;MM0                               
                                 MMMMM                           
                      MM     aM@MMMMM                            
               MB     MMM2   MMMM          ,,                     
 r0MMMMMMM    MMMM   2MMMMM  MMMM MMMM MMMMMMMMM                  
 MMMM  MMM   MMMMMM  MMM:MMMMMMM2 MMM@ MM7.XMMMMM                    
  MMMS MMMr ;MM  MMM MMM  ,MMMMM  MMM0 M     MMMMM           .WB        
  .MMMMMMMMM MM ,MMM MMM    7MMM  MMM8 M     MMMMM :MMM8;   MMMMM,    
   BMMM  MMM MMMMMMMMMMM.      M :MMMaBMMa  Xi      aMMMM   WMMMM      
    MMMMMMMMM      M            MMMMM MMMMMXMMMMMMMM                      
    7MMM     0MMM   MMMM     MM  MM@       MMMMMMMMMM         MMMM     .8MM7
             WMMM  MMMMX   BMMMM    rMMMMM M.    MMM XMMMMMMMB MMM   MMMMMMM
      aB,     MMM,WMMM    MMM0MM MMMMMMMM @Mr    XM MMMM   MMMM XMW  MMM  
      MMMMMM  MMMMMMMS   MMB  MM B    MMM.MMMa   MaiMMM     MMMM MM  MMMMMMM 
         ,M   0MMMXMMMMMM MMMMMMMM   MMM  MMMMMMMMMMMM@    ;MMMM MM  MMMW 
               MMM:  MMMWM.:Z8BMMM@ MMM.  7 ;MMM0   MMM@ .MMMMMBZMMM 0MMM  M@
               MMMM     7,     MMM2:MMMMMMMM         WMMMMMMMM@ MMZr XMMMMMMM
                                   MMMMMMMMM            2@M8         .@7. 
                                  88                                     

/-------------------------------------------------------------------------\
|                Banjo-Kazooie: Complete Game FAQ/Walkthrough             |
|                       Copyright N "Kowbrainz" Scott                     |
|                    Emailto: kowbrainz AT hotmail.com                    |
|       FAQ Started: 21st July 2008. Last Update: 3rd December 2008       |
|  Please visit spiralmountain.co.uk for all your Banjo-Kazooie needs     |
\-------------------------------------------------------------------------/



 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  TABLE  |  BANJO-KAZOOIE FAQ/WALKTHROUGH                                |
|  CONT.  |  TABLE OF CONTENTS                                            |
+-------------------------------------------------------------------------+
|PLEASE NOTE: SECTIONS WITH AN ASTERISK [ * ] NEXT TO THEM ARE INCOMPLETE.|
+-------------------------------------------------------------------------+
|                                                                         |
|   - Table of Contents                                                   |
|   - Version History ...................................... 01.00 BKVRS  |
|                                                                         |
|   - Introduction ......................................... 02.00 BKINT  |
|                                                                         |
|   - Controls/Moves List................................... 03.00 CNTRL  |
|                                                                         |
|   - Story ................................................ 04.00 BKSTR  |
|                                                                         |
|   - Spiral Mountain ...................................... 05.00 SPRLM  |
|   - Gruntilda's Lair 1 (after Spiral Mountain) ........... 05.01 GRL01  |
|   - Mumbo's Mountain ..................................... 05.02 MMMOU  |
|   - Gruntilda's Lair 2 (after Mumbo's Mountain) .......... 05.03 GRL02  |
|   - Treasure Trove Cove 1 ................................ 05.04 TTC01  |
|   - Gruntilda's Lair 3 (after Treasure Trove Cove) ....... 05.05 GRL03  |
|   - Clanker's Cavern ..................................... 05.06 CLCVN  |
|   - Gruntilda's Lair 4 (after Clanker's Cavern) .......... 05.07 GRL04  |
|   - Bubblegloop Swamp 1 .................................. 05.08 BGS01  |
|   - Gruntilda's Lair 5 ................................... 05.09 GRL05  |
|   - Bubblegloop Swamp 2 .................................. 05.10 BGS02  |
|   - Gruntilda's Lair 6 (after Bubblegloop Swamp) ......... 05.11 GRL06  |
|   - Freezeezy Peak 1 ..................................... 05.12 FZP01  |
|   - Gruntilda's Lair 7 ................................... 05.13 GRL07  |
|   - Gobi's Valley ........................................ 05.14 GOBIV  |
|   - Gruntilda's Lair 8 (After Gobi's Valley) ............. 05.15 GRL08  |
|   - Mad Monster Mansion .................................. 05.16 MMMNS  |
|   - Gruntilda's Lair 9 (After Mad Monster Mansion) ....... 05.17 GRL09  |
|   - Freezeezy Peak 2 ..................................... 05.18 FZP02  |
|   - Gruntilda's Lair 10 (After Freezeezy Peak) ........... 05.19 GRL10  |
|   - Rusty Bucket Bay ..................................... 05.20 RBBAY  |
|   - Gruntilda's Lair 11 (After Rusty Bucket Bay) ......... 05.21 GRL11  |
|   - Click Clock Wood (LOBBY + SPRING 1) .................. 05.22 CCWS1  |
|   - Click Clock Wood (SUMMER) ............................ 05.23 CCWSU  |
|   - Click Clock Wood (AUTUMN) ............................ 05.24 CCWAU  |
|   - Click Clock Wood (WINTER) ............................ 05.25 CCWWI  |
|   - Click Clock Wood (SPRING 2) .......................... 05.26 CCWS2  |
|   - Gruntilda's Lair 12 (After Click Clock Wood) ......... 05.27 GRL12  |
|   - Grunty's Furnace Fun ................................. 05.28 FURNC  |
|   - Gruntilda's Lair 13 (After Furnace Fun) .............. 05.29 GRL13  |
|   - The Final Battle ..................................... 05.30 GRNTY  |
| * - Secrets and Extras ................................... 05.31 SECRT  |
|                                                                         |
| * - Cheats and Codes ..................................... 06.00 CHTR1  |
|                                                                         |
|   - Credits & Thank-yous ................................. 07.00 CRDTS  |
|                                                                         |
|   - Legal Disclaimer ..................................... 08.00 LEGLD  |
|                                                                         |
+-------------------------------------------------------------------------+





 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  01.00  |  BANJO-KAZOOIE FAQ/WALKTHROUGH                                |
|  BKVRS  |  VERSION HISTORY                                              |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+


Version: 1.01 - 5/12/08
Minor formatting updates throughout the guide. Added additional strategy for
Mr Vile's minigame. Submitted to GameFAQs for review.


Version: 1.00 - 3/12/08
Basic Walkthrough completed. 

Version: 0.80 - 25/11/08
Rusty Bucket Bay's write up completed.

Version: 0.70 - 20/11/08
Freezeezy Peak's write up completed. Corrected some errors for search func.

Version: 0.60 - 03/11/08
Mad Monster Mansion write up complete; controls section added.

Version: 0.50 - 22/10/08
Gobi's Valley write up completed.

Version: 0.40 - 29/09/08
Bubblegloop Swamp write up completed.
Minor formatting edits

Version: 0.30 - 24/08/08
Completed Clanker's Cavern write up. One third of the game complete.
Minor formatting edits

Version: 0.20 - 22/07/08
Treasure Trove Cove write-up complete.

Version: 0.10 - 21/07/08 
Spiral Mountain and Mumbo's Mountain write-ups have been completed.
Story added from manual.



 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  02.00  |  BANJO-KAZOOIE FAQ/WALKTHROUGH                                |
|  BKINT  |  INTRODUCTION                                                 |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Hey there, and welcome to my walkthrough for Banjo-Kazooie.

If you hadn't guessed already, I'm Kowbrainz, from spiralmountain.co.uk.
You may have already seen my Banjo-Tooie walkthrough on GameFAQs (hopefully
not on other sites, apart from Spiral Mountain) - if not, go and check it
out when you can.

I've written this guide to help players, both old and new, with the game.
If this guide has helped you, please click the RECCOMMEND button at the
top of the GameFAQs page to show others in the same direction. Thanks.

Oh, and by the way, you may want to use some of the below terms if searching
for particular things within the guide. Use your browser's search function
to find what you're looking for by typing these in, but make sure you've
set it to case sensitive.

- EXTRA HONEYCOMB PIECE
- MUMBO TOKEN
- WITCH SWITCH
- BRENTILDA
- JINJO
- CAULDRON (warp cauldrons within Grunty's Lair)
- PRESENT (small presents used in Freezeezy Peak)
- CATTERPILLAR (catterpillars in Click Clock Wood)


 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  03.00  |  BANJO-KAZOOIE FAQ/WALKTHROUGH                                |
|  CNTRL  |  GAME CONTROLS/MOVE LIST                                      |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Banjo-Kazooie differs from a lot of traditional platformers in that a lot 
of the techniques within the game won't be available to you from the very
beginning - you'll need to learn them along the way from your buddy Bottles
the mole. The controls for all techniques have been listed below, however
any techniques which require you to scout out Bottles in order to learn
them will have his name in brackets next to them.


 +-- BASIC CONTROLS --+
/-------------------------------------------------------------------------\
|  Analog Stick  |  Move, Run (turn while underwater or in the air        |
+-------------------------------------------------------------------------+
|  D-Pad         |  N/A                                                   |
+-------------------------------------------------------------------------+
|  A Button      |  Jump                                                  |
+-------------------------------------------------------------------------+
|  B Button      |  Claw Swipe Attack                                     |
+-------------------------------------------------------------------------+
|  B Button      |  Roll Attack (while running)                           |
+-------------------------------------------------------------------------+
|  B Button      |  Dive (while in deep water)                            |
+-------------------------------------------------------------------------+
|  Z Button      |  Crouch                                                |
+-------------------------------------------------------------------------+
|  L Button      |  N/A                                                   |
+-------------------------------------------------------------------------+
|  R Button      |  Centres the camera behind Banjo (Hold)                |
+-------------------------------------------------------------------------+
|  C - Up        |  First Person View through Banjo's Eyes                |
+-------------------------------------------------------------------------+
|  C - Down      |  Zoom Camera in and out                                |
+-------------------------------------------------------------------------+
|  C - Left      |  Rotate Camera Right                                   |
+-------------------------------------------------------------------------+
|  C - Right     |  Rotate Camera Left                                    |
+-------------------------------------------------------------------------+
|  Start         |  Pause                                                 |
\-------------------------------------------------------------------------/


 +-- ADVANCED CONTROLS --+
/-------------------------------------------------------------------------\
| Hold Z, Press A       | Back Flip Jump (or 'flap flip')                 |
+-------------------------------------------------------------------------+
| Hold Z, Press B       | Beak Barge (stab forward with Kazooie's beak)   |
+-------------------------------------------------------------------------+
| Hold Z, Press C-Up    | Spit eggs forward [BOTTLES]                     |
+-------------------------------------------------------------------------+
| Hold Z, Press C-Down  | 'fart' eggs behind [BOTTLES]                    |
+-------------------------------------------------------------------------+
| Hold Z, Press C-Left  | Talon Trot with Kazooie [BOTTLES]               |
+-------------------------------------------------------------------------+
| Hold Z, Press C-Right | Wonderwing Invincibility [BOTTLES]              |
+-------------------------------------------------------------------------+
| Jump, Press Z         | Beak Buster (Ground Pound) [BOTTLES]            |
+-------------------------------------------------------------------------+
| Jump, Press B         | Rat-a-tat Rap (Peck Attack with Kazooie)        |
+-------------------------------------------------------------------------+


 +-- UNDERWATER CONTROLS --+
/-------------------------------------------------------------------------\
| After pressing B on the water's surface to dive under...                |
+-------------------------------------------------------------------------+
| Analog   | Turn around                                                  |
+-------------------------------------------------------------------------+
| B Button | Swim FAST with Kazooie's wings                               |
+-------------------------------------------------------------------------+
| A Button | Swim SLOW with Banjo's feet (good for precision work)        |
+-------------------------------------------------------------------------+
| R Button | HOLD to turn faster and more easily                          |
\-------------------------------------------------------------------------/


 +-- AIRBORNE CONTROLS --+
/-------------------------------------------------------------------------\
| After using a flight pad [BOTTLES] to get into the air...               |
+-------------------------------------------------------------------------+
| Analog   | Turn around                                                  |
+-------------------------------------------------------------------------+
| A Button | Flap to go higher (uses one red feather)                     |
+-------------------------------------------------------------------------+
| B Button | Use Beak Bomb attack [BOTTLES]                               |
+-------------------------------------------------------------------------+
| R Button | HOLD to turn faster and more easily                          |
\-------------------------------------------------------------------------/

 +-- CONTEXT SENSITIVE CONTROLS --+
/-------------------------------------------------------------------------\
| A Button when on a BLUE & RED FLIGHT PAD - Take off and fly [BOTTLES]   |
+-------------------------------------------------------------------------+
| A Button when on a GREEN SHOCK SPRING PAD - Shock Spring Jump [BOTTLES] |
+-------------------------------------------------------------------------+

Note: Two other moves learned from Bottles include the 'Stilt Stride' and
'Turbo Trainers'. When either of these shoes are found and put on, they 
will allow you to wade through harmful grounds and run super fast 
respectively.



 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  04.00  |  BANJO-KAZOOIE: STORY                                         |
|  BKSTR  |                                                               |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

[FROM THE GAME MANUAL]

At last, the dirty green and blue smog was beginning to clear. Gruntilda
stood at the topmost window of her lair, grinning wickedly down on her
latest world.

"Tiny creatures far below," she cackled, "which of you'll be first to go?"

The witch rubbed her hands in glee at the prospect of putting her favorite
invention to good use. It was her pride and joy; a machine that could suck
the physical beauty from its victims for Gruntilda to absorb like a sponge!

And it would certainly teach her cutesy sister Brentilda a lesson. How dare
that interfering do-gooder inherit the family good looks and leave Gruntilda,
well... slightly disadvantaged in that department?

Hah! Not any more, gloated the witch, picking her nose smugly. Not any more.

Turning back to the bubbling cauldron, Gruntilda began to cast the spell
which would reassure her that she was, of course, the most wonderfully
attractive creature in this bright new world...



Meanwhile, Tooty was skipping home through the sunny fields of Spiral 
Mountain. As she reached the garden gate, a pair of blurry eyes that could
only belong to her good friend Bottles popped up from a nearby molehill.

"Morning, Tooty" he blinked, uncorking himself from the hole.
"And what are your plans for this fine day?"

Tooty jumped up and down excitedly, remembering Banjo's promise.
"Oh!" she squealed. "When my lazy brother gets out of bed, we're going on
an adventure!"

"That's nice." Bottles squinted up into the sky. "Hang on, isn't that your
brother up there?"

Tooty turned and saw an odd shape swooping down towards them at high speed.
"No, that can't be Banjo," she said, frowning. "I wonder who it is..."

"Sweeter than me? Prettier than me? Impossible!"
Gruntilda was so furious at the cauldron's words that she could barely 
control her broomstick, screeching with anger every time her boots clipped
the treetops.

"As cute as me, you stupid pot? For her own sake, I hope she's not!"

The witch sped recklessly on until her target finally came into view:
staring up at her from a field far below was the innocent young Honey Bear
she'd seen in the depths of that treacherous cauldron.

Gruntilda cackled. "I need those looks far more than she, and finally 
perfect I shall be!" she cried, and sent the broomstick into a steep dive.




Kazooie popped out of the backpack as noise erupted just outside the window.
"Banjo!" she squawked in alarm. "Banjo, wake up!"

The Honey Bear groaned and pulled a pillow over his head. "Aww, Kazooie, 
it's too early," came his muffled voice.

"This is no time to be lazy, furface!" trilled the Breegull, swinging 
anxiously to and fro. "We've got trouble!"

Banjo yawned, rolled over - and fell out of bed in surprise as Kazooie's
struggles suddenly toppled both the backpack and its stand onto the floor
with a crash. 

At the same time a sudden gust of wind blew open the curtains, and beneath
the peals of manic laughter fading into the distance, Banjo heard the 
helpless cries of a voice he recognised...

Tooty!

The bear gulped, realising that this was definitely going to be one of those
days.

"Uh, Kazooie, what are you doing down there?" he said in confusion, 
grabbing the backpack as he bolted for the door. "This is no time to be
lazy - we've got trouble!"


 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.00  |  AREA:                                                        |
|  SPRLM  |  SPIRAL MOUNTAIN                                              |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Walk out from Banjo's blue house and towards the yellow fence to find 
Bottles, the short-sighted mole. Bottles will become a close friend over
the course of your adventure as you'll soon find out, as he'll teach you
all of the moves required to tackle Grunty the Witch and get your sister
Tooty back from her evil clutches.

Bottles will ask you if you need some basic training before you head up to
Gruntilda's Lair. You can press A and seek out Bottles' molehills to learn
your moves if you like, otherwise just press B to skip his advice for now.
If you really need help getting used to the controls of Banjo-Kazooie, you
can visit the moves and techniques section of the guide instead.

Anyway, so now you have all of your basic moves learned; some different
jumps as well as some various attacks. Well, first thing's first - we 
need to prepare for Gruntilda's lair, so how about we grab some extra lives
and extend our healthbar if possible? You can't refuse to that.

+-------------------------------------------------------------------------+
|  TIP:    Extra Life - Spiral Mountain                                   |
+-------------------------------------------------------------------------+
| Head back to Banjo's house after you have your jumping moves from your  |
| dear friend Bottles. Around the side of the house are some trash bins - |
| use the bins to jump up onto the roof of the house, then make your way  |
| onto the chimney. Flap flip from atop the chimney to pick up an extra   |
| life statue.                                                            |
+-------------------------------------------------------------------------+

So, you should have four lives now, which is cool. You probably won't need
many at the start of the game, but it's nice to know where they are for
later. Note that any extra lives you've collected will only last while the
power is still on and you haven't Saved & Quit; if you end the game your
life counter will be reset to a measly three lives. That said, extra life
statues will reappear if you exit and reenter an area - they aren't a once-
only item. So remember where they've been hidden so that you can stash up
on some before that tricky part of the game.

Onto business, then. Basically, in Banjo-Kazooie, your health bar is 
represented by several honeycomb pieces at the top of the screen. Get hit
by an enemy and you'll lose some honeycombs. Pick up some honey after
defeating an enemy or busting open a beehive and you'll replenish your
life bar. Note that, unlike Super Mario 64, Banjo has a oxygen bar kept
separate to his health bar, so you can't just jump in some water and
stay at the surface to replenish your health.

One cool feature in Banjo-Kazooie is the ability to extend your life bar,
by collecting extra honeycomb pieces. These rare honeycombs are larger
than normal honeycombs, but have a hollowed-out centre. There are two
of them to collect in each normal level, and six of them in Spiral Mountain
alone. When you've collected six, your life bar will be extended by one
honeycomb piece, and you'll get a life top-up. It's a little bit like
collecting pieces of heart in the Legend of Zelda games.

So, if you'd like some more honeycombs on that life bar of yours, listen
up! Head up the grassy path from Banjo's house towards the spiral mountain
and it's moat, then take a left turn to find a small hollow with six
large tree stumps.

+-------------------------------------------------------------------------+
| Spiral Mountain - Extra Honeycomb Piece # 1                             |
+-------------------------------------------------------------------------+
| In the area with the tree stumps, find the stump in the far right       |
| corner and flap-flip up onto it to find your first honeycomb piece.     |
+-------------------------------------------------------------------------+

As you collect the honeycomb piece, you should notice a set of six hollow
honeycombs appear in the corner of the screen, and one of those pieces 
lightening up. Now you have five more pieces until your health bar gets
extended.

Turn around and jump off the tree stump, then walk back up towards the 
mountain's moat and head forward and left around the moat. You should find
some yellow grass with a tree standing in the middle.

+-------------------------------------------------------------------------+
| Spiral Mountain - Extra Honeycomb Piece # 2                             |
+-------------------------------------------------------------------------+
| On the far side of the mountain from Banjo's house, climb the tree      |
| standing in the yellow grass, on the side of the bridge with the tree   |
| stumps. On top of the tree is your honeycomb.                           |
+-------------------------------------------------------------------------+

Two down, four to go! Nice work. This time, jump off the tree you collected
the second honeycomb from and head up towards the waterfalls. You'll find
a ledge on the left side leading up to the falls, so take that and get
ready for some careful jumping.

+-------------------------------------------------------------------------+
| Spiral Mountain - Extra Honeycomb Piece # 3 (and extra life trophy)     |
+-------------------------------------------------------------------------+
| At the far end of the mountain you'll find a couple of waterfalls.      |
| Head around the left side of the falls to find a ledge leading up to    |
| some platforms in between the waterfalls. You'll need to use your       |
| feathery-flap move to jump from each platform to the next without       |
| falling down into the water. You'll find an extra honeycomb piece on    |
| one of the platforms, but don't drop into the water when you collect    |
| it. Instead, look over to the large waterfall in the corner and flap    |
| over towards it. If you time your jump correctly, you should land in    |
| a small hole inside the waterfall where an extra life trophy lies.      |
+-------------------------------------------------------------------------+

So! Five lives now, and half of the extra honeycombs collected for Spiral
Mountain. Not too long to go now, and you'll be finished with this place
and won't need to come back again. 

Jump down into the pool of water below the waterfalls and swim down towards
the mountain. Hop out of the water if you like, but follow the river down,
past the bridge and right down to the Spiral Mountain moat. Dive in.

+-------------------------------------------------------------------------+
| Spiral Mountain - Extra Honeycomb Piece # 4                             |
+-------------------------------------------------------------------------+
| In the Spiral Mountain moat, on the side with the waterfalls, swim down |
| to find a small hole in the side of the mountain with a honeycomb piece |
| inside. Use the B button to dive down and press it underwater to swim   |
| quickly while using the control stick to turn around. Hold the R button |
| for sharper turning if you need to.                                     |
+-------------------------------------------------------------------------+

If you're a bit scared of drowning or you aren't too confident with 
swimming just yet, now is the time to practice. Dive down and take a swim 
around the moat, and just get a feel for turning around quickly, using the
R button to make things easier. It won't be too long before you'll be
required to swim down to great depths, so get used to the feeling now while
you can.

Otherwise, jump out of the moat on the side of the mountain opposite to
where you found the tree stumps. At the moment, you should be directly
beneath Grunty's lair and the bridge leading across to it's entrance
from the top of Spiral Mountain. Not too long before you'll be crossing
that bridge, now.

Anyway, head across into another small hollow. This one doesn't have
tree stumps in it, but instead is a bit dirtier, and contains four large
rocks, each with eyes in true Banjo-Kazooie style (they're called 
'Quarrie' if you want to know their proper name). 

+-------------------------------------------------------------------------+
| Spiral Mountain - Extra Honeycomb Piece # 5                             |
+-------------------------------------------------------------------------+
| For the fifth honeycomb, find the hollow with the four rocks, or        |
| 'Quarrie' and use your beak barge attack to destroy each of them;       |
| hold the Z button and press B (and hold) to make Kazooie thrust forward |
| with her beak.                                                          |
+-------------------------------------------------------------------------+

Only one to go now, and we'll be ready to head up to Gruntilda's Lair.
Exit the Quarrie patch and head right around the outside of Spiral Mountain,
back towards Banjo's house. You'll find a small, green hill leading up to
a vegetable patch. While Bottles normally uses the patch to let Banjo and
Kazooie practice using their attacks, today you'll find a single flying
caulliflower enemy (or 'Colliwobble') flapping around the vegetable patch.

+-------------------------------------------------------------------------+
| Spiral Mountain - Extra Honeycomb Piece # 6                             |
+-------------------------------------------------------------------------+
| Getting the final honeycomb piece from Spiral Mountain is quite easy -  |
| find the 'Colliwobble' enemy flying around in the vegetable patch near  |
| Banjo's house, then use your rat-a-tat rap attack to defeat him -       |
| press the B button after jumping.                                       |
+-------------------------------------------------------------------------+

Awesome - you've just received your first life bar extension, changing your
health bar from a measly five honeycombs to a slightly-less-measly total of
six. Well done, you've cleared out Spiral Mountain completely.

Now, up to the Witch's lair. Head back around the moat around the side of
the Quarrie patch and cross the wooden bridge onto the mountain, then 
continue to scale the mountain up and around until the top. When you 
reach the top, you'll find Bottles again, who will tell you that he's
managed to fix the mountain's rope bridge up so that you can finally cross 
into the Witch's lair. Walk across the bridge and into the mouth of the
lair. It's all been fun and games until now, but don't expect it to 
continue that way. You'll need to work hard if you want a chance of rescuing
your sister, Tooty.


 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.01  |  AREA:                                                        |
|  GRL01  |  GRUNTILDA'S LAIR (PART 1 - AFTER SPIRAL MOUNTAIN)            |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

So, we've finally made it up to the witch's lair. Unfortunately, though, as
you'll soon see in the cutscene, Gruntilda's made it all the way up to the
top of the tower and is now making preparations to steal Tooty's beauty
using her machine, with the help of her assistant Klungo. Thankfully Klungo
isn't too bright, so it will be a while before he gets the machine powered
up and working. You'll still need to be quick if you want a chance of saving
your sister, though.

From the entrance of the lair, make your way forward and you'll notice
a large portrait of Gruntilda the witch. Yes; she's rather self-obsessive,
as you'll discover as you delve deeper into the lair. Either way, head
left and you'll find a steep dirt slope. Upon trying to climb it, you'll
slip back down again, and Bottles will tell you that you'll need a special
move in order to climb up. Oh well. Climb up the platforms beside the slope 
instead.




   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #1 - Gruntilda's Lair Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   At the top of the platforms beside the lair's entrance, you'll
    MMM8   find the very first jigsaw piece, or 'jiggy' of the game, out of
   :MMMa   one hundred total jigsaw pieces. You've still got a while to go.
  MMMMM
   MM@
+-------------------------------------------------------------------------+
 

Mr Jiggy will tell you that in order to open up new areas and worlds to
explore, you'll need to find jigsaw puzzles with missing pieces from them,
then complete them with jiggies. So it looks like it's time to find this
jiggy a home.

Jump down from the platforms and cross to the opposite side of the lair to
find a tunnel leading through to a new room. On the left is a small, grey
mountain with a closed door at the bottom, and on the right a fence with
a hill behind it leading up to... a jigsaw puzzle.

Walk up the hill to the jigsaw puzzle, then stand on the jigsaw podium in
front of the puzzle in order to allow Banjo to put jiggies into the puzzle.
As Bottles will explain, you can put any pieces you've collected into
a jigsaw puzzle by pressing the A Button.

Go on, then put in your jiggy. After completing the puzzle, the door you
saw previously at the bottom of the grey mountain will open up, and a 
sign will appear above the door with the words 'MUMBO'S MOUNTAIN'. 
You've just opened the first world of the game, so go on, head inside!

 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.02  |  AREA: WORLD ONE                                              |
|  MMMOU  |  MUMBO'S MOUNTAIN                                             |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Welcome to world one, Mumbo's Mountain. This area acts as a nice 
introduction to what will be happening during the rest of the game; the 
same concepts will apply for the majority of the game, they'll just get a
bit harder later on as there'll be more things out there to hurt you.

Anyway, each level in Banjo-Kazooie has many items for you to collect as 
you'll soon discover. As mentioned before, there are two extra honeycomb
pieces in each world, but there are also ten jigsaw pieces to find by 
completing certain tasks; most of which will be a bit more difficult than
the one you found before. There are also five magical creatures known as
the Jinjos, scattered within each world by Gruntilda. If you manage to 
find all five Jinjos within a single trip through the world, they'll award
you with a jiggy; but note that you must find them all within the same 
trip - if you die or leave the level, they'll be returned to their places
in the level and you'll have to find and rescue all five over again 
before you get a jiggy.

Jinjos aren't the only collectable which return if you don't collect them
all; there are also 100 notes to collect in each level, which are required
to progress through Gruntilda's Lair and get past her special note doors.
Your note score for a level will be represented as a number out of 100,
which refers to the largest number of notes you've collected in that level
before dying or leaving the level. If you die or leave a level without 
collecting all of the notes, the notes will return next time you start the
level and you'll have to start collecting again from zero. So it's 
generally a good idea to try and collect all the notes in a level within
your first play through of that world where possible. If you're unable to
collect all of them, just try and get the best score you can - as close
to 100 as possible.



Enough of that, though; I think I've done enough explaining for now. It's
time to actually get started. First thing on the agenda - head right down
the hill from the start pad, tackling the purple grublin enemies if they
get in your way. You should find a small platform with a PINK JINJO on
top of it - flap flip up onto the platform to collect your first Jinjo of
the level, then drop down to the grass behind the platform to find a 
silvery-white skull token [MUMBO TOKEN 1]. These things are Mumbo Tokens, 
and are useful to collect, as you can hand them in to the local shaman in
order to be transformed into various animals, which will allow you to go 
places that the bear and bird normally wouldn't be able to. You'll want 
to collect as many of these as you can.

Behind the platform the pink jinjo was sitting on is a large green hill
with several platforms on it and trios of notes on each. Don't worry 
about this just yet as you don't have the right moves to tackle steeper
slopes. We'll chase Bottles up about that soon, though.

For now, head left and across to a pool of water with a bridge crossing
from your side to the other. Cross the bridge to collect your first notes
of the level (7), then jump into the pool of water. Standing on a platform
in the middle of the water is a BLUE JINJO Jump up to the platform and
collect him, then dive down into the water to find two small alcoves at
the bottom containing 3 notes each. Collect the notes, then surface on the
other side of the pool, where a large bull (aptly named Bigbutt) patrols
the area.

Right. Ignore the bull, but head around the platform with the beehive on
it and find the log staircase heading up to the second level of the world.
Thankfully it isn't slippery to step on, so head on up while collecting
the notes on it (9).

At the top, you'll find a large tower with several termite enemies walking
around it. Head right and back in the direction of the level entrance, then
walk up a green coloured slope to find a new area with several mud huts 
and a spinning totem pole in the middle. Head left and you'll find one of
Bottles' molehills. Press B and he'll pop his head out to teach you a new
move - the beak buster. For this move, you can press the Z button while 
in midair to make Kazooie come crashing down with her beak upon whatever
happens to be below her. Kind of like the traditional ground pound attacks
from other games like Mario 64, except more to the point.

Hmm. Excuse my horrible sense of humour, there. Anyway, it's time to
put Kazooie's new beak attack to some use. Jump up onto one of the mud 
huts, collecting the note on the top, then use the beak buster to smash
it open, revealing some notes (5) inside. Perform the same attack on the
other mud huts while collecting the notes on top, and you'll reveal a GREEN
JINJO an extra life and your first jigsaw piece of the level. 



   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #2 - Mumbo's Mountain Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   After finding Bottles' molehill near Mumbo's hut, beak bust all
    MMM8   of the six mud huts to find your jiggy hiding inside the final
   :MMMa   one.
  MMMMM
   MM@
+-------------------------------------------------------------------------+


Now we're getting somewhere. Jump up to the platform in the middle of the
now destroyed huts to find your totem pole, Juju, who seems to be a bit
hungry. Shame we don't have anything to feed him with just yet. Jump down
again and head to the corner of the area to find a large skull hut - this
is where you'll go later for your transformation from the shaman, Mumbo
Jumbo. Under the bridge leading up to the hut is a MUMBO TOKEN - grab that
then jump up onto the hut's platform and flap flip up into the right eye
to find a second jigsaw piece. 



   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #3 - Mumbo's Mountain Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   Find Mumbo's hut, then use your flap flip jump to reach the 
    MMM8   jigsaw piece in the skull's right eye.
   :MMMa   
  MMMMM
   MM@
+-------------------------------------------------------------------------+


Jump down again after collecting the jiggy and head back towards the huge
tower you went past earlier and enter the door. Inside you'll find another
termite enemy and a MUMBO TOKEN up on a platform - flap flip up to the 
token and exit - you won't be able to scale the tower just yet as it's far
too slippery for a bear and bird.

Outside again, head around the tower to find another log staircase leading
up to another area. Collect the notes (4) as you go up, then grab the
jiggy lying in plain sight on a platform. 


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #4 - Mumbo's Mountain Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   If you find Bottles' molehill where he teaches the talon trot 
    MMM8   move, near the stone henge and orange Jinjo, this one's in 
   :MMMa   plain sight on a platform.
  MMMMM
   MM@
+-------------------------------------------------------------------------+


After you collect it, come back towards the tower again but to the left to 
find another one of Bottles' molehills.

Bottles will teach you how to use the talon trot. By holding Z and pressing
the left C button, you'll be able to run around the worlds with Kazooie
as long as you hold Z - letting go of Z will let you return to controlling
Banjo. Using the talon trot not only has the bonus of running faster, but
you'll be able to scale some steep slopes - not as steep as the ones in
Ticker's Tower from before, but perhaps some of the other ones around the
level. We'll test it out soon.

Now, let's try out that newly acquired move. Head back behind Bottles to
the stone henge structure behind you, and talon trot up the sloped stone
on the right to get up to the top. From there, run around the top, collecting
all of the notes (14) and ORANGE JINJO at the end. Four out of five Jinjos
already, almost there!

Drop down, then head back behind the stone structure to find a hidden
MUMBO TOKEN for a total of four. Then get back in talon trot mode and 
head down the large and steep yellow slope, next to the log stairs you 
ran up earlier.

Collect all of the notes on each of the platforms (21) and the YELLOW
JINJO. That's five jinjos already, which means another jiggy!


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #5 - Mumbo's Mountain Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   Collect all of the five Jinjos in Mumbo's Mountain. 
    MMM8   Pink: On a platform right of the start pad.
   :MMMa   Blue: On a platform in the pool of water
  MMMMM    Green: Beak bust one of the mud huts to find it.
   MM@     Orange: On top of the stone henge structure, near where Bottles
           teaches you the talon trot.
           Yellow: On the brown, steep slope between the stone henge area
           and Conga's area.
+-------------------------------------------------------------------------+


Drop down to the new area below and you'll find a tree with an angry ape 
on top, throwing oranges down at anybody who trespasses.

