. In
    here, there's a lot of strange electrical machines. Go around and collect all the
    notes on the floor (90). Climb the ladder and get the lone note (91) one one of the
    ledges. There's nothing else here that we can get for now so go outside and head
    right.
    
    There's another room here. Inside there's the final molehill of the level. For a
    bargain of 260 notes you can learn about the powerful battery eggs.
    
    ------------------------------------------------------------------------------------
                                New Move: Battery Eggs
    ------------------------------------------------------------------------------------
                                   Note cost: 260
    Okay, these are basically grenade eggs. But Rareware and THQ realized that they
    didn't really introduce any COMPLETELY new moves in this game so they decided to
    change around the names of some. The battery eggs can charge electrical machines as
    well as give enemies a shock. They are also able to defeat ghosts, something that
    none of your other moves can do. Bring up the Egg Spit with L and then B. Then press
    R to switch to the battery eggs. You can carry fifteen battery eggs at a time.
    ------------------------------------------------------------------------------------
    
    Well, it looks like we're able to try out our ol' battery eggs right now. After
    collecting all of the battery eggs around Bozzeye, look at the back wall. There are
    little holes with numbers above them. These are battery holes. Shoot the designated
    amount into each hole. You have to shoot a total of twelve eggs. When you have shot
    all of the eggs, the grate will open and a HOLLOW HONEYCOMB (2) will pop out. With
    your honeycomb, return to the main room of the mansion. Head left again and back
    into the huge mechanical room. Go forward to find a battery switch with a cost of
    one egg. Fire it in to activate an elevator. Quickly climb the ladder and jump onto
    the moving elevator. This will take you across the room. Get into Egg Spit mode and
    wait until you get to the end of your ride.
    
    There's another battery hole at the end. Shoot an egg in and jump to the next
    elevator, which is now active. It'll take you to a lone platform that holds a lovely
    JIGGY (6). With that Jiggy, drop down to the bottom and exit the room. Now head to
    the back and climb the stairs to the second floor once more. Head to the end and go
    through the door. A disoriented Warp Pad rests here, as well as two battery holes.
    Fire the required amount of eggs (a total of six) into each of them to activate the
    warp. Step on it to warp to the Minion's Workshop. Klungo is here mumbling to
    himself about "newwww poootioonn for misssss-tresssss" that makes enemies invisible.
    It doesn't work as well as he wants it to, and only makes the enemies tepmorarily
    invisible.
    
    Klungo will then spot Banjo and he'll use the upcoming battle as an opportunity to
    try out his new potion.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               BOSS: Klungo (Fight 2)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Difficulty: **
                                       HP: 3
    
    Klungo is a little harder this time because he's using a new potion that will help
    him become temporarily invisible. Other than that, the strategy and fighting tactics
    don't change that much so you shouldn't have that much of a problem fighting Klungo.
    This is Klungo's second of the three fights that you'll encounter with him. Klungo
    spawns a shield and throws three potions at you. Touching his shield causes you to
    take damage, so don't approach it at all. His accuracy is moderate but if you keep
    moving in a circle (jump to increase his chances of missing) Klungo shouldn't be
    able to hit you. After three hits, Klungo will deactivate his shield and try to go
    after you himself. This time, he becomes invisible. For certain periods of time he
    is TOTALLY invisible.
    
    As in, you can't see him at ALL. But there are very brief moments where you see a
    flash of Klungo moving around and that should help you locate him. Do a roll attack
    or a Rat-a-Tat-Rap on Klungo. If you can't locate him easily, then stay close to him
    when he's throwing potions and hit him the moment he lowers his shield. After you ht
    him once, he'll throw three potions at you again. After throwing three, he'll wander
    to another part of the room (still in his shield) and throw three more potions.
    He'll deactivate the shield once more so hit him again after tracking him down. The
    final hit doesn't change that much. After throwing six potions, he moves locations
    again and throws a final three before coming after you. Score the final blow after
    locating Klungo and he'll run off.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Klungo will leave behind a JIGGY (7) and a MUMBO TOTEM. Use the warp to return to
    the Monster Manor. At the manor, grab the Jiggy that just appeared as well as the
    Mumbo Totem. With those two items, you're ready to get the next two Jiggies. Yeah,
    Jigggy 10 can't be gotten until we've gotten past the fifth world which is a ways
    ahead of us. Head out to floor one and then exit Monster Manor entirely since we
    have no use for it anymore. Outside, slide down the dock to the start of the level.
    Head south onto the first island once more. Jump across the southern set of tires to
    end up on the large island. Jump to the dock on your left. From here, make your way
    over to the area with the junction (a path left and north). Head north to enter the
    vaporous area.
    
    Quickly make your way to the junction and go north, back outside to the bayou. Go
    north all the way and enter Mumbo's Pad. Talk to Mumbo and give him your totem.
    Stand on the pad and select the candle. Mumbo will transform you into the candle
    transformation. As a candle, Banjo can go into places that are normally too dark for
    him to go through. He can move around with the control pad, jump with A, and do his
    killer fire attack with B. Exit Mumbo's Pad. Go right and hop up the ledges into the
    Creepy Corridors. Follow the path, jumping over the green swamp water (instant death
    if you touch it) and collecting all of the notes (100). Make sure to grab the JINJO
    (5) in the corner as you head through this area. At the end, go up and enter the
    Haunted Halls.
    
    You now have to do a sort of puzzle within sixty seconds (the usual time limit for
    this crap). Go left and north all the way into a room with a white star surrounded
    by four candles. Use your candle attack to light all of the candles. A sixty-second
    timer starts. Light all of the candles in this room then exit and then go left, into
    a room with a circle. Light the lower-right and upper-left candles. If you light a
    wrong candle, you lose health and have to start the whole thing over again so be
    careful. Go across the room to the area with the square. Light all but the upper-
    left candle. Now go south and left into a room with a triangle. Light the upper-left
    candle and the puzzle is now complete. Head to the start of this room with the Jiggy
    imprint.
    
    On top of the Jiggy imprint is an actual JIGGY (8). Now return to Mumbo's Pad and
    transform back into Banjo and Kazooie. Exit Mumbo's Pad and then go south down into
    the Vapor Scrubs. Quickly head to the other side before you suffocate. Back out in
    the fresh air, go right. Drop down to the Jinjo Oracle and grab the JIGGY (9). Those
    are all the Jiggies that we can get at the moment. Why? Because we need the
    transformation from Freezing Furnace to get the final one. Freezing Furnace is the
    fifth world and this is only the third in case you couldn't count. So now follow the
    path to the exit and head back out to Spiral Mountain.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB07     |
    +======----------------------------------------------------------------------======+
    
    There aren't many new things that can be done here. We can get two more Jiggies and
    another honeycomb piece but that's it. Since we've already opened the Spiller's
    Harbor entrance, there's nothing else to do. Head south, to Spiral Mountain's main
    part. Here, you'll find the Jiggy in the tree. To the left is some cracked terrain.
    Bill Drill it to knock the JIGGY (7) down to earth. Now go north, back to Spiral
    Rise. Head around the swamp and climb the vine. Go up to Spiral Mere. Head north
    onto the red peninsula. There's a dolphin here. She wants to play a game where you
    have fifteen chances to feed her ten pieces of her favorite food, which is eggs.
    Surprise, surprise. This is a very easy mini-game. Just wait till she pops up and
    point your control pad in her direction.
    
    Fire an egg at her and that'll count as one hit. Feed her ten times (you only get
    five chances to mess up) and she'll reward you with a JIGGY (8). Now that you have
    that Jiggy jump into the water and swim right. Jump onto the ledge and go south,
    back to Spiral Rise. Head right until you pass Honey B's Hive. Drop down and enter
    her hive. Walk up to her and hand her your eight Hollow Honeycombs. She'll give you
    an extended unit of energy in return. You now have seven units, which should be
    enough for the rest of the game. But why stop at seven when you can get eight? You
    need twelve Hollow Honeycombs for the final unit of energy which we can't get at the
    moment. So head back outside. Outside, go right and up the ledge. Jump onto the
    boulder and then onto the statue of the King Jinjo on your left.
    
    From here, jump onto the ledge. Follow it left all the way and then go north into
    Spiral Mere. Jump in the water and go north all the way. Jump up to the ledge and
    climb the stairs. Head into Spiller's Harbor.
    
    +======----------------------------------------------------------------------======+
    |                               Spiller's Harbor                        WORLD4     |
    +======----------------------------------------------------------------------======+
    
    I deCLARE this to be one of the most frustrating levels that you'll have to face in
    the game. Why? Because it's a Banjo-Kazooie game and there always has to be that one
    level where you just want to walk up to Rare's headquarters and burn the creator of
    Banjo-Kazooie at the stake. Yeah, but you want to get 100% right? No? Yes? Yes.
    Okay, then you have to do this level. Besides, you'll eventually get used to this
    level. Anyway, this used to be a resort before Grunty game in. It's not that popular
    now, what a shock. Anyway, at the start, there's a single note (1) in front of you.
    One note, we're on a roll. Go southwest and then cross the grey bridge into the next
    area. You're in Bilge Haven. What the hell does "bilge" mean? Hold on, I'll look it
    up...
    
    Ah okay. The closest definition I got was "the lowest inner part of a ship's hull"
    which makes sense. Okay, head down the stairs. At the bottom is a sandcastle. This
    reminds me of the sandcastle in Banjo-Kazooie but then again the sandcastle reminds
    me of lots of other things as well. Flip-Flap up to the top of the sandcastle and
    get teh COIN (1). We're on a mission to get some coins here. It's another one of
    those "collect-five-items-bring-to-dude-and-get-jiggy-and-make-everyone-happy"
    things. Anyway, to the right of the sandcastle you'll find Bozzeye's molehill. For
    310 notes you can learned the famed Wonderwing move from Banjo-Kazooie.
    
    ------------------------------------------------------------------------------------
                                New Move: Wonderwing
    ------------------------------------------------------------------------------------
                                   Note cost: 310
    It's about time we learned this move! I remember it was like one of the biggest
    deals in Banjo-Kazooie and it's a slightly smaller deal in Grunty's Revenge. Why?
    You find it in the fourth world, that's the first thing. The second thing is that
    you have to locate Wondering pads. Yeah, they take out flying pads and put in
    Wondering pads, I see how it is. Anyway, step on a Wondering pad (all of them are no
    longer staticy now) and press A. Kazooie will use her feathers as a shield to make
    Banjo and Kazooie invulnerable. Any enemy she touches is dead instantly. However,
    you can't touch poisonous water (like the water right next to you; actually, I don't
    know if that's poisonous or oily...). There's a catch to this super invincibility
    though.
    
    You can only use it while you have golden feathers. The max amount of golden
    feathers you can carry is twenty-five and for every second you're invulnerable,
    you'll use up one golden feather. When you run out of feathers, the Wondering stops.
    If you want to cancel the Wondering at any time before that, just press L.
    ------------------------------------------------------------------------------------
    
    Okay, you have the Wondering. We're going to brave a little trip out into the
    poisonous/oily bay. C'mon, you have a few honeycombs to spare don't ya? And if you
    die you'll only appear at the start of Bilge Haven which is five steps away. Anyway
    in Banjo-Tooie, notes did not come individually. No, they came in pairs of five in
    things called "note nests." While an interesting concept, they seriously decreased
    the difficulty in locating the notes. Ah well. But they make their return in
    Spiller's Harbor. Jump into the poisonous/oily bay and quickly swim to the small
    island with the note nest (6). They give you five notes, and there's five of them to
    be found in Spiller's Harbor. Hooray. Now quickly exit the poisonous/oily water
    before you die.
    
    Now go north and jump up the ledge. From here, Flip-Flap up to a ledge with a note
    (7) and a Shock Pad Switch. You can't activate the switch yet so drop down and exit
    Bilge Haven. Outside, go south to find a sewer grate. Bill Drill the grate to make
    it disappear. Fall down into the sewer and rescue the JINJO (1). Flip-Flap out of
    the sewer and go north. To the right of the entrance there are some barrels. Behind
    them there's a carefully hidden note nest (12). There's a lone block south of that
    with a single note (13). Now go right and you'll find an ice cream truck guarded by
    a bunch of Maggies. Maggie is a raven and there are a bunch of them flying around
    here. Defeat them all and the ice cream man will pop out and give you some ice cream
    (which will come in handy later) as a reward.
    
    To the left of the ice cream truck there's a note nest (18). Now go to the right of
    the ice cream truck. Jump on the table closest to the Cafe. Get into Talon Trot mode
    and jump onto the roof of the Cafe. Get the notes (20) and drop down through the
    hole. Here, you'll find some notes (24) on a bed and a COIN (2) behind the couch.
    There's also a Jinjo here but we can't get him yet so return to Spiller's Harbor.
    Head to the right of the ice cream truck. Climb the set of stairs and kill the
    enemies by twirling in a circle when they latch on to you. Climb the next set of
    stairs. Bozzeye's molehill is here surrounded by two eggs. We barely pass the cost
    of this next move for the first time since the first move! For 410 notes Bozzeye
    will teach you the use of the ice eggs.
    