You'll notice three square blocks on the ground around the tree, each with 
a small orange imprinted on it. Stand on a block, then wait for Conga to
throw an orange and get out of the way. If you move at the right time and
Conga's aim is true, he'll hit the block and make it disappear. Make the
monkey hit all three of his blocks and you'll uncover his jiggy. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #6 - Mumbo's Mountain Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   Find Conga the gorilla, then step on each of his orange blocks 
    MMM8   and wait for him to throw an orange before getting out of the 
   :MMMa   way. After he hits all three with an orange, a jiggy will appear.
  MMMMM
   MM@
+-------------------------------------------------------------------------+


Once you've picked up the jiggy, climb Conga's tree and you'll pick up an
orange. Although totem poles can't eat oranges, it might prove a tasty 
treat for someone else. Take it over into the corner, and sure enough,
you'll find another smaller monkey. Give the orange to Chimpy and in 
return he'll hand over a jiggy as well as raising a platform for you.


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #7 - Mumbo's Mountain Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   Chimpy wants an orange. Go climb up Conga's tree to grab it 
    MMM8   before taking it back to Chimpy.
   :MMMa   
  MMMMM
   MM@
+-------------------------------------------------------------------------+


Grab the jiggy, then jump onto Chimpy's platform and flap flip up to the
ledge above it to find Bottles. Talk to the mole and he'll teach you the
art of egg spitting. After holding Z to crouch, you'll be able to spit
eggs in front of you by pressing the top C button; or fart them out from
behind by using the bottom C button. You'll need to keep an eye on your 
egg supply, though, as you can only carry 100 eggs and you can't use 
the move if your supply has run out.

After you finish talking to Bottles, it'll be time to teach the ape a 
lesson. Run around to the other side of the ledge and up to a platform with
a nice view of the monkey, then crouch and spit an egg his way.

Hopefully it will hit him in the chest. If it does, you'll have to jump 
out of the way as Conga will throw an orange at you for hurting him. Once
he's thrown it, get back up and spit another egg to hurt him again, which
will result in him lobbing another two pieces of fruit your way. Hit him
a final third time and he'll cough up another jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #8 - Mumbo's Mountain Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   After you learn how to use the eggs, jump up to the platform 
    MMM8   in front of Conga and hit him with three eggs, one after 
   :MMMa   another. Conga will make a 'hurt' animation each time he's been
  MMMMM    hit properly so you'll know if you're doing it right or not.
   MM@
+-------------------------------------------------------------------------+


Don't drop down just yet, though. Head around to where Bottles' molehill
is and leap across the platforms on the wall, collecting the eggs and
MUMBO TOKEN before reaching a final platform with an odd switch on it.
You should notice the switch has Grunty's face on it, so if you hate her
enough you can beak bust the hag's ugly mug. This switch is known as a
WITCH SWITCH, and you'll find one in every level.

Doing so will make a jiggy appear in Gruntilda's Lair, just above the 
level's entrance. Unfortunately the mountain out there is too steep to
scale with Banjo or Kazooie, so you might need a bit of help in getting
the jiggy later on.

Anyway, drop down and pick up your jiggy, then talon trot back past
the area with Bigbutt the bull, across the bridge and into the area you
started in. From here, you can now talon trot up the slope towards 
Mumbo's Hut and Juju's area, collecting the notes on the platforms along
the way (18). But what's this... there's a jigsaw piece on one of the 
platforms, too! Pick it up and stash it away along with the others.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #9 - Mumbo's Mountain Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   Talon trot up the green slope right of the level entrance and 
    MMM8   you'll find this golden trinket with ease.
   :MMMa   
  MMMMM
   MM@
+-------------------------------------------------------------------------+



We're almost there now. Jump up to Juju and spit an egg into his gaping
mouth to make a section of the totem pole disappear. Repeat for the other
sections of him, however LEAVE THE LAST ONE. When there is one segment
left, flap flip up onto the remnants of the pole and flap flip again to 
pick up your first EXTRA HONEYCOMB PIECE of the level. Then proceed to
feed the last totem pole segment and pick up your jiggy.


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #10 - Mumbo's Mountain Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   Find Juju the totem pole near Mumbo's hut and use Kazooie's 
    MMM8   eggs to feed each of his four segments to receive a jiggy.
   :MMMa   
  MMMMM
   MM@
+-------------------------------------------------------------------------+


Afterwards, enter Mumbo's Hut. Inside, you'll find a sign with the number
five next to Mumbo the shaman - this is the number of tokens you're 
required to cough up before Mumbo will transform you, although once you've
payed once you can come back and transform into that animal again at any
time.

Pick up the notes inside the hut (4), then step on Mumbo's pad and press
B to transform into a termite. Although it may be small and it doesn't 
have any attacks, the termite is able to scale the steepest of slopes.

Exit Mumbo's skull, then head down into Ticker's Tower. Inside, jump
from platform to platform around the edges of the tower to scale up
to the top. Collect the notes (6) on the second floor and you'll have
collected all of the notes for the level at last. Keep jumping up the
platforms, avoiding the termite enemies, or Tickers if you can, then 
exit through the doorway at the top. Once you've exitted the tower, grab 
the extra life statue on the thin ledge and then jump to the top of the 
tower for the final jiggy of the level. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #11 - Mumbo's Mountain Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   Find 5 Mumbo Tokens and hand them in to Mumbo to transform into 
    MMM8   a termite before entering Ticker's Tower. Climb to the very top
   :MMMa   to find a jiggy.
  MMMMM
   MM@
+-------------------------------------------------------------------------+


Jump down and head down towards the pool of water, walking down
the steep mountain slope and you'll find a small alcove with an EXTRA
HONEYCOMB PIECE inside. Well done! You've collected everything in Mumbo's 
Mountain! Be warned that the next levels won't be so easy, but even still, 
you've done well to achieve this. Exit the level with the Termite; there's 
still some stuff we need to do with him.


 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.03  |  AREA:                                                        |
|  GRL02  |  GRUNTILDA'S LAIR (PART 2 - AFTER MUMBO'S MOUNTAIN)           |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Here we are, back in Grunty's Lair. Since you've opened Mumbo's Mountain
and entered it, some baddies have escaped from the world and are walking 
around outside, so be careful. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #12 - Gruntilda's Lair Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   After exitting Mumbo's Mountain with the Termite and having
    MMM8   hit the Witch Switch inside, jump up the grey mountain above
   :MMMa   the entrance door to pick up your jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+


If you've been playing since the start of the game, now is a good time to
save and quit if you feel like it. Otherwise you can continue if you like.

Head back through the tunnel to the entrance of the lair. Mumbo will stop
you and tell you his magic is getting weak - keep on going through and 
he'll transform you back into Banjo and Kazooie.

Head right back to the lair's entrance, then use your newly learned talon
trot ability to walk up the steep yellow-brown slope. At the top, you'll
find another one of Bottles' molehills as well as a door with a note on 
it, which morphs into the number 50 and back again every few seconds.

Bottles will explain that this door is one of Grunty's special note doors
which litter her lair and prevent intruders from progressing through the
castle. In order to break the spell and pass the door, you'll need to 
have a total note score equal to or greater than the number on the door.

Your current note score is 100, and the door only displays a number of 50,
so walk forward and you'll make the door disappear and be able to walk
through into the next area of the lair.


In the next room, just left of where you enter from the stairs, you'll
find an odd fairy character in pink clothing and with green skin. Talk
to her and she'll let you know her name is Brentilda, Grunty's nicer
sister. She'll help you by providing some juicy gossip about her sister;
don't ask how it helps, just write down what she says each time you find
her. Anyway, each time you find Brentilda, you'll be able to talk to her
three times for three different facts about her warty sibling. When she
talks, have a pen ready and write down the words which appear to wave
around when she talks, as these are the important parts. You can find
Brentilda in ten different places throughout the lair for a total of
thirty different facts about Grunty, so be sure to keep a look out for
her and pen and paper at the ready.

After you've written down the three facts from BRENTILDA, head left 
around the room to find another puzzle, this time with two pieces 
missing from it. Fill them in, then watch as a treasure chest opens
up somewhere in the lair to reveal the entrance to the second world
of the game, 'TREASURE TROVE COVE'.

Don't worry, we'll head there soon. There's still a few areas to 
explore within the lair first, though. On the opposite side of the
room you're currently in is an ugly red enemy, commonly known to
Banjo fans as a Gruntling. Head over there and you'll notice a
small tunnel with steps leading down to another room.

Head down and you'll find a PURPLE CAULDRON sleeping in the middle
of the room. Approach it and it will wake up hastily, before 
explaining its function as a warp cauldron. Find two cauldrons of the
same colour within Grunty's lair, and you'll be able to warp between
those two pots by jumping inside.

+-------------------------------------------------------------------------+
|  TIP:    MUMBO TOKEN - Gruntilda's Lair                                 |
+-------------------------------------------------------------------------+
| While it may seem like the only other thing in the purple cauldron's    |
| room are some blue eggs lining the edge of the room, those who explore  |
| behind the purple pot may find something extra.                         |
+-------------------------------------------------------------------------+

After you've activated the cauldron and grabbed your mumbo token, head back
up the stairs to the main room again, then go up the green ramp into 
another doorway to yet another room. Yeah, this place sure is big...


Once you make it into the new room, head right and drop into the pool 
below the waterfall. You should be able to see a small tunnel in the wall -
dive down and swim through to reach a strange, new room.

In the new, wooded area, you'll find a tree stump in the middle of the 
room and a puzzle on the wall, with 15 pieces missing. Yeah, you heard me,
15 pieces. Looks like you won't be able to fill this one up for a while.
It wouldn't matter if you had enough jiggies anyway, because the jiggy
podium for the puzzle is nowhere to be seen, so there's no way to enter
jiggies into the puzzle!

On the right you'll find BRENTILDA again, between two large tree roots.
Write down what she has to say on your pad and you'll have six facts out
of thirty. A nice start.

+-------------------------------------------------------------------------+
|  TIP:    MUMBO TOKEN AND Extra Life - Gruntilda's Lair                  |
+-------------------------------------------------------------------------+
| In the room with a puzzle with 15 pieces missing, you'll find several   |
| large tree roots around the sides of the room. Ever thought of looking  |
| behind them? It might be worth your while...                            |
+-------------------------------------------------------------------------+

Once you've talked to Brentilda and picked up all the items hidden in the
room, dive back through the tunnel again into the previous room and jump
out of the water before heading through a doorway on your left.

You'll reemerge in the room you had a glimpse of earlier - you know, the 
one with the giant treasure chest and the entrance to Treasure Trove Cove.
Well, there isn't anything else to find in this room [just yet], so go
ahead and flap flip into the new level.


 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.04  |  AREA: WORLD TWO                                              |
|  TTC01  |  TREASURE TROVE COVE                                          |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+


You start the level on a piece of the jetty  grab the four notes, then go 
onto the sand near the water. The waters of Treasure Trove Cove are guarded
by Snacker the Shark, so if you want to go in, defeat him first. Paddle out
a metre or two until Snacker appears, then sit somewhere in the water where
your feet can touch the ground, and fart out eggs until you defeat him. Then
swim under the dock and pick up the BLUE JINJO.


+------------------------------------------------------------------------+
| TIP: Alternate Blue Jinjo Strategy                                     |
+------------------------------------------------------------------------+
| If you're finding it tricky to take out Snacker with your eggs, jump   |
| up onto the jetty and go behind the start pad and jump into the water  |
| behind it and dive down towards the Jinjo, then swim back towards      |
| the shore before Snacker can bite you.                                 |
+------------------------------------------------------------------------+

After you've rescued the Jinjo, head forwards across the beach, taking care
of the crab enemy, or 'Snippet' by using a beak buster attack from above.
Head through the rocky archway to find a beached shipwreck with a pool
of water on the near side, flooding into its hull. In front of the pool
of water are two palm trees - climb each of them to find some notes (8)
before jumping into the pool of water. Swim over to the ship and you'll
find that one of the portholes is still open. Dive on in.

Inside the ship's hull, swim along the right side on the bottom of the
boat to pick up the notes (4) before swimming to the opposite side to 
find a piece of gold. Not a jiggy, just a piece of gold. Perhaps you 
can return it to someone later for a reward, though. Swim out again 
through the porthole and surface outside for some air.

Jump around the side of the ship and onto the ship deck to find Captain
Blubber, a pirate hippo sobbing his heart out over his lost gold.
Apparently the one piece you found in the hull was only half of Blubber's
treasure, so you'll have to find the other half before you have a chance
of a reward.

Climb up the lower part of the mast and you'll find a Mumbo Token at the
top. Jump down again, then head towards the ship's stern to find a small,
square wooden hatch. Beak bust the thing to break open a second part of
the ship's hull - drop down and enter.

Inside the hull again, dive down into the water to find four more notes,
the second half of Blubber's gold as well as a Mumbo Token sitting atop
a sunken crate. Surface again and jump up onto the floating crate before
flap flipping up to the ship's deck once more.

Walk over to Blubber and hand him his gold and he'll run off to spend it
on goodness-knows-what, leaving you with a jigsaw piece. Pick up the 
jiggy. Yay for progress!

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #13 - Treasure Trove Cove Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   Find both pieces of Blubber's gold and return them for a prize.
    MMM8   Both are in the ship's hold - swim through a porthole on the
   :MMMa   outside for one, and beak bust the square hatch on the deck for
  MMMMM    the other.
   MM@     
+-------------------------------------------------------------------------+


After picking up your jiggy, pull out Kazooie with the talon trot and walk
up each side of the ship's rigging, collecting the notes leading up to the
crow's nest (11). Once you've done so, climb the top of the mast to find 
the GREEN JINJO at the top. Drop back down and talk to Bottles on the crow's
nest.

Bottles will finally teach you how to fly. Whenever you find a blue flight
pad, you can press the A button to take off into the air with Kazooie. But
to fly higher, you'll need to collect some red feathers; you can press A
to flap higher at the expense of one red feather for each button press.
What Bottles doesn't tell you, the stupid thing, is that you can control
Banjo and Kazooie more easily in the air by holding down the R button.
This will allow for some much sharper turning and can help when you need
to navigate in tight areas.

Grab a handful of red feathers around the mast, then use the flight pad to
take to the air and under the rocky, mountain-like landform in front of 
you. Stay to the left and you'll find a small alcove with a treasure chest
enemy, or Lockup, guarding Gruntilda's jiggy. Land on the alcove next to 
the chest, then crouch and wait for it to open its 'mouth' before flap
flipping into it and picking up the jiggy. Be careful when getting in and
out of the chest, though, as it can hurt you with its sharp teeth.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #14 - Treasure Trove Cove Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   After learning how to fly from Bottles atop the Salty Hippo's
    MMM8   crow's nest, fly through the middle of the massive, mountainous
   :MMMa   landform and into the alcove on the left side, then jump into 
  MMMMM    the large 'Lockup' or treasure chest.
   MM@     
+-------------------------------------------------------------------------+

After you've picked up your jiggy, head to the right side of the alcove
and drop down to find a crate floating in the water with a Mumbo Token
on it. If you fall in the water before getting onto the crate, wait for
Snacker to go before you feathery flap towards the side of the landform
to find another crate. Wait on this one before heading in towards the
shore again for the shipwreck.

Head around the other side of the shipwrecked 'Salty Hippo' and towards 
the starting area, but climb the crates by the rocky archway to find
Bottles' second molehill for the level. Bottles will hop out and teach
you how to use the shock spring jump; a super high jump which can only
be used upon finding a green shock jump pad - hold down A on top of one
of such pads to spring high into the air. Go on then - test it out on 
the green pad next to the molehill and you'll pick up a mumbo token.

We may be taking a while to progress through the level so far, but don't
worry; it'll get easier soon enough. From Bottles' molehill, walk across
the rocky walkway towards the entrance, but turn the camera around and
zoom out using the bottom C button, and you'll notice a platform hiding
just out of view on the opposite side of the ledge from the crates. 
Drop down to the platform and you'll meet Leaky the bucket. Leaky tells 
you he has a hole which needs patching up before he can help you.

So, how do you fix a hole in a bucket? With eggs, of course!
... you didn't guess that? Well, I guess it wasn't so obvious to me the 
first time, either, but oh well. Fart two eggs into Leaky and he'll drain
the pool of water below you, revealing a sandcastle for you to explore.
Feathery flap down to the sandcastle's roof and pick up the notes (5) 
before jumping down and entering through the front.

Inside, you'll find a large room with many tiles spanning across it, many
of which having a letter upon them. Across the other side of the room
is a gate with a black snippet enemy behind it, and a jiggy. The crab
tells you that you'll need to complete his game to win the jiggy.

If you didn't already see the letters on the sandcastle's wall, then
this might not be so obvious. But once you notice them, then it all
becomes clear. You'll have to spell out the phrase 'BANJO KAZOOIE'
within 100 seconds in order to get the crab's jigsaw piece. Below is
a map of the tiled floor just in case you need help.

          /-------\ 
          |   !   |
          |       |
/---------------------------\ 
| J |   | G |   | A |   | L |       ! = Jiggy (and Snippet enemy)
|---+---+---+---+---+---+---|       n = Note (in the water)
|   | V |   | E |   | C |   |
|---+---+---+---+---+---+---|
| M |   | N |   | R |   | P |
|---+---+---+---+---+---+---|
|   | D |   | O |   | S |   |
|---+---+---+---+---+---+---|
| Z |   | U |   | Y |   | I |
|---+---+---+---+---+---+---|
|   | X |   | T |   | F |   |
|---+---+---+---+---+---+---|
| O |   | A |   | W |   | O |
|---+---+---+---+---+---+---|
|   | H |   | B |   | K |   |
\-----------+---+-----------/
| n         | ^ |         n |
|           |---|           |
| n         | ^ |         n |
\___________|___|___________/


You can only hit each tile once for this task; they'll turn green after 
you've hit the correct tile, so don't worry too much. After you've entered 
the code word correctly, the gate will open and you'll be able to claim your
prize... if you can take out the crab first! Hit him with two beak busters, 
then grab the jiggy and the four notes in the corners of the room before 
exitting the sandcastle.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #15 - Treasure Trove Cove Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   After farting two eggs into Leaky the Bucket above the sandcastle,
    MMM8   he'll drain the water for you. Head down into the sandcastle and
   :MMMa   use your beak buster attack to spell out 'BANJO KAZOOIE' on the
  MMMMM    sandcastle floor.
   MM@     
+-------------------------------------------------------------------------+

Talon trot up and out of the pit with the sandcastle, up towards the beach
and climb some of the palm trees for red feathers if you like.

+-------------------------------------------------------------------------+
| TIP: Extra Life - Treasure Trove Cove                                   |
+-------------------------------------------------------------------------+
| From the beach outside the sandcastle, you can swim out to see to find  |
| a small rock formation in the water with a sign on it saying 'Sharkfood |
| Island'. Next to the island is a crate with an extra life atop it.      |
+-------------------------------------------------------------------------+

Walk along the beach away from the sandcastle and the level entrance, then
in toward the mainland. After navigating your way through some tall pillars,
you should find two more lockup chests on the beach, sitting there and doing
their thing. Jump in the one closest to the water to find some notes (5). 
Hop out again after you've collected them, then head out to the edge of the 
strip of sand to find a wooden bridge leading out to some green, stone 
platforms in the water, leading out to a tall tower.

+-------------------------------------------------------------------------+
| TIP: Extra Life - Treasure Trove Cove                                   |
+-------------------------------------------------------------------------+
| After finding the beach with two lockup chests on it and heading out    |
| across the green stone platforms from the sand, look down after         |
| reaching the end of the first stone platform to see an extra life       |
| statue staring back at you from down in the water. You'll have to be    |
| quick in retrieving it, though, lest you be bitten by Snacker.          |
+-------------------------------------------------------------------------+

Jump across to the second stone platform from the first one and collect
the notes (4), then jump to the ledge leading up to the top of the stone 
tower. Make sure you turn the camera around as you go up the tower with 
the left and right C Buttons, as the tricky people at Rare have put a gap 
in the ledge running around the outside, so if you're not careful you'll 
end up as shark food.

At the top of the tower, you'll find a large, red X and a flight pad. Beak
Bust the X, and a talking treasure chest will tell you to follow the clues
if you're looking for buried treasure. The X will turn into a large, red
arrow; showing you the way to the next clue. Fan of treasure hunts?
Too bad if you're not, we're going on one now.

Jump onto the flight pad and press A, then fly down to the platform directly
ahead with a ladder leading up to a higher platform. Land at the bottom,
but don't take the ladder just yet. Instead, head around the right side of
the platform to find a thin ledge leading out to some more platforms going
around the side of the area. The idea here is to first jump across the 
crates floating in the water, then up to the ledges running along the wall
and jump across the gaps until you find a small alcove with a jiggy in it.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #16 - Treasure Trove Cove Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   From Captain Blubber's ship, fly around the large landform and
    MMM8   make your way over to the area where three, large ladders stand
   :MMMa   propped up against a wall. Make your way around the back of this
  MMMMM    wall and you'll find a few ledges leading around to a hidden
   MM@     alcove with a jiggy inside.
+-------------------------------------------------------------------------+

If you fall off, head back to the crates and jump on one, then start again.
Otherwise, pick up your fourth jiggy in the alcove, then go back around to
the large wooden ladders. Take the first one up to the next level, going 
slowly to collect the notes (4) on one side of the ladder. When you get up
to the top, you'll find another ladder - take this one up in the same 
fashion, collecting another set of four notes.

You'll then find another ladder and another Lockup chest. Flap flip into
the Lockup and you'll find two (yes, two!) Mumbo Tokens. Jump out again
and climb the third and final ladder to the top.

You'll find a small pool with a mine, or Shrapnel, enemy in the center.
You can ignore him if you want, but if you want to get rid of him, jump
into the pool, then wait for him to growl before jumping out onto one of
the sides. When he comes to the edge, fart a few eggs at him before
jumping out of the way so the resulting explosion misses you.

With the Shrapnel gone, dive down into the pool to find a jiggy lying at
the bottom. Yep, just like that; simple. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #17 - Treasure Trove Cove Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   Around the side of the mountainous landform is an area with
    MMM8   three, large ladders. Scale the ladders up to the top platform
   :MMMa   to find a pool with a mine enemy, or 'Shrapnel' in the middle.
  MMMMM    Dive down to the bottom of this pool to find another jiggy.
   MM@     
+-------------------------------------------------------------------------+

We're now halfway done for this level; perhaps a little more than halfway,
even. Don't stop now, though; you want to collect all those notes in one
go. Save yourself the trouble for later.

Surface from the pool, then jump out on the side opposite from where you 
dived in and take a look forward to see the ORANGE JINJO sitting out on a 
thin ledge. You'll have to be extra careful with the control stick here,
as you wouldn't want to slip into those shark infested waters below, would
you? Grab the Jinjo and head back to the pool where you grabbed that jiggy.

+-------------------------------------------------------------------------+
| TIP: Extra Life - Treasure Trove Cove                                   |
+-------------------------------------------------------------------------+
| Yes, another one already. From the highest pool in Treasure Trove Cove, |
| the one with the jiggy at the bottom, hug the wall of the rock landform |
| and you'll find a platform with an extra life statue - feathery flap    |
| out to it.                                                              |
+-------------------------------------------------------------------------+

After you've collected the extra life and orange Jinjo, drop down the 
platform below, then to the one below that. Take out the Snippet enemy and
grab the notes (3), then head across to find a second pool with another
Shrapnel enemy in the middle. Take him out like you did with the first one
if you like, then dive down to the bottom of the pool and pick up the 
Mumbo Token.

Surface again, then turn the camera around and hop out of the pool. Cross
the wooden bridge over to the large stone pillar and you'll find another
red X. Hit the X and an arrow will point back towards where you entered
the level from.

Cross the bridge back to the Shrapnel pool again, then head right along 
the edge of the wall around the side of the pool. When you find a slope
heading down to a lockup chest, drop down into the water below and dive 
down into the corner to find your first extra honeycomb piece for this
level. Quickly surface, then feathery flap across the top of the water 
back towards the shore, in the direction of the level start pad.

Once you're back on dry land, head out onto the beach and you'll find a
GIANT ENEMY CRAB named Nipper. Nipper tells you that you've intruded on
his beach, you know, the usual stuff. I think it's about time he learned
the ancient ways of the beak.

Nipper has a very simple attack pattern - stay out of range of his claws
and wait for him to swipe with them four times, twice with each claw.
When he's done that, you'll need to attack his weak spot for massive
damage. Run in and use your real-time weapon change: rat-a-tat rap attack
on the eyes. Repeat the process three times and Nipper will be gone for.

Yeah. Really sorry about the horrible references there. I promise I won't
do that again. Really. Just enter the crab's shell already.


Inside, collect the six notes and take out the two snippet enemies now
occupying the shell before grabbing the jiggy. Get some eggs too if you 
need them before exitting the shell.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #18 - Treasure Trove Cove Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   Left of the entrance is Nipper's beach, where a giant hermit
    MMM8   crab named Nipper lies. Wait for him to finish attacking (two
   :MMMa   swipes with each claw) before rat-a-tat rapping him between
  MMMMM    the eyes. After hitting him three times, enter his shell to
   MM@     find his jiggy.
+-------------------------------------------------------------------------+

Head out behind Nipper's shell to find a Mumbo Token in the water. Grab it,
then head in-land towards the Shrapnel pools to find a shock spring pad -
use the pad to jump back up to the walkways above.

Cross the walkway on the right, collecting the three notes as you go, then
make another right across another archway and collect another three notes
before hitting the third red X. Head back across the walkway you came across
before, then keep travelling back in the direction of Bottles' second
molehill, where he taught you the shock spring jump, collecting the notes
as you go. Once you get to Bottles, head down the wooden plank to find
a pillar with a shock spring pad on it. Standing on the pillar, you'll
see a few more similar pillars in front of you, except without planks of
wood connecting them to each other. Obviously the idea here is to make
use of the shock spring pads to jump from one pillar to another.

From the first pillar, shock spring left to another pillar closest to
Captain Blubber's shipwreck. On the new pillar, you'll be able to jump
up again to collect three notes above the pillar.

After picking up the notes, shock spring across the pillars on the left
until you reach a pillar with three red feathers above it. From there,
shock spring to a ledge on the wall, then up again until you find a 
small alcove in the wall with a Jiggy inside. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #19 - Treasure Trove Cove Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   Right of the entrance and above the sandcastle is Bottles, where
    MMM8   you will learn the shock spring jump. Once you've learned this
   :MMMa   move, use it to jump across the pillars with shock spring pads
  MMMMM    on them, then towards the mountainous landform and up the ledges
   MM@     to find another jiggy in an alcove.
+-------------------------------------------------------------------------+

After you collect your jiggy, jump down again to the pillar which had
the red feathers on it, then shock jump across to another pillar with
the PINK JINJO on it, your fourth Jinjo for the level. 

From the Jinjo's pillar, shock spring up to a large platform with a
red X on the top and a snippet crab. Beak bust the Snippet to get him
out of the way, then grab the six notes on the corners of the platform,
being careful not to fall off. After succeeding that, beak bust the 
red X.

The treasure chest from before will talk to you again and tell you that
you'll never find his treasure now. No more clues, either; the red X
will turn into a large question mark. Don't give up just yet, though. 
Zoom the camera out if needed and turn it around, and you'll notice a 
small island below with a snippet guarding a large red X. 

Flutter down to the base of the platform you're standing on and walk
around the back of it to find a Mumbo Token, then jump across to the
island and get rid of the Snippet before hitting the X. Out pops the
treasure chest - but can you catch him as he bounces around the island?
Either use a rat-a-tat rap or egg to break him open, then grab your
golden prize. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #20 - Treasure Trove Cove Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   Follow the red X's to find the treasure! Start from the beach 
    MMM8   with the shock spring pillars, then head past the treasure chest
   :MMMa   enemies and jump across the green stone platforms before scaling
  MMMMM    the first pillar for a red X. From there, hit the X with your
   MM@     beak buster, and follow the arrow to find the next X - use the
           flight pad to help out. After hitting the last X, a question 
           mark will appear - drop down from the pillar with the question
           mark on it and onto an island below to find another X which 
           will reveal your treasure.
+-------------------------------------------------------------------------+


Hmm! Not long to go now, huh? Let's finish the cove off then.
Head back along the beach back towards you found the lockup with the notes
inside it (along the beach you took to get to the first red X pillar).

From behind the lockup enemy, swim out to sea away from the main landform.
Yes, that's right, swim all the way out there. Use your feathery-flap 
move to travel faster across the top of the water if you like.

If you're quick enough, you shouldn't need to worry too much about Snacker.
Soon enough you'll come across an extra honeycomb piece on a crate. Pick
it up. You might be surprised to know that this honeycomb is the source
for a lot of frustration from players, for being so far out from the main
area of the level. Or perhaps you're not surprised, maybe that's the 
reason you're reading. If that's the case, sorry; even I had trouble with
this one when I first played the game, I'll admit.

Anyway, once you've picked up your honeycomb, return to the shore and 
make a route for the Salty Hippo. Climb the rigging and use the flight
pad to fly up through the middle of the landform. If you remember the 
alcove which had the lockup in it with a jiggy inside, then fly over to
the opposite side of the mountain to find another alcove, this time with
a single note and some stairs. Grab the note and take the stairs up.


You'll reemerge at the top of the cove's mountain-thing. walk around the
large pillar in the center and keep your eyes out for a YELLOW JINJO
sitting on a palm tree. Once you find him, pick him up and collect your
jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #21 - Treasure Trove Cove Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   Collect the Treasure Trove Cove Jinjos for this one.
    MMM8   Blue: Under the starting jetty/dock.
   :MMMa   Green: At the top of the Salty Hippo's mast.
  MMMMM    Orange: On a thin ledge near jiggy #17
   MM@     Pink: On a shock spring pillar near Bottles' molehill.
           Yellow: On a palm tree at the top of the mountain.
+-------------------------------------------------------------------------+

After that, jump back to the pillar in the center of the grass area and 
start scaling it via the grassy ledge running around the outside. Use the 
shock spring pads to jump up if you need to, and collect the three notes on 
one of the ledges before jumping up to find the lighthouse.

Take a look behind the lighthouse and you'll find Treasure Trove Cove's
WITCH SWITCH - beak bust it, and a cannon outside the level's entrance
will fire a jiggy out onto a ship's deck. After you've hit the switch,
run back around to the front of the lighthouse and use a rat-a-tat rap
to break the door, revealing a mumbo token; the last one of the cove.
Grab the token then head inside the lighthouse.

Banjo will reemerge at the top of the lighthouse. Grab the five notes
then use the shock spring pad to launch yourself up to a final jigsaw
piece. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #22 - Treasure Trove Cove Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   Fly up to the top of the mountain and to the tip-top of the
    MMM8   lighthouse to find this jiggy lying in wait.
   :MMMa   
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Hopefully you'll have collected everything in the level by now. If not, go
back through the guide and check to see what you've missed out. If it's 
notes, you're in a bit of trouble. If it's some jiggies or something like 
that, then you should be alright. 

Now you need to make your way to the start pad. You have two options here;
you can either kill yourself to warp back, or if you prefer the less 
morbid option, you can take the following route which should be easiest
without damaging yourself.

First, head back down the lighthouse and exit through the front door,
then make your way back down the lighthouse's pillar until you reach
the large, grassy area at the bottom. Now find the stairs and head down
to reach the alcove you entered previously which had a single note 
inside it.

From there, jump down into the water and flutter back to shore, past the
Salty Hippo and through the rocky archway to the start pad on the jetty.
Exit the level.

 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.05  |  AREA:                                                        |
|  GRL03  |  GRUNTILDA'S LAIR (PART 3 - AFTER TREASURE TROVE COVE)        |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Welcome back to the lair once again. Your total note score is now 200, or
should be, which is great and will prove helpful soon when we come across
some more note doors.

You should also have a good handful of jiggies by now, but a handful isn't
good enough. Let's grab another one just for good measure. Head back 
towards the room's entrance to find a cannon sticking out of a large, model
pirate ship stuck into the wall. Jump onto the cannon and up to the ship
deck, then collect the red feathers if neccessary before jumping up onto
the higher deck on the right.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #23 - Gruntilda's Lair Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   After hitting the Witch Switch in Treasure Trove Cove, jump up
    MMM8   onto the ship deck outside the level's entrance to find your
   :MMMa   jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Twenty-three jiggies out of one hundred total already; almost a quarter of
the game completed. That's a fair achievement already, but beware, as it'll
get quite a lot harder from here on. The next level is one that a lot of
people tend to skip and finish off later on in the game, which is fine to
do so if you wish, since you should have enough notes to progress through
the next note door already. That said, it's not really a good idea to skip
levels since you'll find that you'll be missing a handful of jiggies later
down the track and will only have the toughest puzzles in the game left
over to complete for them, which isn't very fun. So I'd suggest getting
this one out of the way now while you can. Anyway, exit the Treasure
Trove Cove Room.

Once you're back in the waterfall room, climb the vine on the wall 
opposite from the door you just came through, then jump across the stream
coming from the pipe and head through the doorway to the Treasure Trove
Cove puzzle room.

In the puzzle room, after you emerge from the door, head left to find
a shock spring pad on the ground. Use it to launch yourself up to 
another platform to find another puzzle for you to complete, this one
missing five pieces. Start filling them in and Bottles will let you know
that you can place all of your pieces into a puzzle at once by pressing
the Z Button; a nifty time saver which will prove useful later on when
you come across puzzles with a dozen or more pieces missing.

Once you've opened up the new level, "CLANKER'S CAVERN", you may wish to
SAVE AND QUIT if you've been playing for a bit too long. You can come 
back to this area next time you resume your game. Otherwise, head back
through the doorway you came from, into the room with the waterfall.

In the next room, head over to the pipe where the water stream is flowing
out from and head on through. You'll emerge in a small room with a red
gruntling enemy and a RED CAULDRON. Activate the cauldron, then take a
look behind the pipe in the right corner of the room to find a MUMBO
TOKEN before you jump in the pipe again and exit the room.

Back outside, jump onto the top of the pipe you just came out of, then 
flap flip up into another pipe above to find a doorway to a brand new 
room. Head on through.

You'll emerge in the pipe room you saw when Clanker's Cavern was opened.
Across the other side of the room is the pipe entrance for the third 
level, however there's no way to get to it just yet. The platform you're
on is too far away, and the water in the room isn't high enough for you
to jump out from onto the platform on the other side.

However, if you look carefully, there are two pipes submerged in the 
water passage between the platform you stand on and the one on the other
side. You'll need to find a means of raising them in order to cross.

Left from where you entered (on Banjo's right), you'll find a switch
on the ground with an image of a pipe on it. Beak bust this switch to
raise the pipes in the room, then cross them to the other side.


+-------------------------------------------------------------------------+
|  TIP:    MUMBO TOKEN - Gruntilda's Lair                                 |
+-------------------------------------------------------------------------+
| Don't get too hurried in entering Clanker's Cavern. If you don't look   |
| around before jumping into the third level, you'll miss a Mumbo Token   |
| sneakily hidden atop the pipe you enter from. Flap flip up onto the top |
| of the pipe, then again and up to collect your token.                   |
+-------------------------------------------------------------------------+

Once you've collected your token, you can enter the third world, Clanker's
Cavern. Hopefully you like swimming. If not, too bad...



 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.06  |  AREA: WORLD THREE                                            |
|  CLCVN  |  CLANKER'S CAVERN                                             |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Welcome to world three, Clanker's Cavern, where Banjo will need to test his
oxygen capacities to a new level as he dives down through the murky waters
of this area to explore. Try not to get too panicky if you lose a couple
bubbles worth of oxygen; however, you may need to keep a closer eye on your
air supply when going deeper into the waters - make some 'breathing space'
for those tight situations, just in case something wrong happens when 
coming up for air, like getting stuck under a large object or something.
You never know what could happen, so just play it safe to make sure you
don't end up drowning.

Well, enough talking. Run forward with Banjo from the starting pad and
jump out of the pipe he starts from, feathery-flapping down into the pool
of water below. From there, turn the camera around and run across the 
room towards a large body of water.

You'll find a snippet crab on your way over. Beak bust him to take him 
out, then keep running until you reach the pool of water. Jump in and swim
across the surface until you reach the large, metal-plated wall, then look 
down into the water to see a pipe with a note in it. Dive down through
there, collecting the 6 notes as you go. At the end of the tunnel, a giant
mechanical shark will start talking to you, introducing himself as Clanker.
Don't be afraid - Clanker won't hurt you. He tells you that he is Grunty's
garbage grinder, however he doesn't like the dirty water he's in and 
prefers the fresh air. Unfortunately he can't breathe any fresh air just
yet since he's been chained down into his cavern by a large, locked anvil.
If you haven't guessed already, your job is to free him from that anvil;
and it'll be a lot harder than it sounds to do so.


+-------------------------------------------------------------------------+
|  TIP:    Easier Swimming                                                |
+-------------------------------------------------------------------------+
| If you're one of those people who doesn't fancy diving down into the    |
| deeper waters too much and isn't too confident in swimming, hold the R  |
| button each time you take a swim underwater and you'll be able to turn  |
| a lot easier.                                                           |
+-------------------------------------------------------------------------+

As soon as you get into the main cavern, swim left and past Clanker and hug
the cavern's wall, then enter the first pipe you see to find a MUMBO TOKEN
by a grate. Grab it before swimming out again, surfacing again for air if
you need to. Then turn back towards the wall you faced before, and dive 
down and enter the first pipe right of the one with the last Mumbo Token in
it. Swim through to find a BLUE JINJO; grab him before coming out of the 
pipe and surfacing once more just above Clanker's fin.

Here's where the tricky part comes in. If you look below Clanker you'll
notice a large chain descending from him, down into a large hole underneath
him. You'll need to swim all the way down there for the next part.

At the bottom, you'll meet a fish named Gloop. Gloop will help you by blowing
bubbles of air; swim into one and your oxygen meter will be topped up by a
few segments. Keeping your oxygen bar topped up is essential if you want to
survive down here; when the bar gets down to three segments left, it's a
good sign for you to either grab a bubble from Gloop if he's nearby, or
otherwise hold down on the control stick and tap B furiously to try and 
get to the water's surface as soon as possble.

+-------------------------------------------------------------------------+
|  TIP:    Clanker's Anvil                                                |
+-------------------------------------------------------------------------+
| Freeing Clanker from his anvil is no easy feat, especially if you're    |
| playing for your first time. So rather than waste your time and lives   |
| by drowning; try the safer approach. I learned of this method when I    |
| watched my sister complete Clanker's Cavern for the first time: after   |
| diving down to the bottom of the cavern, pick up one item or swim       |
| through the key of Clanker's anvil once before heading back up again.   |
| Repeat this process until you've done everything down there. While it   |
| may be a long and tedious process to do this, it sure beats drowning    |
| over and over again!                                                    |
+-------------------------------------------------------------------------+

Anyway, at the bottom of the cavern are 7 notes scattered around the outside
of the massive anvil Clanker is weighed down by. Collect these and some air
if neccessary, then head in close to the anvil and pick up the GREEN JINJO
on one of the anvil's sides. Swim around the other side of the anvil to find
a massive key.

Swim through the key and you'll turn it. Repeat this process another two 
times and the anvil will let the chain out a bit, allowing Clanker to rise
up and breathe fresh air at last. A jiggy will appear on his back; you'll 
be able to pick this up soon.

After you've freed Clanker and collected all the items down in the Cavern's
depths, hold down on the control stick and tap B repeatedly (providing you
have four or more segments of air left) to swim up to the water's surface
again, just by Clanker's side. Be careful not to swim under one of his fins
or Banjo will dive down again and you might drown.

Jump up onto Clanker's fin, then flap flip up onto his back, collecting
the ten notes, four on the upper back and six on the lower back. Pick up
the jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #24 - Clanker's Cavern Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   Swim down to the bottom of the cavern and through the key in
    MMM8   Clanker's anvil three times to raise the mechanical whale/shark,
   :MMMa   then swim up and jump onto his back for your reward.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Woo! First jiggy of the level, and probably the hardest part finished 
already. You're doing well; just don't die now or you'll have to swim down
again for the notes and green jinjo next time. But since you've collected
the jiggy now, you can exit the level and enter again and Clanker will 
still be raised.

Next up, from Clanker's lower back, climb slowly up his tail fin to the 
tip of it. Be careful not to fall off, but try and make your way as close
to the platform behind it as possible (the one with red feathers on the 
top).

Feathery flap to the red feather platform and grab the feathers if you
like. You'll notice a small grate in front of the platform with a jigsaw
piece behind it. Jump towards it and rat-a-tat rap the grate to open it up,
then land on the thin platform below. Flap flip up and claim your prize.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #25 - Clanker's Cavern Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   After raising Clanker, climb to the top of his tail fin and 
    MMM8   feathery flap to the platform behind it with red feathers on top.
   :MMMa   Then rat-a-tat rap the grate in front of this platform to reveal
  MMMMM    a jiggy.
   MM@     
+-------------------------------------------------------------------------+

Guess what? You've just completed one-quarter of the game's totals, that's
what! Give yourself a pat on the back, you've made some nice progress.
Keep in mind that it's only going to get tougher from here, though; we've
still got some tricky parts to come.

After you've collected the jiggy from the grate, feathery flap down to the
pipe below, away from the large hole in the wall if possible. Grille 
Chompas like to stick their heads out from these to bite you, so you need
to be careful. Stand close to the edge of the grille until you hear the 
monster growl from within, then jump and use your rat-a-tat rap move by
holding B and hold the control stick towards the grate (but don't move 
towards it until you press B!). You should defeat the grille chompa, as 
well as picking up the MUMBO TOKEN in front of his hiding hole.

After picking up the token, grab the 10 notes on the pipe, then jump down
into the water again. You should be able to see a green-coloured pipe in
the wall, just below the surface - dive down and swim through there to
find a new area: the Mutie Snippet's cave.

Four Mutie Snippets inhabit this cave: green crabs with giant claws and
quicker legs than your regular snippet enemies. Defeating them works in 
the same way, but since there's more of them around, you may want to 
forget about roll attacks and use your beak buster instead. 

Approach one of the Snippets and they'll introduce themselves before
attacking you. Jump up onto one of the edges of the cave and wait for one
or more of the mutant crabs to approach, before flap-flipping into the air.
By this point, the enemies should be below you - press Z to use the beak
buster attack and come crashing down upon their heads to defeat them in a
single hit.

After taking out all four, the Mutie Snippets will hand over their gold.
Jump up onto the outer ledge of the cave and run around the edge until
you find a pipe, then flap flip up onto it and walk into the centre of the
room to pick up your jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #26 - Clanker's Cavern Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   Swim into the cave behind Clanker's tail to find the Mutie
    MMM8   Snippets. Beak Buster on all four of their heads and they'll
   :MMMa   hand over their golden prize.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+


After you've picked up your jiggy, grab the 8 notes scattered around the 
edge of the cave before jumping back into the exit pipe and swimming back
out into the main area of the level. Surface again behind Clanker's tail.

Swim to the right side of the room to find a pipe running along the wall
with a beehive positioned infront of a Grille Chompa hole. Jump up and use
your rat-a-tat rap to take care of them if you like, then talon trot up
the gold coloured pipe to the top and stop on the shock spring pad.

Hold A to shock spring jump up into a small alcove in the wall, then use
your feathery flap to jump from alcove to alcove along the wall, picking
up some eggs, feathers, 2 notes and an extra life along the way. Once you
reach the last alcove with the extra life in it, feathery flap down and 
land in the water below.

Swim over to the brown coloured platform floating in the water just next
to Clanker's mouth, then press the top C button to look through Banjo's 
eyes. Position your view so that you're looking straight towards Clanker's
teeth, and so that you're able to hit Clanker's gold tooth when it comes
out of the water. Once your view is good, press the top C button again,
then hold R to position the camera behind Banjo. Hold Z and tap the top
C button to fire 3 eggs into the gold tooth, and you'll be able to enter
Clanker's mouth.

Upon entering, you'll find yourself a jiggy on the tooth. Walk forward
carefully to pick it up, then exit again.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #27 - Clanker's Cavern Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   After raising Clanker up for some fresh air, he'll complain of
    MMM8   a tooth ache. Jump onto one of the brown platforms bobbing up
   :MMMa   and down beside his mouth and shoot his golden teeth with your
  MMMMM    eggs before entering his mouth. One tooth conceals a mumbo token,
   MM@     the other a jigsaw piece.
+-------------------------------------------------------------------------+


After exitting Clanker's mouth again, go around the other side of his mouth
and shoot his second golden tooth for your third MUMBO TOKEN.

Drop down to the area below the tooth and beak buster all of the Snippet
Crabs before using your talon trot on the slopes around the room to pick up
all 8 of the notes scattered around the room's edges. After picking them
all up, jump into the pool of water in the centre of the room and dive 
down through the tunnel. Hold R to turn carefully and avoid the whiplashes
on the sides of the tunnel, then surface at the other end of the tunnel
to find a new room. I'll refer to it as Clanker's stomach, even if Clanker
is a garbage disposal unit.

Swim over to the right side of the room from where you enter to find a 
wooden crate floating in the water with a green coloured hoop hovering just
above it. You may also notice a series of blue hoops scattered around the 
rest of the room. Now, if you've played many games before, then chances are
you know what's going on here. It's time for an obstacle course.

Green hoops will show the hoop which you must go through next - yes, there
is a specific order for the hoops. Blue hoops are inactive and will turn
green when you need to go through them. After going through a green hoop,
it will disappear.

Let's start then. Have a quick look at the diagram below. 



                                        
                                          [KEY]
         ______[J]______
        /               \         (x) = hoops (in numerical order)
       /                 \         #  = wooden crate
       |      (3)        |         W  = Whiplash enemy. (Avoid it)
       |                 |        [J] = Jiggy 
       |                 |         E  = Entrance Point
       |      (8)        |
    ___|            #    |___
Exit 1 |  (2)      (4)   |  'Gills' Exit 2
    ___|       W         |___
       |                 |
       | (7)  (5)        |
       | (6)       (1)   |
       |  #         #    |
       |                 |
       \                 /
        \______   ______/
              |   |
              | E |


You'll swim in from E and should start from the crate in front of hoop 1.
Jump and feathery flap through the hoop, then swim across the water to hoop
number 2. Feathery flap across the top of the water if you want to go a bit 
faster.

After going through the second hoop, dive down and swim through hoop 3 which
will be underwater before turning around and surfacing next to the crate by
hoop number 4. Jump on the crate, then flap flip through the fourth hoop and
drop into the water.

Dive down through hoop number 5 and surface next to the third crate in front
of the sixth and seventh hoops. Use your feathery flap to jump through these,
then dive down past the whiplash enemy and swim through the eighth and final
hoop.

A jiggy will appear on the plaform at the end of the room, and the water will
rise so that you can reach it. Hop out and grab your prize.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #28 - Clanker's Cavern Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   After raising Clanker, find a way into him (teeth, blowhole or
    MMM8   gills) and make your way into his large belly to find a room 
   :MMMa   filled with water and hoops. Swim through the hoops in order
  MMMMM    (green marks which hoop needs to be swum through next) before
   MM@     collecting your prize.
+-------------------------------------------------------------------------+


After you've collected your jiggy, swim over to the opposite side of the room,
to the tunnel you entered from. You'll notice now that the water's been raised,
you can reach a new platform with a flight pad on top of it.

Shoot into the air with the flight pad, then cross the room once more to
the platform you picked up the jiggy from, and above it you'll notice a 
tunnel with a gold feather indicating the entrance. Fly up there and head on
through to find a new area of Clanker's insides.


In the new room, you'll notice a jiggy at the end opposite you. Only problem
is the mass of quickly rotating saw blades between you and the gold - not
something you'd be able to run through with ease.

Luckily enough, Bottles is here to help you. Press B at his molehill on the 
left and he'll teach you the Wonderwing - a super cool move which allows
Kazooie to use her wings as an invulnerability shield, at the price of a few
gold feathers. You'll only be able to hold a maximum of ten gold feathers at
one time, so you need to use these wisely.

Hold Z then press the right C button to activate the wonderwing, then quickly
move through the saw blades to the other side of the room, collecting the 6 
notes as you go. Pick up some more gold feathers at the other end before
collecting the jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #29 - Clanker's Cavern Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   After raising Clanker and collecting Jiggy #28, use the flight
    MMM8   pad on a platform at one end of the room to fly to the other 
   :MMMa   end and find a tunnel. Head on through, then talk to Bottles
  MMMMM    to learn the wonderwing move. Use it to protect yourself as you
   MM@     run through several rotating saw blades for a jiggy.
+-------------------------------------------------------------------------+


Use the wonderwing to get back to the other side of the room again, then
exit through the tunnel you entered from.

Back in Clanker's 'stomach', jump down into the water and swim towards the
right side of the room to find a tunnel leading up out of the water - a 
note marks its entrance. Collect the three notes and bust open the beehive
for some honey if necessary, then swim into the pool of water further down
the tunnel. Dive down and collect the PINK JINJO at the bottom, carefully
avoiding the whiplash enemy while doing so. Swim up again, then exit 
Clanker by heading out the tunnel, through his gill.


Once you're back in the main cavern of the level, jump up onto Clanker's
fin, then edge out onto the tip of it and jump from it to a platform on
the side of the cavern once the fin is above the water. Rat a tat rap the
Grille Chompa enemy lurking behind the shock spring pad on this platform, 
before using the pad to launch yourself up onto a pipe on your right.

From the pipe, jump right and climb a small, thin pipe attached to the 
wall upwards, collecting 4 notes on the way. At the top, jump right into
a small alcove filled with eggs, then jump into another alcove just right
of this one for another with a MUMBO TOKEN inside - your fourth for the
level. Drop down into the water below after you've collected it.

Follow the outer wall of the cavern back towards the platform you launched 
yourself from with the shock spring pad on it, and you'll find the large
pipe you stood on before, which will extend halfway underwater. Dive under
the water and swim up into the pipe to find an EXTRA HONEYCOMB PIECE, your
first of two for Clanker's Cavern. Collect another and you'll be given
a health bar extension.

Come out from the pipe and surface for some more air if you need to, before
diving back down underneath the honeycomb pipe to the cavern's bottom. You
should find a long pipe running along the side of the cavern from one end to
the other - if you swim to one of the ends, you'll see that you can swim 
through it to collect several notes. Hold R as you swim through to collect 
the 7 (check) notes within, before surfacing on the other side. Swim
back towards Clanker's fin after you've finished.

From the fin, jump back onto the platform with the shockspring pad on top
of it, then use it again to launch yourself left and onto another thin 
metal pipe. Climb up the pipe and you'll find another larger pipe running
along the wall that you can jump onto - jump onto the top of it.

You should be standing on a small, square grate at the top of the pipe.
Beak bust the grate and you'll fall into the pipe, collecting the ORANGE
JINJO. Just one more Jinjo to go now and you'll have collected all of them
for this level. Flap Flip back out of the pipe and onto the top again.

Once on top, get into Talon Trot mode with Kazooie and carefully walk down
the left, sloped side of the pipe, collecting 5 notes as you go. Be careful
not to fall off at the end, though. Talon Trot jump from the edge of the 
slanted pipe onto another smaller, vertical pipe with a grate on top, then
exit talon trot mode. Beak Bust this pipe and fall down through it to
collect an EXTRA HONEYCOMB PIECE, your second for the level. Your lifebar
will be extended to seven honeycombs, which should prove quite useful later
on, I assure you.

You'll land on a platform below the honeycomb pipe. Make your way over to
the left side of the platform and look down into the water below, and you
should see a goldish coloured pipe in the cavern's wall, just waiting for
you to swim into it. Jump into the water, take a deep breath, then dive
down into the pipe while holding R.

The pipe you're diving into is quite long, so you won't have time to muck
around inside or you'll drown. Make your way to the very end of its twists
and turns to find a jigsaw piece. Be quick to collect it though; I don't
think you want to drown having collected four jinjos and so many notes.
If you don't pick it up straight away, try not to waste time swimming
around to grab it - just make your way back out and try again.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #30 - Clanker's Cavern Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   As you swim through the pipe from the starting area to the main
    MMM8   cavern of the level with Clanker in it, swim onto the right side
   :MMMa   of the room and find the gold pipe tunnel in the wall. Swim 
  MMMMM    through the long tunnel to find a jiggy at the very end.
   MM@     
+-------------------------------------------------------------------------+


After surfacing from the jiggy pipe, make your way back over to Clanker 
and hop onto his fin once again, then jump up onto his back. Make your way
up onto Clanker's head, just behind his eyes and you'll find his blowhole,
with a loose bolt stuck inside. Stand on top of the bolt and wait for 
Clanker to breathe out, at which point the bolt will fly up into the air,
carrying you with it as a sort of elevator. It'll take you up to a oddly
shaped platform far above Clanker's head - be sure to hop off quickly when
you make it up there to avoid going back down and having to wait for the 
process to happen again.

From the platform you stand on, you'll notice a zigzagging path between you
and the wall. Carefully make your way across this and collect the 4 notes
as you go. At the end of the pipe pathway, flap flip up into a small alcove
to find a jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #31 - Clanker's Cavern Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   After raising Clanker, hop onto his back and ride the bolt stuck
    MMM8   in his blowhole up to a platform high above his head. Make your
   :MMMa   way across the zigzagging, goldish coloured pipe path to a jiggy
  MMMMM    in a high alcove.
   MM@     
+-------------------------------------------------------------------------+


After you've collected your jiggy, make your way back across the zigzagging
pipe and feathery flap down to Clanker's head again. Wait for the bolt to 
fly out of his blowhole again, but this time jump inside the blowhole 
instead to find a new room to explore.


Inside, hit the WITCH SWITCH behind you, then use your wonderwing attack
to plow through the saw blades in front of you, collecting the six notes
and a jiggy at the end of the tunnel. Only one to go for this level, now!

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #32 - Clanker's Cavern Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   After raising Clanker, hop onto his back and enter his blowhole
    MMM8   between his eyes. Inside, make your way across to the other side
   :MMMa   of the room through some slowly rotating saw blades - use your 
  MMMMM    wonderwing move if you need to. The jiggy is on the other side
   MM@     from where you start.
+-------------------------------------------------------------------------+


Roll through the tunnel just past the jiggy once you've picked it up.

You'll reemerge back in Clanker's 'belly', where the hoops used to be, and
you'll land on the flight pad you used earlier (if you've been following
the guide, of course). This time we'll exit through Clanker's other gill.
Swim forward from the flight pad, then centre the camera behind you with 
the R button before diving down into the tunnel on the left of the room.
Swim through and collect the notes before exitting via the gill.


After you're back in the water outside Clanker, it's time to make your
way back to the level's exit. Swim towards Clanker's mouth, then past his
nose, diving down into the gold pipe directly in front of it. Swim through
to the other side, then surface once more.

Make your way back to dry land and to the right, where a large oil tank
lies on the wall with a ladder running up the side. Climb up to the top, 
then run up to the wall where you'll notice two pipes coming out of the
oil can's top. Flap flip up onto the pipe on the left side, then make 
your way left along the wall, collecting the notes on the way and taking
care of the Grille Chompas. Once you've collected all four notes, make 
your way back to the petrol tank again and flap flip up onto the right 
pipe, then take care of the single Grille Chompa before carefully edging
your way to the end of the pipe. At the end, turn the camera around so
you can clearly see a metal platform with a beehive on it, then feathery
flap out to the platform. Behind the beehive is your YELLOW JINJO, which
means your last jiggy of the level. Great work.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #33 - Clanker's Cavern Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   Collect all five of Clanker's Cavern's Jinjos.
    MMM8   Yellow: On a large metal platform near the level's entrance.
   :MMMa   Blue: In a pipe on the left side of Clanker's room from the 
  MMMMM    entrance.
   MM@     Green: At the very bottom of Clanker's chain.
           Pink: After raising Clanker, in one of his gills.
           Orange: After raising Clanker, use his fin to get to a shock
           spring pad, then jump up to a slanted pipe running across the
           wall. Beak bust a grate in the pipe to find him.
+-------------------------------------------------------------------------+


After you've collected your fifth Jinjo and the jiggy, make your way to the
other side of the beehive's platform to find another pipe running around the 
other side of the room's wall. Take care of the Grille Chompas and collect
the four final notes, then at the end, jump to the pipe with the gold feather
on top of it before turning the camera around and making a leap of faith
towards the level entrance pipe so that you land on the top and pick up
the level's fifth and final MUMBO TOKEN. After you've picked it up, drop down
into the starting pipe and step on the silver pad to exit the level.



 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.07  |  AREA:                                                        |
|  GRL04  |  GRUNTILDA'S LAIR (PART 4 - AFTER CLANKER'S CAVERN)           |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Whew. Glad that's over? Thankfully there won't be too much swimming until 
later on in the game, and by then you'll be under a bit more pressure while
underwater. But that's alright, since this level should have given you a
little bit of swimming experience anyway.

After you exit the Cavern, make your way just left of the entrance and beak
bust the switch to raise another pipe on the opposite side of the room.
Cross the pipes in the water to the other side of the room, then flap flip
up onto the pipe on the right that you just raised, then up onto the ledge
above. Rat-a-tat rap the Grille Chompa, then carefully edge around the
pipe platform and you'll find BRENTILDA again. Get a pen and a piece of
paper out if you need to, then talk to her and get a life refill if you
need it.

From Brentilda, make your way across a thin pipe with red feathers on it
to find another switch. After beak busting it, an underwater grate will
open up on the other side of the room. Jump down into the water, then
dive down and swim through the newly opened tunnel into a brand new room.

You'll find the new area rather marshy and green, and the music will have
changed up a bit. Swim over to one of the ramps on either side of the room
with eggs going up to the top, then make your way up to another jiggy
podium. You'll find that you should have more than enough jiggies to open
the level - and by that I mean you'll still have enough to open two more 
levels when you're finished. Either way, you can hit the Z button to put
all the pieces in at once, which will grant you access to the fourth
world of the game - Bubblegloop Swamp. If you found Clanker's Cavern
quite easy to get through, then this may just be the turning point of the
game's difficulty for you, as it's the first area to feature a hurtful
environment. Yes, the biggest threat to you in Banjo-Kazooie is usually
not enemies, but instead the environments around you. If it's not a huge
drop or a fall into a bottomless pit, then you'll be getting hurt by all
sorts of substances created for the sole purpose of hurting Banjo's soles;
whether they be piranha infested swamp waters, scorching hot sand, 
icy cold water or thorny brambles. You'll grow to love them all, I'm sure.

Swim back through the tunnel into the Clanker's Cavern lobby area, then
keep swimming onto the right side of the room until you find a platform
you can jump up onto. Clamber up before exitting through the door.


You'll reemerge back in a pipe in another room, from goodness knows how
long ago. Anyway, jump back down from the pipe to the right, then head 
down the stairs and through the doorway.


You should find yourself back in the room containing the jigsaw puzzles
for both Treasure Trove Cove and Clanker's Cavern. And if you remember
correctly, after hitting the Witch Switch in Clanker's Cavern, some weird
things happened in this room with the floor, namely the eyes of Grunty's
face, which are now raised from the rest of the floor. Run down the ramp
and use your beak buster move to hammer Grunty's eyes back into her head
again, and another jigsaw piece will appear.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #34 - Gruntilda's Lair Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   After hitting the Witch Switch in Clanker's Cavern, head back
    MMM8   down into the Treasure Trove Cove puzzle room in the lair and
   :MMMa   beak bust Grunty's eyes for your jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

After you've picked up your 34th jiggy, head back into the room you came from
again. Or you can save and quit if you like, I think now would be an ideal
time to do so rather than midway through a level. Depends how you're going,
whether you want to keep playing through the game or whether you need a rest
after all that swimming work in Clanker's Cavern. 


In either case, you won't need to come back to this room again for any 
important items from now on. Head up through the door you came down from up
the ramp and into the next room.

In the next room, jump across the small stream coming out of the pipe to
the other side and take care of the red cloaked Gruntling enemy if you 
need to, then make a right and talon trot up the hill in the corner of the
room to find a second note door, this time with the numbers '180' marking
it. You should have 300 notes by now, so this shouldn't be much of a hassle
to make your way past at all.


Walking into the next room of Gruntilda's Lair, you'll be greeted by a giant
statue of the witch herself, with outstretched arms pointing to two doors at
each end of the room. Approach the statue and you'll notice a small moat 
running around the platform it stands on, and a large carnivorous fish 
swimming within (named Chump) whom you do not want to mess with. His jaw
size should speak for itself.

Anyway, you should notice a jiggy concealed behind some iron bars at the base
of the Gruntilda statue. You won't be able to pick up the jiggy just yet, 
though; you'll need to hit the witch switch in the next level, first. To get
to the next level, jump across to the left side of the statue, the side with
a large slope leading up to a mossy pipe tunnel. Head on through.

In the next room, you'll enter on a marshy platform with a red Gruntling 
enemy on it. Roll through him if you like, then enter either of the mossy
pipe tunnels on either side of the mud platform before you make your way
across the moss covered bridge. In one moss tunnel hides BRENTILDA, so talk
to her and write down some more Grunty gossip if you need to. In the other
lies some green wellingtons (boots) - a new move which you'll learn soon
enough in order to tread through harmful substances without getting your
feet hurt. 

Anyway, come back out of the moss pipe and cross the moss covered bridge to 
find a large mud hut with Bubblegloop Swamp written above the entrance door.
Head around the back of the hut and you can find a beehive for some energy, 
otherwise just head on into the swamp.


 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.08  |  AREA: WORLD FOUR                                             |
|  BGS01  |  BUBBLEGLOOP SWAMP (PART 1)                                   |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Welcome to the swamp. Tread carefully here, as one wrong step will turn 
Banjo's feet into piranha food. Piranha infested waters aren't your only
enemies here, though - be on the look out for some unfriendly 'Flibbet' 
frogs, unhappy dragonflies or 'Buzzbomb's, as well as a Crocodile with some
less than perfect manners and the ability to thoroughly annoy beginners and
veteran players alike.

Anyway, we aren't going to spend too much time in this place for our first
trip. We're just in here to grab something quickly before exitting the 
level again (and then most probably reentering straight afterwards). So
don't become too attached to your new surroundings just yet.

From the starting pad on top of the log, turn the camera around with the
left or right C buttons so that you can see a red 'Flibbit' frog enemy.
Run over in his direction and use a rat-a-tat rap to take him out, and
you'll notice that Bottles has set up camp just behind him. Pick up a 
few eggs behind the molehill before talking to Bottles to learn how to use
the wading boots.

Each time you find a pair of wading boots, you can jump into them in order
to use them for a limited time to 'stilt stride' across harmful substances.
Once you've learned how to use the boots, head back to the level entrance
and exit pad. Yep, that's all we're doing for now. We'll be back later.



 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.09  |  AREA:                                                        |
|  GRL05  |  GRUNTILDA'S LAIR (PART 5 - AFTER BUBBLEGLOOP SWAMP PART 1)   |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

We're back in the lair, this time with a new move! As you may have already
guessed, I've brought you back here since there's something we need to do
now in order to avoid annoying amounts of backtracking later on. At the
same time, this part is optional, however it will make things easier for
those beginners out there, or those who haven't touched this game in quite
some time.

Head back across the moss covered bridge, this time avoiding the Buzzbomb
enemies hovering above it. On the other side, enter the mossy pipe tunnel
on the right to find a pair of wading boots. Take the boots back past
Bubblegloop Swamp's entrance, through the piranha infested waters, and you
may notice a tunnel in the corner of the room filled with swamp water. Keep
going through this tunnel with your boots still on to find a new room, this
time much colder and with a lot more frost. Jump up onto the platform in
front of you and you'll find the puzzle for the next world of the game -
Freezeezy Peak. If you've been following the guide, you should have more 
than enough jiggies to complete the puzzle later - otherwise you can come
back and finish it after Bubblegloop Swamp if you wish.

Anyway, the main reason for coming to this room is to do something in order
to make things a little easier on yourself later on. Talon trot up the frost
covered slope to find a small tunnel with a block of ice covering the 
entrance. Use a beak buster or beak barge to rid the ice from the tunnel's
entrance, then head back down the slope again as the hole is too small for
Banjo to fit through right now. Jump up onto the top of the tunnel you came
through to find some more wading boots, then take them back through the 
tunnel to Bubblegloop Swamp's entrance once more. Enter the level again.


 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.10  |  AREA: WORLD FOUR                                             |
|  BGS02  |  BUBBLEGLOOP SWAMP (PART 2)                                   |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+


Aaaand... we're back in the swamp again after a brief moment outside in the
lair. This time we're hoping to clear out the level in its entirety while
we're at it. Unless a certain someone decides to get in the way... although
I'll explain that in more detail once we get to it. For now, just relax and
enjoy the music here if you can. Or if you don't (in which case, what in
the hell is wrong with you?) turn the sound down and listen to whatever
sort of weird alternative music you have on your mp3 player. Ahem. Excuse
me, though... I have a habit of becoming instantly disgusted with anyone 
who disagrees with the musical genius that is Grant Kirkhope, but that's 
not what we're here for now, is it? Let's move on...

To the left of the starting pad near the wall you should find a decent
sized golden crocodile with green gemstones for eyes. The crocodile, or
'Croctus', will repeatedly open and close its mouth, and as you get 
closer will inform you that it needs something to eat. Spit an egg into
the Croctus's mouth and it will alert you of its other similar looking
friends within the swamp who are also hungry for something to eat. Simply
put, you're going to need to travel around the swamp from one Croctus to
the next and feed all of them before picking up another one of those
golden trinkets which you seek. Make sure you have plenty of eggs on hand.

Head right and you should find a patch of swampy water with a mossy green
walkway extending over it. Climb up the arched walkway and collect the
notes (4) on the top, then jump from the top onto a mossy platform to 
pick up the YELLOW JINJO for this world.

Cross to the other side of the mossy walkway to find another muddy 
platform with a tree stump at one end with a red Flibbit enemy inside.
Use a rat-a-tat rap attack to get rid of him if you like, then cross over
to the other side of the mud platform. Jump across the swamp onto a leaf
floating in the swampy waters as a platform (CHECK THIS) then jump across
to another mud platform with an odd green jiggy switch at one end. Ignore
the jiggy switch for now - instead, turn left and jump onto a small, mossy
log floating in the swamp water with some notes (3) on top. Cross it to
another mud platform with a series of tree stumps on it. Careful, though,
because as soon as you set foot on this piece of land you're likely to be
greeted by a pair of unfriendly red flibbits. Take them out with a rat-a-tat
rap attack before hopping into one of the stumps to find a pair of wading
boots.

With the boots on your feet, quickly make your way over to the other side
of the area, hugging the wall as you go (in the direction of the large pink
egg - press the top C button to check where you're going first if you need
to). Behind the platform with the large pink egg on it in the corner of 
the swamp are five notes in the swamp water - pick them up quickly then
hop back up onto the pink egg's platform before time runs out to avoid 
having your feet nipped by the swamp piranhas.

On the pink egg platform, find the shock spring pad behind the egg and use
it to launch yourself up onto the top of the egg. Use your flap flip move
to reach an EXTRA LIFE TROPHY on the top of the egg if you wish, then
use a beak buster on the top of the egg where a large grey X resides. The
egg will shatter, but will only reveal that its contents comprise of yet
another pink egg, this time slightly smaller than the last. Hop off the
egg, then make your way around the side of it to find another X - rat-a-tat
rap this one to break open the egg and reveal another layer. Flap flip onto
the third layer and beak bust it to break it, then beak barge the X on the
next layer to expose a sixth and final egg layer - much tinier than any of
the others. Hop onto this one and beak bust it to reveal a golden prize.