    ------------------------------------------------------------------------------------
                                 New Move: Ice Eggs
    ------------------------------------------------------------------------------------
                                   Note cost: 410
    Time to learn the third type of egg, the ice eggs. They are a lot more useful in
    Grunty's Revenge than they were in Banjo-Tooie (were they were the least used,
    except for the normal eggs). The ice eggs can freeze enemies and extinguish fires.
    You can also fire them into ice egg switches to reveal different things. You can
    carry up to twenty ice eggs at a time.
    ------------------------------------------------------------------------------------
    
    After you have the ice eggs, enter Mumbo's Pad. We don't have a totem yet but we
    still need to transform into an earlier creature to get one of the Jiggies in
    Spiller's Harbor. Head up to Mumbo and tell him to transform you into a mouse. Head
    out of Mumbo's Pad. Climb down the two sets of stairs and then go left. Continue
    left all the way into Bilge Haven. Go down the stairs and enter the tiny hole in the
    sandcastle. This is a maze, and not a very complicated maze I can give you that. It
    has two floors and you'll start on floor one (no surprise). To get to floor two you
    have to climb a black and white ramp near the bottom of the maze. To be able to
    maneuver completely around floor two you'll need to activate four switchs by
    nibbling at them=
    
    These switchs will cause bridges to spawn on the second floor. After activate the
    switchs (four in all I think) and scouring every part of the first floor, head up to
    the second. Locate the JINJO (2) up here and then continue following the path until
    you get to your first JIGGY (1). Finally we have our first Jiggy. Now make sure
    you've collected every note (39 total) in the area and then exit the sandcastle.
    Head up to the stairs and climb back up to Spiller's Harbor. Defeat the enemy and go
    northeast. From there, head north and then right, up the stairs. Defeat the enemy
    and go up the next set of stairs. Head to Mumbo's Pad and transform back into Banjo
    and Kazooie. Head down the two flights of stairs and go south. Drop down into
    poisonous/oily water.
    
    QUICKLY jump to the dock so you don't lose any more health. Get the notes (41) and
    then jump to the pipe on your right by Feathery-Flapping over. Grab the HOLLOW
    HONEYCOMB (1) and head into the pipe. You'll drop out behind the ice cream truck.
    Make your way over to the dock once more. Jump to the boat southwest of you and get
    the COIN (3) on it. Now jump to the steamboat in the center. Talk to the kid here.
    He will go home if you give him some ice cream, so hand him your ice cream cone and
    he'll run to his mom. We need to round up some kids here and that was the first.
    Return to the dock and climb the ladder left. Go right, past the pipe, and drop
    dowon into the water. Quickly grab onto the ladder and Feathery-Flap to the alcove
    witth the battery eggs.
    
    From there, Feathery-Flap to the next alcove. This alcove has a note (42). Head to
    the next alcove and then jump to the long pipe. Grab the notes (45) on top of the
    pipe. Now make sure you have full health and jump into the poisonous/oily water on
    your left. Quickly swim to the boat with the JINJO (3). Now jump into the water once
    more and quickly get the notes (48) around this area. We could've waited a little to
    get these but you should know by now that I'm impatient. Just kill yourself here
    since you'll appear on top of the ice cream truck when you reinarnate. From there,
    go up all of the stairs into Spillerston. From where you are, proceed to collect
    everything on the GROUND floor (don't go up stairs on on roofs or anything like
    that).
    
    There's really not that many things to get. When you're done, you should have 55
    NOTES a COIN (4) and another COIN (5). One coin is to the left where all the bees
    make their home (that's where one of the notes are also). For the second coin,
    destroy the tentacle blocking the entrance to the garden in front of the house. A
    mouse will come up and tell you to bring the coins to him but don't do that yet.
    Locate an arcade machine that says "Game Over" on it. You can't do anything with the
    arcade machine yet so Flip-Flap up to the top and get the flying saucer. Now go left
    and talk to the little Squitter, the one similar to the guy you saw on the
    steamboat. Give him the saucer and he'll run to his mom. Go left ssome more to find
    the mother squitter.
    
    Talk to her and she'll give you a JIGGY (2) as thanks for finding her kids. You'll
    notice that when you were getting all of the notes there was a little fenced area
    that you couldn't get to. Exit Spillerston and climb down the steps. Climb the two
    sets of steps to the left of the ice cream truck and enter Mumbo's Pad. Transform
    into a mouse once more. Exit and head to the right of the ice cream truck. Climb the
    stairs to Spillerston. Go up and right a little to find a hole in the fence. Head
    through and go around, collecting the notes (57). Avoid the tentacles as you get the
    HOLLOW HONEYCOMB (2) and the JINJO (4). Now exit this garden area and return to
    Mumbo's Pad where you should transform into Banjo and Kazooie once again. Exit
    Mumbo's Pad.
    
    Head to Spillerston once more. Go right all the way to the end, where Bozzeye's
    final molehill of the level rests. Talk to him and he'll teach you the Shock Jump
    for 370 notes.
    
    ------------------------------------------------------------------------------------
                                New Move: Shock Jump
    ------------------------------------------------------------------------------------
                                   Note cost: 370
    Your new move, the Shock Jump, is an old move from Banjo-Kazooie. It's used pretty
    commonly in this game thoughout the fourth and fifth worlds as well as Spiral
    Mountain. All Shock Jump Pads have suddenly become solid. This will allow you to
    locate a green pad with, as Bozzeye describes, a "big ugly foot" on the pad. Step on
    it then press A hold A. Kazooie will use her legs to spring up to heights that even
    the Flip-Flap can't reach. This is the most convinient way to get to high areas but
    you can only use it when you find a Shock Jump Pad.
    ------------------------------------------------------------------------------------
    
    Speaking of Shock Jump Pads there's one closeby. Go left a little to find a pad
    guarded by a tentacle. Defeat the tentacle and Shock Jump up to the green ledge.
    From there, get into Talon Trot mode. Jump to the building on your right and Talon
    Trot over to the chimney. Drop down into the Seaman's Lodge. If you go down all the
    way you should see a bunch of TNT boxes. If they explode near you then you'll lose
    two honeycombs. If they explode and then just scratch you, you'll lose a honeycomb.
    The best way to defeat them is the Wondering. Stand on the Wonderwing Pad and charge
    at the TNT boxes. Run into all seven to defeat them instantly without any health
    loss. This will make a JIGGY (3) appear. Yeah. Grab it and start collecting all of
    the notes (67) in the lodge.
    
    Now enter Talon Trot mode and head into the fireplace. You'll emerge outside once
    more. Drop down to the green ledge again. Flip-Flap up to the plateau of the
    building on your left. Ignore the switch and get the note nest (72). Now jump and
    Feathery-Flap over the large gap. Get the notes (74) on the other side and then
    slide down the roof. Okay, you ready for some kind of difficult challenge? Yeah,
    it's one of the more difficult Jiggies in the game. Feathery-Flap over the gap once
    more and you'll find a Wonderwing Pad Switch. Bill Drill it to make a Wonderwing Pad
    turn solid. Quickly get into Talon Trot mode and fall off the roof. Go southwest
    down to the Wonderwing Pad and use it. Now run to the left. There's a little
    orchard-type thing with a bunch of bees.
    
    Defeat all of the sets of bees and then deactivate the Wondering. Jump to the ledge
    with the Shock Jump Switch. Bill Drill it to make a Shock Jump Pad appear in the
    same area where the Wondering Pad was. Quickly Talon Trot over to the pad and use it
    to leap to the top of the tiny structure. There's a Jiggy Switch here. Stand on the
    right side and Pack Whack it. A Jiggy appears on top of one of the buildings. You
    have fourteen seconds to get this Jiggy. Quickly get into Talon Trot mode and rush
    over to the tentacle guarding the Shock Jump Pad. Defeat the tentacle and Shock Jump
    up to the green ledge. Flip Flap up to the ledge on your left and then run over and
    Feathery Flap across the gap. On the next building grab the JIGGY (4) that awaits
    you.
    
    Yeah, that was pretty difficult wasn't it? WASN'T IT? Anyway, drop down and head
    left. Climb the stairs and jump up the ledge. Get the two notes (76) and then talk
    to the mouse. Since you have five coins, you can play the mini-game. Head through
    the cave on your left. Okay, is this not the CHEAPEST thing where the bastard gets
    to float in the air so he can avoid all of the obstacles? Yes, this a race between
    you and the stupid rodent. The meter on the right shows how far behind once is from
    the other. You have to avoid the oil slicks since they SERIOUSLY slow you down and
    hit the speed boosters that look like things from Diddy Kong Racing. This is
    actually a pretty difficult mini-game because the oil slicks are everywhere and can
    be pretty hard to avoid.
    
    Just move left and right, away from the slicks, as you hit the speed boosters to
    slide down. After two or three tries you should about able to beat this mouse
    easily. You'll emerge in Bilge Haven and a JIGGY (5) will appear. Now that you have
    the Jiggy Flip-Flap up to the next ledge. Bill Drill on the Shock Jump Switch. This
    will make a Shock Jump Pad appear down below. Drop down and use that Shock Jump Pad
    to reach the upper ledge. Grab the note (77) here and then Feathery-Flap over to the
    ledge on your left. Get the note (78) and then hit the Shock Jump Switch. Another
    Shock Jump Pad appears. You have six seconds to quickly get to it and shoot up to an
    upper ledge. Grab the notes (80) and Bill Drill the switch to make another Shock
    Jump Pad appear down below.
    
    Quickly drop down and use the Shock Jump Pad to reach the pillar with the note (81).
    From there jump to the smaller pillar and use the Shock Jump Switch. A final Shock
    Jump Pad appears. Quickly rush to the Shock Jump Pad on the floor and leap up to the
    ledge, then go and Feathery-Flap over to the next ledge. Use the Shock Jump Pad
    before time runs out to reach the JIGGY (6). Okay, now that you have that, exit
    Bilge Haven. Out here, head right all the way and you should eventually reach a
    lighthouse. There's a staticy Boss Warp Pad here. Use the Shock Jump Pad to reach
    the upper ledge with another Shock Jump Pad. Jump to the final ledge where an ice
    egg hole lies. Shoot an ice egg into it to make the Boss Warp Pad solid. Drop down
    to the bottom of the lighthouse, stand on the Boss Warp Pad, and then press A to
    warp to the next area.
    
    Gruntilda is here, hovering above. Banjo and Kazooie have already entered Egg-Spit
    mode. Prepare for the next Grunty fight!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               BOSS: Grunty (Fight 2)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Difficulty: ***
                                      HP: 18
    
    Well, the game says that Gruntilda has six HP. But it's technically eighteen, so
    shut up. Okay, this battle is fought entirely in Egg Spit mode and it's one of the
    more fun battles since it's from a behind view other than the regular third-person
    mode. Okay, the only means of moving you have is strafing left and right by using
    the left and right buttons the control stick. Aside from that you can use up and
    down on the control stick to aim Kazooie so you can determine where she'll spit her
    eggs. Gruntilda is in front of you, moving back and forth. She has six different red
    parts on her body. You have to destroy all of the red parts to win the battle. It
    takes three hits for each part which means that Grunty really DOES have eighteen hit
    points.
    
    She has one attack, and it's shooting little sparks of electricy out at you. This
    attack is hard to avoid since she shoots out about a dozen at once. However, most
    people don't know (or they find out by accident) that you can destroy these sparks
    by shooting them with eggs. Try to avoid them as best you can but if worst comes to
    worst, then shoot them. There are two nests of ice eggs that keep replenishing so
    you shouldn't have to worry about running out of eggs. Okay you can shoot the red
    parts in no particular order, but I'll tell you in the order that I think is best
    for you to do. Aim for the left arm. Grunty moves back and forth and the eggs are
    slow so it's a little difficult to get a clear shot. Just keep your aimer focused at
    arm level and shoot.
    
    When that's gone, just shift your body slightly but DON'T adjust the level of your
    aim. Shoot out her right arm now. Now you'll want to take out the tip of her hat.
    This can be a little bit harder since it's a thinner target. Just aim up and avoid
    the sparks as you shoot it. Once you have taken out those three Grunty will rise up
    in the air and reveal three more red parts. She can now move up and down as well as
    left and right. This makes your aiming a little harder, and you might shoot a part
    you don't intend to shoot, but it still should be easy. Aim for the part that's to
    the left of her cheek. Shoot it three times and then aim for her chin. This is a
    large red part so it should be the easiest one to take out. The final one is in the
    center of her body.
    
    Keep in mind that Grunty keeps increasing the speed of her attack so you'll have to
    constantly take out electric sparks as you fire on the final red part. Since she's
    firing REALLY fast now, you might hit a spark instead of a red part. Keep firing and
    you'll eventually take the final part out.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Grunty will threaten that she'll be at full power up in her tower (hahahahahahahah
    RHYME OMG!). You'll automatically warp back to Spiller's Harbor and you'll get a
    JIGGY (7) and a MUMBO TOTEM. With the totem you can now get the new Mumbo
    transformation. Talon Trot over to Mumbo's Pad and give him the totem. He'll
    transform you into... an octopus? Okay then, that's fine with me. Anyway, the
    octopus is easily the best trasnformation yet. It can jump slightly higher than
    Banjo's normal jump and it can move AND swim much faster. Poisonous/oily water
    doesn't affect it at all so you can swim through freely. And it can fit in smaller
    spaces that Banjo can't fit through. It's attack is a water spit (it'd make more
    sense if it was an oil spit) by pressing B.
    
    With all of this in mind, exit the pad and charge south. Leap down into the
    poisonus/oily water. First thing you'll want to do is to swim south all the way and
    then left all the way. You'll find a small peninsula with a single note (82). With
    that note, jump in the water and swim all the way right. You should pass an island
    sticking out of the water. Head over to that island and jump on it. Grab the JIGGY
    (8) resting atop. Now go north to find a pipe with bubbles in front. Enter the pipe
    to be in the sewage system. The current will be pushing you forward. Go forward,
    collecting the honeycombs. You'll eventually reach mines. Shoot them once from a
    distance with your water spit to make them explode. If they spot you, they'll run up
    to you an explode.
    