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #35 - Bubblegloop Swamp Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   Find the large pink egg in the swamp, then use the shock spring
    MMM8   pad to jump onto it. Use your beak buster to break the first
   :MMMa   shell layer, then a series of beak buster, beak barge and
  MMMMM    rat-a-tat rap attacks to break the subsequent layers and reveal
   MM@     the jiggy inside.
+-------------------------------------------------------------------------+


After you've picked up your first jiggy of the swamp, turn around and jump 
onto the leaf floating around in the swamp when it comes near to be taken 
back to the other side where the two red flibbits were before. On your way
over, you can jump onto the tall, white reed sticking out of the swamp water
and climb to the top for a MUMBO TOKEN if you like - the first of ten for the
swamp. Once you get to the other side, turn around and cross the moss covered
log back to the mud platform with the green jigsaw switch on it.


Alrighty then. Get ready to trot, because as soon as you beak buster the
jiggy switch, a timer will appear in the corner of the screen. You have a mere
45 seconds to get to the jiggy, so be quick. Talon trot up the mossy slope
in front of you and onto the winding walkway. Make sure you remember, though -
although you need to be quick, it's more important to be careful! Don't put
yourself at risk if you're only going to save a couple of seconds' time. If
you run out of time and the jiggy disappears, you'll be able to return to
the start and try again. But if you go too hastily and fall off the thin
walkway, you'll lose a chunk of health from the fall, plus some extra from
the piranhas if you managed to land in the swamp water.

As you run around the mossy walkway to your jigsaw prize, pick up the notes
on the way but don't head up into the alcoves coming off the main path - 
you may notice a Mumbo Token, another Croctus and a green Jinjo up in these
little holes, but we'll get them later. Concentrate on the task at hand, for
goodness sake! Once the jiggy is in sight and you only have a couple of notes
between you and it, make a large jump towards it and use your feathery flap
move to make sure you make it. It isn't worth the trouble messing around on
the last thin bit of the walkway when you have a timer ticking down. Snatch
up the jiggy and you'll have collected your second of the level.


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #36 - Bubblegloop Swamp Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   On one of the mud platforms in the swamp lies a green coloured
    MMM8   switch with a jigsaw shape on it. Beak bust the switch, then
   :MMMa   talon trot up the mossy slope in front of you and make your
  MMMMM    way around the winding walkway to get to your prize before the
   MM@     45 second timer runs out.
+-------------------------------------------------------------------------+


Now, once you've picked up your jiggy, head back across the twisting, mossy
walkway and pick up all of the notes (??), the GREEN JINJO, the MUMBO TOKEN
and shoot the second Croctus in the alcove. Another Croctus will appear on
a high platform in another corner of the swamp - we'll go find him shortly,
don't worry.

Make your way back to the end of the walkway where the jiggy used to be, then
feathery flap down to the yellowy-brown mud platform with several tree stumps
on it. Ooh, mini boss time! The yellow flibbits will tell you that you'll need
to fight them to get their gold; just typical, really. Hold Z and press the 
right C button to use the wonderwing attack, then jump into each of the frogs
one after the other in order to defeat them in one hit. Each will leave behind
a piece of honeycomb after they're defeated, so you can pick those up later if
you're low on health. However, if your health bar is full, I reccommend leaving
the honeycomb where it is, as they won't disappear until you leave the level
and you might find them useful later on if you're low on health. Pick up your
jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #37 - Bubblegloop Swamp Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   Find the muddy platform with several hollow tree stumps on it
    MMM8   in the middle of the swamp, then defeat all of the yellow
   :MMMa   flibbits to get their prize. Use of the wonderwing attack is
  MMMMM    reccommended.
   MM@     
+-------------------------------------------------------------------------+


With third jiggy in hand, turn your camera around (or go into first person
view to make things easier) until you can see an area with some large pillars,
some of which with mud huts sitting on top, similar to the ones you found
all the way back in Mumbo's Mountain. Head in that direction and collect the
notes (3) on the log floating in the swamp water on the way. 

You'll stop on a small mud platform with a shock spring pad on top. Use your
shock spring jump to launch yourself up onto the first pillar, then jump up
onto the mud hut and beak buster it to reveal a second shock spring pad lying
inside. Use this one to launch up to another higher pillar. Repeat the process
on this pillar, then launch yourself up to the next highest platform.

On the next platform, beak bust the mud hut to reveal a WITCH SWITCH and five
notes. Pick up the notes and hit the witch switch. Remember the huge witch 
statue back in Gruntilda's lair? The old thing's hat will shatter into a 
hundred and one pieces, revealing a nice hole down to the jiggy at its base.
Now, if only we had a means of getting up onto its hat. We'll sort that one
out later.

From the witch switch back in the swamp, climb up the mossy walkway to another
mud hut, then beak buster it to reveal another shock spring pad. Go into first
person view to check which pillar is lowest out of the two in front of you, 
then shock spring jump up to it and break the mud hut on top of it. You should
be able to see another Croctus sitting on a pillar just across from this one, 
so use the shock spring pad to launch yourself over to that pillar, grabbing 
the MUMBO TOKEN as you do so. Feed him some eggs, and a fourth Croctus will
appear in another area of the swamp.

Feathery flap back to the pillar you were on before, then up to the final and
tallest pillar to find a last mudhut. Beak Buster it and you'll find your 
fourth jiggy for this world.


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #38 - Bubblegloop Swamp Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   Find the mossy mud-hut pillars in one of the corners of the 
    MMM8   swamp, then use your shock spring jump to launch your way up to
   :MMMa   the top-most pillar while breaking the huts with your beak 
  MMMMM    buster attack. At the top is your jiggy.
   MM@     
+-------------------------------------------------------------------------+

Hop back down the pillars again, one by one so that you don't fall into the
swamp water far below. You may notice some items down in the water below 
each of the pillars - unfortunately they're under some low platforms, so 
you won't be able to use the wading boots to collect them. We'll come back
for them later.

Head back to the muddy platform where you battled the gold coloured Flibbit
enemies, then turn around to face the giant crocodile. Don't worry - it's 
only a piece of scenery, not an actual crocodile. Head towards it, grabbing
the notes (3) on the floating wooden log before reaching its platform. Once
you're there, jump up onto its snout and walk up to its eyes, collecting the
notes as you go. Flap flip up above its eyes, then pick up the wading boots.

With wading boots on, you'll need to be quick to pick up a few things in the
swamp water. From where you're standing, head out in a north-easterly 
direction into the swamp water behind the giant crocodile. Head past the first
mud platform and past some reeds sticking out of the water until you reach
another small mud platform in the corner of the swamp with a single, hollow
tree stump on it (with a Flibbit hiding inside) and a reed. Behind this 
platform are five notes in the swamp water - pick them up before heading back
to the mud platform and hitting B to cancel the boots' effects.

Climb the tall reed on this platform and you'll pick up the BLUE JINJO, leaving
only the pink and orange ones left to find. From atop the reed, go into first
person view and look back towards the giant crocodile and you should see another
reed or two poking out of the swamp water - feathery flap across to these to
get to the platform with the Croctus on it, then feed him an egg. The fifth 
(and thankfully, final) Croctus will appear in another corner of the swamp. 
We'll head after him soon.

Head around the giant crocodile and back towards the platform where you fought
the golden flibbits. Once you're there, keep going forwards and venture into 
another fresh corner of the swamp where a giant tortoise resides, collecting the
three notes upon the log bridge as you cross into his territory. The tortoise
will introduce himself as Tanktup, and will tell you that his feet are feeling
a bit cold. So cold that he can't move them himself, it seems. Maybe they've 
been numbed enough so that he won't feel any pain right now... there's only 
one way to find out!

Use your beak buster attack on each of Tanktup's cold feet, collecting the four
notes as you do so. After you've hammered each of his feet, he'll retract them
back into his shell, and with the fourth foot warmed up he'll cough up a jiggy
as a reward. Sounds good to me.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #39 - Bubblegloop Swamp Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   In one of the corners of the swamp lies a giant tortoise (or
    MMM8   turtle?) named Tanktup, who will complain of his feet being too
   :MMMa   cold. Use your beak buster move on each of the fellow's feet 
  MMMMM    and he'll cough up a jiggy for you to claim.
   MM@     
+-------------------------------------------------------------------------+

With jiggy in hand, you'll notice a new pathway has opened up for you to 
explore - namely, Tanktup's stomach. We won't travel in there just yet, as 
you've probably noticed some things out behind Tanktup while you were having 
fun hurting his feet. Use your talon trot to jump up onto Tanktup's shell 
from the side, and you'll find a pair of wading boots at the top. Use them 
to wade out into the swamp water behind him to find an ORANGE JINJO, leaving 
only the pink jinjo left to find in the swamp. But you won't be able to
pick him up for a while - he'll be one of the last things we collect here
before leaving the world.

Anyway, you'll also notice two mud platforms out behind Tanktup in each corner
of the area. One houses a beehive, which you should make note of just in case
you're low on health later. The other has a buzzbomb, guarding the final
Croctus. Jump over there and take care of the buzzbomb before feeding the 
Croctus and claiming their prize. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #40 - Bubblegloop Swamp Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   Feed each of the golden Croctses around the swamp in order.
    MMM8   1 - near the entrance, 2 - On the mossy jiggy switch walkway,
   :MMMa   3 - Up on one of the mudhut pillars, 4 - Behind the giant crocodile,
  MMMMM    5 - Behind the giant turtle Tanktup
   MM@     
+-------------------------------------------------------------------------+


Forty out of one hundred jiggies ain't bad, I'd say. We're definitely getting
there, slowly but surely. Make your way back around Tanktup and enter his
belly via his gaping-wide mouth.


Inside Tanktup, you might be a little surprised. The various digestive organs
you may have been expecting are nowhere to be seen. Instead, his belly houses
something quite different - a musical choir of smaller turtles. Now, be warned -
this jiggy can be a tough one to collect if you don't have the best memory, and
even if you do it can be helpful to keep a pen and pad of paper at the ready to
make things easier.

Grab the six notes around the sides of the room, then collect some eggs and a
MUMBO TOKEN at the back behind the choir's conductor. Talk to the conductor and
he'll introduce himself as Tiptup the turtle. Remember him? Depends on whether
you've played Diddy Kong Racing before I not, I suppose. Either way, Tiptup 
will require you to repeat his melodies using his choir of turtles. You'll be
able to repeat each of the notes in Tiptup's three 'masterpieces' by beak 
busting a turtle. Hit the wrong turtle and you'll lose a honeycomb. If you 
forget which note comes next and don't want to lose any health, try talking 
to tiptup to get him to repeat the melody.

There are six turtles in the room, each with a different coloured shell for
you to remember them by: red, yellow, blue, light blue, pink, purple. For the
purpose of making things easier, we'll refer to the light blue turtle as the 
'CYAN' turtle, and the pink one as the 'MAGENTA' turtle. This way, each turtle's
colour can be abbreviated to a single letter for ease of writing: 
R, Y, B, C, M and P. Of course, if you find it easier you can abbreviate 
Pink to P, Purple to PU and Light Blue to L or LB - it just depends on what 
you like best and how you can remember them easiest.

Get your pen and paper ready for Tiptup's first piece. Three turtles will shout 
out their note in a specific order and you'll be forced to repeat the song. 
It shouldn't be too hard just yet, but you may need to write down the later two
pieces before repeating them, as they consist of 5 and 7 notes respectively.

After you've repeated all three songs correctly, Tiptup will hand over your 
prize - a nice shiny jigsaw piece. Pluck it up and you'll have forty-one.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #41 - Bubblegloop Swamp Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   After collecting Bubblegloop Swamp's 5th jiggy with Tanktup, 
    MMM8   you'll be able to venture inside him. Beak bust the turtles in
   :MMMa   the order their conductor, Tiptup tells you to and repeat all
  MMMMM    three of his melodies to win your reward.
   MM@     
+-------------------------------------------------------------------------+

Stop! Don't exit Tanktup's belly just yet - there's still more to be found
in here. Take a look around the room and you may just notice something 
hovering up in the air above Tiptup - an item many will admit missing while
playing through this area. Jump up onto Tiptup's music stand, then flap flip
up to pick up your first EXTRA HONEYCOMB PIECE for Bubblegloop Swamp. Now
you may exit Tanktup.


Head back towards the giant Crocodile and around the left side of him and 
you should find a walkway heading up to a higher area on the right. Head up
there and break open the beehive for health if you need it, then rat-a-tat
rap the Buzzbomb enemy flying around. Remember to leave health out if you 
don't need it just yet - you may feel like you need it later on.

Head up towards the large log wall and find an opening with some wading boots 
hopping up and down. Slip them on and the camera will move, revealing a large
swamp-water maze for you to explore. Don't worry, there aren't any dead ends in
this maze, but you'll still need to be quick on your feet to get to the other 
end.

Head through the maze, collecting the notes and another pair of boots when
necessary, until you find another little opening on the far wall. Press B to
cancel the boots, then head out to find another jiggy switch. Beak Buster this
one, and a jigsaw piece will appear just around the wall, a couple of jumps 
away. The only thing between you and it is an extremely thin walkway suspended
above some swampy waters in the middle of nowhere. If you fall, you'll take
damage for the fall as well as from however many piranha bites you take before
reaching the safe land behind the giant crocodile.

Have a think to yourself about this one. If you're having a bit of trouble with
the game and aren't quite used to the controls, then you might want to miss 
this one right now and come back for it later, perhaps when you have more 
health and aren't so zigzaggy with Banjo's movement. For everyone else out 
there, the best way to do this is to use a couple of feathery flaps across 
the walkway. Hit the switch, then use a jump and feathery flap to land safely
 on the walkway, then another two until you reach the jiggy at the end. You 
only have a couple of seconds before the prize disappears, but don't rush, 
even if you think you're going to miss out on it. It's better to miss out 
on a jiggy than to rush and fall to a death by piranhas...

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #42 - Bubblegloop Swamp Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   In one of the corners of the swamp lies a large maze. Use your
    MMM8   wading boots to get through it, then stop at the first opening.
   :MMMa   Hit the jiggy switch, then use a few feathery flaps to make
  MMMMM    your way across the thin walkway to the jiggy in time.
   MM@     
+-------------------------------------------------------------------------+

After you've collected your jiggy, carefully make your way back to the switch.
Don't rush it, now - you don't want to waste health, believe me.

After you get back to the switch, pick up the wading boots on the short log
and hop back into the swamp maze, this time going the way you haven't explored
just yet. Collect the notes along the way, then stop when you hit dry land
once more. You'll notice Mumbo's hut in a corner of the area and a Buzzbomb
enemy flying around. Rat-a-tat rap him if you need to, then waltz in behind
Mumbo's Hut to find a sneakily hidden MUMBO TOKEN, your 5th for the level.
Head on into Mumbo's hut now; we're ready to be transformed.


Inside Mumbo's Hut, there are a few items you can pick up before you get
transformed if you like. Take a peek behind Mumbo's chair to find another
MUMBO TOKEN - your 6th in this world. Then hop onto the wooden pole next to
Mumbo and up onto the rafters and you may notice a spinning piece of gold
at the top of his Skull. Feathery flap towards it to pick up your second
EXTRA HONEYCOMB PIECE for Bubblegloop Swamp. Then hop down to Mumbo's
pad and hand over the 10 required Mumbo Tokens for your next transformation -
the crocodile. This is the only transformation which has an attack to defend
itself with, so you'll be able to bite enemies by using your chomp attack.
This is interesting as if you use the attack on buzzbomb enemies, they'll 
spit up two honeycombs instead of the usual one you get for defeating them
normally with Banjo and Kazooie.

In addition to that, the Crocodile is able to wade through the swamp waters
with ease, as well as being able to fit into tight gaps the bear and bird
couldn't. A bit more useful than the termite, I'd say. Either way, exit
Mumbo's skull.


Once outside, it's time to search for the final two jiggies and some notes
to finish off the world. One jiggy involves collecting the final Jinjo, but
that still doesn't account for the other jiggy. There has to be an area we
haven't fully explored just yet.

Alas, it's been sitting right under our noses all along. The giant crocodile
isn't just a piece of scenery, it seems, but home to another creature who
may just be nice enough to give us a jiggy. The entrance is easily found if
you trek on down there. Pay through the nose.


Inside the giant croc, collect the six notes lying in the nostrils and jump
for the MUMBO TOKEN lying between the two before talking to the red crocodile
lying in wait on the floor below. It turns out his name is Mr Vile the 
Crocodile, and he wants to play a little 'game'. This minigame is the cause 
of much frustration for many players around the world. Not because it's hard,
but because the outcome is always so random it's annoying. And because, the 
game isn't the only thing you lose if you don't come out on top.

Allow me to explain a bit further. The game involves three rounds between 
you and Mr Vile. In each round, the premise is simple - eat more Yumblies 
or Grumblies than Vile to win. Eat less (or even come a draw with the croc) 
and Vile will show where he got his name, by taking a bite out of you for 
two honeycombs of health.

You can try a round again if you hang around inside, even if you get up to 
the third round. However, as your health dwindles, you may be forced to 
leave. And leaving means you need to start from round one when you return.

Anyway, Round One involves Red Yumblies, and red ones alone. Eat more than 
Vile within the minute and you'll progress to the next round. If you don't, 
you have to try again. Something to remember is that Vile will slow down if 
you're behind, but if you're ahead he'll speed up to close the gap between 
you. So don't try to get too far ahead too early in the game or you may lose.

Round Two introduces Yellow Grumblies into the mix. As Vile states, the 
Grumblies aren't ripe, so you're forced to avoid them and eat only the reds 
instead. It can become a little annoying when all you find around you are 
yellows and Vile starts finding reds, but it's not too hard.

Round Three is where it gets tough for some. At the top of the screen, a 
display shows what you need to eat, yellow grumblies or red yumblies. Eat 
the wrong thing and you'll stop dead in your tracks for a few seconds. 
Pay attention to the display, as the creature will start out hopping quite
quickly at the top of the screen, but then begin to slow down. When it 
slows down, this is an indicator that it is about to change, so try not 
to get caught eating the wrong thing when it does. You may also find that
paying attention to the music helps identify when the required food is 
going to change... at least, when you've played the game enough times.


Now, you can probably give the game a shot now if you like, otherwise you 
can come back after you've picked up the running shoes from one of the 
later worlds, which will make Vile a heck of a lot easier. It's your choice.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #43 - Bubblegloop Swamp Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   Transform into the Crocodile with Mumbo in the maze, then head
    MMM8   into the giant Crocodile and complete Mr Vile's three minigames.
   :MMMa   After completing all three he'll hand over his prize.
  MMMMM    If it's too tough for you, come back once you have the running
   MM@     shoes to make things easier.
+-------------------------------------------------------------------------+


If you do manage to succeed in Mr Vile's challenges, don't bother with his 
extra challenge. For those who don't know, Vile basically offers you to play 
three rounds of his game again for three lives, while the penalty of losing 
a round is a life. No, it's not worth it. Yes, you're an idiot if you bother
with this. Lives are common and are reset in a world when you leave and 
re-enter, and can also be received after collecting all 100 notes in a world.
They're not that hard to get, so don't put yourself at risk for some. Exit 
Vile's lair.


Back in the main area of the swamp, you'll notice after checking your totals
screen that you have a couple of notes left until you hit 100, as well as that
pink jinjo needed for your final jiggy. Don't worry, neither are too hard to 
get at all. Head back to the gold flibbit platform, then make a left for the
mudhut pillar area. Remember those items down below the pillars you couldn't
collect earlier? Well, now you can with the help of your Crocodile. Head to 
the back of this corner of the swamp first to find 5 notes against the wall,
then grab the life behind the nearest pillar. I told you extra lives weren't
that hard to find.

Circle the remaining pillars to find red and gold feathers and some blue eggs,
as well as the final notes for the level, the final two MUMBO TOKENS and the
PINK JINJO, resulting in a jiggy. You can actually collect this jinjo using a
glitch with Banjo by beak busting from the platform just above it to abuse
the properties of Kazooie's beak going through other objects (well, in the 
N64 version anyway) but that doesn't matter. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #44 - Bubblegloop Swamp Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   Collect all 5 of the Swamp's Jinjos.
    MMM8   Yellow: On a platform near the entrance
   :MMMa   Green: On the first jiggy switch mossy walkway
  MMMMM    Blue: On top of a reed behind the giant crocodile
   MM@     Orange: Behind Tanktup the giant Turtle/Tortoise
           Pink: Below the mudhut pillars (grab with the croc transformation)
+-------------------------------------------------------------------------+


Yep, you've just completed Bubblegloop Swamp. Or, should have if you've beaten
Mr Vile. Head back towards the entrance of the world. On the way there, make
a stop at the pillar you jumped on for the Yellow Jinjo and go just behind it
to find another MUMBO TOKEN, your last for this area. You should have more
than enough tokens for your next transformation, don't worry. Exit the swamp.





 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.11  |  AREA:                                                        |
|  GRL06  |  GRUNTILDA'S LAIR (PART 6 - AFTER BUBBLEGLOOP SWAMP PART 2)   |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Back in the lair at last! It's been an awfully long time since you were last
here. Or at least it seems that way; maybe that's just because of the amount
of time it takes me to type up these sections. You can complete Bubblegloop
Swamp in as little time as 15 minutes with the route above, using the right
tricks. But enough of that.

You may remember breaking a slab of ice in the room behind the swamp's 
entrance with Banjo and Kazooie earlier, so head that way with the crocodile
and through the tunnel. In the ice area, trek up the icey slope and through
the tight tunnel to find a secret room with an odd, red book flapping about.


+-------------------------------------------------------------------------+
| CHEATO THE SPELLBOOK 1 [BEHIND BUBBLEGLOOP SWAMP ENTRANCE]              |
+-------------------------------------------------------------------------+

As it turns out, the book's name is Cheato, and since Gruntilda hasn't been
too kind to him, he's willing to hand over a secret cheat each time you find
him in order to help you out. Now, while finding Cheato and using his codes
isn't by all means a neccessary part of the game, it will definitely help
out newer players who are struggling to manage their supplies effectively.
Each code he gives you will double one of your item supplies - blue eggs,
red feathers or gold feathers. If you're playing for your first time or 
haven't played the game in a while, then I reccommend using these as they're
quite helpful.

It turns out that this time around, Cheato wishes to award you with a code
for doubling your egg supply to a total of 200 eggs. He'll tell you to head
on down to the Sandcastle in Treasure Trove Cove to spell out your cheat -
"BLUE EGGS" using the tiles on the floor. Simple as that. 

Exit Cheato's secret little hideout, then head back towards the Swamp's 
entrance, then follow the bridge back to this area's exit. After Mumbo 
transforms you back into the bear and bird, exit the area through the middle
pipe.


In the next room, head down the slope and behind the giant Gruntilda statue
to find another BRENTILDA. Talk to her for three more facts if you haven't
already, write them down then proceed to the other side and jump up the 
platforms to reach the note door. The door should only read 250, so with
your 400 notes it won't be too hard at all to pass through.


In the next room, hop up the stone stairs and you'll see a large vase in 
front of you. Head towards it, then spin around and have a look at the walls.
You should notice a few odd looking brick walls, not so carefully disguised.
Both can be broken down with a rat-a-tat rap, so do so before exploring.
One of the new rooms will contain a pair of wading boots, which we'll use
later. The other contains a blue gruntling and a switch. Use a rat-a-tat
rap to take out the gruntling, then hit the green switch to make a shock
spring pad appear in the room with the vase. But it won't keep in place - 
instead it will rotate around the vase to serve as an annoyance.

Head back out to the vase room, then wait for the shock spring to come to you,
with your finger over the A button. When it whisks under your feet, press
and hold the A button to initiate the shock spring jump, then guide yourself
into the vase...

The screen will switch to a new angle of Grunty's giant statue in the prior
room, and out of the hole in the ceiling above Grunty's now-shattered hat,
Banjo will appear. He'll fall all the way down, through the hat and the 
statue's body and down to collect the jiggy at the bottom. Too cool.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #45 - Gruntilda's Lair Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   After hitting Bubblegloop Swamp's witch switch, use the shock
    MMM8   spring pad in the vase room (reveal it by hitting a switch 
   :MMMa   behind a fake brick wall in the same room) to fall down into
  MMMMM    Grunty's statue and pick up the shiny prize.
   MM@     
+-------------------------------------------------------------------------+

Alright, so we've pretty much done everything we need to before entering the
next level of the game. So far we've travelled over a grassy mountain, flown
high above a sand filled cove, dived deep through some murky cavern waters 
and sloshed through some piranha infested bog. But now what? Well, if you
guessed a snow filled peak (because of the picture you just completed) then
you'd be correct! However, we won't be there long. We might pick up a new
move, but after that it's off to somewhere a bit warmer...

Head back to the vase room, then, from the vase, look around until you see
some stairs heading up to a new area. Up you go.


In the new room, you'll see a spider web on the floor in front of you. Fart
three eggs into it to break it revealing... a pit with nothing in it. Don't
worry, you'll be using this later on. Just left from where you entered from
you'll find another spider web on the wall - shoot three eggs into it to 
reveal a PURPLE CAULDRON. One you've activated it, you'll be able to travel
between the two. Now is a good time to save and quit if you like, as you 
can easily return to this area from now on by using the warp cauldron at
the start of the lair.

Next off, head over to the opposite side of the room, avoiding the blue
gruntling enemies if possible, until you find a tunnel with snow lining
its walls. Head on through and you'll find the entrance to Freezeezy Peak,
the fifth level of the game. We'll only be staying here a little while,
though, since we'll be needing some more moves from Bottles before we can
finish the place completely. For now, just head on in.



 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.12  |  AREA:                                                        |
|  FZP01  |  FREEZEEZY PEAK (PART 1)                                      |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Welcome to the snowy christmas world which is Freezeezy Peak. That is, it
would be a Christmas world if you're up in the northern hemisphere in 
America or Canada; not if you're having scorching hot Christmas days down
in Australia like I am. Nevermind that though.

We have but one mission to fulfill here in our first trip. There will be
plenty of time to explore the level later, although that's not saying I
won't let you do so now. By all means go ahead, but be warned that you
won't be able to finish everything here just yet.

Our objective right now is to scout out the location of old Bottles in
order to learn our next new trick, the Beak Bomb attack. This move will
prove invaluable when in the air, as it enables Kazooie to use a single
red feather in order to zoom forward with her beak like a missile and
strike whatever may lay in her path. It's a fairly devastating, very cool
looking and quite useful technique that you'll use quite a few times in
the game. Not only is it your only means of defending yourself in the air,
but it can also be used to strike high-up targets that you wouldn't 
normally be able to reach.

Take a step off the level warp pad, then head past the igloo and trot 
down the frosty slope to find a rather plump polar bear sprawled out
in the snow. He'll introduce himself as Boggy and will let you know
of his belly ache. Ignore him for now - he'll survive until we get back
to him later.

At the bottom of the icy slopes, you'll be confronted by a huge, open
area. A giant snowman will tower over you just ahead with an icy cold
moat of water surrounding him. So, where to go first? Head left around 
the snowman and keep running (talon trot is better if you want to grip
the snow better) until you reach a large stack of presents. Stock up
on red feathers on one of the longer presents if you need them, then 
check behind the stack to find a MUMBO TOKEN in a corner, sneakily 
tucked away. Around the other side of the boxes, you'll find Bottles
the mole. Talk to him, and you'll have learned all of his moves - save
one, which you'll be picking up on your next trip. 

Say goodbye to the peak for now, as it's time to exit once more. Talon
trot back to the entrance slope, back past Boggy and up to the level
warp pad. Out we go.

 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.13  |  AREA:                                                        |
|  GRL07  |  GRUNTILDA'S LAIR (PART 7 - AFTER FREEZEEZY PEAK PART 1)      |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Back in the lair once more. To your left as you exit will be an annoying
snowman enemy, or Sir Slush, from the Peak. Ignore him as you head back 
through the snow tunnel and into the last room. Then take a right and up
into the gruntilda head statue to find another note door. You'll only 
require 350 notes here, whereas you'll already have 400+ notes if you've
been following the guide properly. If you've skipped a bit of Clanker's 
Cavern, though, it might be a good idea to head into Freezeezy Peak for
a while until you have enough.

After breaking down the door and heading through, you'll emerge in a large,
darkened room with some eerie orange lighting. Look down, and you'll notice
that a thin walkway going around the edge of the room is the only thing 
stopping you from falling into the pit of lava below.

Hug the wall and head right until you find yet another new jigsaw puzzle
waiting to be completed. You should have more than enough, so press Z to
put them all in place and watch as an odd tree opens up its door in 
another room of the lair. Perhaps you recognise it if you've done enough
exploring. If not, it's in the room with the large vase in the centre -
you know, the one you jumped into to grab Bubblegloop Swamp's witch switch
jiggy. Yeah. Head back to that room now.


Back in the vase room, look for another breakable brick wall and venture
inside the passage which is revealed. Inside, pick up the eggs if you 
need them, then grab the wading boots and head back towards the vase.
Then, jump up the stone steps towards the tree you just opened to the next
level, 'GOBI'S VALLEY' and waltz across the scorching sand to the entrance
and head on in.


 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.14  |  AREA:                                                        |
|  GOBIV  |  GOBI'S VALLEY                                                |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Ah, time for a bit of sun! Hopefully Banjo doesn't mind if he gets a little
tanned out here. Don't worry too much, as this level is definitely not the
hardest in the game and we'll be trying to clear it out in one trip if 
possible, but there are still some parts of the level which can cause some
trouble if you aren't careful.

First thing's first - from the start pad, turn the camera around with the
C Buttons and you'll notice that a YELLOW JINJO sits atop a rock in the
sand behind you. It's probably best to grab him now, just incase you die
unexpectantly later on, so feathery flap out to the rock, being careful 
not to land in the hot sand or you'll get your feet burnt.

Jump back to the mainland, then hop across the moat of water surrounding
a small circle of green land and talk to Trunker the tree. Trunker will
complain that he's rather thirsty and needs some water, and will inform
Banjo that eggs and feathers are not a suitable substitute for water, 
despite what the game's logic may have you thinking at this point. There's
a few things you could probably think of doing; finding a way for it to
rain, finding a container to scoop the water out of the moat just next to
Trunker, but funnily enough neither of these things are the answer either.
Don't worry, you'll find out how to fix this problem soon enough. Just
leave him for now and jump back onto the land behind him.

Talon trot up the sand slope, collecting the notes on the way until the
path opens up into the main area of the level. Looking up, you'll notice
a large, sphinx-like statue with an odd dog/bear head and the trademark
googly eyes you've come to expect from everything in this game. Walk up
towards him and collect the six notes on his front paws.

If you're lucky enough to be surprised by a mummified hand enemy raising 
out of the dirt on your way to the sphinx, don't panic. You can easily
rid yourself of him by using a wonderwing invinicibility attack, or 
otherwise waiting for him to slap the ground (hence his name, 'Slappa')
then proceding to beak bust him to defeat him.

After you've collected all six notes from the Sphinx's front paws, make
a feathery flap jump from one of the paws to one of his hind legs, 
collecting the eggs on it. Then flap flip up onto his back to find a
flight pad. Ignore the pad for now, and instead climb up onto the sphinx's
head and onto his nose. Flap flip into the air to collect a MUMBO TOKEN
before feathery flapping from the nose onto one of the tall pedestals
infront of him, lined with a few red feathers for you to pick up on the
top.

Here, the sphinx will introduce himself to you as Jinxy, and will explain
that his 'dose is all blocked up'. Of course, here sees the return of 
the classic Banjo-Kazooie logic - there's no time for handkerchiefs, 
simply shoot an egg into each of his nostrils to clear his nose. If you're
short on eggs or have trouble lining your shots up, go into first person
view and make sure the nostril you're aiming for is in the centre of the
screen before reverting to third person view, crouching and shooting.
After you've unblocked his nose, Jinxy will sneeze, which will trigger
a small door between his front paws to open up. Feathery flap down from
your perch and head inside.


Inside Jinxy, take a look around. You'll notice a total of five magic
carpets (provided the draw-in distance doesn't hinder your view) floating
in the air if you look carefully enough. There's also some statue heads on 
the walls which bear a resemblance to Jinxy, too. Each of them will be 
sitting in place with their mouths wide agape, so it's your job to feed
them what they want if you want to progress through this area. Pick up the
two notes in the corners of the room behind you first, then flap flip onto
the carpet in front of you for another. Face right towards the statue head
and line up an egg shot to make the magic carpet rise. Now, feathery flap
to another magic carpet above the entrance to pick up the ORANGE JINJO and
some red feathers, then feathery flap back and onto a third carpet. If you
aren't able to make it in time, just shoot another egg into the statue
head as the first carpet lowers again. 

Once you're on the next carpet, repeat the process to make the carpet rise,
then jump to a fourth one. Repeat, and jump to a fifth and final carpet to
pick up a jigsaw piece. Niiiice...

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #46 - Gobi's Valley Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   After climbing onto the giant Sphinx, Jinxy's back, jump to his
    MMM8   nose and onto the platforms in front of it and clear his nose
   :MMMa   by using some eggs. Head inside his belly and take a magic 
  MMMMM    carpet ride, using some eggs along the way to feed some hungry
   MM@     statues, to grab a jiggy.
+-------------------------------------------------------------------------+

From the carpet which held the jiggy, feathery flap down to the ground. A
Slappa enemy should pop out of the ground, so take him out with a beak buster
after he falls or a wonderwing. After you've defeated him, grab the honeycomb
and stock up on some eggs. Grab the MUMBO TOKEN and the two notes in the
back corners of the room before exitting Jinxy from where you entered.


Back outside in the blistering hot sun again, climb up on Jinxy's legs and
onto his back once more, this time using the flight pad. Look towards the far
corner of the desert from the start of the level and you may notice a large
target sticking high above a pyramid, with a statue resembling Kazooie. 
Get close to the target, then press B to beak bomb into it. You'll open up
the pyramid below, but will only have a limited amount of time to enter. 
Hold the R button down and the control stick up to dive down towards the
pyramid, then slide down the side facing Jinxy and in through the opening.


You'll emerge inside the first pyramid of four for this level, home to Rubee
the snake charmer. Jump up onto the platform in the middle of the room and
Rubee will introduce himself. If you fill the basket circling around on the
ground with enough eggs, his companion Histup will allow you to reach a 
prize at the top of the pyramid. Gee, I wonder what it could be...
Anyway, position yourself just outside the orbit of the basket, then crouch
down and prepare to fart some eggs into it. Each egg will make the basket
go progressively faster, so you'll need to time yourself carefully. If you
want to conserve your supplies, run after your eggs if you miss your target
and you'll be able to pick them up again for reuse. Enough eggs and Histup 
will be ready. Jump onto his basket's top (the one that doesn't move) and 
get ready to be elevated up to the ceiling. If you miss that chance or fall
off in the process, just climb his neck up. Flap flip from atop his head to
claim your golden prize.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #47 - Gobi's Valley Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   Beak bomb the giant target above one of the pyramids to gain
    MMM8   access. Once inside, fill the rotating basket on the ground 
   :MMMa   with your eggs, then climb the snake up to the roof and flap
  MMMMM    flip for your jiggy.
   MM@     
+-------------------------------------------------------------------------+

After you've got your jiggy in hand, grab the MUMBO TOKEN next to Rubee
before going around the edges of the room and looking in the gaps to find
a few pairs of notes. Once you've got them all you can exit the pyramid.


Outside again, talon trot around the side of the pyramid and stop when you
reach the opposite side from where you exitted. Head left towards the wall,
away from the large, tiered square pyramid, and past a palm tree to find
Bottles the mole, who will be glad to teach you your final technique of the
game. Remember that pair of running shoes at the back of Mr Vile's den that
we couldn't use before? Well, now you can. The running shoes (or better 
referred to as the 'turbo trainers' by BK fans) will allow you to sprint
at super speeds for a limited time. They'll become quite useful, no doubt.
If you haven't completed Mr Vile's game yet, you can go back to the swamp
and try it again after this level and it should be a bit easier to do. If
you don't get it first time, keep trying and don't give up; there's still
some neat rewards for grabbing as many jiggies as you can in the game.

Anyway, we can finally say goodbye to that annoying mole now. But what
shall we do now? Head back along the thin strip of land towards the pyramid
you came from. Talon trotting is probably ideal here, just incase you slip
onto one of the slopes and slide down into some hurtful stuff. Past Rubee's
pyramid, you'll find a slope heading down to a thin strip of land surrounding
a large block of stone. Between you and this large block is... not a safety
net or a moat, but a pit with hurtful hot sand at the bottom. Fall in and
prepare to have your feet roasted. There are some flight pads at the bottom
to get out, but you shouldn't rely on them. Just be careful not to fall down.

Along this thin strip of land surrounding the pit are several notes for you 
to pick up. Start on the right, closest to the level entrance and Jinxy, then
work your way around the pit in an anticlockwise rotation. At some point 
your path will be blocked by the railing of a set of stairs - flap flip onto
each railing of this set of steps for a note, then stop inbetween the railings
and switch your view around so that you're looking towards the pit. You'll
notice another Jinxy head statue with a small, pillar infront of it. Carefully
feathery flap onto the pillar and the head will begin to move from left to
right. Feed it three blue eggs and it will disappear into the stone behind it.
A cutscene will initiate and you'll see a view of the top of the large, stone
platform in the middle of the pit, with stairs leading up to it from one side.
In the middle of the platform, a small pyramid will rise out of the ground, 
although it won't be enough for you to do anything yet. Another jinxy statue
will appear in another location around the pit, although it's fairly dangerous
to go for him right now. We'll wait until later to finish the job here.

Turn around again and face the stairs and jump back to them. Jump up the steps
and grab the notes at the top of each of the railings before talon trotting
up the pyramid infront of you, collecting the notes as you go. Beak bust the
switch on top of the pyramid and you'll open the door - just slide down and
head on through to enter before the timer runs out.


Inside the pyramid, you'll notice sixteen square tiles on the floor. You've
entered the matching game pyramid, a timed minigame used to test your memory.
Beak buster a square to flip it over, then beak buster another one to see if
you can get a match. Get all eight matches in the time limit and the jiggy is
yours.

First thing's first - take out the mummie enemy, otherwise as Mum-Mum, by using
your wonderwing attack. If you don't get him now, he's likely to annoy you
during the puzzle, so just do it now to avoid the hassle. After that, grab the
four notes in the room, one in each corner, and jump for the MUMBO TOKEN at
the back of the room. Now, you can either do this on your own, or follow the
cheat sheet below to help yourself out in the puzzle. Rare has been rather
lazy in programming this puzzle, in that the solution is always the exact same.
Below are the locations of each of the matching pairs. Thanks goes to Pyro from
spiralmountain.co.uk for originally informing me of this tile layout.


                        :ENTRANCE:
                          |   |
                          |   |
                    /---+---+---+---\
                    | 3 | 6 | 1 | 1 |
                    +---+---+---+---+
                    | 4 | 7 | 8 | 2 |
                    +---+---+---+---+
                    | 5 | 4 | 3 | 5 |
                    +---+---+---+---+
                    | 7 | 8 | 2 | 6 |
                    \---+---+---+---/


After you've done that, out pops your jiggy in the centre of the room. Grab it
and exit the pyramid.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #48 - Gobi's Valley Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   In one of the corners of the level lies a small pyramid with a
    MMM8   switch on the top. Beak bust the switch and go inside before
   :MMMa   the timer runs out, then complete the matching minigame by
  MMMMM    beak busting the right floor tiles to win a prize.
   MM@     
+-------------------------------------------------------------------------+

Once you're out of the pyramid, head around the side to find two notes on
some thin platforms with hot sand in between. Jump between them, being careful
not to fall in the sand, then proceed to the back of the pyramid. Stock up
on a couple of red feathers before hitting a switch with a hexagon shape on it.
An extra honeycomb will appear in the middle of an odd, googley eyed cactus -
you'll have to fly through its centre later on.

Turn the camera around so that you're facing the pyramid, then make a long
talon trot jump towards it so that you land in the small hole and pick up the
GREEN JINJO inside. Hop back out again and waltz back around the side of the
pyramid to the thin platforms you found some notes on. Wait for the magic 
carpet to come around, but DON'T jump on it straight away. You'll notice that
it will flash for a second or two, then disappear entirely before reappearing
again. After it reappears, jump on to be taken to a small island surrounded
by some very hot sand. Red feathers line the outside of this island, but what
you're really interested in is the camel in the centre. He introduces himself
as Gobi, and says he's been tied to a rock by someone exceptionally mean. Beak
Bust the rock, and Gobi will run off to grab some shade - not before handing
over a jiggy, though.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #49 - Gobi's Valley Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   In one of the corners of the level lies a camel named Gobi on an
    MMM8   island surrounded by sand. Either fly to him or take a magic
   :MMMa   carpet from the nearby pyramid, then break him free from his
  MMMMM    rock with a beak buster attack for your jiggy.
   MM@     
+-------------------------------------------------------------------------+


Wait for the magic carpet to come back, then take it back to the matching 
pyramid. From there, head back towards the pyramid you started raising out
of the ground earlier but head around the side of the pit to the right 
before heading up towards the large, tiered, square pyramid - you'll know
which one I'm talking about when you see it - you can't miss it. Head around
the right side of this pyramid and you'll find the cactus with the honeycomb
in its 'mouth' - we'll come back to this fellow later on. Head past him and
hug the rocky wall of the level, then talon trot up a hill to find a small
spot with a couple of notes and a pair of turbo trainers. 

Don't slip them on your feet just yet (if you do, you can cancel them with 
the B button). Look down and past the square pyramid, down the side you 
haven't explored yet, to see a small pit of sand with a pillar in the centre.
The pillar has some wading boots on it, but we're not interested in those
just yet. You're going to have to make a run down here, then carefully jump 
onto this pillar and onto the other side before continuing your dash. Think
you can manage that? Well do it.

Once you're on the other side of the sand/wading boots pit, run past the 
annoyingsome black scarab enemy, or 'Scabby', then slowly make your way down 
the hill on the other side. I say slowly, because charging down at full speed
will land you in a moat of hot sand. Jump from the hill onto the ground on 
the other side of the moat and you'll meet Grabba, another mummified hand
who holds a jiggy. Grabba isn't going to let go of his jiggy too easily, so
you'll need to be quick. Run up a bit before making a long, held jump towards
him so that you land in his palm and grab the jigsaw piece. If you miss, run
back and jump onto the slope behind you again and he'll reemerge from the 
ground to give you another shot. You can always come back if your running
shoes 'run out', too.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #50 - Gobi's Valley Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   In one of the corners of the level lies a mummified hand who
    MMM8   holds a jiggy. With the help of the running shoes (talk to 
   :MMMa   Bottles) run up and jump into his palm to steal it quickly 
  MMMMM    before he can sink away into the soil.
   MM@     
+-------------------------------------------------------------------------+

Fifty jiggies, eh? Halfway through the game now, and yet we've only scratched
the surface of this game. Onwards we go, then. You may have noticed a whole
bunch of notes just lying in the moat of sand surrounding Grabba's area. 
Talon trot back up the hill behind the tiered pyramid and grab a pair before
coming back and snagging all of them. Hop out of the sand before the time
runs out, then talon trot back up to where you found the running shoes behind
the tiered pyramid.

Now what you want to do is put on the shoes, then sprint towards the front of
the tiered pyramid (around to the side facing the pyramid you're still trying
to raise out of the ground) and you'll find a small switch. Jump on this, and 
a hatch will open up on the top of the pyramid. You have to get there before
it closes. A timer will come up and you'll be forced to sprint up the Pyramid.

There are some notes on the way, but if they're too much of a hassle you can 
grab them later. You'll likely make it to the top with not a second to spare
anyway, so just run as fast as you can and make tight turns on the pyramid's
corners. At the top, ignore the extra life (you can get it later if you really
wish) and jump into the pyramid's hole.


Inside, you'll fall... into a lot of water. IMPORTANT - swim over to the left
side of the pyramid (from where your camera is turned) to find a MUMBO TOKEN
sitting above the water line. You won't be able to get the token when the
water's drained, so grab it now. Oops! Did I spoil it for you? Ah well. Swim
down to the bottom of the pyramid and aim for the jiggy in the centre of the
'smilie face' made out of rocks, avoiding the Mum Mum enemies. 

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #51 - Gobi's Valley Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   After you learn how to use the running shoes from Bottles, grab
    MMM8   a pair and open the large, tiered square pyramid with the switch
   :MMMa   at its base before running up and into the hatch at the top. 
  MMMMM    Inside, swim down to the jiggy and collect it.
   MM@     
+-------------------------------------------------------------------------+


As you touch the jiggy, the pyramid will begin to drain. A cutscene will
show just where the water goes - out through a door and into that pit 
surrounding the last, but not yet raised, pyramid. Now you won't need to
worry about falling into the pit and the scorching sand at the bottom.

Pick up some red feathers and eggs within the Pyramid if you like, as well
as the four notes. You can either avoid the Mum-Mums or use your wonderwing
attack to kill them for energy if you need it. Once you're done, exit the
pyramid through the doorway on the right.

You'll emerge back in the sun, just outside the square pyramid where the
water drained out. A MUMBO TOKEN lies just in front of you, so pick it up
before talon trotting down to the newly filled moat surrounding the last
pyramid of the level. Now you can safely jump over to the next pillar to
feed another jinxy statue, so feed him three eggs and the pyramid above you
will raise a little more, but still not enough so that you can check out
what's inside. Another jinxy statue will appear, though, so once you're 
done, jump into the water and swim around the right side of the moat (facing
away from the square pyramid) and you'll find a third, smaller pillar for
you to stand on, just in front of a final jinxy head statue. Feed him his
eggs and the pyramid above will rise all the way out of the ground to 
reveal an entrance, as well as something special on top.

Don't go up there just yet, though. Dive down to the bottom of the moat
and you'll find a couple of items hugging the inside wall - six notes, a
MUMBO TOKEN and the BLUE JINJO. Once you've picked them all up, head back
around to the side of the moat closest to the level entrance to find a set
of steps leading up to the pyramid. Pick up the four notes on the railings,
then talon trot up to the top of the pyramid to find a MUMBO TOKEN. Once 
you've collected these items, you can go inside.


Inside the pyramid, you'll be warned by a mummified character that this is
King Sandybutt's tomb, and that you should leave now or face his wrath.
Keep going down the tunnel, collecting the notes as you go and - surprise!
The pathway behind you will be shut off, and you'll be given sixty seconds
to navigate a large maze to get to the other side. This can be fairly tricky
if you're unsure where to go, and the camera will never show the full maze
so sometimes you'll be tricked into following a path into a dead end.
If you find yourself having trouble with the Mum-Mum enemy within the maze,
use your wonderwing attack to take him out. Also ensure that you have a look
around for the WITCH SWITCH within the maze before you exit. If you can't 
find the switch and you're running out of time but you know where the exit is,
go through the exit to cancel the timer, then come back into the maze from 
the exit in order to reset the timer.

Below is a map of the maze, just incase you're having a bit of trouble.
You can print it out and trace a line from the entrance to the exit (or even
better, a route that gets the witch switch on the way) before you start the
maze yourself.


                  EXIT >>
                    |   |
                    |   |
+-------------------+   +-------------------+
|       |               |[W]                |
|   +---+   +-------+---+---+-----------+   |
|   |       |       |       |           |   |
|   |   +---+---+   |   +   +---+   +   |   | [W] = WITCH SWITCH
|   |           |   |   |       |   |   |   | NOTE: All other dead ends
|   +-------+   +   |   +---+   +   +---+   | contain common, uneccessary items 
|           |       |       |               |
|-------+   |   +---+---+   +---+-------+   |
|           |               |   |       |   |
|   +---+   +---+   +-------+   +   +---+   |
|   |   |                       |   |       |
|   |   +---+-------+   +-------+   |   +---|
|   |       |       |   |           |   |   |
|   +---+   +   +   |   |   +-------+   |   |
|               |   |   |               |   |
|   +-----------+   |   +   +-------+   |   |
|   |           |   |       |       |   |   |
|---+   +-------+   +-------+   +   |   +   |
|       |       |               |   |       |
|   +---+   +   +-----------+   |   +---+   |
|           |                   |           |
+-------------------+   +-------------------+
                    |   |
                    |   |
                >> ENTRANCE


Upon hitting the WITCH SWITCH, a cutscene will show the sarcophacus just 
outside the level opening up to reveal a jigsaw piece inside. We'll grab 
that soon. Exit the maze and head on through the tunnel, collecting the 
notes as you go, until you come to another room with a sarcophacus lying 
on the ground in front of you, and some pink vases scattered around the 
edges of the room. Approach the sarcophacus and it will open, revealing 
a prize for you to keep.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #52 - Gobi's Valley Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   Shoot the statue heads from the platforms around the large,
    MMM8   flat platform in the middle of the level to make a pyramid rise
   :MMMa   from the sand. Inside, get to the end of King Sandybutt's maze
  MMMMM    to find your prize in his sarcophacus.
   MM@     
+-------------------------------------------------------------------------+


Don't leave the pyramid just yet! Jump into a couple of the vases and you'll
uncover a couple of gold feathers, a MUMBO TOKEN, and most importantly, the
PINK JINJO. What's that? Another jiggY? Well, if you say so....
Exit after you collect it.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #53 - Gobi's Valley Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   Collect all five of the Jinjos in Gobi's Valley.
    MMM8   Yellow: Behind the entrance
   :MMMa   Orange: Inside Jinxy on a flying carpet
  MMMMM    Green: Behind the matching game pyramid
   MM@     Blue: In the moat of Sandybutt's pyramid
           Pink: In the exit of Sandybutt's tomb within a vase.
+-------------------------------------------------------------------------+

Once you're back out in the sun once more, pick up some eggs if you need 
them before heading back to the level entrance and exit - but don't leave
the level just yet! We're about to visit a couple of friends, that's all.
Down at the entrance, you'll find that Gobi has met up with Trunker and
is teasing him with his gutful of water. Jump up onto Gobi's back and use
your beak buster attack to force some of that water out of him, and out
into Trunker's gaping wide mouth. While Gobi might not be too pleased, 
Trunker will shoot up and grow a little taller before coughing up a jiggy.
Gobi will run away in an effort to hide from Banjo and Kazooie. We'll go
after him later. For now, jump from Trunker's island and climb up one of
the trees near him before using a long, held talon trot jump towards
Trunker's head to snag your jiggy.


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #54 - Gobi's Valley Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   After freeing Gobi the camel (see JIGGY #39) head back to the 
    MMM8   level entrance and beak bust his back to give Trunker the tree
   :MMMa   some water. Jump on Trunker's head from one of the surrounding
  MMMMM    trees to get the jiggy.
   MM@     
+-------------------------------------------------------------------------+



Almost there now! Head back up the slope to Jinxy, using the running shoes
nearby one of the palm trees if you wish, then jump up onto his back to 
find the flight pad. Press A to soar into the air once again; this time 
we're going to be going through a couple of hoops. Make sure you know how
to fly using the R button - hold R while flying and you'll be able to make
sharp turns and small adjustments to your aerial course, which will become
handy soon enough. Fly down between Jinxy and Rubee's pyramid to find a 
golden statue with a large nose and a funny headdress on - a large ring-
shape above its head. Fly through the ring and the statue will tell you 
that it is one of the ancient ones, and that, if you fly through the rings
of all of its friends/brothers/whatever, they will help you beat the witch.

Sounds like a good deal to me. Another statue will rise out of the sand for
you to go after. Unfortunately, the order of the Ancient Ones' is randomised
for each file, so I can't tell you the exact order, but I can give some
pointers on where you should look if you're stuck (fat chance).

1. Behind Jinxy on the right side
2. Behind Jinxy on the left side, in the corner
3. In front of Jinxy, in between two giant cacti
4. Near King Sandybutt's tomb and the matching game pyramid, by a wall

Once you've flown through all five of the Ancient Ones' rings, they'll let
you know that they were lying and aren't going to be much help in kicking 
the witch's butt afterall. But they do cough up a shiny jiggy instead. 
Good enough, I suppose. Fly back onto Jinxy's back to pick it up.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #55 - Gobi's Valley Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   Fly through all five rings of the ancient ones. The first one
    MMM8   is next to Jinxy, between him and Rubee the snake charmer's 
   :MMMa   pyramid. The others will pop up as you fly through the previous
  MMMMM    ring. Fly through all five and a jiggy will appear on Jinxy's 
   MM@     back.
+-------------------------------------------------------------------------+

Nice - all ten jiggies at last. However, we're still missing a couple of 
notes, remember. And both of the extra honeycomb pieces, too! Better make a 
start on those. If you remember, an extra honeycomb piece appeared in the 
middle of a cactus when you hit the switch behind the matching game pyramid, 
so use the flight pad on Jinxy's back to fly over to the right of the tiered
pyramid where the cactus resides, then carefully fly through the ring, 
holding R to make your turns precise to collect the EXTRA HONEYCOMB PIECE.
That's one down, but where's the other one? Stay in the air, but this time 
fly back past Rubee's pyramid and back to where you found Bottles the mole. 
No, we're not going to talk to him. Fly towards the wall there and a bit 
towards Jinxy, and you'll find a small hollow cut into the wall with Gobi 
sitting in the shade. Land here, then beak bust the camel again to get your
second EXTRA HONEYCOMB PIECE of the level. Gobi will tell you he's had 
enough and will run off, presumably to somewhere outside of this level. 
Collect the five notes which were behind him, but don't worry about the 
door, as you won't be able to open it. At least, not through normal means.

Anyway, we're still a couple of notes short, but there doesn't seem to be any 
normal way to get down from the grotto we're in. Wait at the edge of the grotto
for a while, though, and a magic carpet will come along. Jump on it as soon as
it stops, then wait for it to take you back to Jinxy. Jump off, then find a way
to get onto his 'tail' behind him, where a pair of wading boots reside. Pick
them up, then use them to walk to the wall and anticlockwise around it until 
you get back to land again, picking up the notes and MUMBO TOKEN on the way. 
Check your totals - Gobi's Valley should be 100% complete now. So head back 
down to the level entrance and exit... and exit!





 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.15  |  AREA:                                                        |
|  GRL08  |  GRUNTILDA'S LAIR (PART 8 - AFTER GOBI'S VALLEY)              |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Back in the lair once more. Time to grab a pair of wading boots to get back
across the sand to the other side. Head back around the tree you exitted 
from to find a pair of boots, as well as BRENTILDA! Talk to her and write
down her gossip, snagging a nice energy refill if you're low, before picking
up the wading boots and going back over to the steps on the other side.

Back on solid ground again, head down the steps and right to find your now-
open sarcophacus, with a sparkling jiggy spinning around at the top. It's
a bit too high for you to be able to jump up to it normally, so use the
shock spring pad spinning round-and-round on the floor to launch yourself
up towards it. That jiggy jig just doesn't get old...

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #56 - Gruntilda's Lair Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   Hit the Witch Switch in Gobi's Valley's maze (in King Sandybutt's
    MMM8   tomb) to open the sarcophacus outside the level. Shock spring
   :MMMa   jump up to the prize inside.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

So, we're off to Freezeezy Peak now, right? Right? No, not really. Well, I'm
not going to be, since it's easier to go to the next level now then come back
to the Peak later, in my opinion. However, since you have all of the moves in
the game now, feel free to do the next two levels in whichever order you 
please - just skip the next section until you get to Freezeezy Peak if you 
really like. It's entirely up to you.

For everyone else, we're going to be travelling to a brand new level we haven't
explored before, and hopefully completing it while we're there. There's also
a couple of secrets we can grab afterwards, so don't miss those out. Head up
the stairs towards the Freezeezy Peak entrance room.

Once you're there, take a right but don't go through the snowy tunnel to the
peak just yet. Turn right again before you get to the snowy tunnel to find a
slope heading up to another new area we've yet to explore. Up here, keep 
following the walkway until you find another note door, requiring a total of
450 notes to be broken. Eaaaassy. Break the door, but don't go through. 
Instead, keep following the ledge to find a spiderweb covering something. 
Break it open with a couple of eggs to reveal a GREEN CAULDRON. We haven't 
found another one of these yet, and while this warp might not be the most
useful in the game, it can be handy if you get stuck in one of the later 
levels. We'll see when that time comes.

Turn your camera around (or press top C to look directly at the giant Grunty
head statue) and you'll notice that you can jump onto its hat from the ledge
you're on. Do so, then have a little explore and you'll find BRENTILDA again.
Write down her three facts, then take a look behind the point of the hat to
find an EXTRA LIFE trophy. You might not need it, I'm not sure, but they're 
always nice to have just incase. Head back over to the 450 note door you 
just opened, and head on through.


In the next room, you'll find yourself in an odd sort of cavern on an icy-
looking platform situated just above some water. In the middle of the pool
of water is a Shrapnel enemy (remember these guys?) but we'll ignore him 
today. Go into first person view until you can see a small tunnel under the
water, to the left of your starting point. Dive down and swim through there.

In the next room, you'll find there's more water, and if you look around there
are a lot of crates and stuff to jump across above, but unfortunately you 
aren't able to reach any of it just now. If only there was a way to raise the
water level. Anyway, hug the right wall from your entry point and dive down 
to find a MUMBO TOKEN in the corner of the room. Sweet. After you've picked
that up, head back towards your entry point, then right to find another 
underwater tunnel leading to another area. Be careful not to get bitten by
the orange Chump enemy as you swim through. Oh, but beware - it may be a good
idea to make sure your oxygen meter is full before you go swimming through, as
you'll need a bit of it in the next room.

When you emerge in the next room, you'll find yourself in a long, yellowy-green
tunnel. Hold R and keep tapping B to swim through. Once you make it through to
the other side, hold down on the control stick and keep tapping the B button 
until you surface. Keep an eye out for Chump in this room, as you certainly
don't want to get caught in his jaws. Anyway, swim over to the opposite side of
the room to find a few small grottos dug into the wall. Jump up onto the one
which is closest to the water level, then from there hug the left wall of the
grotto. Jump out, then feathery flap back towards a second grotto to the left
of the first. Repeat this for the next few platforms until you reach a platform
with the next jigsaw puzzle sitting on the wall. Stand on the podium and press
Z to use all your jiggies and watch as the next level, MAD MONSTER MANSION, is
opened. Once the cutscene is over, step off the podium but don't jump in the
water just yet. Make your way to the left side of the platform with the jigsaw
puzzle and you'll see another small grotto to jump to on the left, with a 
Whipcrack enemy occupying it. Jump to this, being careful not to get hit by
the Whipcrack, then go behind the enemy to grab a MUMBO TOKEN. After you've
grabbed that, jump into the water and dive straight down to find the exit 
tunnel, then swim back through to the room you were in previously.

Back in the next room, swim back through the tunnel in the right, then in the
following room surface and head back through the 450 note door you came through
before. Okay, so now we're back in the room with the large Gruntilda head 
statue, but now what? Head through the mouth of Gruntilda's head, since we
haven't fully explored this area just yet.

Head back up to the jigsaw puzzle you filled earlier for Gobi's Valley, then
look past it and you'll notice a walkway heading up to the next area. Don't
hug the wall here - be careful and note that this walkway isn't up against
the wall and has a little gap inbetween, so if you try to be 'safe' and stay
against the wall, you'll fall to a grisly death into the lava pit below. Nice.
Keep going and you'll see a tunnel to go through. There's another twisting
walkway in this room, but you needn't use it right now, since you'd just have
to take a second trip later on anyway. Head through the tunnel.

The music in the next area will take a spookier tone almost immediately. The
entrance to the next world is right in sight, however there's a few things
we need to do before we go inside. First off, talon trot up the slope, then
when you get to the house and the entrance to Mad Monster Mansion, take a left.
Along the wall is an iron gate - rat-a-tat rap the thing to break it off its
hinges. We'll need to keep this path open for later, but unfortunately there
isn't anything we'll find down there just now. Next, take a look behind each 
of the gravestones in the area and you should come across BRENTILDA the good
witch. Go on, then - write down her three facts and get a health top-up if
you need to, then head on in to the next level.




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.16  |  AREA:                                                        |
|  MMMNS  |  MAD MONSTER MANSION                                          |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Sixth level, huh? Out of nine? Yep. We're going alright, but there's still
a lot which is yet to come, and the difficulty is only going to ramp up 
from here. That said, you're probably a lot more prepared for it all now
than you were back when we started; unless of course you've played this 
game through before and just haven't beaten it completely.

Let's get started then. Right in front of you are four notes sitting on
the small stone fence. Towering over you is the mansion. We'll have to
venture inside it a few times during this level, but the only problem
with that is choosing an entrance to take, since there's just so many of
them. We'll leave the house for a little later though. Instead, our first
mission here involves scouting out the large hedge maze in one of the
corners of the level. Don't worry - this one won't have a time limit like
the last, and won't be quite as difficult either.

Head left of the entrance and you'll find the start of the maze. Below is
a map detailing the layout of the maze. You'll want to make your way to 
the large iron gate and use a rat-a-tat rap to knock it off its hinges,
then collect the notes, ORANGE JINJO and the MUMBO TOKEN before exitting 
the maze from where you entered. Oh, and if you have trouble with the green
ghost enemies, or 'Tee-Hee's, then use your wonderwing attack to take 
them out for good.


+-------------------------------------------+    [J] = ORANGE JINJO
| [J]           |            [M]|           |    [M] = MUMBO TOKEN
|           +   |   +-------+---+           |
|           |   |           |               |
|           |   +   +---+   |   +           |
|           |       |       |   |           |
|           +---+---+   +---+   +-----------|
|           |       |                       |
|-------+   |       +---+       +-----------|
|       |   |       |           |           |
|   +---+   |       |   +-------+           |
|           |       |                       --> to churchyard 
|   +-------+   +---+   +-------+           |
|           |   |       |       |           |
|-------+   +   +   +   +---+   +-----------|
|       |           |       |               |
|---+   +   +---+   +---+   |   +-----------+
|   |       |   |       |   |   |
|   +---+   +   +---+   |   |   |
|       |           |   |   |   |
|       +---+       |   |   +   |
|                   |   |       |
+--------------------   --------+
                  ENTRANCE


Once you've collected all of the notes, the Jinjo and the Mumbo Token (check
each of the maze's nooks and crannies) head back through the entrance to the
start of the level - not towards the Churchyard, as we'll go there later. Back
in front of the mansion, look for a metal drainpipe on the corner of the house
near the hedge maze and climb it up to the second floor roof. Get into talon
trot mode and talon trot around the edge of the roof to pick up four notes, one
on each corner of the roof. Talon trot up to the second floor's wall and try to
find two windows with yellow light streaming out from them, and rat-a-tat rap
each of them to break them open. Don't head on inside yet, though - we'll be
using these windows as an entry point later on. For now, walk around the second
floor until you find a shock spring pad, then use it to get onto the roof. As
soon as you hit the slant of the roof, get into talon trot mode once more. 
There are four more notes up here on the corners of the roof, as well as some
other things. Grab the notes, then find the GREEN JINJO sitting on the small
chimney. Then stand in the gutter and carefully walk around the perimeter of
the roof until you find one of the windows at either end of the house. Jump 
from the house onto the small ledge just under the window, then rat-a-tat rap
it and go inside. Repeat for both windows on either side of the mansion.


=======================================
 INSIDE MANSION WINDOW # 1 - TOP FLOOR 
=======================================

In here you'll find a couple of paintings, a small fireplace, a barrel or
two as well as a bunch of notes. Tread carefully, as a new enemy called a
Portrait Chompa lurks behind each of the paintings in the room. You can rid
the painting of the ghoul within by using a simple rat-a-tat rap, just like
you would use against the Grille Chompas back in Clanker's Cavern. From now
on within this level, use a rat-a-tat rap while passing all paintings - just
to be safe. Grab all of your notes then exit the room.

=======================================
 INSIDE MANSION WINDOW # 2 - TOP FLOOR
=======================================

The second mansion window on the top floor contains a bit more than the
first. You'll notice a large bed on one side of the room, and some chests
if you take the time to look around. Take care of the Portrait Chompa left
of the window first, then use the shock spring pad under his painting to
leap up onto the top of the bed to find the YELLOW JINJO. Hop down again
and use your wonderwing attack to defeat the Tee-Hee ghost if you like,
then scour the room for a replacement gold feather behind a chest in the
corner, four notes atop another and a MUMBO TOKEN behind a chest in 
another corner. After you've collected all of these items, exit.


* * *

Back outside again, eh? Talon trot jump from the ledge under your window
back onto the roof, then find the shock spring pad and use it to leap up
high into the taller chimney...


A couple seconds later and you'll emerge in what seems to be the dining
room of the mansion. The camera will cut away for a moment and Banjo will
be frozen in place while the screen focusses on a large, green ghost hovering
above a table in the middle of the room. He hasn't noticed you yet for he is
sound asleep, although you have no doubt by now noticed the golden prize
inside him. The problem is finding a way to get to the jiggy without waking
him up. The floorboards in this room are exceptionally creaky, so whatever
you do, you won't be able to step on them. Ever played 'the floor is lava'
as a kid? If not, you have been deprived as a child. Well, maybe not, but
the idea is to use whatever you can do get from one side of the room to the
other without touching the floor. In this case, we'll use the chairs which
have been lined up rather conveniently for us to jump across.

First thing to do before you make your way to the jiggy is to grab the
MUMBO TOKEN in the left flame of the fireplace from your entry point. Make
a small hop towards it and you may be able to snag the token without being
burned by the flames. Afterwards, make your way to the front of the stone
platform of the fireplace and feathery flap to the first chair, grabbing 
the note on top. Repeat this process for the next two chairs, then feathery
flap right onto the table and run straight into your prize. Nope, no traps!

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #57 - Mad Monster Mansion Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   Make your way to the top of the mansion via some drainpipes and
    MMM8   shock spring pads, then jump into the large chimney. Inside,
   :MMMa   jump across the chairs to the table without touching the floor
  MMMMM    or you'll wake the ghost up. Run straight into the jiggy once
   MM@     on the table.
+-------------------------------------------------------------------------+

Once you've grabbed your jiggy, Napper the ghost will whisk off, revealing
a flight pad which was lying under him. Press A to soar up into the 
chandelier above you, collecting an EXTRA LIFE TROPHY. Not that you'd need
it, though. Land on top of the fireplace to get some eggs if you like, then
head to the door and open it with a Beak Barge attack before exitting the
room.


Outside the front of the mansion once more on the wooden verandah, make a
right and head all the way around the mansion until you find a brick wall
with a small trapdoor illuminated by some eerie green light. Use your beak
buster move to break open the wooden trapdoor, then walk on inside.

You'll reemerge down in the mansion's cellar. Walk down the stairs and into
the room, then use your wonderwing attack on the Tee-Hee ghost if you need
to. Four wooden kegs lie on either side of the room, most of which with the
numbers '1881' on the front, apart from one with a grey X. Ignore the keg
with an X on it for now, and instead use your beak barge on all of the 
other kegs to find a gold feather, some eggs, a MUMBO TOKEN, the PINK JINJO
and a jigsaw piece. Too cool...

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #58 - Mad Monster Mansion Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   Head around the back of the mansion and beak bust open the 
    MMM8   cellar, then break all of the wooden kegs you can inside to
   :MMMa   find your jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

After you pick up your jiggy, flap flip up onto the shelf at the back side
of the room from the stairs and collect the four notes up there before you
exit the cellar.