    You'll eventually reach two notes (84) and then a pipe. Jump onto the pipe and kill
    the tentacles, then drop down onto the other side. Continue following the current,
    avoiding the tentacles, until you get to a pipe you need to jump over. Do so and get
    the note (85) on the other side. Jump over another pipe and head past all of the
    spinning mines. Start going down the rushing current. Get the notes (89) as you go
    down the hill. Clear your path of tentacles and get the note (90) as the stream
    heads up. Shoot the mine and then jump over the pipe. Follow the path to the end,
    collect the notes (93). When you reach the end of the sewage system, jump up onto
    the ledge. Get the notes (95) and then the JIGGY (9). Now head through the pipe to
    appear back out at the harbor.
    
    Outside, head to Mumbo's Pad and transform back into Banjo and Kazooie. Now go right
    of the ice cream truck and jump on the table closest to the Cafe. Jump onto the roof
    of the Cafe and drop down through the hole. Defeat the Gruntling and then head over
    to the northeast corner. Jump up and defeat the Chompa that pops out. Then use the
    Shock Jump Pad to spring up to the JINJO (5). Now jump back up onto the ledge and
    high jump through the window. Slide down off the roof and then climb up the stairs.
    Head into Spillerston and then go to the Jinjo Oracle. Grab the final JIGGY (10).
    Now go behind the Jinjo Oracle (where you can't see anything) and you'll grab the
    final note nest (100). You're done with Spiller's Harbor now! Aren't you happy about
    that?
    
    Well, okay, it wasn't SERIOUS hell but it was definitely harder than the past few
    levels. I dunno, maybe Bad Beak Bayou was harder but then again maybe it wasn't.
    Augh, what do I know? Okay, so just head back to Spiral Mountain.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB08     |
    +======----------------------------------------------------------------------======+
    
    From Spiral Mere, you're ready to get all of the remaining Jiggies, Jinjos, and
    notes located in Spiral Mountain thanks to your new Shock Jump! Head down the stairs
    and jump into the water. Swim down to find a tall island with a Jinjo calling for
    help. Jump onto the first part of the island and use the Shock Jump Pad to reach the
    JINJO (5). Now jump back off and swim down some more. Go up onto the next ledge.
    Jump to the ledge on your right and then Flip-Flap up to the high platform covered
    in leaves. Locate the Shock Jump Pad on this platform. Use it to spring up to an
    even higher ledge. From here, jump to the Shock Jump Pad on your right. Use it to
    reach the final ledge. Get the final notes (500) of Spiral Mountain and then get the
    next JIGGY (9).
    
    Okay, now drop down back into the water once more and swim downstream. Let the river
    take you into the main Spiral Mountain area. Jump out of the water and head right
    for a while. When you reach the Jinjo Oracle, grab the final JIGGY (10). Well
    played, you have everything there is to offer in Spiral Mountain! From the Oracle,
    drop down the next couple of ledges to the Cliff Farm area. Go south, right, and
    north up to Jiggywiggy's Temple.
    
    +======----------------------------------------------------------------------======+
    |                              Jiggywiggy's Temple                       TEM04     |
    +======----------------------------------------------------------------------======+
    
    Inside, head up to the altar and speak to Master Jiggywiggy. Thirty-nine Jiggies are
    required to open the door to the Jiggy panel and we have forty-nine Jiggies. Head
    down and go through the door. Go down the hall, step on the panel, and press A. The
    screen will scroll to Spiral Mere, where the door to Freezing Furnace will open. No
    joke this time. Unlike Spiller's Harbor, which you probably found to be medeokar
    (_I_ found it to be difficult, shut up) you'll find Freezing Furnace to be pure
    hell. Why? Well, let me say that anyone who's played and beaten Banjo-Tooie is NOT
    going to be happy... Okay, anyway, there's one more door we can open after this but
    YA-A-A-RGH! We need fifty Jiggies to open Grunty's Stronhold and we have a FREAKING
    FORTY-NINE!
    
    WHYYYYYYYY? WHYYYYYYYY? Ah well, we'll take care of that soon enough. Exit
    Jiggywiggy's Temple.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB09     |
    +======----------------------------------------------------------------------======+
    
    It's time to head to world five, Freezing Furnace. Go south, left, and north. Climb
    up all the ledges and head past the Jinjo Oracle. Climb the vines up and enter
    Spiral Rise. Go north and then right. Jump up the ledge and Flip-Flap up to the
    statue of the King Jinjo. From here, jump up to the ledge and start going left for a
    while. Continue left and then north and you'll enter Spiral Mere. Jump into the
    water and start swimming left. Continue left until you reach an icy surface. Jump on
    it. You're close to the Icy Side of Hailfire Peaks (from Banjo-Tooie) and you're
    VERY close to Grunty Industries. Enter Freezing Furnace.
    
    +======----------------------------------------------------------------------======+
    |                               Freezing Furnace                        WORLD5     |
    +======----------------------------------------------------------------------======+
    
    Well, now's as good a time as any to tell you why this is going to be hell for
    anyone. People who have played and beaten Banjo-Tooie (like I said above) are going
    to recognize this name. We have to travel into Grunty Industries. Yes, the level
    where it took you an hour and a half to activate everything before you could
    actually get the Jiggies, and then the Jiggies took a LOT longer. Oh joy to the
    world, yes indeed. The area you travel in while you're in Grunty Industries is set
    in the past, so it'll look different than it has looked previously. And then the
    actual Furnace part of the level is pretty hard as well, though not as hard as
    Grunty Industries. You'll also learn the final move of the game here, which is
    another egg type.
    
    Okay, go south and get the note (1). Defeat the Biggafoot with several Rat-a-Tat-
    Raps and continue going around the upper ledge. Make three-fourths of a circle
    around the upper ledge, getting the next few notes (4). Now jump to the upper ledge
    where Bozzeye's final molehill rests. For 470 notes Bozzeye will teach you the fire
    eggs.
    
    ------------------------------------------------------------------------------------
                                New Move: Fire Eggs
    ------------------------------------------------------------------------------------
                                   Note cost: 470
    The fifteenth and final move in the game is also the fourth type of egg, the fire
    eggs. These eggs turn the heat up against Grunty's villians. They can melt ice,
    activate fire egg switches, and also take out any ice enemy with one hit. So
    technically all Biggafoots are screwed thanks to the wonderful fire eggs. They're
    the most powerful type of egg, so you're limited to only ten of them. Press R in Egg
    Spit mode to switch to the fire eggs.
    ------------------------------------------------------------------------------------
    
    There's a toll hole you can try out your fire eggs with. Behind Bozzeye's molehill
    there's a little hole with a fire egg above it. Shoot a fire egg in to start an
    elevator moving. Get out of Egg Spit mode and into Talon Trot mode. Talon Trot up
    the steep hill on your right and jump onto the elevator. Let it take you to the
    upper ledge. There's an igloo here. Ignore it and go left. Keep going left, past the
    tornado, getting all of the notes (7) on your way. Close by (to the left of you
    actually) there's a Jinjo encased in a huge block of ice. Head up to the front of
    this ice block. We'll rescue the Jinjo in a second. Jump up onto the boulder and
    onto the top of the ice block. Grab the notes (9) on top. Drop down off the left
    side.
    
    Enter Mumbo's Pad. We don't have a Mumbo Totem yet but we still need a
    transformation. Talk to Mumbo and ask him to turn you into the candle. Exit Mumbo's
    bad and head up to the front of the ice block again. Roll into the fuse to burn a
    hole in the block. Head to the back, avoding the enemies, and grab the JINJO (1) at
    the end. Now exit the ice block and return to Mumbo's Pad. Tell him to turn you back
    into Banjo and Kazooie. Now head outside and go south and right, past the ice block.
    Enter the igloo. No, you won't see Boggy because he doesn't exist at the moment (how
    far back into the past DID Mumbo send us?). Instead, you'll find a nice little mouse
    who wants you to play the third fishing mini-game. This one is definitely harder
    than the sheep-catching one and the first fish-catching one.
    
    First off, your time limit has decreased dramatically. You only have forty seconds
    instead of sixty and that makes it a lot harder. Second, you can no longer
    distinguish between fishes and mutant-snippets. Why? Because all fish and snippets
    are swimming underwater. The controls are the same: hold B to pull back your fishing
    rod. Release B to cast. The longer you held B, the farther you'll cast. To catch
    fish right up front, hold B for only a short while. To catch fish in the middle,
    hold B until the charger is slightly past the halfway point. To catch the far away
    fish, hold B until the charger has reached it's max. Try to pull in multiple shadows
    at a time. There's always a chance that you'll catch two fish at once at that can
    save you.
    
    For example, I remember I had two fish left and only three seconds. I casted far
    back and caught two fish at once, allowing me to win. Something like that might
    happen to you as well. You need to catch twelve fish, as usual. Catching a mutant-
    snippet will cause you to lose a honeycomb. You don't hesitate or anything though,
    so it's okay if you catch one at full health. If you die during the mini-game, it
    automatically ends and you'll appear outside Mumbo's Pad (assuming you had followed
    the instructions above). Once you've caught twelve fish, the JIGGY (1) will appear
    out on the top of the mouse's igloo. Can you belive we now only have ten Jiggies
    left in the game? I wish Rare made it eighty or ninety, but then the game would
    probably have been delayed ANOTHER year considering Rare is the slowest video gamme
    company in history (no offense Rare, but you are kinda slow...).
    
    Back outside, head left. Defeat the tentacle and jump the gap of icy water. On the
    other side, collect the first three notes (12), defeat the Biggafoot, then enter the
    cave. It's that same mouse, the one that stalks you all throughout the game. It
    looks like his identity is revealed as a crook here since he's trying to steal the
    "Snowies" from the cave. This game is quite similar to the game you played in
    Breegul Beach where you had to catch the treasure chest. In this mini-game, you need
    to gather as many Snowies as possible. You always have to have more than the three
    mice if you want to win. To control the snowmobile, use A to accelerate and the
    control stick to steer. Press L or R to fire snowballs straight ahead of you. If the
    snowballs hit the men, they'll spin out.
    
    The Snowies fall to the ground, where you need to collect them before the other men
    do. On the left side you can tell the rankings of 1st througn 4th judging on how
    many Snowies each character has collceted so far. Not surprisingly, you want to be
    on the top of the others when the time limit runs out. You'll then automatically get
    your JIGGY (2). After you have the Jiggy head outside. Flip-Flap up to the ledge on
    your left and grab the note (13). Avoid the tornado as you Flip-Flap up to the next
    ledge. A Jinjo rests on a giant statue of a Biggafoot. There's an ice rock here that
    you can shatter with your fire eggs. It will reveal some cracked terrain. Do a Bill
    Drill on the terrain to knock the JINJO (2) back down to earth. With the Jinjo
    collected, drop down in front of the cave you just entered to play the mini-game.
    
    Go left and then drop down onto the icy ledge south of you. Get the notes (16) here
    then carefully make your way across the narrow path. Defeat the beehive and continue
    across the path. At the end you'll find a Jiggy Switch. Hit it and a Jiggy will pop
    out on an island near some water. Get into Talon Trot mode and quickly make your way
    across this icy bridge (in Talon Trot mode you won't slip on the ice) and then jump
    up and to one of the islands. From here, jump to the big island with the JIGGY (3)
    on it. You only have eight seconds to do this so be quick; you should grab the Jiggy
    JUST as the timer runs out. Once you have the Jiggy, jump to the smaller island on
    your right that has the note nest (21). Now head down a few islands until you're on
    the main section of the land.
    
    Jump across the gap on your left and then drop down to the elevator below. Slide
    down the hill and go down and wala, you're at Bozzeye's molehill. Go right and drop
    off the ledge. Head to the edge of the platform and jump towards the water. There's
    a very small island with two notes (23). Jump back to the main platform and go
    right. Flip-Flap up to the upper ledge. Get the note (24) up here. Drop down some
    more ledges and get another note (25). Now jump the gap of icy water. Climb up some
    ledges then climb onto the brown building. Grab the note (26) on the right then head
    up to a higher part of the building where you can get another note (27). Continue up
    and get the next note (28). Instead of entering the building, Flip-Flap up to the
    upper ledge. Get the three notes (31).
    
    NOW drop down and enter through the door. You're in the past version of Grunty
    Industries. Seems like the area is a little flammable if you know what I mean seeing
    as how there's lose wires everywhere, tanks of gasoline, and lava flowing all over
    the place. Drop down to the ledge on your left and shoot a fire egg into the
    tollbooth. Now jump up to the previous platform. Wait until the ledges stick out of
    the wall then QUICKLY use them to jump across the gap. If you take too long, they'll
    retreat into the wall and you'll fall into the lava below. Touching lava means a
    loss of three honeycombs. On the other side rescue the JINJO (3). Jump back across
    the lava gap using the ledges and then drop off to the lower level. Head into Egg
    Spit mode.
    
    Switch to ice eggs and walk around shooting the lava enemies on the GROUND floor.
    Get the notes (34) on this GROUND floor (don't climb stairs or anything). Now head
    to the right side of the pillar with the flying wire that's located to the left of
    the lava. Jump and flutter over to a small pipe sticking out of the lava. From here,
    Flip-Flap up to the upper part of the furnace. Collect the notes (38) and then Bill
    Drill the center square. You'll bust a hole and fall through. You're now in the
    Furnace Stores. Drop down the ledges and get the notes (40) in the little corner.
    Head right and you'll find a bunch of camelflouged TNT barrels. Behind some boxes
    there's a cleverly concealed Wonderwing Pad. Activate the Wonderwing and run around
    destroying all TNT boxes.
    