Hug the wall on the far side of the mansion and you'll find another iron 
gate - rat-a-tat rap it to remove it from its hinges, but don't go through
to the churchyard. We'll do that later, I promise. Head into a small opening
right of the gate to find three notes hidden in the grass. After you've 
collected these, come out again and head right around the wall and up the
steps to find a new area illuminated in yellow light from a small cottage.
There are a couple of skeleton enemies, or Limbo, around here, but attacking
them normally will only stun them like it did with the Mum-Mum enemies in
Gobi's Valley. You'll have to use your wonderwing if you want to defeat them
permanently and get some of that sweet honeycomb.

Now, from the stairs you entered the area from, head right and then into the
small alcove in the wall to find a MUMBO TOKEN. After you've snatched that 
up, head over to the cottage and use your beak barge attack to break down the
door. Head inside.


Inside the cottage, you'll notice a large ouija board sprawled out on the
floor in front of you, with a crystal glass in the centre of the room atop
a jigsaw piece. You'll see that the faces of Banjo and Kazooie have been
painted on the floor, and sure enough, the letters around the outside of the
board make up the words BANJO-KAZOOIE if you pay attention. Jump onto the
glass and it will introduce itself as Tumblar. A purple, invulnerable Tee-Hee
ghost enemy will appear and begin to fly quickly around the edge of the board.
A timer will appear, and you'll need to spell out BANJO-KAZOOIE before time
runs out, while avoiding the ghost. Moving the control stick will move Tumblar
around the board, and you'll need to touch each letter with him in order to
spell out the words. Refer to the diagram below if you need some help with
this challenge - remember to pause if you're not sure where the next letter is.
Once you've finished the puzzle, grab the jiggy which is left behind, grab the
four notes in the corners of the room before exitting the shed.


 --- --- --- --- --- --- --- --- ---
|///| Z |///| E |///| O |///| I |///|
 ---+--- --- --- --- --- --- ---+---    
|///|                           |///|
 ---                             ---
| A |                           | O |
 ---                             ---
|///|                           |///|
 ---                             ---
| B |                             << ENTRANCE
 ---                             ---
|///|                           |///|
 ---                             ---
| K |                           | J |
 ---                             ---
|///|                           |///|
 --- --- --- --- --- --- --- --- ---
|///|///| O |///| N |///| A |///|///|
 --- --- --- --- --- --- --- --- ---


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #59 - Mad Monster Mansion Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   Find the small shed on one side of the mansion and break your
    MMM8   way in with the beak buster. Inside, use the glass object named
   :MMMa   Tumblar to spell out the name of the game - BANJO KAZOOIE.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+


Once you're back outside the shed, head behind it to find a shock spring
pad. Use it to leap up onto the top of the shed's roof, then quickly enter
talon trot mode to prevent yourself from sliding down. Grab the four notes
on the top and the MUMBO TOKEN before jumping off again. Head away from the
shed in the direction you've yet to explore until you come to a junction -
on the left will be an open path which leads to a well in the middle of 
some misty swamp water, whilst on your right will be another iron gate.
Rat-a-tat rap the gate down, then head out through it into a new area.

Here, you'll find a small pool with four notes around the edge as well as
a shock spring pad. Grab the notes, then use the shock spring pad to propell
yourself up and over the top of a whipcrack enemy writhing around in the
pool, and up onto a platform in the middle to pick up the BLUE JINJO. 
What's that? All five Jinjos already? Wow, niiice.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #60 - Mad Monster Mansion Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   Find all of Mad Monster Mansion's Jinjos.
    MMM8   Orange: In a corner of the giant hedge maze
   :MMMa   Yellow: In one of the mansion's highest rooms on a bed (break 
  MMMMM    the windows on the top floor)
   MM@     Pink: Inside the mansion's cellar around the back in a keg.
           Blue: In one of the corners of the level on a platform above a
           pool.
           Green: On top of a chimney at the top of the mansion.
+-------------------------------------------------------------------------+

Sixty jiggies? Sounds awesome. Scour the pool below the Blue Jinjo's platform
with the Whipcrack enemy in it and you should find a MUMBO TOKEN. Next thing
you want to do is hug the green stone walls in the area you're in, as you'll 
find a MUMBO TOKEN tucked away in a corner. After you've grabbed that, look
for some stairs leading up to a raised platform with a pair of running shoes
and a switch. Don't put the shoes on just yet - instead, beak bust the 
switch. A cutscene will show the door of the Church opening, but a timer 
will pop up at the bottom of the screen. Quickly grab your turbo trainers 
and hop over the wall, then run up the steps towards the mansion. Keep 
running around the mansion until you find the wall with the gate you 
knocked down earlier, just in front of the church. Run through there and 
into the church's doorway, hopefully just in time. Head inside.



The innards of the church, as you may notice, are ridiculously huge. You 
certainly wouldn't expect anything this massive from looking at the outside,
that's for sure. Time to get started exploring this place, though. At the
front of the church lies a huge organ, while two pews reside on either side.
We'll tackle the pews for now. There's a single note on the top of each of 
the pews for a total of four, so you'll want to flap flip up onto each of 
them for those, keeping wary of the two Tee-Hee ghosts which will no doubt
attempt to annoy you at this point. Use your wonderwing if they're proving
to be a hassle.

Once you've collected all of the notes on the pews, head up towards the organ
at the front of the church and under the stool. Flap flip up onto the foot
pedals for two more notes, then up again to the cushioned stool for a 
MUMBO TOKEN. Use the shock spring pad to leap up onto the keys of the organ,
then use your talon trot to jump up to the sheet of music which rests in
front of a ghostly hand. The hand will introduce itself as Motzand, and will
ask you to follow him as he plays his organ. This is rather easy, just stay
with the hand and use your beak buster attack to hit each of the keys as it
is played by Motzand (after the key turns blue). After you hit all five of
the keys Motzand plays, he will start again, this time a little faster and
hitting ten keys. Repeat the process again and a jiggy will appear atop the
organ pipes. 

It's interesting to note that the order Motzand plays the keys on the organ
(and the exact keys he chooses) remains the same every time you play. But
it's no real matter unless you like to speed run. Jump up onto the top of
Motzand's music, then up to the top of the organ. Jump up each of the organ
pipes to collect a bunch of red feathers and notes, then pluck up the jiggy
sitting at the top.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #61 - Mad Monster Mansion Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   After breaking your way into the church through the use of a 
    MMM8   switch right of the level entrance and some running shoes, get
   :MMMa   up onto the organ and meet Motzand. Use your beak buster attack
  MMMMM    to repeat the notes he plays back to him to make a jiggy appear
   MM@     on the organ pipes.
+-------------------------------------------------------------------------+

To be perfectly honest, most of this level is done already - there isn't 
much left for you to do now. Most things from now on are fairly easy. Anyway,
head over to the left side of the organ's top and you'll notice a platform
with a flight pad on it by the wall. Feathery flap over to the platform, 
then use the flight pad to soar up to the roof of the church, then land
on the large wooden area of the rafters above the organ-side of the church.

Here, hit the WITCH SWITCH and a jiggy will appear in the eye of the Grunty
head in Grunty's lair. Now, spin the camera around right behind Banjo by 
holding R (don't move with the control stick just yet) then let go of the
button once the camera is centred behind you and proceed to walk straight 
ahead and across the thin, wooden beam which suspends between the witch
switch's platform and another wooden platform on the other side of the 
church. Collect the MUMBO TOKEN in the middle of the beam as you cross,
then on the other side use your wonderwing attack to defeat the Limbo
skeleton enemy before flap flipping up for an EXTRA HONEYCOMB PIECE. 
Walk out onto the beam above the level entrance for a gold feather, then
stop. How the heck do we get down now? Well, if you weren't hinted by the
gold feather (or if you weren't brave enough to jump for it) then use your
wonderwing to drop down to the church's exit safely. Head outside again.


Outside in the churchyard once more, and the church's door will pull firmly
shut behind you. We won't be heading back in there again, though. Instead,
jump onto the gravestone next to the chuch's entrance, then get into 
talon trot mode and jump up onto the roof of the church. Collect all of the
notes on the roof, then jump up onto a block on one side of the church to 
get up to the clock tower. Stay in talon trot mode, and make your way around
to the other side of the clock tower to find a small hole with a MUMBO TOKEN.
Grab the token and head inside the hole.

You'll emerge at the top of the tower. Carefully grab each of the four notes
resting on each of the four corners of the tower, then use the shock spring
pad to bounce up to the weathervane, then climb the iron pole to the top.
Can you say: jiggy?

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #62 - Mad Monster Mansion Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   Break your way into the churchyard, then climb up to the top of
    MMM8   the church's clock tower. Get up onto the roof with some help
   :MMMa   from a gravestone near the church's front door.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+


After you've picked up your jiggy, feathery flap down to the church's roof
then down to the ground.


+-------------------------------------------------------------------------+
|  TIP:    BONUS ROOM + EXTRA LIFE - Mad Monster Mansion                  |
+-------------------------------------------------------------------------+
| Around the back of the church, you'll find a stained-glass window with  |
| Banjo and Kazooie's faces on it. If you jump through this window, you   |
| will find a bonus room stocked with eggs, red and gold feathers as well |
| as an extra life at the back. Talk about handy.                         |
+-------------------------------------------------------------------------+

If you take a look around the churchyard, you should notice a couple of
things. First of all, several of the gravestones will pop up out of the
ground and try to attack you. These enemies are known as Ripper's, and each
can be defeated with a couple of rat-a-tat raps or the wonderwing. Using
the rat-a-tat rap is probably the best choice here.

The other thing you may have noticed are a few, small brown pots with
googley eyes scattered around the churchyard. Fart an egg out into these
pots and some flowers will sprout from them while they thank you. Repeat
this for all of the flowerpots in the graveyard and you'll be rewarded 
with a jiggy. Make sure to explore behind all of the gravestones in the
area to find a MUMBO TOKEN before you pick up your golden prize, though.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #63 - Mad Monster Mansion Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   Fart eggs into each of the flowerpots in the graveyard to earn
    MMM8   this easy jiggy.
   :MMMa   
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Almost done here, believe it or not. Your next destination is Mumbo's Hut.
You may have seen it poking out from behind some of the walls before, but
perhaps not known just how to get to it. Anyway, work your way along the
walls of the graveyard until you find a section of the wall where some 
bricks from the top are missing, and you can see Mumbo's Hut behind it.
Flap flip up onto the wall, then drop down and enter the hut.

Inside Mumbo's Hut, grab the two notes on either side of his chair before
jumping onto the switch and hitting B. You'll have more than enough tokens
to be transformed, that's for sure. You'll emerge from Mumbo's spell as a
pumpkin; quite possibly the most useless of Mumbo's transformations, although
it does fit in with the spooky spirit of the level I suppose. The pumpkin
will be able to wade through treacherous terrain, as well as fit into tight
gaps that Banjo and Kazooie can't. Exit the skull.


Once back outside, bounce through the small gap in the wall on the right and
you'll reemerge back in the graveyard. You'll need to find a way up to the 
second floor of the mansion now, but the pumpkin can't climb up the drainpipes
so you'll need to find another way. Head back towards the hedge maze from
your current location. If you look back at the diagram of the hedge maze, you
may notice one of its corners is missing. Well, that corner may have been
inaccessible to Banjo, but you CAN get in there with the pumpkin. Sidle up
along the wall connecting the churchyard and the hedge maze and you'll find
another small gap in the base of the wall. Head on through to find a small
enclosed area with a sloped piece of the hedge leading up and connecting
with the wall of the mansion. Jump over this sloped hedge to find a MUMBO
TOKEN, then jump on it and climb up to the mansion. Jump into the first open
window in front of you.


You'll appear inside the mansion, in a new room you haven't explored before.
Most of the floorboards in this room have been broken away. Jump under them
in the middle and you'll find an EMPTY HONEYCOMB PIECE as well as some gold
feathers if you look hard enough and need to top yourself up. Nothing else
to see here, though, so go ahead and exit.

Back outside, head around to the opposite side of the mansion's second level
and jump in the next window that you left open from earlier. 

Inside again, this time in the mansion's bathroom. You'll notice a toilet 
bopping up and down on your left, who may introduce himself to you as Loggo.
Ignore him for now, and head over to the opposite side of the room to find
a MUMBO TOKEN lying in the sink. Once you've grabbed that, jump into Loggo's
bowl and let him flush you down to goodness-knows-where. You'll emerge in 
what appears to be some sort of sewerage tank, with all the brown, yucky
bits and everything. Make your way up to the top left corner of the room
and you'll find your jiggy.  

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #64 - Mad Monster Mansion Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   Break open the windows on the second floor of the mansion, then
    MMM8   come back as a pumpkin to get up there via a secret part of the
   :MMMa   hedge maze. Flush yourself down with the toilet who resides in
  MMMMM    the mansion's bathroom to find a room with a moose, erm, jiggy.
   MM@     
+-------------------------------------------------------------------------+

Once you've picked up your jiggy, head back up the sewage pipe to Loggo, 
then back outside once more. On the second floor of the mansion's roof, 
scour around the drainpipe until you find a small hole in one of its
corners near the level entrance. Pumpkin will be sucked right down into
the hole...

...and will emerge in a small, waterlogged area at the bottom of the
drainpipe, collecting a jiggy as he falls down. Take your jiggy and the
five notes in the pipe before exitting.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #65 - Mad Monster Mansion Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   Transform into the pumpkin, then maek your way onto the mansion's
    MMM8   second floor roof via a gap in the hedge maze. Find the hole in
   :MMMa   the drain pipe on one of the mansion's corners and drop down
  MMMMM    to find another jiggy.
   MM@     
+-------------------------------------------------------------------------+

Nine out of ten now, with just a couple of items to go until the level is
complete. But just where could they be? Where have we missed things? Well,
remember the well? Back near Tumblar's shed with the Ouija board? We're
going to go that way. Head towards the pool that you collected the Blue
Jinjo at, ie away from the level entrance and the hedge maze. Once you 
get there, head up the steps on the left to the well. Once you've found
it, jump into the misty water then go around the walls of the area and
check each of the small platforms above the water level. Jump up to the
ones on either side with notes on them and collect them, then jump back
into the water and splash your way towards the well. There's a small hole
in the bottom of it, so head in through there.


Inside the bottom of the well, carefully hop around the whipcrack enemies
to collect the final notes of the level as well as a MUMBO TOKEN. Then,
when you're done, hop through the hole in the large bucket to find the
final jiggy of the level.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #66 - Mad Monster Mansion Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   Find the well in one of the corners of the level and dive down
    MMM8   inside. You can either use Banjo to do so, or come back later
   :MMMa   with the pumpkin to make things easier for yourself.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Once you've picked up your jiggy, exit the well and head back to the level
entrance. Or you could just kill yourself with the whipcracks to warp 
yourself back. Whatever you like.




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.17  |  AREA:                                                        |
|  GRL09  |  GRUNTILDA'S LAIR (PART 9 - AFTER MAD MONSTER MANSION)        |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Outside in Gruntilda's Lair again, this time with the pumpkin. Don't quit
the game just yet, as there's a few things we need to do with this guy 
before we progress. One is necessary, and while the other isn't, it's
definitely helpful. Anyway, remember that giant iron gate you knocked 
down with Banjo just before you entered Mad Monster Mansion? Yeah? Well,
head down to it and follow the path behind it down to a small hut with a
convenient pumpkin-shaped hole in the door. If you didn't knock down the 
gate, you'll have to transform into Banjo to do it. Either way, enter the
house through the door.

You'll emerge in... a secret Mumbo Hut. Mumbo will be sitting at one end
of the crypt on his chair, with a coffin lying between him and the door.
Head up to Mumbo and transform, then defeat the Tee-Hee enemy with your
wonderwing. After that, use your beak buster to break open the coffin, 
then hit the switch inside. A cutscene will show the water level rising
in one of the flooded areas of Grunty's Lair, giving access to a whole
new area for exploration. We'll head there later. For now, jump back
up to Mumbo and transform, then run around the back of his chair to 
collect a MUMBO TOKEN before you exit the hut as the pumpkin.

Back in the graveyard, head back up the hill then exit the Mad Monster
Mansion lobby area back to the 'lava room'. Remember this place? Well,
there's just one area we haven't explored in here just yet, and you
probably know what I'm talking about. Take the winding path on the left,
making sure to keep the camera behind you so you can see. The lighting
in this room changes dramatically, so if you can't see what you're
doing just wait a few seconds until the path is lit up again. When you
finally make it to the end, you'll meet up with BRENTILDA the witch, so
be sure to write down all of her notes. Don't head back just yet, though.
Head through the small passageway in the wall beside her. 

+-------------------------------------------------------------------------+
| CHEATO THE SPELLBOOK 2 [IN THE LAVA ROOM WITH PUMPKIN TRANSFORMATION]   |
+-------------------------------------------------------------------------+

Woo, Cheato again! So, just what has the old red book got in store for us
this time? As it turns out, it's another cheat, this time to double your
red feather supply to 100. This is definitely a helpful one, more so than
the double eggs code since feathers can be hard to manage later on. 
Especially when you can only pick up one feather at a time to replenish 
your supply. Once you've collected your cheat, exit Cheato's cave and make
your way back across the winding path in the lava room before heading down
to the Gobi's Valley jigsaw puzzle. Head past it and Mumbo will transform
you back into Banjo and Kazooie once more. Exit through the door.


Now is the time to save and quit if you like, but otherwise head right and
through the snow filled tunnel before entering Freezeezy Peak. 




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.18  |  AREA:                                                        |
|  FZP02  |  FREEZEEZY PEAK (PART 2)                                      |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Back again, finally! This time, we complete the level for good - I promise.
In this level, relax, sit back and enjoy the snow. This should provide you
with a nice little break, since most of the gameplay after this world is 
going to get a lot tougher and you will definitely get frustrated at one
point or another, there's no doubt about that.

We already collected Bottles move for this level, as well as a Mumbo Token
hidden near the stack of presents. So there's no need to worry about those
any more. That said, there still is quite a bit to be done here, so let's
get started.

Talon trot down the icy slope past the igloo once more and past Boggy the
polar bear - we'll attend to him soon. Talon trot down the next slope and
towards the presents again, but make a stop at the present sitting on some
wood in front of the huge Christmas tree - the one I'm talking about is
bouncing around as if something is trapped inside, trying to get out. Jump
onto it and beak bust the top and a Twinkly will pop out.

The Twinklies tell you they need to get to the Christmas tree, but will 
need to be protected from the Twinkly-Muncher enemies which will periodically
pop out of the wooden path from three holes. You'll have sixty seconds to 
get 10 twinklies to the tree - the twinklies will hop to the tree on their
own, all you have to do is attack the Twinkly Munchers. Use your rat-a-tat
rap attack to defeat each of them as it's much faster and more efficient
than other attacks. Keep going until ten of the twinklies have successfully
made it to the tree, then you can stop.

The twinklies will thank you, then let you know that a golden star switch
has appeared on the back-side (haha, backside) of the tree's pot. Run 
around to the back, then use your rat-a-tat rap to get rid of the Chinker,
ice cube enemies. Grab the notes behind the tree, then use the top C button
to get a good view of the switch before pounding it with three eggs. The
tree will light up, but only temporarily! You'll be told that you'll need
to fly through the giant star above the Christmas tree three times before
you get your hands on any sort of prize. Fan-bloody-tastic. 

Get into talon trot mode and run back to the stack of presents where you
learned the Beak Bomb attack from Bottles, and jump up the presents 
until you find a flight pad. You can use your flap flip to get up some
more pressies to find four notes and the PINK JINJO if you like, but if
you feel you won't make it just come back for them later.

Once you're in the air, fly over to the tree and up to the star. Hold the
R button so that you can turn more easily, then fly straight through the
golden star three times - it doesn't matter which side you fly through it
from, though. After you're done, a cutscene will show a piece of glass
inside the tree shattering, uncovering a jiggy. We'll come back for this
one later though. 

Fly over to the giant snowman in the middle of the level and you should
notice three red and blue buttons on his front which look suspiciously like
targets for you to hit. Go on, then - beak bomb into each of the three
buttons and a jiggy will appear between the snowman's legs. Again, don't
worry about it - we'll grab it later.

By now, you should have become accustomed to the laughing snowmen scattered
around the level who like to tick you off by throwing snowballs all over
the place. Well, we're going to get rid of them now to save ourselves of
the trouble later on. Just how do you get rid of them? You'll notice each
snowman has a big, bright red X painted on his top hat - all you need to
do is use a beak bomb aerial attack on this X to defeat him. The best way
to do this is hold the R button for better turns, then get right up in 
front of the snowman's hat while flying and beak bomb it when you're right
in his face so you can avoid missing him altogether and shooting into a
wall instead. And you don't want to do that, believe you me.

Below is a list of the locations of all five of the snowmen within the
level. Take 'em all down and grab their items if you can.


1. Sitting on an island in the cold water near the stack of presents.
Hitting him reveals the WITCH SWITCH.

2. Sitting on a lone present near the stack of presents.
Hitting him reveals a MUMBO TOKEN.

3. Sitting on an island in the cold water near the snow-covered houses.
Hitting him reveals a MUMBO TOKEN.

4. Sitting on an island in the cold water between the snow-covered houses.
Hitting him reveals an EXTRA HONEYCOMB PIECE.

5. Sitting near the base of the giant Snowman's red and yellow scarf.
Hitting him reveals a gold feather.


Once you've hit all of the five snowmen, a jiggy will appear at the very
top of the giant snowman on his top hat. We'll go after that one later
(what? Again?!), so for now land near the fifth snowman, at the base of
the giant snowman's red and yellow scarf. Get into talon trot mode and
start ascending the scarf, collecting all of the notes and red feathers
along the way - feathers are always good just incase you run out later,
I think. Once you make it up to the Snowman's head, circle around his
neck to grab the final notes, then jump out onto the Snowman's giant 
broom with a feathery flap and collect some gold feathers as well as
the BLUE JINJO. Jump back to the scarf, then back around the front to
find a shock spring pad. Launch yourself up to the snowman's mouth,
then carefully walk along his giant wooden pipe to find a jiggy in
the end. Sweet.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #67 - Freezeezy Peak Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   Fly up to the top of the giant snowman and jump into the large
    MMM8   pipe sticking out of his mouth to snag this gold. Easy enough.
   :MMMa   
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Don't worry, there's more gold to come! Clamber back to the snowman's 
mouth and use the shock spring pad to get up to his eyes. Grab the gold
feather sitting in each, then pick up the PRESENT sitting on his nose.
You'll be notified that these presents are good for cheering up those who
might be sad. We'll find someone to cheer up later on, don't worry. For 
now, use the flight pad on the very tip of the snowman's carrot nose to
launch yourself up into the air. Fly up to the top of the snowman's top
hat and make your landing carefully, then use your rat-a-tat rap attack
to get rid of the Chinker ice cube enemies before grabbing your gold.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #68 - Freezeezy Peak Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   After learning the Beak Bomb attack from Bottles, take out all
    MMM8   five of the Sir Slush snowmen enemies by hitting the red X on
   :MMMa   their hats. Once all five are down, fly to the top of the giant
  MMMMM    snowman's hat for your prize.
   MM@     
+-------------------------------------------------------------------------+

Once you've got your jiggy, get into talon trot mode and carefully make
your way around the edge of the hat to collect all of the notes. After
that, feathery flap down to the brim of the hat, then find the hole in 
the brim and drop down through it to land on the Snowman's carrot nose.
Feathery flap down to the scarf now and jump on the sled under the 
Snowman's pipe. You'll go hurdling down the snowman's scarf before hitting
a sort of ski jump, collecting a MUMBO TOKEN in midair before crashing
atop Boggy the Polar Bear. Boggy will cough up a golden prize for you 
before running off. Go on then - pick it up.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #69 - Freezeezy Peak Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   Fly up to the giant snowman's scarf and jump on the sled to 
    MMM8   knock a jiggy out of Boggy the Polar Bear.
   :MMMa   
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+


Next up, talon trot back down the icy slope and towards the giant snowman.
This time, jump to the snow platform which resides under his legs. Circle
both of his legs for some notes, a MUMBO TOKEN, a second MUMBO TOKEN then
pick up the jiggy you earned earlier.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #70 - Freezeezy Peak Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   After learning the beak bomb attack from Bottles, use it on 
    MMM8   each of the giant snowman's three buttons to make a jiggy 
   :MMMa   appear between his legs.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

So, what to do now? Head in the opposite direction of where you came and
you should find another snow platform in the icy water with a green
PRESENT on it along with a couple of eggs. Pick them all up, then talon 
trot up the snowy slope on the other side to find Mumbo's Hut. Problem is,
he's on the other side of an icy cold pool of water. Either jump across
(you'll lose at least one honeycomb) or go back and fly across if you're
the conservative type. Either way, enter Mumbo's Hut.


Inside Mumbo's, flap flip up onto the rafters to find a few notes and the
YELLOW JINJO. Drop down and cough up your Mumbo Tokens and Mumbo will
transform you into a Walrus. The Walrus is fat and is able to withstand
the icy waters of Freezeezy Peak. Take him outside.


Back out in the snow, you'll need to head right for your first task with
the Walrus. You'll find a couple of snow-covered houses here as well as
an ice-cold lake with notes scattered around its edges. Collect all of 
the notes in the lake, then jump up onto two of the houses to collect
another six. Head behind a third house in the corner to find the GREEN
JINJO.

Once you've got your Jinjo, head back in the direction of the level 
entrance and exit. There's two icy slopes here - one large and one small.
Take the smaller one on the left and you'll find a starting flag as well
as Boggy, bopping up and down on his sled. Grab the notes behind him
first, then hop on the sled to challenge him to a race.


Now, this race can either be tough or easy, but it revolves around a
sneaky mechanic Rare used to code Boggy's races. Basically, if you're 
out in front, Boggy will go faster to close the gap between you. If 
you're lagging a bit behind, he'll slow down. The idea is to stay right
behind him for most of the race and not try to jump in front of him
or you may be pushed off-course. When you reach the steep, icy slopes,
hold the control stick forward and jump up them over and over again as
fast as you can go for a speed boost. It's probably best to just stay
behind for the whole race, then when you get to the stack of presents
try to get in front by jumping rapidly up the final icy slope. Either
way, once you've beaten him, Boggy will hand over a golden prize before
running off. Snatch up your gold then, bear.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #71 - Freezeezy Peak Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   Transform into the Walrus and make sure you've completed
    MMM8   Freezeezy Peak Jiggy 3 (#69). Find Boggy and race him for a 
   :MMMa   golden trophy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

After you've collected your trophy, head back down the icy slope to find
Wozza the Walrus. Wozza is relieved that there's another walrus out in
the Peak and warns you of a smelly bear that you certainly don't want to
meet... ahem. He'll throw over a jiggy for you just like that, so go pick
it up. It doesn't get easier than this...

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #72 - Freezeezy Peak Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   Transform into the Walrus and head up to Wozza's cave, just
    MMM8   past the stack of presents and up the icy slope. Easy gold.
   :MMMa   
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Wozza's welcomed you into his cave, so head on in! Inside, he'll inform you
of an orange pest that he'd like someone to get rid of, although it seems
that the Jinjo he speaks of is a bit too high up for your Walrus to reach.
Nevermind that, because there's still some more stuff we can do in here.
Wander over to the left side of the cave to find a pool of icy water with
a tunnel near the wall. Head on through the tunnel and you'll reach a 
small room with a raised platform in the middle - an EXTRA HONEYCOMB PIECE
on top. Grab your honey then exit Wozza's cave.


Back outside, head out to the edge of the cliff by Wozza's cave to find
a couple of notes (turn the camera around if you need to). Once you've got
those, jump in the icy water below and you should be able to find a MUMBO
TOKEN. After you've grabbed that, head back up to Mumbo's Hut once more
and transform yourself back into the bear and bird, we're not going to
need the walrus again. Grab the wading boots next to Mumbo's Hut and use
them to cross safely to the other side, then make your way over to the 
snow-covered house with the large chimney which had a jinjo behind it
previously. Jump onto the roof, then flap flip up onto the chimney to
reach a flight pad (this may require a couple of attempts, the chimney's
a bit tall). Press A on the flight pad and you'll soar into the air, 
picking up a MUMBO TOKEN as you do so. Fly back over to where you met
Boggy for your last sled race and, lo and behold, the bear is back. Talk
to him again, then when he says go, jump into the pair of running shoes.
Boggy may have a head start, but you'll have to catch up fairly quickly.
After you've caught up, stay behind him but don't try to cut him off, as
one wrong move will cause you to end up in the icy water. Using the same
strategy as before, stay behind him for most of the race before jumping
quickly up the final ice slope to beat him to the finish. Jiggy time.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #73 - Freezeezy Peak Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   Make sure you've learned how to use the running shoes and have
    MMM8   completed Freezeezy Peak Jiggy 5 (#71). Find Boggy again and
   :MMMa   race him like before, this time with the turbo trainers on.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

After you've snagged Boggy's jiggy, he'll run off in search of some presents
for his kids. Don't worry about that just yet though - for now, head back
down into Wozza's Cave. Inside, ignore Wozza's squeals of disapproval as
you enter and flap flip up to the ORANGE JINJO for another jiggy. Awesome.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #74 - Freezeezy Peak Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   Collect all of Freezeezy Peak's Jinjos.
    MMM8   Pink: On the stack of presents
   :MMMa   Blue: On the giant snowman's broom
  MMMMM    Yellow: In Mumbo's Hut on the rafters
   MM@     Green: Behind one of the snow-covered houses
           Orange: In Wozza's cave after you get Jiggy #72
+-------------------------------------------------------------------------+

Exit the cave, then make your way back down past the stack of presents and
to the Christmas tree. Jump up the wooden ramp and into the pot, then grab
the MUMBO TOKEN behind the tree's trunk before you climb up it.


Inside the tree, you'll find quite a few things. On the bottom floor is
a red PRESENT for you to pick up, the last of the set. Climb up the trunk
and feathery flap to the first wooden ledge going round the tree for a 
whole bunch of notes - in fact, collecting these *should* take your total
up to 100 for the level. After you've got all those, climb all the way to
the top, feathery flap out to the topmost wooden ledge then in towards 
the gold. Jiggy get!

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #75 - Freezeezy Peak Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   First, free the twinklies by beak busting their box in front of
    MMM8   the Christmas Tree. Hit the Twinkly Munchers with rat-a-tat raps
   :MMMa   to get 10 twinklies onto the tree. Hit the switch which appears
  MMMMM    at the back of the tree with three eggs, then fly through the
   MM@     tree's star three times. Finally, head inside the tree to find
           a jiggy at the top.
+-------------------------------------------------------------------------+

Once you've grabbed your jiggy from the Christmas Tree, you can exit. We're
pretty much done in this level now, so head back towards the level entrance
and exit. Once you get up the icy slopes, head into the igloo on the left.
Grab the MUMBO TOKEN behind the table, then hand over each of the presents
you collected earlier to Boggy's kids for your final jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #76 - Freezeezy Peak Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   Take the presents back to Boggy's kids in his igloo.
    MMM8   Red Present: In the giant Christmas Tree
   :MMMa   Green Present: On a snow covered island in the icy water near
  MMMMM    the giant snowman
   MM@     Blue Present: On the giant snowman's nose.
+-------------------------------------------------------------------------+

After you've got your reward, exit the igloo and the level. You won't need
to come back here again.




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.19  |  AREA:                                                        |
|  GRL10  |  GRUNTILDA'S LAIR (PART 10 - AFTER FREEZEEZY PEAK)            |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Back in the lair once again, and there's a couple of jiggies and extra
stuff we're able to pick up now before we venture into the next level. 
First off, make sure you've destroyed the web on the floor covering the pit
in the room with the giant Grunty head statue. Once you've done that, head
back just outside the Freezeezy Peak entrance and use the shockspring pad
to launch yourself up to a small tunnel cut out in the wall. You can use a
second shock spring pad to launch yourself up to a small hole with a MUMBO
TOKEN in it, but otherwise make your way across to the left side of the
tunnel where you'll find a switch with some feathers painted on it and
a pair of running shoes ready for use.

Beak bust the switch and a flight pad will appear in the pit in the adjacent
room. Roll forward into the running shoes and jump down, then quickly
sprint through the tunnel and back to the pit. Jump in and press the B
button to cancel the shoes if you need to before tapping A to take off
into the air, just in time.

Next part, you'll want to fly back to the wall between the room you're in
and the Freezeezy Peak entrance. Flap up to roughly the level of the 
Grunty Statue's hat to find a tunnel. Fly through this tunnel without 
once touching down on the ground to get back to the Freezeezy Peak 
entrance area. From here, just flap up towards the topmost opening in the
wall and fly in for a jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #77 - Gruntilda's Lair Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   After hitting the Witch Switch in Freezeezy Peak, as well as 
    MMM8   learning the running shoes from Bottles in Gobi's Valley, use
   :MMMa   the switches in the wall above the Peak's entrance to activate
  MMMMM    a flight pad, then fly up high above the Peak's entrance for 
   MM@     the jiggy.
+-------------------------------------------------------------------------+

After you've grabbed your jiggy, use the flight pad it was sitting on to
get back into the air, then fly back through the tunnel you came through
before to the giant Gruntilda head. Fly over to the left eye, then use
a beak bomb attack to shatter the glass before landing inside to collect
your gold. Nice.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #78 - Gruntilda's Lair Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   After hitting the Witch Switch in Mad Monster Mansion, use the
    MMM8   switch above Freezeezy Peak's entrance to activate a flight pad
   :MMMa   for you to use. Use the running shoes to get to it, then fly up
  MMMMM    and beak bomb the Grunty statue's eye for your jiggy.
   MM@     
+-------------------------------------------------------------------------+

Alrighty then. Next, drop down from the Gruntilda statue and talon trot up
the slope on the other side of the room to get to the doorway which 
previously housed the 450 note door. Head on through.


You'll emerge in the next room underwater. Remember how you raised the 
water level after beating Mad Monster Mansion? If so, good. If you didn't,
go back and do it now or you won't be able to progress. Either way, dive
down into the underwater tunnel to the left of where you emerge to get to
the next room, ie the next level's lobby.

In the next room, swim up to the water's surface and you'll notice a new
docking platform for you to explore. Jump up onto the dry land and walk
up the steel ramp. You should notice the entrance to the next level,
Rusty Bucket Bay, although it's firmly closed right now. For now, make
your way across all the crates scattered about the dock and jump to the 
stone platform in the corner of the room with a small, brown, wooden
crate on it with a Rareware symbol on the side. Use a beak buster to
smash it open, then use another beak buster attack on the switch inside
to cause the water level to rise once more. The docks will become submerged,
but if you take the time to have a look around you may notice a few new 
paths have opened up.

First up - hug the far wall back towards Rusty Bucket Bay's entrance
and you'll find a second GREEN CAULDRON, creating a warp between the two.
Now that you've activated this Cauldron, you can save and quit if you like
since you'll be able to reach this room easily by using the purple and green
cauldron warps. Otherwise, swim over to the other side of the room and you
should notice a hole in the wall for you to jump up into, on the side of
Rusty Bucket Bay's entrance.

In the next room, ignore the Beehive and use your beak barge to get rid
of the iron grate on the right. Head on through to find... the Rusty Bucket
Bay puzzle! Jump on the podium and hit Z to enter all your jiggies into
the puzzle and Rusty Bucket Bay will open for you to explore at last.
Exit the room, then in the RBB lobby, dive down to the entrance of the
level and swim on through.




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.20  |  AREA:                                                        |
|  RBBAY  |  RUSTY BUCKET BAY                                             |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Well, well. Here we are, at arguably the most frustrating level in the game.
Why is it so frustrating? Well, the toxic waters are one thing. Step foot
in the water and you'll be gasping for air. Dive under and your oxygen will
deplete twice as fast as usual. It's not too nice.

That isn't the main issue with Rusty Bucket Bay, though. The main problem
arises from a rather intense segment of platforming which requires both
precision, speed and perhaps even a bit of luck to make it out alive. One
wrong step will make you fall to your grisly death. You'll learn more
about this soon enough, though. I'll say one thing - it's better to get 
this part of the level out of the way first to avoid too much frustration.
If you're still dying after the tenth try, you can give it a miss for
a while and come back to it, but just remember that you'll need to collect
all those notes again at some point...

+-------------------------------------------------------------------------+
|  WARNING: 'Tough Stuff' Ahead                                           |
+-------------------------------------------------------------------------+
| The engine room is most commonly quoted as the hardest part in Banjo-   |
| Kazooie, sometimes even the entire franchise. If you're dying too much  |
| during the next part, skip ahead to 'Rusty Bucket Bay Progression' and  |
| you'll be able to work your way through the rest of the level from      |
| there.                                                                  |
+-------------------------------------------------------------------------+

First up, head straight ahead towards the ship and up the ramp collecting
the notes as you go. Once up on deck, head to the right, the bow. Or is it
the stern? Yeah, the stern. Avoid the lifesaver enemy, or Flotsam, or take
him out with a rat-a-tat rap if you wish. Jump past all the crates full of
goodness-knows-what then climb down the steel ladder to get to the deck of
the ship's stern.

Head out to the edge of the stern and carefully collect all the notes on
the edge before heading over to the far side of the ship, investigating
the lifeboat to find a MUMBO TOKEN. Jump back on board and jump into the
nearby periscope to find a hidden room. Inside, you'll find a Seaman
Grublin enemy along with some notes and a large switch. Hit the switch
and a cutscene will show the fans inside the engine room slowing down.
Pick up the notes and exit back through the periscope.

Back on deck once more, climb the iron rungs behind the periscope you just
came out of and head back across the ship's deck again. Leap up the crates
and stop when you get to the first smokestack. It's the huge, round cylinder
thing. On the left side of it, you should find a small iron door - use your
beak barge to open it up, then head inside...


Welcome to the engine room. Here you'll find out what your nightmares for
the next few weeks/months/years will be made of. It's not too nice, but
we'll try and do as much as we can. If you die during the next segment, 
you'll be lucky in that you won't have to do the entire level over, just
this little bit. Although that's where the problems lie - getting this
little bit right.

Circle around the metal ledge and take out the Grille Chompas in the walls;
they may prove to be a hassle later on if you don't get them now. On the
opposite side from where you entered, climb down the long iron ladder 
until you reach the very bottom where a beehive resides. Don't attack him
or you'll be hurt by his bees. Make your way to the opposite side of the 
shaft to find a tunnel, but don't go through just yet. Flap flip up above
the tunnel entrance to find a small pipe with an EXTRA HONEYCOMB PIECE
tucked away inside. Sweet.

Drop down from the honeycomb pipe and slowly head through the tunnel to
get to the main area of the engine room. Stop and have a look ahead of you.


     | |
 ____| | 
|  ____|
| |              M = Mumbo Token
|M|
| |____
|____  |
     | |
     | |
    START


You'll start at, well, START. In front of you is a large spinning beam, 
which will rotate for a few seconds before coming to a stop in the position
in the diagram above. As soon as it stops, jump across to the other side,
or pick up the MUMBO TOKEN if you're feeling especially courageous. Once
done with the first spinning beam, you'll come to a few spinning cogs. The
idea here is to flap flip up the cogs, on their 'far side' so that you
don't get knocked off them so quickly. Once you're at the very top, you
can take a breather on the platform. Get rid of the Seaman Grublin enemy
with a rat-a-tat rap if you wish, then get ready for the tricky part.

                       +----+
                       |[J1]|                     KEY:
                       |    |                     n  - notes
 ---                   +----+                     M  - Mumbo Token
 | |                    |  |                      E  - Extra Life Trophy
 |E|                    |  |                      S1 - Propellor Switch 1
 | |  +----+___________+----+___________+----+    S2 - Propellor Switch 2
 | |--| S1 |    [F]    |n  n|    [F]    | S2 |    F  - Fan Blade
 |----|    |___________|n  n|___________|    |    J1 - Jiggy
      +----+           +----+           +----+
        ||              |  |              ||
        ||              |  |              ||
        ||             /[F] \             ||
        ||             \    /             ||
        ||              |  |              ||
        ||              |  |              ||
      +----+           +----+           +----+
M-----|n  n|-----------|    |-----------|n  n|-----M
 -----|n  n|-----------|    |-----------|n  n|-----
      +----+           +----+           +----+
                    START/FINISH



I won't lie to you - this bit is tough. From the START on the map above,
turn left to see a thick, spinning beam connecting the platform you're on
with another one with four notes on it. When the beam stops spinning, 
feathery flap across it until you get to the other side. Collect the notes,
but ignore the Mumbo Token for now. Instead, turn in the direction of S1
and you'll see another large spinning beam, similar in shape to the one
you crossed before. The difference is that this one stops at a different
position, meaning that as soon as it stops, you'll need to run forward
across it, flap flip up onto the top, run forward then feathery flap down
to the platform with S1. Make sure you are facing directly towards the
beam and have the camera directly behind you before you try this, as it
can be a bit tricky.

Alright, so you've made it to S1. Hit the first Propellor Switch and a 
cutscene will show the propellors at the stern of the boat slowing down
slightly. There's a jiggy tucked away in there, but in order to get it
you'll need to stop the propellors completely and dive down there before
they start back up again. Nasty. Run up the ramp and grab the extra life
if you want, then turn and stand on the thick pipe in front of the first
fan blade. Now, here's the REAL tricky part. Give yourself a little bit
of room between yourself and the blade, then watch how it spins. Every
now and then it'll slow down, giving just enough time for you to jump
through. When the blades slow down, watch them until one of the blades
is DIRECTLY in front of you then quickly jump and feathery flap through.

If you're lucky enough to pass through, grab the notes then pick up
your jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #79 - Rusty Bucket Bay Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   At the stern of the ship, jump into the periscope and hit the
    MMM8   switch in the room below to slow down the fans in the engine 
   :MMMa   room. Go back across the ship's deck and break open the iron
  MMMMM    door on one of the smoke stacks to find the engine room. 
   MM@     Navigate the platforms in the expansive area below for a jiggy.
+-------------------------------------------------------------------------+

Alright, take a deep breath again; we're not done yet. Go back to the 
platform that had the notes on it before, then turn left and face the next
fan. Stand on the middle of the pipe and jump through when the blade is 
directly infront of you and has slowed down, just like last time. If you
get through, well done - there's no more blade jumping required. Next up,
stand on [S2] or the second propellor switch, then change the camera 
around so that you're facing directly towards the spinning beam with the
camera behind you. Hit the switch after the beam begins to spin, and a
cutscene will show the propellors at the back of the ship stopping 
completely.

Back in the engine room, a timer will appear for SEVENTY SECONDS. Don't 
panic though, the worst thing you want happening is to die now after all 
your tough work. Run towards the beam when it stops, then feathery flap
across to the other side and jump up onto the platform with the notes.
Carefully collect all four of them, then make your way across the thick
pipe which was spinning before and is now stopped (thankfully) to the
platform which used to have a Seaman Grublin on it.


+-------------------------------------------------------------------------+
|  NOTE: MUMBO TOKENS - Rusty Bucket Bay Engine Room                      |
+-------------------------------------------------------------------------+
| If you look up at the map above, you'll notice a MUMBO TOKEN at the end |
| of one of the pipes near you as well as a second MUMBO TOKEN on the     |
| other side. The best time to collect these two tokens is when the       |
| spinning pipes have stopped, i.e. right now, but you probably don't     |
| enough time right now if you're going for the propellor jiggy at the    |
| back of the ship. Make a note of these two tokens so that you can come  |
| back for them later.                                                    |
+-------------------------------------------------------------------------+


Once you get to the 'FINISH' on the map, feathery flap down past the cogs,
then wait for the spinning beam to stop before crossing it. Now that there's
no way of falling to an instant death, you need to run in order to get 
your jiggy in time. Start talon trotting and jump over the bee hive and
grab the iron railings, then climb all the way up to the top of the ladder.
Jump off, get into talon trot mode again and sprint through the open door.


Back outside again, sprint down to the stern of the boat - this should be
the only other area of the boat you would have explored at this time. You
should make it there with 15-25 seconds to spare. If you have less than
10, don't bother attempting the next part. Jump off the edge of the boat
then dive towards the boat's stern to find two propellors and a small
space behind them. Hold R and swim inside then move around until you get
the jiggy between the two propellors. As soon as you grab it, swim out 
through one of the gaps between the propellors and surface on the water
before feathery flapping to one of the crates floating in the water past
the stern. Jump on it and wait to get your air back again.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #80 - Rusty Bucket Bay Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   After getting Jiggy #79 and hitting both propellor switches in
    MMM8   the engine room, rush back out to the ship's stern and dive 
   :MMMa   down and behind the propellors to collect your jiggy. Don't
  MMMMM    worry - it's much, MUCH harder than I've made it sound. :D
   MM@     
+-------------------------------------------------------------------------+

Feathery flap across the water back to a crate near the entrance's side, 
then jump up onto the land from there. Collect the four notes scattered 
around the beehive* before heading right and over the grey roof of a 
warehouse and back towards the level entrance.

+-------------------------------------------------------------------------+
|  NOTE: Rusty Bucket Bay Progression                                     |
+-------------------------------------------------------------------------+
| Thus ends 'that bit that you might have to repeat over and over'. If    |
| you died anywhere between the start of this level's write up and here,  |
| you'll have to start it all over again. Of course, things are a little  |
| easier if you manage to get the propellor jiggy before dying, but       |
| otherwise you have to do the same process for that jiggy each time.     |
| Remember, if you're dying too many times and don't like the engine room |
| anymore, you can start from here instead and do that bit later. You     |
| just need to remember that there's 12 notes sitting in there, just      |
| waiting for you...                                                      |
+-------------------------------------------------------------------------+


From the level entrance area and facing the ship, head left to the edge of
the platform you're on and you'll soon come to an edge. Across the gap is
a disgusting looking warehouse, but we want to get there somehow. If you
look to your left at the wall, you'll notice a small hole with the words
'TOLL 2' next to it. Go up towards it and spit two eggs into it, and you'll
hear a chime. A ledge will pop out of the wall for you to use to get to 
the warehouse. Walk across the ledge and take out the Grille Chompa, then -
hang on... what's up with those floating items out above the water?
Head back to the toll and spit four more eggs into it, and another chime
will be heard before the platform extends once more. Cross it and flap
flip up for two gold feathers and a MUMBO TOKEN. Awesome.

Get into talon trot mode and go over the top of the shed's tin roof. On 
the opposite side, find the window on the roof, stand on it, then perform
a beak buster attack to break it open. In we go.



Inside, you'll end up falling on a small plank of wood, suspended above
some dirty water with a giant piranha enemy, Chump swimming around in it.
Slowly follow the plank of wood back until you get to some crates, then
flap flip up them and look around until you see a jiggy. Grab it.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #81 - Rusty Bucket Bay Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   Left of the entrance is a warehouse. Fire eggs into the toll
    MMM8   hole to cross the bridge, then beak buster the window on the 
   :MMMa   roof to get in. Have a look around once inside to see your jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Once you've grabbed your jiggy, have a look around to see four notes on
the opposite side of the room. Use the crates and planks of wood to get 
across to the other side and collect them. If you fall in the water, head
over to the bottom left corner of the room from where the camera looks
and jump up there before using the floating crates to get across to the
other side. Once you've got your notes, exit the warehouse through the
front door in the water.


Back outside again, but now you're down in the murky water. Quickly swim 
up towards the Rusty Bucket, following the chain of an anchor which has
unfortunately trapped poor Snorkel the Dolphin on the stone floor of the
port. Up, up, up into the anchor hole...

You'll emerge in... the anchor room! No surprises there. Surface quickly
so you don't lose too much air, then feathery flap right until you find
a steel-floored hallway. There are Grille Chompas on either side of this
place, so stick to one wall so you only have to deal with half of them
then take them out one by one until you get to the room at the end of 
the corridor. Rat-a-tat rap the two Seaman Grublin enemies, then pick up
the four notes before beak busting the large square switch with the anchor
on it. A cutscene will show the anchor being pulled back up into the hull
and Snorkel swimming away, leaving a jiggy behind on the floor for you to
pick up. Exit the anchor room.


Back outside, hold R and swim down to collect your jiggy before surfacing
again to prevent yourself from losing too much air.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #82 - Rusty Bucket Bay Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   At the bow of the ship is a dolphin named Snorkel, trapped under
    MMM8   an anchor. Follow the anchor's chain up into the boat and hit
   :MMMa   the switch inside the room you eventually swim into to pull it
  MMMMM    back inside the ship, freeing the dolphin.
   MM@     
+-------------------------------------------------------------------------+

After you've surfaced from the last jiggy, swim towards the iron fence
next to the warehouse you came out of before and you'll see a gaping hole 
in it. Swim through and - SNACKER?! Quickly feathery flap across the top
of the water and into the very top-left corner of the cage, where you'll
find the YELLOW JINJO sitting on a buoy. Jump up onto the wooden buoy and
collect him, then go into first person view and have a look around. There
are two warehouses on either side of the cage. Look towards the one you
haven't explored yet and down into the murky water and you should notice
a large, black hole in the wall. From your buoy, feathery flap across to 
the wall, then once you're right next to it dive down into the middle to go
through the hole.



You'll emerge inside another warehouse, peculiarly a lot larger than the 
last. Surface from the oily water and jump up onto one of the stone edges
surrounding the water. Talon trot to the far side of the warehouse, making
sure not to get hurt by the Grille Chompa in the wall, then hit the switch
on the ground to make an extra honeycomb appear in the air. Talon trot
back to the other side you came from and use the flight pad to get into 
the air, then hold R and guide yourself into the EXTRA HONEYCOMB PIECE.
Once you've picked up your prize, fly back to the side you entered from 
and dive down into the water, through the hole to exit the warehouse.



Back outside again, surface before swimming out through the hole in the
iron fence. Follow the wall of the warehouse you just came out of right
until you come to an iron ladder - climb up it to get yourself out of the
oily water. Get into talon trot mode and go back towards the warehouse
you came out of, over the top then stopping at the fence. Slowly and
carefully make your way across the top of the fence with Banjo, collecting
all the notes. Once you're done, head back across the warehouse you just
came across and back to where you climbed the ladder out of the oily 
water. You should come to a pool in the corner of green acid, some stuff
you definitely don't want to touch. Floating in the acid are a few metal
barrels. Feathery flap from one to the next, picking up the notes, 
MUMBO TOKEN and GREEN JINJO before jumping onto one of the stone ledges
again.

Back on safe [safer?] land, follow the wall around the corner to find
a giant crane. There's a small TNT boombox enemy guarding a shockspring
jump pad, so go near it to tick it off then run away before it explodes.
Once he's gone, head around to the other side of the crane to find 
another one of the toll holes. Feed it some eggs, and another stone 
walkway will emerge from the wall for you to cross, a bit skinnier than
the last. Cross to the other side and you'll find three, square blue 
warehouses. Two of them have their doors wide open, so enter the one on
the left, closest to you first.

Inside the first shed, you'll notice a few crates, notes and perhaps
a MUMBO TOKEN. Grab all the items in the shed while avoiding the Grille
Chompa enemies, then exit and move across to the third shed and enter.

In the third shed, from the door move left along the wall to find a single
crate with a couple of notes on it. You can defeat all the boom boxes in
this room if you want an extra life trophy, but otherwise exit the room.

Outside again, you'll find a couple of crates next to the third shed. Use
them to get up on top of the warehouses, then jump into the hole above
the middle one. Inside, navigate the crates to find the BLUE JINJO behind
some stuff on the opposite side of the room from where you enter. He can
be pretty tricky to find, but once you find him you're free to exit.


Alright. Head back to the large yellow crane you came from before and use
the shock spring pad on the other side to bounce up to a platform. Walk
around the front to find three notes, then flap flip up to two large, red,
triangular buttons and beak barge the one pointing up. The crane will lift
a box off the Rusty Bucket's deck revealing a jiggy, but only for a limited
time. Climb the ladder on the right side of the crane to the top, then run
down towards the ship. When you get above the crate, drop down and feathery 
flap underneath - as long as you're under the box it won't drop down. Grab
the jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #83 - Rusty Bucket Bay Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   Beak Barge the button on one of the large cranes to lift a crate
    MMM8   off the ship's deck, then climb the crane and drop onto the 
   :MMMa   deck before collecting your jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Back on deck, head out to the bow of the boat to find a MUMBO TOKEN, just
waiting there to be collected. Return back past the crane's crate then jump
into the periscope on the crane's side of the ship to find the Kitchen.
Inside, collect the notes on all of the benchtops before wonderwinging 
your way into the hot oven for another MUMBO TOKEN. After you've collected
that, you can leave the kitchen to the deck once more.

Outside, make your way around the side of the ship from the periscope you
just exitted and take a look at the portholes on the side of the boat. One
should appear different to the other; a lot shinier. Use your rat-a-tat rap
to break it open then jump inside to find the Captain's Cabin. In here
you'll find a couple of Seaman Grublins, a large bed and a wardrobe. Use
your rat-a-tat rap on the wardrobe to break the door down, then use another
one to get the Grille Chompa lurking inside. Once he's gone, flap flip up
for the jiggy. Exit again after you get it.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #84 - Rusty Bucket Bay Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   On the far side of the ship near the ship's bow is a shiny
    MMM8   porthole window. Rat-a-tat rap it to get inside, then break 
   :MMMa   open the wardrove in the Captain's Cabin to find a Grille Chompa
  MMMMM    guarding your jiggy.
   MM@     
+-------------------------------------------------------------------------+

Outside on deck once more, head back to the periscope which led to the 
kitchen and flap flip onto the top, then jump up and onto the next level.
Flap flip up to the three whistles and you'll see three switches with the
numbers 1, 2 and 3 on them. Be careful, though, as hitting the wrong one
will hurt you! You need to hit them in order, to make a particular whistle
code. If you've looked along the sides of the boat, you may have found it,
otherwise the order is: 312-111. Got that? Now use your beak buster to
slam the switches in that order and a jiggy will pop out. Nice.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #85 - Rusty Bucket Bay Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   At the bow of the boat are three whistles, each with a numbered
    MMM8   switch in front of them. If you hit them with your beak buster
   :MMMa   in the right order (312-111) you'll earn yourself a prize.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

After you've collected jiggy #85, hop around either side of the whistles
to find a pair of notes, one on a platform on each side. Once you've 
grabbed these, drop down to the side of the boat nearest the level entrance
and look for another shiny porthole, then break it and enter. Inside you'll
find the map room, with a couple of Seaman Grublins hobbling around. Take
them out, then collect the four notes and a MUMBO TOKEN lying under one of
the desks before you exit again.


Back on deck again, eh? Make your way up the ramp to the right of the porthole
then walk over to the large smokestack, being careful not to be caught off-
guard by the flotsam enemy. Start climbing the ladder on the smokestack's
side, then work your way around it on the steel platform surrounding it.
Cross the bridge to the other smokestack, collecting the four notes as you
go, then climb this one via the rungs on the back side. Head around the left
side of this smokestack to find a Grille Chompa guarding a shock spring pad.
Rat-a-tat rap to defeat him, then use the pad to launch yourself up onto
the top of the smokestack for a MUMBO TOKEN. Once you've collected that, hop
back down and cross the walkway back to the other smokestack again, collecting
some more notes on the way. Head around the back and climb the ladder to 
the top to find your jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #86 - Rusty Bucket Bay Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   Climb to the top of the boat's smokestacks to find this one.
    MMM8   Probably the easiest of the lot in this level.
   :MMMa   
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Next thing, drop down to the bottom of the smokestack next to the engine
room. Don't worry, we're not going back in. Just collect the notes on the
walkway connecting the two smokestack platforms, then enter the periscope
nearest the walkway that leads to the level entrance and exit.

Inside, take a look at the opposite side of the room and you'll notice
a few wooden shelves, each with Grille Chompas guarding the items on them.
Feathery flap over and flap flip up to the highest shelf for some notes.
Once you've got them, have a look behind the pipes on the far side of the
room from where the camera is set and you should be able to find a MUMBO
TOKEN. Once you've got this, climb the pipes on the right side of the
room and exit.


Outside again, wander over to the far side of the ship but avoid the 
periscope on that side as it's actually a Grimlet enemy. If you turn
the camera around, you should see a breakable porthole window to the left
of him. Cautiously move your way around him, then break the window and
jump inside. You'll emerge in a cabin with four beds and a couple of
Seaman Grublin enemies walking about. There are four notes in the 
corners of the room, so pick them up then flap flip up to the top bed
on the right side nearest the porthole to find a Seaman Grublin. Take him
out, then collect the MUMBO TOKEN on the bed before exitting the room.

Back outside, head left and you'll notice the whistles' code from earlier.
Head up the ramp, then jump up the crates and feathery flap to the giant
TNT crate being held up by the crane. Climb the rope, then when you get
to the top of the crane look out towards the stern to see a platform with
the witch switch on it. Line yourself up, then make a long jump out 
towards it before hitting A again and holding to feathery flap down, all
while holding the control stick firmly towards your goal. It might take
a few tries before you make this jump, but once you do hit the WITCH
SWITCH to make a jiggy appear out in Grunty's Lair.

From the witch switch, turn the camera around and feathery flap down to 
either side of the platform you're on, then carefully make your way 
around to the stern side of the ledge below to find some red feathers 
and a MUMBO TOKEN guarded by a Grille Chompa. After you've collected it,
go back and jump up the crates again, then climb back up to the top of 
the crane. This time, cross the top to the other side, then climb down
the ladder on the right side. Collect the three notes on the metal 
walkway surrounding the crane, then beak barge the down arrow to make
the crane drop the TNT crate, sending it down into the deck and blowing
up some sort of large hatch. A new room to explore, no doubt.

Jump down on the right side of the crane to find another toll hole.
Fire 8 eggs into this one and another walkway will appear. Cross it, then
when it comes up close to the wall use your rat-a-tat rap to defeat all
of the three Grille Chompas before collecting the ORANGE JINJO at the
end of the stone walkway. Take the walkway back towards the crane, then
use the shock pad to spring yourself back up before climbing the ladder
to the top. Collect the gold feather if you want, then follow the crane
back to the ship and drop down into the vast, black hole...


Inside the ship's hull is a large and quite empty room with eggs lining
the sides. Take a few steps forward and - oh! A box lying on the floor
springs up to conceal its jiggy from you, introducing itself as Boss
Boom Box. You'll have to defeat it to get the jiggy, but the problem here
is that each hit will make the box break into two. Hitting the first
large box creates two medium sized boxes. Hitting these creates four
small boxes, and hitting those creates eight tiny boxes for a total of
fifteen. They'll all be bouncing towards you while you attack them, so
choice of attacks is crucial if you don't want to be hurt. Here's an idea:
try the wonderwing. The attack splinters each box with ease and you won't
take damage as long as you use it, so be quick to take out each of the
boxes then snatch up your prize before exitting the hull via the ladder.
Grab some eggs on the way out if you need them.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #87 - Rusty Bucket Bay Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   Pressing the button of one of the cranes with a beak barge
    MMM8   attack will drop a large TNT crate into the ship's hull. Inside,
   :MMMa   use your wonderwing attack to defeat Boss Boom Box for a jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

From the deck, head back towards the stern again. There's only one thing
left to do here, but it's still quite a tough task. On the level entrance's
side of the boat is a warehouse roof that you may remember from before. 
Jump off the boat in that direction and find the crate floating in the water,
then jump up to the left side of the warehouse to find a small area with a
Boombox enemy in a corner, a beehive and four notes. Collect the notes and
you'll have 100 at last, providing you went through the engine room before.
If you look through the grating the beehive is on, you'll notice that 
there is a small, flooded area below. If you were wondering, this is where
the last jinjo lies. Jump back to the crate floating in the water and get
into first person view.

Look towards the wall below the beehive and you'll spot some metal grating
under the water. There is a hole in the metal grating but it's a little
hard to see. Either way, feathery flap towards the wall then dive down 
when you're close to it. Hold the R button and swim through the hole to
get into the submerged room. Swim down to the right side and into the 
centre to pick up the Jinjo, then stop to get the jiggy before you drown.
Once you've got your jiggy, turn around and swim back towards the hole,
making careful movements until you get through. Once you're out, surface
for air straight away before feathery flapping back to the crate.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #88 - Rusty Bucket Bay Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   Collect all of Rusty Bucket Bay's Jinjos.
    MMM8   Yellow: In a corner of the level in a caged area surrounded by
   :MMMa   water, standing on a flagged buoy.
  MMMMM    Green: In a corner of the level standing on a barrel in green
   MM@     toxic waste.
           Blue: Inside the middle blue warehouse behind a crate.
           Orange: Use the toll right of the TNT crane to get to him.
           Pink: In a corner of the level submerged in toxic water below a
           beehive.
+-------------------------------------------------------------------------+

Once you've collected your jiggy, either die (the easy way out) or leave
via the entrance and exit. Or you could go back to the engine room if you're
yet to do that...




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.21  |  AREA:                                                        |
|  GRL11  |  GRUNTILDA'S LAIR (PART 11 - AFTER RUSTY BUCKET BAY)          |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

We're back! Glad? Perhaps not, if you're one of those unfortunate chaps
who still hasn't managed to pick up everything from Rusty Bucket Bay.
Ah well, you can always come back later when you're feeling up to it.
For now, swim up to the water's surface, then take a bit of time to look
around the room above the water. Don't worry, the Chump enemy isn't likely
to get you while you're up here. If you look over in the opposite 
direction of the green cauldron, you may notice a small hole, high up in 
the wall. Remember where the hole is, as we'll be coming back to it 
later. For now, swim down to the tunnel which leads through to the room 
with the shrapnel enemy in it (the room that isn't the one with the Mad
Monster Mansion puzzle).


In the next room, swim up to the surface and, now that the water has been
raised, you'll be able to access another platform with Rusty Bucket Bay's
jiggy. Nice...

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #89 - Gruntilda's Lair Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   After hitting the Witch Switch in Rusty Bucket Bay, swim up to
    MMM8   the surface of the watery cavern room with a Shrapnel in it 
   :MMMa   (the one behind the 450 note door).
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+
               
Once you've grabbed the jiggy, use your rat-a-tat rap to break the grille
behind it to find a pipe tunnel leading up to a higher platform. Follow it
up, and you'll find another switch to raise the water level. Beak buster it.


Oop - a timer has popped up on screen suddenly. Jump into the water and 
dive down to the bottom, then head through the tunnel to the Rusty Bucket
Bay lobby. Once you're there, head up to the surface on the right before 
jumping up to the ledge of the hole you spotted before. Walk up the stairs.


+-------------------------------------------------------------------------+
| CHEATO THE SPELLBOOK 3 [IN RUSTY BUCKET BAY ROOM, WATER FULLY RAISED]   |
+-------------------------------------------------------------------------+

Cheato again? Sweet! Talk to the spellbook and he'll give you his third and
final cheat to type out on the Sandcastle floor in Treasure Trove Cove.

"GOLDFEATHERS". Got that? Good, because we're leaving again. Say goodbye
to the book and head down the stairs before swimming through the tunnel
and back into the previous room.


Back in the... 'other room', swim up to the surface on the left side of
the room and climb the platforms until you get to the 640 note door.
Easy enough to get through, I should think. Watch Banjo do his little jig
before heading through.


Next room... you'll be greeted by a long tunnel filled with Whipcracks.
This is going to hurt. If you didn't waste all your gold feathers on Boss
Boom Box, try using some here. If you end up using them all, just hop 
through to the end as long as you have enough health. If not, go back for
some and a few gold feathers now.

Once you get through, you'll have reached the Click Clock Wood lobby,
one of the largest rooms yet. At the top of the hill on the other side
of the room lies the entrance to Click Clock Wood, the final level, but
we can't get in just yet because we haven't opened the level. Well, 
remember back near Clanker's Cavern and Treasure Trove Cove, how we 
found a large puzzle with the jiggy podium missing? We're going to find
out where that podium has gotten to now. Make a right turn and head over
to where the Big Butt bull enemy is grazing in the grass and you should
find a pair of large, green leaves stemming out from the wall, which looks
sort of like a tree. Flap flip up the leaves and you'll reach a higher
ledge, with a note door in front of you requiring a little over 700 notes
to pass. While we're able to go through, we won't just yet. Instead,
continue right along a ledge with red feathers until you find another
hollowed-out tree with a tunnel at the back with eggs in it. Follow the
tunnel...

You'll emerge at the top of the 'other room', far above the water and Shrapnel
as well as the note door you came through earlier. Collect the MUMBO 
TOKEN sitting in front of you before exitting back to the Click Clock Wood
lobby. Back where you were before, follow the ledge right and you'll 
eventually find a switch. Beak bust it, and your jiggy podium will appear
where you need it.

Drop down from the switch and look right of the tree's trunk to find
BRENTILDA the good witch once again. This is the last time you'll meet up
with her, so write down the last three facts about Grunty and keep them
(all thirty of 'em) somewhere safe - you're going to need them soon, I 
promise. Walk around the tree trunk then edge up against the wall and look
for a shade of blue sticking up from the top of the tall grass - a hidden
tunnel if you will. Once you've found it, head down the tunnel to find the
second RED CAULDRON. Grab the gold feather behind it, then jump in to be
warped to the other.



Now, remember this place? You've been warped to the pipe room that resides
under the Clanker's Cavern lobby pipe. Jump into the broken pipe and follow
it out of the room, and maybe then you'll remember where we are. From
the pipe, follow the stream down to the waterfall and drop down to the 
bottom, then dive through the tunnel on one side to get to the Click Clock
Wood puzzle room. Enter all your pieces into the puzzle and talk to 
Brentilda here if you need to, then exit again. A good idea right now is
to go back to Treasure Trove Cove to enter Cheato's codes for double items.
It's optional either way, but if you do decide to enter the codes enter

'BRGEOLDUFEAETHGGERS'*

if you want to save time and enter all codes at once. Otherwise, head
back up to the red cauldron and warp yourself back to Click Clock Wood's
lobby. Once there, talon trot out of the tunnel and head up the green 
hill to your destination at last.



 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.22  |  AREA:                                                        |
|  CCWS1  |  CLICK CLOCK WOOD (Lobby and Spring 1)                        |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Welcome to the ninth and final level of the game, Click Clock Wood. As you
may have noticed, I've split this level's walkthrough into sections. Why?
Because the level is just so bloody huge that it's hard to describe things
without people getting lost otherwise. Basically, Click Clock Wood is one
level which can be entered through four different doors. Each door will
lead to a different season, and during the course of this level you're 
going to see the level change. Characters will do certain things in
certain seasons, and the effects of time will play a large part in what
happens here.

To start us off, make a 180 degree turn to face the Autumn door and you'll
notice a large, round(ish) switch on the ground with a flower on it. Beak
bust the SPRING SWITCH, and the wooden door to Spring will slowly open. 
Turn back around and run towards the Spring door, collecting the four 
notes in front of the entrance before you enter.


                                *  *  *


Alright, we're here. In Spring. Take a look up at the giant oak tree
that towers over you and you'll get an idea of how big this level really
is. Multiply that image by four in your head and have a think for a minute.
Yeah, this isn't going to be any easy task, but at the same time this is
one of the more memorable moments within Banjo-Kazooie, so don't forget
to have fun while you're here. Well at least try, for goodness sake.


First thing to do: find a method to get up and onto the small ledge 
surrounding the tree. Head right and use your wonderwing move to grab the
MUMBO TOKEN in the Snarebear plant before heading out towards the large
pool of water. Once you're swimming, make a right and climb up the 'root'
before you reach a small hole in the wall. Use your rat-a-tat rap to
get rid of the Big Clucker enemy; a bird with similarities to the Grille
and Portrait Chompas, except a bit faster and smaller... and more 
annoying at times. Cross the root of the tree and collect the three notes
on the top of the arch before you get to the ledge surrounding the tree.
Follow the ledge around right, taking out all the birds as you go, then
stop when you get to the next 'root' and go right, collecting the three
notes on that one too.