    Once they're all out, deactivate the Wonderwing. Head around and grab the notes (43)
    on the ground floor and on a bunch of boxes. Make sure to get the HOLLOW HONEYCOMB
    (1) as well. Near the center, you can climb a bunch of boxes (you find some of the
    notes on these boxes as well) to reach a green bridge. Cross it and halfway through
    a Chompa will pop out. Defeat it and on the otehr side grab the note nest (48). Now
    drop down and head to the northeast corner. Behind the boxes is a Shock Jump Pad.
    Use it to get to the top of a large stack of boxes. There's a JIGGY (4) on top of
    this pack. Just for future notice, the Jinjo Oracle is also here. Now head back to
    the strat of the Furnace Stores and Flip-Flap up to the exit. Back out in Grunty's
    Industries, Feathery-Flap over to the main area once more (with all the wild wires).
    
    Defeat the enemies and climb the steps. Here, jump up some ledges to find a bucket.
    She'll (yes, it's a girl) tell you that the Gruntlings smashed a Jiggy to bits. She
    can remake it but she needs seven gold pieces. With that in mind climb back down the
    stairs. Head left and Flip-Flap up the ledge. There's a Wonderwing Pad here. Ignore
    it and continue. Get the note (49) and then jump up to the next ledge. Defeat the
    Gruntling and get the two notes (51). Jump to the lower ledge on your left and get
    the GOLD (1) then jump to the next ledge. Get the note (52) and Flip-Flap up to a
    higher ledge. From here, head up to the beehive. This beehive has bees that try to
    take you out. QUICKLY grab the note (53) and drop down back to the previous ledge
    before the bees sting you too much.
    
    Jump up to the opposite ledge and get the note (54). Now use the Shock Jump Pad to
    reach an upper ledge. Bill Drill the grate here to bust a hole down into the
    Blistering Buttons. It's very toxic in this area so you'll health every five seconds
    (one bit each time). There are a bunch of buttons on the floor. They look like this:
     ___ ___ ___
    | G | I | N |
    |___|___|___|
    | L | R | D |
    |___|___|___|
    | T | A | U |
    |___|___|___|
    
    If you have any sense, you'll notice that the letters on the floor are also letter's
    in Gruntilda's name. Yes, you have to spell out Gruntilda in order. So use that
    chart to get to each letter. Bill Drill the letter to activate it. You MUST HURRY
    because you are slowly losing health as long as you remain here. If you make one
    mistake you'll have to start all over again and you'll likely die. Once you spell
    out "Gruntilda" a JIGGY (5) will appear near where you fell down. Grab the Jiggy and
    go north. Jump the lava gap and get the two note nests (64) then head through the
    door. Your back out at Grunty Industries. Drop down the ledges and make your way to
    the main platform with all the loose wires. Here, head to the southeast corner of
    the area.
    
    Jump the gap on your right. There's a bucket of water here. Flip-Flap into the water
    and you'll get a GOLD (2) piece inside. Now go south and then left for a while. Go
    north a small bit and get the notes (67). Head south and then slide down the steep
    hill. At the bottom get the notes (70). Touching the slimy crap is very dangerous.
    We'll come back to it later. For now, Talon Trot back up the hill and head to the
    area where you got the three notes. Start going left for a while and then north when
    you come to the corner. Bill Drill the switch to put power onto the moving platform
    that takes you across the lava. Quickly jump to this platform and arm yourself with
    the Egg Spit. Equip ice eggs as it starts taking you across. You'll encounter a
    flaming enemy so take it out with an ice egg.
    
    It will continue and pass under a pipe. You can't go under this pipe so jump over
    and stay on the platform. The elevator will get near another enemy so kill it. When
    it passes the tollbooth, shoot an egg into the hole. Do this for a second tollbooth
    to lower blue flames in the statue that's in the center. It'll come in a circle
    (jump over the pipe). Let it take you near the statue and jump to it. Head through.
    Here, use the Wonderwing Pad to become invincible. Charge through the wild wires. On
    the other side is the Boss Warp Pad so warp to the boss arena. You'll see Klungo who
    instantly becomes aware that Banjo and Kazooie have arrived. Get ready for the third
    battle with Klungo!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               BOSS: Klungo (Fight 3)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Difficulty: ***
                                       HP: 3
    
    Kluuuuuungo hasssssss newwwwww pooooootion for missssss-tresssss as he likes to tell
    Banjo and Kazooie. Klungo is a bit harder now. He still has the invisibilty power
    but he's thrown in a new attack. Other than that, the strategy and fighting tactics
    don't change that much so you shouldn't have that much of a problem fighting Klungo.
    This is Klungo's third of the four fights that you'll encounter with him. Klungo
    spawns a shield and throws three potions at you. Touching his shield causes you to
    take damage, so don't approach it at all. His accuracy is moderate but if you keep
    moving in a circle (jump to increase his chances of missing) Klungo shouldn't be
    able to hit you. After three hits, Klungo will deactivate his shield and try to go
    after you himself.
    
    This time, he becomes invisible. For certain periods of time he is TOTALLY
    invisible. As in, you can't see him at ALL. But there are very brief moments where
    you see a flash of Klungo moving around and that should help you locate him. Do a
    roll attack or a Rat-a-Tat-Rap on Klungo. If you can't locate him easily, then stay
    close to him when he's throwing potions and hit him the moment he lowers his shield.
    After you ht him once, he'll run up to his machine and call out some Gremlins. These
    red monsters are like the Germuloids that suck up your energy. They will latch onto
    you and you'll slowly begin to lose health. Run around in a circle and they'll die.
    Let both latch onto you and then run in a circle before they have a chance to suck
    any life out.
    
    Once they're defeated, Klungo will throw three potions at you again. After throwing
    three, he'll wander to another part of the room (still in his shield) and throw
    three more potions. He'll deactivate the shield once more so hit him again after
    tracking him down. Again, he'll head to his machine and release Gremlin-Germuloids.
    This time, he releases four. DO NOT let all four latch onto you at once. You won't
    be able to shake them all off in time before they begin to suck out your energy. If
    they are all latched on, they have the ability to kill you VERY easily. Just try to
    get only one or two at a time to latch onto you. The final hit doesn't change that
    much. After throwing six potions, he moves locations again and throws a final three
    before coming after you.
    
    Score the final blow after locating Klungo and then he'll run off. Let me note how
    slippery the battle arena is. It's small and you'll slide around a lot. If you fall,
    you'll land in icy water. Quickly swim to the ledge with the Shock Jump Pad and use
    it to reach the battle again.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Once you've defeated Klungo, he'll run off to maaaake newwwwww poooootion. Follow
    him out and grab the JIGGY (6) and the MUMBO TOTEM. Exit and jump to the pipe on
    your right. Use it to reach the main area. On top of one of the pillars with a wire
    is a GOLD (3) piece. Use the Flip-Flap to get up to the piece. Now go to the
    southeast corner and jump across the gap on your right. Talon Trot past the beehive
    and get the note nest (75). There's a lone island in the lava near the furnace. Jump
    to it and grab the GOLD (4). Now head up to the front of Grunty Industries and exit
    (we're gonna come back soon so don't start celebrating yet). Flip-Flap up to the
    upper ledge and go north for a long while. When you reach the top, head left. Drop
    down off the ledges and go left some more.
    
    Jump the gap of icy water and head past the igloo and the giant ice block. Go north
    to enter Mumbo's Pad. Talk to Mumbo and give him your totem. He'll transform you
    into the final transformation of the game: a tank? Well, at least it's not a bee
    like the final two transformations of the first two games were. The tank's metal
    feet allows it to go through dangerous terrain. However, it can't go through harmful
    areas like lava and icy water because that's instant death. You can press B to fire
    some cannonballs as well. Since the tank is so heavy, you can't jump. Exit Mumbo's
    Pad. Go south, right, and north to find a strange door. Blast it open with a
    cannonball and head through. You're in Grunty Industries, on the dangerous area we
    couldn't get through before.
    
    Head around and get all of the notes (79) as well as the JINJO (4). From the Jinjo
    go north to find another Tank Door. Blast it open with another cannonball. Head
    through. You have to go through all the platforms as they disappear into the lava
    below. You can't walk over any platform twice because once you've stepped on it,
    it'll vanish shortly after. That means you also have to keep moving. It's VERY
    simple to do, I was able to figure it out on my first try. Once you've reached the
    other side and have made all twenty-two platforms vanish, a JIGGY (7) will appear.
    Grab it and head through the door. Back in Grunty Industires, go through the first
    Trank Door that you went through. Back outside, return to Mumbo's Pad. You DON'T
    want to become Banjo and Kazooie.
    
    Instead, you want to trasnform into the Octopus. Do so and exit Mumbo's Pad. Head
    south and right for a while. Defeat the tentacle then drop into the icy water. Head
    down the watefall and go right. Look for a half-hidden cave in the upper wall. Head
    through to be in the Chilly Caverns. Follow the path, defeating all of the tentacles
    and the mines. Eventually you'll pass under a small bridge. Jump up to that bridge
    and get all of the notes and note nests (86) there. Go north and jump left to get
    another note nest (91). Continue down the path, defeating the patrolling mines and
    swinging tentacles. At the end, jump to the ledge with the JIGGY (8). Jump to the
    upper ledge and get the notes (94). Now exit. From where you are, swim left and hop
    out of the water.
    
    Keep going left until you are near the start. Head south, into the water, to find an
    island with a HOLLOW HONEYCOMB (12). Now head right for a LONG time and jump into
    the lake area that you were in about a minute ago. Swim to the lowest portion of the
    Grunty Industries building. Get on the building, go across, and drop into the water
    on the other side. Swim north and jump onto the island with the tentacle and notes
    (97). Now drop down and continue north to find another island with the final JINJO
    (5) in the game! Now head all the way to the front of the level again. Approach the
    exit and Mumbo will warn you that the magic is weakening. He'll automatically warp
    you to the front of his pad. Well, that was a nice shortcut to getting to Mumbo's
    Pad, wasn't it?
    
    Head into Mumbo's Pad and transform back into Banjo and Kazooie. Head outside and
    start going right. Defeat the tentacle and jump the gap and continue right. Jump up
    a few ledges and then Flip-Flap up to the top of the Grunty Industry building. Head
    south, down the building, and enter Grunty Industries. We're almost done with the
    level so hang in there! In Grunty Industries, go south down to the main area. Head
    south and jump over the small gap. Go left and then slide down the hill. Jump right
    and Feathery-Flap to the small pillar with the GOLD (5) piece. From here, jump and
    Feathery Flap southwest and you'll be at a Shock Jump Switch. Bill Drill it to make
    a Shock Jump Pad appear. Feathery-Flap back to the pillar and then back to the foot
    of the hill.
    
    Talon Trot up the hill and then return to the main area. Go left and you'll find the
    Shock Jump Pad you just activated. Use it to spring up to the top of a small tower.
    Defeat the Gruntling and grab the GOLD (6) piece. Now follow the pipes to the other
    side, grabbing the notes (99). On the other side there's the GOLD (7) piece. Now
    drop down and climb the stairs. Head to the bucket and give it the gold pieces.
    It'll make you a JIGGY (9). Now return to the main area of the industry. Now head to
    the right side of the pillar with the flying wire that's located to the left of the
    lava. Jump and flutter over to a small pipe sticking out of the lava. From here,
    Flip-Flap up to the upper part of the furnace. Drop down through the hole. Head to
    the Oracle and get the last JIGGY (10) of the Freezing Furnace.
    
    One more note, and it's probably some stray note we missed. Dammit. Let me try to
    find it...
    
    ***HOLD***
    ***HOLD***
    ***HOLD***
    
    (20 minutes later) Wow, Nintendo knew how to conceal this one. Anyway, exit Grunty
    Industries. From here, Flip-Flap up to the upper ledges. When you get to the top go
    left. Drop down and jump the gap over the cave entrance. Jump up the next ledge and
    you should be by a tornado that's whirling around. Behind the tornado, in a place
    where you normally can't see anything, is the final note (100) of the game.
    Congragulations! Anyway, we're done with Freezing Furnace *applause is heard
    throughout a 250 mile radius* so exit it for good.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB10     |
    +======----------------------------------------------------------------------======+
    
    From where you are at Spiral Mountain go into the water and swim south. Jump onto
    the ledge and follow it to Spiral Rise. Go south and drop off the ledge onto the
    sand. Here, go around the swamp water and enter Bad Magic Bayou.
    
    +======----------------------------------------------------------------------======+
    |                                Bad Magic Bayou                        FJIGGY     |
    +======----------------------------------------------------------------------======+
    
    We last left Bad Magic Bayou with all but one Jiggy because we needed the tank to
    get it. Well now we have the tank so we can get the final item in the whole game!
    Head south and slide down the dock. Jump oonto the first island nand jump onto the
    set of tires south of you. You're on the "main" island. Go down a little and jump to
    the dock on your left. Go left and jump to the tires. Defeat the tentacle and jump
    to the next dock. Kill the Bogfoot and continue forward. Jump to the island with the
    Jinjo Oracle and then jump to the next dock. Head north once you're on this dock and
    enter the Vapor Scrubs. Quickly Talon Trot your way to the junction, where you
    should head north (when you get to the junction, that is). Once you're back outside,
    go north.
    
    Enter Mumbo's Pad. Talk to Mumbo and have him transform you into the tank. Head out
    of Mumbo's Pad and go south a little on the dock. Turn left and follow the path up.
    Shoot the Tank Door with a cannonball and go through. You're at the Tread-Careful
    Course. This is similar to the course in Freezing Furnace where you had to walk
    across all the platforms and make it to the other side. This time, it's a little
    harder but not by much. You should be able to figure out the solution very quickly.
    When you've reached the other side and you've stepped on all twenty platforms once,
    you'll win a JIGGY (10). GREAT JOB! You now have all six-hundred notes, all thirty
    Jinjos, all fifteen moves, all Hollow Honeycombs, all Mumbo Totems, and especially
    all Jiggies!
    
    You're 100% done with items. Don't celebrate yet though since we still have some
    work cut out for us. Exit Bad Magic Bayou.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB11     |
    +======----------------------------------------------------------------------======+
    
    Go south, into the main part of Spiral Mountain. Head right and drop off all the
    ledges. Continue right for quite a while until you reach the Jinjo Oracle. Start
    going south, dropping off all of the ledges. At the bottom go south, right, and
    north into Jiggywiggy's Temple.
    
    +======----------------------------------------------------------------------======+
    |                             Jiggywiggy's Temple                        TEM05     |
    +======----------------------------------------------------------------------======+
    
    It's time for your final visit to Jiggywiggy's Temple and what a fine final visit it
    is indeed... I guess! Anyway, fifty Jiggies are required to open the door but you
    have all sixty Jiggies. Head up and talk to Master Jiggywiggy. You have enough
    Jiggies to enter Grunty's Stronghold according to him so you can go down the stairs
    and through the door. Head down the hallway and step on the panel. Press A and
    you'll open up Grunty's Stronghold, the final world of the game. You've now broken
    Gruntilda's most powerful seal so it's time to take her on... after a very small
    preparation.
    
    +======----------------------------------------------------------------------======+
    |                                Spiral Mountain                         HUB12     |
    +======----------------------------------------------------------------------======+
    
    Head south, left, and north. Climb up all the ledges to reach the Jinjo Oracle.
    Behind the Jinjo Oracle there are some vines. Climb these vines and go north to
    enter Spiral Rise. Go up the path and enter Honey B's Hive. You've found all Hollow
    Honeycombs so you can talk to her to get your final unit of life energy. You should
    now have eight units. That's a pretty good amount for the end of the game, wouldn't
    you say? Honey B will exclaim that all of the Hollow Honeycombs have been found so
    she can't give you any life energy (she can just be NICE and give you some) but
    she's glad to fill up your life bar if you're low on life. Since you're this far in
    the game, I doubt you'll need that but who knows? Exit Honey B's Hive after you have
    gotten your extension.
    
    Go right, up the ledge. If you haven't noticed (and you probably have, we've been
    here enough) Gruntilda's Lair is under construction. Near her lair is an ice rock.
    Melt it with your fire eggs to reveal a Shock Jump Pad. You can use it to reach the
    wooden plank but the Shock Jump Pad there is staticy. Drop down and get up onto the
    King Jinjo. Use him to reaceh the ledge. Go right and extinguish all the flames with
    your ice eggs. There's a tollbooth here with a cost of one ice egg. Shoot the egg in
    to solidify the Shock Jump Pad. You now have ten seconds to drop down and rush over
    to the Shock Jump Pad, use it to spring up to the wooden plank, and use that Shock
    Jump Pad to get to Gruntilda's hat. Here, get all of the egg nests and then step on
    the Boss Warp Pad.
    
    +======----------------------------------------------------------------------======+
    |                               Gruntilda's Lair                        FINALW     |
    +======----------------------------------------------------------------------======+
    
    Grunty's Lair is a series of three different boss fights. One fight is with Klungo
    and the last two fights are with Grunty herself. You'll arrive just in time to see
    Klungo adding the finishing touches to Mecha-Grunty's new parts. Klungo will run off
    and the battle will begin!
    
    NOTE: If at ANY point you lose one of the fights during these three boss battles you
    have to start ALL over from the beginning. Also, you don't get to replenish your
    honeycombs in between each battle. This SIGNIFICANTLY increases the difficulty of
    battles two and three. Be very careful when fighting.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               BOSS: Grunty (Fight 3)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Difficulty: ****
                                       HP: 9
    
    Your third fight with Grunty has arrived and the difficulty level of it has toned up
    by one star. That's not to say it isn't a SUPER hard fight because (no offense to
    Rare or anything) Grunty's Revenge doesn't have particuarlly tough boss battles.
    This battle is somewhat similar to your first battle with Grunty, but a few new
    things have been thrown into the mix.  Anyway, the first part of the battle is
    extremely simple. Grunty will activate a shield that is VERY similar to Klungo's
    shields. Touch it and you'll take damage. Grunty will proceed to charge at you in
    one direction. She's faster than you are so don't try to outrun her; just move left
    or right to avoid the charge. After a few charges, she'll stop in one place to laugh
    (stupid move).
    
    Her shield will lower since she's no longer moving so you can roll into her/Pack
    Whack her. Again, she'll proceed to charge at you. Wait until her shield has lowered
    again and roll into her. Do this once more to get her down to six hit points. The
    strategy changes a little now. Grunty will charge at you, stop, and shoot electric
    sparks at you. These electric sparks are similar to the sparks that she shot at you
    during her second fight. While the sparks are innacurate, they are VERY dangerous.
    Touch a spark and you'll lose three honeycombs! She fires about three sparks in a
    straight line. As long as you keep moving and don't stick to one general area,
    Grunty will miss you. After that Grunty will hover in the air and stand in one
    position, a place that Banjo is currently (or was a few seconds ago) standing.
    
    She'll then slam down onto that area. Simply run around in a circle to avoid this.
    Right after that, she lowers her shield and laughs. The time you get to hit her is
    VERY brief so be sure to quickly charge with a Roll Attack or a Rat-a-Tat-Rap. The
    strategy repeats itself. This time though, she'll fire more sparks. She'll then try
    to slam down on Banjo once more. Dodge it and attack. Repeat this once more to get
    her down to three hit points. This is where the battle gets difficult. Grunty will
    realize that things aren't exactly working out the way she wanted them to so she'll
    fly up high into the air and start flying around the arena wildy. She DROPS the
    electric sparks. You have to constantly move while staying away from Grunty if you
    want to avoid these sparks.
    
    Again, getting hit by a spark causes you to lose three hit points. After dropping a
    bunch of sparks, Grunty will slam down and lower her shield. Again, you have a VERY
    brief amount of time to take Grunty out. After doing this, Grunty will try to bomb
    you again. Avoid it and hit her when she slams down. Do this once more and you'll
    defeat Grunty.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    She'll threaten that she has a master plan that Banjo hasn't seen yet, and then
    she'll fly off. A Shock Jump Pad will then appear. Use it to spring up to an upper
    area with a Question Mark Pad. Press A and Grunty's voice will come up. You freaking
    idiot. It's a BANJO-KAZOOIE GAME OF COURSE THERE'S GOING TO BE A QUIZ SHOW!
    Unfortunately, it's not nearly as fun as the past two. Just three quick questions.
    You have to answer two of them correctly otherwise you have to fight Grunty all over
    again! They are pretty simple considering we've traveled all over every world
    getting every item. You should get teh first two right. Grunty will get all upset
    and then she'll say she'll see you at the next fight. But we don't get to fight
    Grunty just yet because out pops...
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               BOSS: Klungo (Fight 4)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Difficulty: ****
                                       HP: 3
    
    This is Klungo's final fight against Banjo and Kazooie. He still can't talk straight
    and he still takes only three hits before he's taken out. But still, Klungo is
    tough. He has invented newwwwww pooooootion that he wants to try out on Banjo and
    Kazooie so you have to be on your feet at all times. This is the final fight with
    Klungo, so make this battle count! Okay, at the start, Klungo spawns a shield and
    throws three potions at you. In this battle, he throws his potions at an EXTREMELY
    fast pace so it might be a good idea to Talon Trot to avoid his attacks. Touching
    his shield causes you to take damage, so don't approach it at all. His accuracy is
    moderate but if you keep moving in a circle (jump to increase his chances of
    missing) Klungo shouldn't be able to hit you.
    
    After three hits, Klungo will deactivate his shield and try to go after you himself.
    This time, he becomes invisible. For certain periods of time he is TOTALLY
    invisible. As in, you can't see him at ALL. But there are very brief moments where
    you see a flash of Klungo moving around and that should help you locate him. Do a
    roll attack or a Rat-a-Tat-Rap on Klungo. If you can't locate him easily, then stay
    close to him when he's throwing potions and hit him the moment he lowers his shield.
    After you ht him once, he'll run up to the front of the arena and spwan two ghosts
    of ranodom colors. These ghosts are Spookos and they come in either a red or a green
    color. To defeat the red Spookos, you have to shoot them with ice eggs. To defeat
    the green Spookos you must use fire eggs.
    
    These ghosts are pretty slow, so you should have no trouble defeating them. Once
    they're defeated, Klungo will throw three potions at you again. After throwing
    three, he'll wander to another part of the room (still in his shield) and throw
    three more potions. He'll deactivate the shield once more so hit him again after
    tracking him down. Again, he'll head to his machine and release even more Spookos.
    There are only two Spookos that you need to take care of again, but they move
    faster. Just try to get in an area where you can take both of them out in two quick
    shots. Klungo will then shield himself again and start throwing potions. He throws
    three potions, then moves to another part of the room. He'll throw another three
    potions.
    
    After throwing six potions, he moves locations again and throws a final three before
    coming after you. Hit him once more before he has a chance to shield himself aggain
    and then he'll run off.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Klungo needs to warn missssss-tressssssss about how Banjo and Kazooie are
    approaching. The quiz music will start up again. Head to the Shock Jump Pad and go
    the the Question Mark Pad. You have to get five out of nine quiz questions right. If
    you don't, you'll have to fight Klungo all over again. After that, Grunty will warp
    you to the top of her tower.
    
    +======----------------------------------------------------------------------======+
    |                              Winkybunion Tower                        WINKY?     |
    +======----------------------------------------------------------------------======+
    
    Up on the Winkybunion Tower, Grunty will tell Banjo and Kazooie that she'll depreive
    them of their lives. Yeah whatever you stupid witch.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               BOSS: Grunty (Fight 4)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Difficulty: *****
                                       HP: 12
    
    One of the reasons this difficulty rating gets five stars is because you're probably
    at very low health by now. You've probably noticed that your health doesn't refill
    after each battle so you got steadily weaker. If you're really good, you should only
    have one or two honeycombs gone. Usually people only have about three or four
    honeycombs left, sometimes more and sometimes less. Anyway, the first part of the
    battle is extremely simple. Grunty will activate a shield that is VERY similar to
    Klungo's shields. Touch it and you'll take damage. Grunty will proceed to charge at
    you in one direction. She's faster than you are so don't try to outrun her; just
    move left or right to avoid the charge. After a few charges, she'll stop in one
    place to laugh (stupid move).
    
    Her shield will lower since she's no longer moving so you can roll into her/Pack
    Whack her. After that, a little hatch opens and Grunty's spirit flies out. You have
    to quickly roll into Grunty's spirit and THEN she'll lose a hit point. If you aren't
    quick she'll retreat into her Mecha-Suit and you won't have caused any damage to
    her. Again, she'll proceed to charge at you. Wait until her shield has lowered again
    and roll into her. Her spirit will pop out again, so hit her once more to get her
    down to ten hit points. Once you're at ten hit points the strategy will change.
    She'll start to bounce around the arena. Since the arena is pretty small, you'll
    have to be careful so you're not trampled. I suggest getting into Talon Trot mode
    before she starts bouncing to make things a little easier for you.
    
    Once she's done bouncing she'll land and laugh. Hit her and her spirit will fly out.
    Again, whack her spirit to bring her down to nine hit points. Get into Talon Trot
    mode and run away from Grunty as she bounces around. When she lands, roll and whack
    her spirit. At eight hit points, the strategy changes once more. Grunty will remain
    in one place and start to shoot electric sparks at you. These electric sparks are
    similar to the sparks that she shot at you during her second and third fights. While
    the sparks are innacurate, they are VERY dangerous. Touch a spark and you'll lose
    three honeycombs! She fires about three sparks in a straight line. As long as you
    keep moving and don't stick to one general area, Grunty will miss you. After that
    Grunty will hover in the air and stand in one position, a place that Banjo is
    currently (or was a few seconds ago) standing.
    
    She'll then slam down onto that area. Simply run around in a circle to avoid this.
    Right after that, she lowers her shield and laughs. The time you get to hit her is
    VERY brief so be sure to quickly charge with a Roll Attack or a Rat-a-Tat-Rap. Whack
    her spirit when it flies out to get her down to seven hit points. The strategy
    repeats itself. This time though, she'll fire more sparks. She'll then try to slam
    down on Banjo once more. Dodge it and attack the machine and Grunty's spirit. Grunty
    is now down to six hit points so you're halfway done with the battle. Hopefully, you
    haven't gotten hit yet. This is where the battle gets difficult. Grunty will realize
    that things aren't exactly working out the way she wanted them to so she'll fly up
    high into the air and start flying around the arena wildy.
    
    She DROPS the electric sparks. You have to constantly move while staying away from
    Grunty if you want to avoid these sparks. Again, getting hit by a spark causes you
    to lose three hit points. After dropping a bunch of sparks, Grunty will slam down
    and lower her shield. Again, you have a VERY brief amount of time to take Grunty
    out. After doing this, Grunty will try to bomb you again. Avoid it and hit her when
    she slams down, then hit her spirit. She's now down to five hit points. The strategy
    is the same once again, so hit her spirit when you get the chance. With only four
    hit points left in her she'll try a more desparate maneuver. She sends out a homing
    spark. THIS is bad news. The spark moves slowly, but it can catch you if you don't
    get into Talon Trot mode.
    
    You constantly need to be on the run from it but you need to be careful because
    Grunty is moving around as well. Sometimes it's best to run in a figure-8 position.
    Other times you can just jump over the spark while trying to avoid Gruntilda. After
    a little bit the spark disappears and Gruntilda will lower her shield. Hit her and
    her spirit again. The strategy repeats itself agian. Repeat your strategy of dodging
    the spark. When Grunty lowers her shield, you only have to hit her suit to score a
    hit. Her suit shatters and her spirit flies out. Grunty will make two duplicates of
    herself. Whenever a boss does this in a video game, there's always a noticeable
    difference that distinguishes the real one from the fake one(s). The difference in
    this game is the shadow.
    
    The real Grunty will have a shadow cast under her spirit. Roll into it to damage her
    and bring her down to one hit point. If you hit a fake spirit you'll lose two units
    of energy so be careful. For the final hit point the strategy remains the same. Hit
    her real spirit and you'll defeat Grunty.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    +======----------------------------------------------------------------------======+
    |                              Ending Sequence                          THEEND     |
    +======----------------------------------------------------------------------======+
    
    Grunty's spirit will fly around wildy and smash into the side of the tower. She'll
    then warp back to the future (no, I'm not stealing the movie name) where she'll
    hover under her rock and join her old body. Klungo will appear but Grunty will tell
    him to not waste his time pushing the boulder. Instead, she wants Klungo to send a
    letter to her sisters (from Banjo-Tooie) saying that she's trapped under the rock.
    I'm curious as to why Grunty's sisters don't come until twenty-two months after the
    letter... ah well. Anyway, Banjo and Kazooie will head to the future as well where
    the Jinjos and Honey B have suprirsingly warped there as well. Too bad we don't see
    Bozzeye ANYWHERE in the ending scene... that's totally uncool, Bozzeye deserves more
    recognition than that.
    
    Anyway, the screen will switch to Honey B and Mumbo in Mumbo's Pad. Honey B will
    teach Mumbo how to do the "Bee Dance" for a special trasnformation, the bee. But
    wait, aren't we two months past Banjo-Kazooie? And didn't Mumbo perform the bee
    spell on us in Banjo-Kazooie? Why does he need to learn it again? Ah well.
    
    +======----------------------------------------------------------------------======+
    |                              Credits Mini-Game                        CREDIT     |
    +======----------------------------------------------------------------------======+
    
    There's a mini-game that you can play during the credits. It's one of the slide
    mini-games where you have to avoid obstacles and collect the item. This item is
    coins. There's a certain length of a slide with a bunch of coins scattered around
    it. Both spikes AND oil slicks populate the area. To make matters worse, it's
    slightly hard to see because the credits are scrolling right in front of you,
    covering about a sixth of the screen (if you were to scrunch them all up). You
    might've noticed the arcade machine in Spiller's Harbor. If you walked up to it,
    you'll notice that there are a bunch of ????? and a coin number next to the ?????.
    Those were mini-games. For every twenty coins you collect on the slide, you can get
    some more mini-games.
    
    You can come back to the slide as many times as you want to get more and more coins
    so you can unlock all of the mini-games for play. At the start of the slide, there
    aren't that many coins. Just a few scattered throughout the area. Make sure not to
    hit the spikes and oil slicks because once the credits are over the game ends. At
    the halfway point more coins will start appearing. Near the end of the slide there
    will be a TON of coins for you to collect. Then the slide will reset and you'll take
    the same path. You'll keep taking that path until the credits end. Try to get as
    many coins as possible so you can play all of the mini-games!
    
    
    -------------
    
    ---ENEMIES---
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Enemy 01: Gruntling                           ENEMY01
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Spiral Mountain
                                      Cliff Farm
                                      Breegul Beach
                                      Bad Magic Bayou
                                      Spiller's Harbor
                                      Freezing Furnace
    As you can see from the amount of locations that the Gruntling pops up in, it's the
    most common enemy in Banjo-Kazooie: Grunty's Revenge. There are different types of
    Gruntlings, and each one is stronger than the next. There's the red Gruntling;
    that's the easiest one. You'll find these in Spiral Mountain and in Cliff Farm. One
    roll attack can take care of them easily. Then there's the blue Gruntling. You can
    find these in Breegul Beach and they take two roll attacks to defeat. Next in line
    is the black Gruntling. These guys appear in Bad Magic Bayou in the mansion. They
    take two roll attacks or two Rat-a-Tat-Raps to kill. The fourth one is the Brown
    Gruntling. Three roll attacks or two Rat-a-Tat-Raps do these guys in. The final one
    is the grey Grunling.
    
    You can do four Rat-a-Tat-Raps or five roll attacks to defeat these guys. The
    Gruntlings are pretty stupid, and they just wonder around aimlessly. However, they
    sometimes notice you and try to charge at you. Then you should start your attacks.
    If you hit them, it causes a loss of one honeycomb and you'll fly back a little.
    Sometimes you can fly into dangerous areas (the Gruntlings like to hang around
    there) so be very careful.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Enemy 02: Wiplash                            ENEMY02
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Spiral Mountain
                                      Cliff Farm
                                      Breegul Beach
                                      Bad Magic Bayou
                                      Spiller's Harbor
    The Wiplash enemies aren't actual moving enemies. Instead, they stay in one place
    and they flail around. The purple Wiplash enemies look like regular tentaicles
    sticking out of the ground. There are also green ones, but I can't remember where I
    saw one. I know that you see purple ones in the above places. These guys are the
    easiest enemies to defeat in the game. One hit from any attack will take them out.
    They usually drop a honeycomb and on rare occasions they'll drop a double honeycomb.
    If you touch a Wiplash, you'll always lose only a single honeycomb. Wiplash enemies
    aren't usually found alone. If you find one, there's bound to be another Wiplash
    enemy somewhere. Some of the Wiplash enemies guard something. For example, in Cliff
    Farm there's a set of Wiplashes that guard a Jiggy.
    
    They'll always get in your way somehow, but they are easy to get rid of.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Enemy 03: Chompa                           ENEMY03
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Spiral Mountain
                                      Bad Magic Bayou
                                      Spiller's Harbor
                                      Freezing Furnace
    The Chompa enemies have been found in every Banjo-Kazooie game so far and they are
    just as annoying as they were in Banjo-Kazooie and Banjo-Tooie. Unlike the
    Gruntlings and the Wiplashes, Chompas are invincible to certain attacks. Banjo can't
    get rid of them by using a Roll or a Pack Whack. The best way to get rid of a Chompa
    is to use a Rat-a-Tat-Rap. Chompas hide in the wall and when you approach the area
    where they're hiding they'll jump out, chomping madly at you. You can usually tell
    about an area where a Chompa will come out. There are some holes or broken picture
    frames. In Spiller's Harbor, there's a GIANT hole in the wall and that should easily
    give it away. You don't want to just run past Chompa holes. If you do, you'll be
    hurt.
    
    Instead, perform a Rat-a-Tat-Rap as you pass them. When the Chompa pops out, you
    should already have hit it with your Rat-a-Tat-Rap and it'll die. You can also
    approach it and quickly retreat and then do a Rat-a-Tat-Rap after it pops out,
    thinking that you were going to pass the area. Chompas take one point of health off
    you if you're hit. You can defeat them easily by means of a Rat-a-Tat-Rap or a
    Wonderwing attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Enemy 04: Gruntweed                          ENEMY04
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Spiral Mountain
                                      Cliff Farm
                                      Bad Magic Bayou
                                      Spiller's Harbor
    The Gruntweed enemy can be somewhat annoying, though once you learn how to get rid
    of it then the Grunweed will become one of those enemies that you never really have
    to worry about. Gruntweeds look like big weeds that rotate in the air. When they
    locate you, they'll slam (that's not really the right word... how 'bout LAND, that's
    a good one) down near Banjo. If they land on him, then you'll lose one honeycomb.
    The Gruntweed will stay on the ground temporarily. While it's on the ground, quickly
    do a Pack Whack onto the top of the Gruntweed to destroy it. That's the only way to
    kill this enemy. If you try to roll, you'll just bounce right off. You can always
    use the Wonderwing ability, but I find it a waste to use valuable feathers on an
    enemy as easy as this one.
    
    Don't try to do moves such as the Egg Spit or the Rat-a-Tat-Rap because you can't
    touch the Gruntweed with them as long as they're on the floor. Don't try to attack
    them while they're flying down and definitely don't try to attack them while they're
    in the air.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Enemy 05: Yum Yum                            ENEMY05
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Breegul Beach
                                      Spiller's Harbor
    As you have probably guessed by seeing where these enemies are located, the Yum Yums
    prefer to hang out near the water. They mainly like it in sandy areas which is why
    you'll find barely any of them at Spiller's Harbor and learn that they are pretty
    much the most common enemy located in Breegul Beach. The Yum Yums were located in
    Treasure Trove Cove back in Banjo-Kazooie and if you've played Banjo-Kazooie then
    you should realize that the Yum Yums are pretty annoying creatures. These clams
    bounce around a set area and even if they spot you they won't try to follow you or
    anything. They stay in that set area, bouncing around randomly. If you touch the Yum
    Yum then two things will happen. One you will, as usual, lose one honeycomb from
    your health.
    
    Also, you'll lose eggs and feathers. The egg type that you lose is always a normal
    egg. You'll lose one normal egg and one gold feather each time a Yum Yum touches
    you. If you're quick, you can get the egg and the feather back. Otherwise, the Yum
    Yum will jump over to them and eat them up, making them disappear. Now you know why
    they're called Yum Yums. Ha. Haha. Anyway every attack forces you to attack twice
    before you can defeat the Yum Yums. The only exception is the powerful Fire Eggs
    which allow you to kill the Yum Yums in one shot. Then again, they allow you to kill
    anything in one shot, come to think of it.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Enemy 06: Shrapnel                           ENEMY06
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Breegul Beach
                                      Spiller's Harbor
                                      Freezing Furnace
    The Shrapnel enemies can basically be referred to as mines. These guys will always
    hang out in some type of water, whether that be oily, icy, or normal water. If they
    spot you, they will start to rush toward you. And they'll catch up because they're a
    lot faster at swimming than you are. Do NOT, I repeat, do NOT try to attack these
    guys. If you get near them, they'll blow up. This is the first enemy that has the
    power to take away more than one unit of health so you'll want to be careful. The
    Shrapnels take away two units of health, something that you'll want to watch out
    for. If one spots you, start swimming away as fast as possible. If you have
    transformed into an Octopus, then use your water-spitting attack to defeat the
    Shrapnels.
    
    It can be performed from a distance so you can amke them explode with you safely
    being untouched. That's all there is to these mine enemies. Just remember to watch
    out because they can sometimes be in unexpected places.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Enemy 07: Green Spooko                        ENEMY07
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Bad Magic Bayou
                                      Gruntilda's Lair
    The Green Spooko has the honor of being one of the two enemies allowed in
    Gruntilda's Lair. You'd think she'd force all of her enemies to come in, huh? Weird,
    I know. Anyway, the Green Spooko is a ghost. If you get near it, it'll start chasing
    after you. The Green Spooko is about the same speed as Banjo so if you switch to
    Talon Trot mode you should be able to outrun it. Try using as many different attacks
    as possible on the Spooko; only one will work. All of the other attacks will just
    make you bounce off. If you use Fire Eggs, you can burn up the ghosts. That and the
    Wonderwing but the Wonderwing doesn't count because it can defeat all enemies with
    one hit :). Anyway, once you're in Egg-Spit Mode, you can only walk. That means you
    don't have that much time to back away to get a clear shot.
    
    You just have to get into Egg-Spit Mode before the Green Spooko spots you so you'll
    have a chance of defeating it when it comes.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Enemy 08: Red Spooko                          ENEMY08
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Spiral Mountain
                                      Freezing Furnace
                                      Gruntilda's Lair
    The Red Spooko also has the honor of being one of the two enemies allowed in
    Gruntilda's Lair. You'd think she'd force all of her enemies to come in, huh? Weird,
    I know. Anyway, the Red Spooko is, like the Green Spooko, a ghost. What a surprise.
    If you get near it, it'll start chasing after you. The Red Spooko is about the same
    speed as Banjo so if you switch to Talon Trot mode you should be able to outrun it.
    Try using as many different attacks as possible on the Spooko; only one will work.
    All of the other attacks will just make you bounce off. If you use Ice Eggs, you can
    freeze the ghosts. That and the Wonderwing but the Wonderwing doesn't count because
    it can defeat all enemies with one hit :). Anyway, once you're in Egg-Spit Mode, you
    can only walk.
    
    That means you don't have that much time to back away to get a clear shot. You just
    have to get into Egg-Spit Mode before the Red Spooko spots you so you'll have a
    chance of defeating it when it comes.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Enemy 09: Germuloid                          ENEMY09
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Bad Magic Bayou
                                      Spiller's Harbor
                                      Freezing Furnace
    The Germuloid is one of the fefw new enemies to a Banjo-Kazooie game. It's certainly
    the most annoying new enemy because it isn't defeated like you would think. Sure the
    Wonderwing takes care of it but we don't count that remember? Anyway, there are two
    types of Germuloids. The first type is located in Bad Magic Bayour and Spiller's
    Harbor and the second type is located in Freezing Furnace. The first type is the
    pink Germuloid. If they spot you, they'll come on and latch onto Banjo. They stay on
    no matter what attack you use. After about two seconds, they'll start to rapidly
    suck the life out of you (and I mean RAPIDLY). You can be dead in five seconds if
    you don't act quickly enough. Defeating the Germuloids is quite simple, though it
    may not seem obvious.
    
    Simply run around in a couple of circles and you'll destroy them. I have no idea how
    you destroy them but you do. So you can get rid of them before they do any real
    damage and they become one of the easiest enemies to avoid in the game. The red
    Germuloids, located in Freezing Furnace, are no different. Only they appear by means
    of Klungo when you fight him, so you're only going to see six red Germuloids in the
    entire game and you'll never see those six more than once. If more than one
    Germuloid latches onto you at a time, you'll have to rotate in more circles. Be
    careful, because if you have lots of Germuloids latched onto you then you are in
    trouble. Even if you know how to defeat the Germuloids, you do NOT want three or
    four attatched to you.
    
    And believe me, that can happen to some people. You can have four or five honeycombs
    sucked out before you are able to defeat them all so be careful. You have been
    warned.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Enemy 10: Maggie                             ENEMY10
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Spiller's Harbor
    Interestingly enough, you are only going to see three Maggies on your game file.
    Once you defeat them, that's it, they're gone. And they're not even hard either. I'd
    probably say that they are like the easiest enemy in the game. I doubt they should
    be called an enemy, but the instruction booklet does so I will too. There are three
    Maggies flying around the ice cream truck in Spiller's Harbor. They won't attack you
    but if you touch them then you'll lose some health. You simply need to jump up and
    perform a Rat-a-Tat-Rap. One Rat-a-Tat-Rap per Maggie is enough. If you're hit,
    you'll lose only a single honeycomb. Well, that's going to easily be my shortest
    strategy for an enemy. Hope you enjoyed it.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Enemy 11: Biggafoot                           ENEMY11
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Freezing Furnace
    Biggafoot is an enemy that was found on the Icy Side of Hailfire Peaks in Banjo-
    Tooie. It returns in the Freezing Furnace and it's just as strong. Biggafoots are
    powerful and thye take quite a few hits to defeat. Five roll attacks can kill them
    or four Rat-a-Tat-Raps. Luckily, you won't find many Biggafoots loafing around the
    Freezing Furnace. I'd guess that you'd find five or six of them hanging around. If
    they find you, they aren't going to kick you. They'll just start chasing after you
    just like a regular Gruntling. You are faster than them, especially in Talon Trot
    mode, so if you don't want to fight then you can easily outrun them. Remember,
    you'll always jump back a little when you're hit. The Biggafoots usually hang around
    icy water.
    
    There's a chance that you'll bounce back and land in the icy water when attack, so
    be cautios when fighting the Biggafoots. They only do one honeycomb's worth of
    damage to you if they hit you so you don't have to worry about suffering a huge
    beatdown.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                              Enemy 12: TNT Boom Box                          ENEMY12
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Spiral Mountain
                                      Freezing Furnace
    The TNT Boom Box enemies have been in both Banjo-Kazooie and Banjo-Tooie and they
    make their return in Grunty's Revenge. The TNT Boom Boxes like to disguise
    themselves along areas that have similar color to them or places with many other
    regular boxes. For example, in the storage area of Freezing Furnace (inside Grunty
    Industries) there are many, many boxes. About a fourth of those boxes are TNT Boom
    Boxes that are hard to notice at first. If you approach a TNT Boom Box then it'll
    suddenly come to life. It'll hop after you and then after a short period of time
    it'll explode. You are faster than the TNT Boom Box, especially if you're in Talon
    Trot mode. If it can't catch up to you, then it'll eventually give up and explode
    anyway.
    
    The hard part about outruning them in Spiral Mountain is because you're on a very
    narrow platform and if you fall off you can land on lava. The hard part about
    outrunning them in Freezing Furnace is because about eight other TNT Boom Boxes will
    come after you as well so there will be no place to go. So it might be best to try
    to avoid them as best you can. If they hit you, you'll lose two honeycombs worth of
    damage and they're always located in dangerous areas so you can risk losing even
    more honeycombs.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Enemy 13: Stinglash                            ENEMY13
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Spiral Mountain
                                      Bad Magic Bayou
                                      Freezing Furnace
    The Stinglash is like an evolved version of the Wiplash. It looks like a mutated
    tentacle with some sort of beak attatched at the end. They flail around more than
    the Wiplashes do and they also remain in one place. But they are still more
    dangerous, even though the health hasen't changed. One hit from any attack will take
    them out. They usually drop a honeycomb and on rare occasions they'll drop a double
    honeycomb. If you touch a Stinglash, you'll lose two honeycombs, which is what makes
    them so dangerous. Stinglash enemies aren't usually found alone. If you find one,
    there's bound to be another Stinglash enemy somewhere. Stinglash enemies like to
    guard things. They are never guarding things as important as Jiggies but they can
    guard passages.
    
    They can also guard Jinjos, notes, etc. You'll want to be careful of these because
    touching too many can end your game very quickly.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Enemy 14: Bogfoot                            ENEMY14
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                             Location: Bad Magic Bayou
    Bogfoots are exactly like Biggafoots, except they look different and they're located
    in a different area. However, they have the same power, defense, and stupidity.
    Bogfoots are powerful and they take quite a few hits to defeat. Five roll attacks
    can kill them or four Rat-a-Tat-Raps. Luckily, you won't find many Bogfoots
    wandering around Bad Magic Bayou. I'd guess that you'd find three or four of them
    hanging around. If they find you, they aren't going to kick you. They'll just start
    chasing after you just like a regular Gruntling. You are faster than them,
    especially in Talon Trot mode, so if you don't want to fight then you can easily
    outrun them. Remember, you'll always jump back a little when you're hit. The
    Bogfoots usually hang around swampy water.
    
    There's a chance that you'll bounce back and land in the swampy water when attack,
    so be cautios when fighting the Bogfoots. They only do one honeycomb's worth of
    damage to you if they hit you so you don't have to worry about suffering a huge
    beatdown.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Enemy 15: Livewire                           ENEMY15
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Freezing Furnace
    The Livewire enemies are like Wiplashes and Stinglashs in many ways. One, they don't
    move at all. Two, they flail around constantly. And three, touching them will cause
    damage. The one thing that makes them not like the Wiplashes and Stinglashes is the
    fact that they're one of two enemies that can be defeated only by using the
    Wonderwing. The Livewires are electrical, which means touching them will shock you.
    The Livewire enemies are very few. There are, I think, two of them inside Grunty
    Industries attatched to vertical pipes. They usually drop a honeycomb and on rare
    occasions they'll drop a double honeycomb when you defeat them with the Wonderwing.
    If you touch a Livewire, you'll lose (thankfully) only one honeycomb. Livewire
    enemies are spread out so you don't have to worry about another one being close by.
    
    That's all there is to say about these uncommon and somewhat-difficult enemies.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Enemy 16: Bees                               ENEMY16
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Location: Spiller's Harbor
                                      Freezing Furnace
    Bees are rare, and they are very annoying. They are also one of the two enemies that
    can be defeated only by use of the Wonderwing. Bees always travel in groups of about
    1000 but they don't do that much damage to you. They are fast, much faster than
    Banjo, and you can barely escape them when using the Talon Trot. However, they have
    a sort of limit and when they reach that limit, they won't go any farther which
    makes you safe. Otherwise, they'll sting you constantly. You lose one honeycomb per
    sting. In Spiller's Harbor, four different sets of Bees surround a tree that guard a
    Shock Pad Switch. In Freezing Furnace (the Grunty Industries part) there is only a
    single set of Bees that guard a Beehive. So as you can see, Bees like to guard
    things.
    
    It's hard to get to the Beehive since they're no Wonderwing Pad closeby but you can
    make a Wonderwing Pad appear easily in Spiller's Harbor, allowing you to take care
    of the Bees there. That's all there is to say about this final enemy.
    
    ---MINIGAMES---
    
    There are eight mini-games found throughout the game. Though they are all listed in
    the guide, I thought I'd give a more in-depth description of them here. First off,
    there are three types of mini-games: slide, fishing, and vehicle. The slide mini-
    games are: Egg Scramble, Grubby Chute, and Slide O' Fear. The fishing mini-games
    are: Sheep Dip, Magic Angler, and Frozen Fish. The two vehicle ones are: Battle
    Boats and Snowy Sleds. Here's a map of a slide in a slide mini-game:
    
                                           /STRT./
                                          /     /
                                         /     /
                        ____________    /     /
                       /    _____   \  /     /  STRT. = Start
                      /    /     \   \/     /   C = Continued
    ________________ /    /       \  /     /
    SLIDE MAP_______/    /         \/     /
                    \    \         /     /     The slide continues in a spiraling
                     \    \       /     /\     motion throughout the whole mini-game.
                      \    \     /     /  \    However, each slide is different because
                       \    -----     /\   \   they are littered with different sets of
                        \____________/  \   \  obstacles and items. But the layout is
                                         \ C \ all the same.
    
    So, without further ado, the mini-games of Grunty's Revenge!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Mini-Game 1: Egg Scramble                      MINI1
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  +---------------+
                                  |Difficulty: 1/5|
                                  +---------------+
    Your first mini-game is a slide mini-game and it's a very easy slide mini-game at
    that. You need to collect the twelve eggs on the slide. There are only twelve eggs
    so if you miss one then just wait for the slide to end and then start over. There
    are, however, obstacles to block your path. You can find four spikes littered on the
    slide. There's only four, but if you're a novice player then those four can mess you
    up. The twelve eggs are extremely easy to get though. Stay still to grab the first
    one. Go right a little to get the next one, then to the middle and then to the left
    side. After getting four eggs, the first spike should appear. After passing it, grab
    the egg in the middle. For the next few eggs, they switch off between being in the
    middle and being on the right.
    
    Then there's one on the left and the last one's in the middle. It's pretty simple
    and even if you're a beginner you should be able to win on your first attempt.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Mini-Game 2: Sheep Dip                        MINI2
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  +---------------+
                                  |Difficulty: 1/5|
                                  +---------------+
    
    Another simple mini-game and it's your first fishing mini-game as well. You need to
    catch the sheep and place them in the sheep baths. Apparently, they can't get into
    the baths on their own because of all the bad guys guarding it. So you need to fetch
    at least twelve out of the pen within fifty seconds. That's easy enough. There is a
    fishing meter that is located in the upper-left corner. This is composed of twetny-
    five little red lines. The sheep move around in three rows: front, middle, and back.
    Front is the easiest to get, back is pretty simple, and middle is somewhat easy to
    get. Most of the sheep that you'll end up getting will be located in the back
    anyway. If you tap B once the meter automatically goes up to ten. This is the
    shortest distance that you can cast your rod.
    
    Getting your meter to ten will allow you to capture sheep in the front. Getting your
    meter to sixteen allows you to catch sheep in the middle area. Getting your meter to
    twenty-five (as in the maximum) will allow you to cast far enough to get sheep in
    the back. To charge up your rod, hold B. As you hold B, your meter will charge.
    Release when it's at the column you want. It's hard to count the columns since
    they're so small so you really just have to memorize areas and let go when they
    reach those areas. It's the quickest and easiest way to do this.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Mini-Game 3: Battle Boats                      MINI3
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  +---------------+
                                  |Difficulty: 2/5|
                                  +---------------+
    
    A slightly harder mini-game then the first two you were up against is Battle Boats.
    This is your first vehicle mini-game as you have probably figured out by now. The
    objective to this mini-game is to hold onto the treasure chest longer than any of
    the other three mice. To steer the boat you're in, press A to accelerate. You can
    turn around by using the control stick though it's somewhat difficult to turn using
    the boat. Yes, unfortunate, but that's the case. B doesn't do anything so don't
    worry about that button. To fire cannonballs at the other boats, hold L and R.
    Holding L fires cannonballs off of the left side of the boat. Hold R fires
    cannonballs off of the right side of the boat. At the start, the treasure chest lies
    in the middle of the arena.
    
    You start closest to it so you should run up and touch it. You'll automatically grab
    the chest. Turn around and head back down because the other three boats will start
    coming after you. They will all fire cannonballs at whoever is holding the chest. If
    you are hit by a cannonball, you'll spin out. If you're holding the chest at the
    time, you'll drop it. You can fire cannonballs at the mice to keep them at bay,
    though you really just want to stay out of their reach. If a boat steers behind a
    boat that's holding the chest, the boat will grab the chest if they're close enough.
    So try to do that whenever another mouse is holding the chest. Even if you don't
    have the chest at the end of the game, you simply need to have held onto it longer
    than all of the others to win.
    
    The rankings on the left show who has held it the longest (in order from longest
    holder to shortest holder) so always try to step at the top of the rankings.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Mini-Game 4: Grubby Chute                      MINI4
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  +---------------+
                                  |Difficulty: 2/5|
                                  +---------------+
    
    This is the second slide mini-game and it's harder than the first, though still not
    terribly difficult. This time you have to collect twenty little "Grub" creatures.
    The bird who gives you this objective tries to make it sound like a really sacred
    and difficult challenge. What's sacred and challenging if it has "Grubby" in it's
    name? Anyway, there are more than twenty Grubs on this slide. To be exact, there's
    twenty-eight. It's impossible (yes, I mean impossible) to get all twenty-eight. The
    most you can get is twenty-four and even that is difficult. But it is still
    extremely easy to get twenty. The first three Grubs are without interference, then
    the fourth, fifth, and sixth are in a row behind one of the slide's many spikes.
    Shift to the middle after that.
    
    You can collect another nine Grubs, then shift to the right side. Get numbers ten
    and eleven. Quickly go to the left so you can get thirteen. Remain on the left side
    to grab another three, making your total sixteen. Go to the middle for seventeen and
    then to the right for nineteen. The final one is in the middle. If you miss any of
    these, don't worry since there are still others around that you can grab.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Mini-Game 5: Magic Angler                      MINI5
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  +---------------+
                                  |Difficulty: 2/5|
                                  +---------------+
    
    The second fishing game actually involves you catching fish. But this one is made
    harder because there are Snippets in the water as well. You need to catch twelve
    fish within forty-five seconds but you can't catch the Snippets. If you do, then
    you'll lose a honeycomb. Snippets aren't common at first but they get in large
    quantities as you continue the mini-game. If you die in the middle of the mini-game,
    you simply have to start over. Enter with a full health bar so you can catch more
    Snippets without actually dying. There is a fishing meter that is located in the
    upper-left corner. This is composed of twetny-five little red lines. The sheep move
    around in three rows: front, middle, and back. Front is the easiest to get, back is
    pretty simple, and middle is somewhat easy to get.
    
    Most of the sheep that you'll end up getting will be located in the back anyway. If
    you tap B once the meter automatically goes up to ten. This is the shortest distance
    that you can cast your rod. Getting your meter to ten will allow you to capture
    sheep in the front. Getting your meter to sixteen allows you to catch sheep in the
    middle area. Getting your meter to twenty-five (as in the maximum) will allow you to
    cast far enough to get sheep in the back. To charge up your rod, hold B. As you hold
    B, your meter will charge. Release when it's at the column you want. It's hard to
    count the columns since they're so small so you really just have to memorize areas
    and let go when they reach those areas. It's the quickest and easiest way to do
    this.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                              Mini-Game 6: Slide O' Fear                      MINI6
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  +---------------+
                                  |Difficulty: 3/5|
                                  +---------------+
    
    The Slide O' Fear is the third and final slide mini-game and it is also the hardest
    slide mini-game. On your first couple of attempts, you'll probably lose a lot.
    However, after you beat it once it becomes very easy. But this guide is based off
    your first attempt at a mini-game, okay? Anyway, you don't have to collect things
    this time. Nope, your objective is to beat the mouse that is parachuting down the
    middle of the slide. That's a fast parachute since Banjo is going pretty fast on the
    slide. This one has the most obstacles and it also has speed boosters to keep you
    going. On the right side there's the rankings. Banjo's head always wants to be on
    top because that means he's first. The farther the heads are from each other means
    that there's more distance in between the two characters.
    
    You want to be in first and get as far away from the mouse as possible so he can't
    catch up to you, even if you get hit by a spike or an oil slick. Okay, now for the
    guide. There's a speed boost at the start and then an oil slick on the left so
    immidiately shift to the right after hitting the speed boost. Then go left to avoid
    another slick and hit the next speed booster. Shift to the far right and hit the
    speed booster while avoiding the slick. Now head to the far left, past the slick,
    and hit another speed booster. Shift ALMOST to the end of the right side, but not
    quite. Stay still and you'll go between two slicks and hit a speed booster. Remain
    still and then shift once you see the two slicks located in the middle of the water
    slide.
    
    Now go to the left and hit the speed booster. The track really widens up. There's
    nothing in the middle, but a few slicks on the left and right sides, as well as
    speed boosters. Eventually, you get to where there's just oil slicks lying around.
    Avoid them and then you'll find three consecutive speed boosters. Hit them and shift
    to the right and then to the left to avoid huge oil slicks. Now the race is done!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Mini-Game 7: Frozen Fish                       MINI7
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  +---------------+
                                  |Difficulty: 3/5|
                                  +---------------+
    
    The final fishing mini-game is definitely the hardest. It's identical to Magic
    Angler, the second fishing game, but this time you can't tell whether you are
    catching a Snippet or a fish. Everything swims underwater so you will only be able
    to see shadows of what you're catching. So technically, there is a partial amount of
    luck that's involved in this mini-game. Oh well. Snippets aren't common at first but
    they get in large quantities as you continue the mini-game. If you die in the middle
    of the mini-game, you simply have to start over. Enter with a full health bar so you
    can catch more Snippets without actually dying. There is a fishing meter that is
    located in the upper-left corner. This is composed of twetny-five little red lines.
    The sheep move around in three rows: front, middle, and back.
    
    Front is the easiest to get, back is pretty simple, and middle is somewhat easy to
    get. Most of the sheep that you'll end up getting will be located in the back
    anyway. If you tap B once the meter automatically goes up to ten. This is the
    shortest distance that you can cast your rod. Getting your meter to ten will allow
    you to capture sheep in the front. Getting your meter to sixteen allows you to catch
    sheep in the middle area. Getting your meter to twenty-five (as in the maximum) will
    allow you to cast far enough to get sheep in the back. To charge up your rod, hold
    B. As you hold B, your meter will charge. Release when it's at the column you want.
    It's hard to count the columns since they're so small so you really just have to
    memorize areas and let go when they reach those areas.
    
    It's the quickest and easiest way to do this.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Mini-Game 8: Snowy Sleds                       MINI8
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  +---------------+
                                  |Difficulty: 2/5|
                                  +---------------+
    
    Surprisingly, the final mini-game isn't all that difficult. It's hardly difficult
    actually. This is another vehicle mini-game. Instead of trying to hold onto treasure
    longer, you want to actually grab more "Snowies" than the three mice that are in the
    room. To steer the sled you're in, press A to accelerate. You can turn around by
    using the control stick though it's somewhat difficult to turn using the sled. Yes,
    unfortunate, but that's the case. B doesn't do anything so don't worry about that
    button. To fire snowballs at the other sleds, hold L and R. Holding L fires
    snowballs off of the left side of the sled. Hold R fires snowballs off of the right
    side of the sled. Many Snowies fall down from above the arena and land on the
    ground.
    
    You need to run around and collect as many Snowies as possible within the time
    limit. The other mice aren't very intelligent and they won't collect that many
    Snowies. But you still need to collect lots of them, mainly to make sure the others
    don't get them. If they get near you, fire a snowball at them and they'll spin out.
    You always want to be in first place at all times. If you aren't in first when the
    time runs out, then you lose, simple as that. It's still a pretty easy mini-game and
    you shouldn't have any trouble beating it.
    
    ===================--------------------====================-------------------
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%   Transformations    %%%%%|           TRANSFM   |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    -------------------====================--------------------===================
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Mouse                             MOUSE
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The Mouse is located in Cliff Farm. Mumbo's Pad can be found behind the barn in the
    second area of the world. The Mumbo Totem is obtained by beating the boss located
    inside the barn (Klungo). The Mouse is probably the transformation that you'll use
    most. He's useful in Cliff Farm, Breegul Beach, and Spiller's Harbor. He can get two
    Jiggies in Cliff Farm (a Jiggy and the final Jinjo actually), two Jiggies in Breegul
    Beach (a Jiggy and the final Jinjo), and another two Jiggies (Jiggy and Jinjo once
    more) in Spiller's Harbor. The mouse is very fast; a lot faster than Banjo. However,
    if it comes into contact with any liquid it'll die instantly. That's basically the
    only weak point of the mouse. Oh, and it can't attack (it's the only transformation
    that can't attack).
    
    Press B and the mouse can nibble on things. He can nibble to activate switchs, to
    cut through chains, and more. He can also fit into tight areas, which is the whole
    reason you need the mouse. There are a bunch of tight holes in Cliff Farm, Breegul
    Beach, and Spiller's Harbor and only the mouse can get inside them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Candle                              CANDLE
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The Candle is located in Bad Magic Bayou. Mumbo's Pad can be found outside of the
    Vapor area, so you have to head through the Vapor area to acctually get to Mumbo's
    Pad. The boss is found by getting to the end of the haunted mansion and activating
    the battery tollbooth. You'll need the Mumbo Totem from the boss to trasnform into
    the candle. The Candle can be used in two areas: Bad Magic Bayou and Freezing
    Furnace. In Bad Magic Bayou you can get a Jiggy and a Jinjo by using the Candle. In
    Freezing Furnace you can get one of the Jinjos by burning a torch that melts ice.
    The Candle can burn things and light up bright areas. For example, there's a pitch
    black area in Bad Magic Bayou that Banjo and Kazooie can't go into because it's way
    too dark.
    
    With the Candle, you can light up the area and head inside. Press B to roll. This
    allows you to burn things such as torchs or other candles. You can jump and roll at
    the same time if you wish. Finally, if the Candle comes into contact with any
    liquid, it'll die.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Octopus                             OCTOPUS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The Octopus is located in Spiller's Harbor. Mumbo's Pad can be found up a few
    flights of stairs to the right of the entrance. Getting the Mumbo Totem requires you
    to beat Grunty in the lighthouse. Opening the warp requires you to use Shock Pads to
    get up to an Ice Egg tollbooth. The tollbooth opens up the Witchy Warp. Anyway, the
    Octopus can be used in two areas: Spiller's Harbor and Freezing Furnace. You can get
    two Jiggies in Spiller's Harbor and you can get one Jiggy in Freezing Furanace. The
    Octopus is the only thing in the game with a _powerful_ long range attack. If you
    press B it'll spit water. This can be done both on land and in water. Yes, this can
    go in water. The Octopus is the only transformation that can head into water. It can
    go into both oily water (Spiller's Harbor) and ice-cold water (Freezing Furance)
    without suffering any damage.
    
    It can also fit into holes smaller than Banjo but larger than mouse holes. It can
    swim a lot faster than Banjo as well. You'll need to travel through both oily and
    icy water in order to get the Octopus's Jiggies.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Tank                              TANK
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The Tank is the final transformation and it's located in the Freezing Furnace. You
    have to activate the fire tollbooth switch in Grunty Industries to lower the flames
    blocking the area with the Witchy Warp. There, you have to beat Klungo to get the
    Mumbo Totem. The Tank can be used in two areas: Freezing Furnace and Bad Magic
    Bayou. It's also used to get the final Jiggy in the game, which is the tenth one
    that's in Bad Magic Bayou. The Tank is the most powerful transformation, but it
    can't go in liquids. If you fall into a liquid (icy water, lava, swampy water) then
    you'll die instantly. Press B to fire cannon blasts. This is the most powerful
    weapon in the game; the cannon blasts can take out any enemy in a single hit. Also,
    you should notice many doors around the different areas.
    
    These doors are grey and they're slammed shut. Use the Tank to blast open these
    doors. You can reach new areas this way. Finally, the Tank can survive in dangerous
    terrain (not liquid, terrain). This is useful for getting one of the Jiggies that's
    in Freezing Furnace.
    
    ===================--------------------====================-------------------
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%      Legal Info      %%%%%|           LIFO      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    -------------------====================--------------------===================
    
    +----------------------------------------------------------------------------+
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    |NEOSEEKER.COM, AND GAMENOTOVER.COM! NO! YOU CANNOT PUT THIS ON YOUR SITE! No|
    |matter how many times I say don't, WAY too many people take my FAQs without |
    |my permission. I have grown to trust only these four sites, who haven't     |
    |actually stolen any type of work from people. Even if you want my FAQ, sorry|
    |but thanks to some certain sites, only these four are allowed to host it.   |
    +----------------------------------------------------------------------------+
    
    Note that if you DO steal my FAQs, you will regret it. Seriously regret it.
    Stealing someone's work without asking is something that FAQ writers get really
    pissed off at. Stealing someone's work and crediting someone else for it is
    PLAGIARISM! That is a SERIOUS violation and I assure you, you'll pay dearly if
    you plagiarize any of my work.
    
    ===================--------------------====================-------------------
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    |                     |%%%%%        Contact       %%%%%|           CIFO      |
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    -------------------====================--------------------===================
    
    ~~~~~~~~~~~
    AIM Contact
    ~~~~~~~~~~~
    
    I tried, I really did, for nearly a year to allow people to IM me for questions.
    However, people seem to not respect the rules. I understand that there were many
    that did, and I'm sorry this had to happen, but I am moving to a closed list.
    There have been many pointless IMs, including people who bash, advertising
    people (0_0), spammers, and people who "wnt to maek convursashon bye tlking liek
    thiz" which gets incredibly annoying. So it's only e-mail now, sorry.
    
    ~~~~~~~~~~~~~~~~~~~~
    E-mail contact rules
    ~~~~~~~~~~~~~~~~~~~~
    
    My e-mail address is cskull@frogdesign.com. There are a few things that
    you can e-mail me about, and few things that you can't. First the
    things that are okay.
    
    Information on the game. No this does NOT mean full world guides,
    because if it isn't there I haven't gotten to them yet but I will. It means
    additional TIPS on beating a world or correcting information that I messed up.
    Secrets are _TOTALLY_ accepted.
    
    Praise mail. I used to be against this, but now I realize how rare praise really
    is. Just don't send me things like, "Yer faq is kewl, lol!!!"
    
    Suggestions for the FAQ. Something like, "Why don't you add such and
    such in your FAQ. NOT "Why don't you totally re-do your FAQ because it
    sucks!" That is just plain rude and annoying. If you don't like my
    FAQ, tell me things to make it better!
    
    The things that you CAN'T e-mail me about are...
    
    Spam. This is the NUMBER 0NE thing that you must not send. I get at least twenty
    spam e-mails a day and I don't need yours it doesn't help. Please don't send any.
    
    Asking permission to use this FAQ. No, you can't, so don't bother. Only four
    sites, which I have listed at the top of the guide, can use this FAQ.
    
    Hate mail. No I don't appreciate it if you send me an e-mail saying, "Your FAQ is
    the biggest piece of **** ever created! It sucks!" That just
    fills up my inbox and it really annoys me.
    
    Spelling/Grammar mistakes. I used to get about ten e-mails a day
    saying, "You spelled these two words wrong." or something like, "You
    used inappropriate grammar in this chapter." Please people! I can find
    those on my own!
    
    And that wraps up the contact. Once again my e-mail is:
    cskull@frogdesign.com
    
    ===================--------------------====================-------------------
    |                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                    |
    |                      |%%%%%    Credits/Closing   %%%%%|          CRCL      |
    |                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                    |
    -------------------====================--------------------===================
    
    CJayC: His awesome game site, and for posting this guide on it.
    
    shoecream: he created that cool ASCII art at the top.
    
    GameFAQs Codes and Secrets page: for the codes I couldn't track down, I was able to
    use this page as a referance.
                        __
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    | '_ ` _ \  / _ \ |  _|| '__| / _ \  / _` |
    | | | | | ||  __/ | |  | |   | (_) || (_| |
    |_| |_| |_| \___| |_|  |_|    \___/  \__, |
                                          __/ |
                                         |___/
    
    You can check out all of my other work at:
    
    http://www.gamefaqs.com/features/recognition/11408.html
    
    This FAQ is copyright 2004-2005 Colin Scully.