From the root, you should see a large, fenced patch of dirt in the middle
of a grassy field. Jump down towards it and collect the four notes around
it before jumping into the hole in the middle. Fart out 5 eggs and a 
sprout will erupt from the ground with a few leaves coming out of it.
That's all for now, though - this is one of those puzzles which is going
to require some work in the later seasons before you receive any sort of
prize. Jump across the stream of water towards the tree to find a grass
platform with a Snarebear on it - collect the MUMBO TOKEN by using your
wonderwing.

Get back in talon trot mode and run towards Mumbo's Skull and the next
root sticking up out of the grass. Flap flip up to it for another three
notes, then up to the end of the root to find a Big Clucker guarding a
gold feather. Grab the gold feather if you like, then head back towards
the tree and continue going around it in the anticlockwise direction.
Jump down to the platform near Mumbo's Hut to pick up some wading boots,
then look in the corners of the bramble field to find yourself a MUMBO
TOKEN. After you've snatched that up, wade back to the root and continue
around the tree anticlockwise until you get to the fourth root which 
resides between Mumbo's hut and Spring's exit door. Pick up the three
notes here and you'll have all 16 for Spring. Once you've collected 
them, head back towards the tree to find a slope leading up to a Big
Clucker hole - once you've defeated him, climb the slope to his left.

We've now started ascending the tree. Once you get to the first branch,
turn around towards the Snarebear enemy and jump + feathery flap around
him to pick up the MUMBO TOKEN on the branch. There's an extra life 
trophy on the same branch if you really want it, but otherwise jump
back to where you were before and continue ascending the tree in talon
trot mode. Take out the row of three Big Cluckers with your rat-a-tat rap,
then continue walking up until you get to the beehive.

Defeat the Grublin Hood enemy, then hug the inside of the tree and turn
the camera so you can see the small hollowed-out platforms you need to 
jump to and from in order to keep ascending. Jump out from the first one,
then feathery flap in to get to the second. Repeat for the next ones,
shock spring up and keep going until you reach another branch. If you
managed to do all that, good job - this can sometimes prove difficult for
new players.

In front of you lies a large, but unfinished, treehouse. Head up towards 
it and go in through the 'door' to find a MUMBO TOKEN tucked away. Once 
you've got that, drop down to the platform underneath the house to find a 
beehive. Zoom the camera in on Banjo, then feathery flap across the small,
floating wood platforms one by one, making sure not to rush - it's a long
way down, that's for sure. Continue up the wooden ramp and you'll reach
the outside of Nabnut the squirrel's house. Take out the Grublin Hood enemy 
before beak-bustering the SUMMER SWITCH. Once the Summer Door is open,
head into Nabnut's house. Ignore his bad manners, and flap flip up onto
the cupboard to find another MUMBO TOKEN before you leave.

Outside again, head left and carefully jump across each of the small
platforms with red feathers on them until you get to another branch. 
Be aware that these platforms will have Big Clucker holes above them in
later seasons, so while this may be easy right now it could be a source
of pain and/or death later on if you're careless. Once you get to the next
branch, grab the MUMBO TOKEN in plain sight before hopping into the giant
nest. Around the other side is a shock spring pad - use it to get up on
top of the giant egg, then use your beak buster to break it open and reveal 
a baby bird named Eyrie. Eyrie falls asleep almost as soon as you get him 
out, so it's quite clear that you'll be needing to do something else with 
him in the next few seasons before you get any sort of reward.

Alright, you're actually done for Spring now, so make your way back down
the tree and through the season's exit. Your totals should look something
like this:

/-------------------------------------------------------------------------\
|                                                                         |
|  Jinjos: 0/5                                                            |
|  Extra Honeycomb Pieces: 0/2                                            |
|  Notes: 20 (16 from Spring, 4 from Lobby)                               |
|  Jiggies: 0/10                                                          |
|  Witch Switch: Not Hit                                                  |
|                                                                         |
\-------------------------------------------------------------------------/


If that's how things are looking so far, feel free to keep going and enter
Summer.




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.23  |  AREA:                                                        |
|  CCWSU  |  CLICK CLOCK WOOD (Summer)                                    |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Take a look around, and you'll notice that everything here is half familiar
and half... well, not. Long, yellow grass surrounds the entrance of this
season, long enough to hide a few golden objects. Head left from the start
in the direction of Mumbo's Hut to find the YELLOW JINJO in the corner of
the grass. Talon trot to get out or you may be stung by some troublesome
bees, though.

Head towards the tree and you'll notice that the small green buds from 
Spring have grown into large leaves, perfect for jumping on and using as
platforms. Grab the CATTERPILLAR underneath the leaves, then flap flip
up them for two notes. Flap flip up to the ledge surrounding the tree, 
then start running around it in an anticlockwise direction like you would
have done in Spring if following the guide. When you get to the second
root leading down to the flower patch, drop down on the right side of 
the root to find a small grass platform with another CATTERPILLAR as well
as a Snarebear enemy. Drop down from here to the now-drained pond to find
the AUTUMN SWITCH in front of a Big Clucker hole. 

Talon trot back towards the level entrance, but hug the tree to find a
beaver named Gnawty (Donkey Kong Country, anyone?) stuck outside his house
because of a large boulder. Use your beak barge to get rid of it, then
talon trot up into his tunnel to collect some notes and a MUMBO TOKEN.
Unfortunately you can't get all the way up to his home just yet for your
reward, so we'll have to come back later. Exit the tunnel, then make 
your way around the large circular platform sitting in the middle of the
water to find another CATTERPILLAR on the other side. Once you've got him,
head back to the nearest root to get back up to the ledge surrounding the
tree, then make your way towards the giant flower.

Once you get to the flower, who should you meet but Gobi the camel. Ah, so
that's where all of Summer's water has gone. Poor Gobi, doesn't he ever 
learn? Beak bust his back and you'll be able to water the plant and make
it grow another few metres before a flower bud appears at the top. We'll
come back and finish this job at another time. For now, head over in the
direction of Mumbo's Hut and pick up the MUMBO TOKEN in the corner of the
long yellow grass before flap flipping up to the root to collect another
CATTERPILLAR, which should make four. You'll need another one to feed
Eyrie, but it shouldn't be too hard to find. Talon trot up to the tree, 
then towards Mumbo's and head inside his Skull. Inside, you'll find
Mumbo is taking a break from transformations due to the heat. That's
okay, just flap flip up onto the rafters to find a MUMBO TOKEN before
you leave.

Grab your wading boots and walk back to the root before you start going
back around the tree again. Stop at the place where you started ascending
the tree last time, and you'll find a Snarebear on the end of the root
opposite where you have to start climbing holding a MUMBO TOKEN. Use
your wonderwing to grab his prize, then start climbing the tree left,
the same direction you did last time. Stop at the first branch and hop
around the Snarebear again to find a CATTERPILLAR and MUMBO TOKEN on the
branch in the same places as the token and life from Spring. Jump back 
and continue ascending the tree, past the trio of Big Cluckers until
you reach the beehive once more. Grab the three notes on its branch
then use your beak buster to break a hole in the roof before entering.

INSIDE THE BEEHIVE... jump down from the honeycomb and onto the piece
of wax in the centre of the room holding a Jiggy. The Zubbas, as they
like to call themselves, will try to protect Grunty's gold, and it's 
your job to defeat them. As soon as the upbeat Zubbas music starts,
use the wonderwing and stand in place to defeat all of the bees with
ease. If you run out of gold feathers, use your rat-a-tat rap, otherwise
pick up the jiggy when you're done.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #90 - Click Clock Wood Jiggy 1
    MMM@ -----------------------------------------------------------------+
    MMM0   Enter the Zubba's hive in Summer and use your wonderwing attack
    MMM8   to defeat all the bees and win some well-deserved gold.
   :MMMa   
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

A jiggy at last! You'll find that the progression of this level is a little
bit unbalanced in some ways, in that you'll start off with close to nothing
and going at a really slow pace, and then towards the end everything will
start to come together. But that's just how the design works, isn't it?

Hop out of the hive, then continue climbing the tree until you reach the 
treehouse again. You'll notice that someone or something has done a little
bit more work here, but the place is still far from finished. A jiggy can
be seen inside, but it lies across a huge gaping hole in the house's 
floorboards. It's best to leave this one for later, methinks. Instead, 
grab the four notes sitting outside the structure and grab the
CATTERPILLAR sitting on the branch before legging it up to Nabnut's house.
Careful as always, though... wouldn't want to fall from here now, especially
since there's no water to break your fall now.

Someone's been busy building some wooden walkways up near Nabnut, too. Get 
into talon trot mode and head up the middle slope to find five notes, then
go down to the platform with the Grublin Hood and some eggs to find 
another CATTERPILLAR for Eyrie. Make your way back up to Nabnut's house,
then carefully cross the platforms to the left of it by jumping and using
your rat-a-tat rap when the birds come out, or getting close to them on
the platform next to theirs before letting loose with some eggs.
Collect the MUMBO TOKEN on one of the platforms then make your way up to
Eyrie's nest. Jump in front of him and throw 5 of your catterpillars 
before big bird goes to sleep. You should still have 2 left, and you'll 
need 10 for Autumn, so you have a nice head start already.

Make your way back down the tree to Nabnut's house, then continue down
the wooden ramp towards the treehouse until you get to the gap in the 
walkway. Look left towards the tree to notice a small branch with a jiggy
on it, and a leaf above it. Make a long held jump and feathery flap to the
leaf to grab yourself another MUMBO TOKEN, then flutter down for the jiggy,
being careful not to get hit by the Big Clucker.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #91 - Click Clock Wood Jiggy 2
    MMM@ -----------------------------------------------------------------+
    MMM0   Between the treehouse and Nabnut's house in Summer, look for a 
    MMM8   small branch sticking out of the tree. Feathery flap to it to
   :MMMa   grab your jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+


Well, we're done with Summer now, too. Check your view totals - if they're
not quite like the ones below, you've missed something, so go back and
have a look through the guide to see just what. Otherwise continue on into
Autumn at your leisure.

/-------------------------------------------------------------------------\
|                                                                         |
|  Jinjos: 1/5 (Yellow)                                                   |
|  Extra Honeycomb Pieces: 0/2                                            |
|  Notes: 36 (16 from Spring, 4 from Lobby, 16 from Summer)               |
|  Jiggies: 2/10                                                          |
|  Witch Switch: Not Hit                                                  |
|  Catterpillars: 7 in Summer (5 used up)                                 |
|                                                                         |
\-------------------------------------------------------------------------/




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.24  |  AREA:                                                        |
|  CCWAU  |  CLICK CLOCK WOOD (Autumn)                                    |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Alright, third season now. This is the season where most of the action 
happens, so you'll be seeing a lot of notes and quite a few jiggies here
I think. What isn't done here is wrapped up quickly in Winter, really.

First things first - get talon trotting and climb the two stacks of leaves
on either side of the entrance to find a CATTERPILLAR and a gold feather.
Once you've grabbed those, you can use your wonderwing to get the MUMBO
TOKEN guarded by a snarebear in the same place as that one in Spring.

After that, climb the stack of leaves next to the root on the left and 
make a full lap around the tree collecting notes - there are 15 in all.
Once you've picked them all up, jump onto the root between the entrance
and the large pool of water for another CATTERPILLAR. Trot back around
the tree towards the giant flower, then drop down onto the grassy 
platform tucked away by the tree to find a Snarebear guarding 3 more
notes. Use your wonderwing to grab them, then jump back over towards the
giant flower to find Gobi again. Beak bust his back and he'll cough up 
the last of his water into the flower before running off in search of
'the lava world'. The plant's bud will finally open into a large blue
flower and a jiggy will appear on one of its petals - we'll come back
for this one soon.

For now, talon trot up the stacks of leaves behind the flower to find
the ORANGE JINJO and another CATTERPILLAR, as well as 5 notes on the
ground in between. Once you've grabbed up that, run up towards Mumbo's
Hut and grab the CATTERPILLAR and gold feather on the end of the root
between him and the flower. Run around the tree before jumping down to
the platform in front of his hut, then talon trotting up inside. 

Inside the hut, grab the CATTERPILLAR on the ground before jumping up
into the rafters of the hut for 4 notes. Exit the skull, and use the
wading boots to get back onto the tree's roots again. Run around the
tree until you reach the root to start climbing from, between the level
entrance and Mumbo's hut. On the end of the root is another Snarebear -
run behind him before using your wonderwing to grab the 3 notes he
guards, then run back towards the tree, grabbing the note in front of
the Big Clucker before you talon trot up the slope to begin climbing 
the tree.

On the first branch, jump around the Snarebear to find another 
CATTERPILLAR. Once you've got him, jump back and keep climbing until
you reach the beehive. Grab the CATTERPILLAR on the top before jumping
inside again. Don't worry, there's nothing in here to hurt you this
time. Just grab the 4 notes in each of the corners of the hive and
the CATTERPILLAR on the floor in the middle before you exit again.
Continue climbing until you reach the treehouse.

On the treehouse branch, carefully jump to the leaf next to the 
Snarebear to find a MUMBO TOKEN. Once you've got that, jump to the 
treehouse itself and wander inside. Your jiggy lies in the far corner.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #92 - Click Clock Wood Jiggy 3
    MMM@ -----------------------------------------------------------------+
    MMM0   At the back of the treehouse in Summer or Autumn, although it's
    MMM8   much easier to get in Autumn.
   :MMMa   
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

Hop down from the treehouse to the platform below to pick up another
CATTERPILLAR. Follow the walkway up to Nabnut's house, but stop at the gap
in the wood and watch out for the Buzzbomb enemy - use your wonderwing
attack to get rid of him if you like. Continue up to Nabnut's house and
you'll find the poor squirrel sobbing outside his house.

Apparently Nabnut has eaten all of his acorns and doesn't have any left for
the winter. So, as per usual, it's up to you to help him gather enough
acorns (6) for him.

First off, turn around from Nabnut and you should see three wooden walkways
to the right of the one you just came from. Take the one on the far left to
make your way up to a high window. Use your rat-a-tat rap to get in, then
once inside, dive down into the water for your first ACORN.

Jump back outside and head back down to Nabnut, then take the second
wooden walkway from the left - you'll need to talon trot up. At the top
is an octagonal-walkway; make your way around to the other side to find
a second ACORN, then walk back around the left side and look across the
centre of the octagonal walkway to see another nut suspended in midair.
Look below the octagonal walkway and you should notice another wooden
walkway - line up your jump with the next acorn so that you land on the
walkway below, no matter what. Feathery flap to the third ACORN, then
upon landing on the walkway below, turn around and collect the fourth
ACORN sitting behind you.

From where the fourth acorn was, make your way up the walkway until you
get to a wooden platform with a Grublin Hood. Take him out with a 
rat-a-tat rap, then get into talon trot mode and turn the camera until
you see a steep walkway branching off from the wooden platform, going
down with a nut at the end. Slowly make your way down this walkway
in talon trot mode until you pick up the ACORN, then make your way back
up to Nabnut again. Enter his house, grab the CATTERPILLAR on the table
before flap flipping up to the shelves for three notes and another ACORN.
Exit and talk to Nabnut for your jiggy.


   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #93 - Click Clock Wood Jiggy 4
    MMM@ -----------------------------------------------------------------+
    MMM0   Retrieve all six of Nabnut's acorns in Autumn.
    MMM8   1 - In Nabnut's House, 2 - In Nabnut's high storage room, under-
   :MMMa   water, 3 - At the back of an octagonal wooden walkway
  MMMMM    4 - in the middle of the octagonal walkway in midair, 5 - on a
   MM@     platform below the octagonal walkway, 6 - on a steep wooden
           walkway stemming from one of the wooden platforms.
+-------------------------------------------------------------------------+

Now that we're done with Nabnut at last, it's time to head up to see our 
friend Eyrie again. Carefully (and I mean it this time!) make your way
across the platforms with Big Clucker holes above them, using your rat-a-tat
rap and/or eggs (or even wonderwing) to get rid of them. Once you reach 
Eyrie's nest, hit the WINTER SWITCH, then hop in and feed him all the
Catterpillars he needs before he falls asleep. Jump onto the edge of the 
nest and make your way around it, collecting the notes as well as the 
CATTERPILLAR behind Eyrie, even if you don't need it. Jump out of the nest,
then start climbing the wooden platforms to the left of the Winter Switch.
Once you get to the top, use your wonderwing to pick up the MUMBO TOKEN
guarded by the Snarebear enemy, then look below and try to make your way
down to the beehive if possible. If you don't like the thought of freefall,
make your way down the long way instead. Either way, get to the beehive,
then drop down from there onto the giant flower to collect your jiggy from
before.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #94 - Click Clock Wood Jiggy 5
    MMM@ -----------------------------------------------------------------+
    MMM0   Find the flower patch in Spring, and fart five eggs into the 
    MMM8   hole. Then in Summer, use Gobi's water to water the plant, and
   :MMMa   repeat in Autumn to have a jiggy appear atop the giant flower's
  MMMMM    petals.
   MM@     
+-------------------------------------------------------------------------+

Once you've collected your jiggy, jump down and enter the water, then dive
down and make your way towards Gnawty's tunnel. Try to remember the vague 
location of the tunnel, too, as you'll be coming back again later. Swim up
through the tunnel into Gnawty's house, and pick up the pair of notes on
his shelves before grabbing your jiggy.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #95 - Click Clock Wood Jiggy 6
    MMM@ -----------------------------------------------------------------+
    MMM0   After breaking the boulder blocking his house in Summer, swim 
    MMM8   up into Gnawty's house through the underwater tunnel to collect
   :MMMa   your jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+


After you've collected Gnawty's jiggies, you are obliged to exit Autumn.
Make sure you check your totals, though!

/-------------------------------------------------------------------------\
|                                                                         |
|  Jinjos: 2/5 (Yellow, Orange)                                           |
|  Extra Honeycomb Pieces: 0/2                                            |
|  Notes: 84 (16 from Spring, 4 from Lobby, 16 from Summer, 48 in Autumn) |
|  Jiggies: 6/10                                                          |
|  Witch Switch: Not Hit                                                  |
|  Catterpillars: All used                                                |
|                                                                         |
\-------------------------------------------------------------------------/




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.25  |  AREA:                                                        |
|  CCWWI  |  CLICK CLOCK WOOD (Winter)                                    |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

You won't spend much time here, I promise. There's very little to do, and
a lot of difficulty from the previous seasons has been removed - all Big
Cluckers are gone, and snow allows you to move from most places with ease.
There's also flight pads. Only real hassle might be the Sir Slush snowmen
which now inhabit the place, but a quick beak bomb to the hat should sort
them out.

Talon trot over the snowy hill to the left of the entrance to reach Mumbo's
Hut. No more brambles - they've all been frozen over. Get rid of the
Chinker ice cube enemies if you like, then use the flight pad to fly up
to the branch directly above the frozen bramble patch. Beak bomb the 
Snowman if you like, then take your time collecting the four notes on
the branch, before feathery flapping down onto the top of Mumbo's Skull
to collect the BLUE JINJO. Drop down again and use the flight pad once
more, this time flying up above the branch you were just on to get to
Eyrie's nest. Talk to him and he'll tell you that he's all grown up now,
thanks to a certain bear and bird. He'll fly off and away, farting out
a jiggy for you to take as your own.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #96 - Click Clock Wood Jiggy 7
    MMM@ -----------------------------------------------------------------+
    MMM0   After breaking Eyrie out of his egg in Spring, feed him 5
    MMM8   catterpillars in Summer and 10 in Autumn to let him grow up big
   :MMMa   and strong. Return to his nest in Winter to earn your jiggy.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

After you've collected Eyrie's jiggy from his nest, make your way up the
snow-covered wood platforms to the top of the tree, collecting the four
notes along the way. At the top, rat-a-tat rap the Grublin Hood as well as
the small door and enter. You'll emerge in the 'root room', a green room
with a lot of whipcracks around. Use your wonderwing if you like, and
make your way around the tree-like thing in the middle of the room to 
find yet another jiggy. Exit the room once you've collected it.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #97 - Click Clock Wood Jiggy 8
    MMM@ -----------------------------------------------------------------+
    MMM0   Make your way up past Eyrie's nest to the topmost 'branch' 
    MMM8   coming out of the tree and you'll find a door. Rat-a-tat rap 
   :MMMa   your way in to find the root room - just navigate your way
  MMMMM    through the whipcracks to find your jiggy.
   MM@     
+-------------------------------------------------------------------------+

Outside again, make your way back down the tree, past Eyrie's old nest and 
across the platforms to Nabnut's house. Make your way down to the platform
with the Snowman on it to find four notes, then turn left to find a 
MUMBO TOKEN at the edge of a wooden walkway. Head back up to Nabnut's house,
then talon trot up to the octagonal walkway to find a Flight Pad. Rat-a-tat
rap the Grublin Hood on top of it, then use the flight pad. Fly towards the
high window right above Nabnut's house and beak bomb it before going inside.

You'll find Nabnut's acorn storage in this room. Jump onto the stack of
acorns on the right from the window, then flap flip up to the wooden stub
to find an EXTRA HONEYCOMB PIECE. Once you've collected that, you can exit.

Back out in the cold, jump down from the window and make your way back up to
the flight pad. You should have a mere 4 notes left to collect in the level,
and annoyingly enough, they're arguably the hardest here, too. Fly over to
the treehouse, and you'll notice that there's four notes atop the roof.
Don't land right on the roof, or you'll slide right off. Instead, land 
around the side of the treehouse and change the camera around so you can 
see what you're doing. You're going to want to flap flip up onto the roof
from the side, then as soon as you land get into talon trot mode to avoid 
slipping off. There's also a way you can talon trot jump onto the beehive
at the front of the treehouse, then around the side and onto the roof.
Try and see what works best for you. Either way, grab the four notes and
you'll have all 100 for this level, as well as all 900 in the game!

Jump down from the roof, then follow the wooden walkway back towards 
Nabnut's house. Look towards the tree, and you'll notice that the jiggy
you collected in Summer has been replaced by the WITCH SWITCH. Jump and
feathery flap towards it and beak bust the thing, then feathery flap
down to the ground.

There's a couple of things you can do before you leave Winter for a few
Mumbo Tokens and an Extra Honeycomb. We'll go for the honeycomb first,
though. Now, in Spring and Autumn there is normally water down here, but 
here in Winter that's been replaced by ice you can walk on. Well, if you
follow the ice back towards where the flower used to be (there's a 
MUMBO TOKEN to be found in the remains of the flower, by the way) you 
will find a hole in the ice which allows you to get to the icy water
below. Problem is, the water is so cold it will take double air as soon
as you plunge below its surface. So you're going to need to know what
you're doing and where you're going. Jump into the hole and dive down,
then swim towards Gnawty's house, and be swift. Head up through his
tunnel and into his home, then jump up onto one of his shelves to get
an EXTRA HONEYCOMB PIECE - the last one in the game, too! 

Head back to the hole then swim down and out of Gnawty's house and
back towards the hole in the ice. When you get to it, be careful so 
that you come up directly in the centre of the hole, or else Banjo may
dive under again automatically which can cost you a life.

Once you're out again, talon trot back in the direction of the entrance
over the ice. Behind the giant circular platform in the ice is a 
MUMBO TOKEN, while a flight pad lies on top. Use the flight pad to get 
up into the air, then go check out the remnants of the Zubba's Hive for
another MUMBO TOKEN. Finally, if you beak bomb one of the Snowmen near
Mumbo's Hut, you'll get another MUMBO TOKEN for your efforts.

That's pretty much it for Winter, though. All there is to do now is go
back to Spring and see Mumbo at last.

/-------------------------------------------------------------------------\
|                                                                         |
|  Jinjos: 3/5 (Yellow, Orange, Blue)                                     |
|  Extra Honeycomb Pieces: 2/2                                            |
|  Notes: 100 (Last 16 in Winter)                                         |
|  Jiggies: 8/10                                                          |
|  Witch Switch: Hit                                                      |
|  Catterpillars: All used                                                |
|                                                                         |
\-------------------------------------------------------------------------/





 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.26  |  AREA:                                                        |
|  CCWS2  |  CLICK CLOCK WOOD (Spring 2)                                  |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Alright, we're back here again. Only a few things to do here and then we
can exit this level at last. Make your way over to Mumbo's Hut and head 
inside. Step on the switch and hand over 25 tokens - you should have more
than enough... not just that, but almost 40 tokens to spare. We're going
to pick up the remaining tokens anyway, though. Exit the skull.

With your new Bee transformation, you can press A to jump then press A in
midair to start flying. Tapping A will allow you to gain height. First
off, head over to the beehive and find the bee's entrance at the front,
collecting the MUMBO TOKEN as you enter, just for kicks. Inside the hive,
fly over to the stack of honeycomb to find the PINK JINJO. Once you've
got him, you can exit again.

Outside, fly straight up from the hive to find the top of the tree: the
branch outside the 'root room'. You'll find a Snarebear holding a much-
wanted prize - just jump onto him and collect the GREEN JINJO - he isn't 
called a Snarebee after all.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #98 - Click Clock Wood Jiggy 9
    MMM@ -----------------------------------------------------------------+
    MMM0   Collect all of Click Clock Wood's Jinjos.
    MMM8   Yellow: Summer in the tall grass near the start
   :MMMa   Orange: Autumn on a stack of leaves near the flower
  MMMMM    Blue: On Mumbo's Skull in Winter
   MM@     Pink: Bee's hive in Spring (collect with Bee)
           Green: Top of the tree on a Snarebear in Spring 
+-------------------------------------------------------------------------+

Now that you've collected that jiggy, go and fly around the tree until you
see Spring's exit. Oop - we haven't collected all jiggies yet, have we?
From directly above the season's exit, fly straight up as far as you can
go to find a small branch sticking out of the tree with a jiggy on top of
it. Niiiice.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #99 - Click Clock Wood Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   Tip-top of the tree, lone branch above the season's exit and
    MMM8   Nabnut's house. Either fly up in Winter with Banjo or with the
   :MMMa   bee transformation in Spring.
  MMMMM    
   MM@     
+-------------------------------------------------------------------------+

That's it! You're done! Fly down towards the season's exit and, well, exit.
Once you get to the lobby, just stand on the exit warp pad as the Bee.
There's still some stuff to do in the lair, but once that's all done
we're off to tackle the witch.




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.27  |  AREA:                                                        |
|  GRL12  |  GRUNTILDA'S LAIR (After Click Clock Wood)                    |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+


You'll emerge from Click Clock Wood's stump as a Bee. If you like, fly up
onto the top of the stump to earn yourself an extra life trophy. Otherwise,
fly over to the other side of the room and way up high to find the Witch
Switch Jiggy for Click Clock Wood.

   ;MM0
   MMMMM
   MMMM  
         -----------------------------------------------------------------+
    MMMM IGGY #100 - Gruntilda's Lair Jiggy 10
    MMM@ -----------------------------------------------------------------+
    MMM0   After hitting the Witch Switch in Click Clock Wood's Winter, 
    MMM8   emerge from the level as the bee transformation you get in 
   :MMMa   Spring and fly up to the other side of the Click Clock Wood 
  MMMMM    lobby to find your final jiggy of the game.
   MM@     
+-------------------------------------------------------------------------+

Wait.... wuh? 100 jiggies? Yep, they're all done. And all 900 notes collected,
too.
...and all Extra Honeycombs and Mumbo Tokens (provided you've been following
the guide). Give yourself a pat on the back if you've come this far. There's
only a little bit to go. If you'd like, now is the time to save and quit
since you've cleared everything up. The road ahead isn't going to be the
easiest one, I can tell you that.


Fly down to the 765 note door and head on through. You'll emerge in a green
tunnel when you get to the other side - just keep going and eventually 
you'll make it to a large, round platform with flashing lights running around
the outside and Tooty's face on it. Well, this is it. Step on the pad to be
warped to the next area...


 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.28  |  AREA:                                                        |
|  FURNC  |  GRUNTY'S FURNACE FUN                                         |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+


"Welcome all, Grunty's the name, Banjo's here to play my game!"

Yes, Furnace Fun might not be exactly what you would have expected if you
haven't played through a Banjo game before. This is basically the part of
the game where you're quizzed on your knowledge of the game up until this
point. Sprawled out in front of you lies a large quizboard with many 
different looking tiles stretching between you and Gruntilda on the other
side of the room. Below the board, is a scorching hot lava pit. Guess 
where you go when you lose? Below is a map of the game board:

KEY:
B - Blue Banjo-Kazooie Square
E - Orange Eye Square
N - Green Note
G - Purple Gruntilda
C - Yellow Clock Square
S - Red Skull or 'Death' Square
J - White Joker Square

                           [FINISH]
                            +---+
                            | S |
+-----------+           +---+---+---------------------------+
| E | S |   |           | S | G | B |   | E |   | S | S |   |
|---+---+---|           |---+---------------+---+-----------+
| J |   | B |           | B |               | S |
+---+   |---+-----------+---|               |---|
        | G | G |   | N | C |               | S |
        |---+-----------+---|               |---|
        | E |           | E |               | S |
        |---|           |---+---------------+---+---+---+
        | B |           |   | B | S | E | N | C | B |   |
+-------+---+---+---+   +-------+---+---------------+---|
|   | N | C | N | S |           | S |               | N |
|---+-----------+---|           |---|               |---|
| N |           | E |           | G |               | E |
|---|           |---+-----------+---+---------------+---|
|   |           | G | B |   | B | C | N | E | G | B | E |
|---+-----------+---+-----------------------+---+-------+
| G | E | B | N | S |                       |   |
|---+-----------+---|                       |---|
|   |           |   |                       | S |
|---|           |---+-----------------------+---+-------+
| J |           | G | C |   | B | C | E | B | N | G | B |
+---+           +---+---+-------+---+---------------+---|
                    | B |       |   |               | B |
                    |---|       |---|               |---|
                    | E |       | B |               | J |
    +---------------+---+-------+---|               +---+
    |   | S | J |   | N | B |   | G |
    +-----------------------+---+---+
                            | E |
                            |---|
                            | B |
                            +---+
                           [START]


Here's how it all works. For each square above with a letter on it, you will
have to complete a task in order to pass through to the next one. Usually
this means answering a trivia question and choosing the right answer from 
the three available options on screen, except in the case of the Clock 
square, [C], in which case you will have to complete a certain minigame 
under Grunty's requirements.

BANJO-KAZOOIE squares will ask you random trivia questions about the game.
EYE or PICTURE squares will show you a picture of something in the game, 
then ask you where the picture was taken.
NOTE squares will ask you to listen to a piece of music or someone's 
voice, then say where it came from.
GRUNTILDA squares will ask you a random question about Gruntilda. These
are questions you will need to use Brentilda's facts for.

SKULL or DEATH squares are interesting, in that they will ask a random
question from any of the four squares above. Get it wrong, and you get
thrown in the lava. Nice, huh?

JOKER squares are also interesting, but not so deadly. You will get one
chance to answer a random question. Answer it correctly and you'll be
given two joker cards. Jokers allow you to skip squares by pressing B
on them before the questions are asked. They are very useful and it
is reccommended you pick up a couple along the way.


Now, the main tip here deals with which squares you should use your 
joker cards on. Try to make a route across the board which lands on
as little Skulls as possible while picking up 2-4 joker cards.

If you're going for speed, use your joker cards on the CLOCK squares.
If you've skipped Brentilda during the game, you may want to use them
on the GRUNTILDA squares or the SKULL squares in case a Grunty question
comes up. Otherwise it's a good idea to use them on the SKULL squares
where possible.

Once you finally make it to the end of the board, Gruntilda will cry 
out in disbelief, and, surprisingly enough, hand over Tooty at last!
It's finally time to go home. Sit back and enjoy the cast list credits -
you've definitely deserved it.





 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.29  |  AREA:                                                        |
|  GRL13  |  GRUNTILDA'S LAIR PART 13 (After Furnace Fun)                 |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Tooty decides that it's not good enough being safe from Grunty's clutches -
she wants her sweet, sweet revenge on the hag, and knows that Banjo is
just the person to fulfil her wishes. Don't worry, you'll be able to get
on with the party later anyway. Besides, I'm sure you were itching to kick
Grunty's butt in person.

Activate the GOLD CAULDRON near the behind the Furnace Fun's entrance if
you wish, then head up the stairs after Gruntilda. In the next room, jump
up all the winding stairs to get to the door - remember this area from 
the first cutscene in the game? Anyway, at the top of the stairs, activate
the GOLD CAULDRON before opening the 810 note door. You can also flap-flip
up to one of the windows here if you want for a free extra life trophy.
You'll be able to go back across the Furnace Fun board for some too if 
you wish; they do come in handy for what's soon to come.

In the next room, you'll be greeted by a large, completely empty portrait.
Enter 25 jiggies into Grunty's portrait and you'll open the door to the
final battle. If you'd like to explore, you can see the transformation
room (from the Game Over cutscene) in the room to the right with a black
Gruntling enemy waltzing around. Otherwise, jump up the steps to get to
the final room before the final battle.

In here, you'll meet Dingpot, Grunty's cauldron from the opening cutscene
of the game. He says he'll help blast you up to the top of the tower if
you're ready, but don't accept just yet. Walk around the room and open
up the note doors.

Behind the 828 note door lies a large, blue egg, which will conveniently
top up your egg supply to the maximum (either 100 or 200).

Similarly, behind the 846 door is a large red feather to top up your red
feathers, while the 864 note door reveals a gold feather. You'll be using
all of these in your final fight, so it's a good idea to maximise your 
supplies now. Don't worry - if you die, these top-ups are reusable.

Finally, open the 882 note door to find a final jigsaw puzzle. Slot in
four jiggies and your health bar will turn red, effectively meaning it
has doubled and you now have a maximum energy of sixteen units. 

You're pretty much ready for the fight now, so hop into Dingpot and wait
for him to blast you all the way up to the top of the tower...





 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.30  |  AREA:                                                        |
|  GRNTY  |  THE FINAL BATTLE                                             |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

And so, it begins. The beginning of the end, that is. Gruntilda cackles a
few lines to mock you, and then soars upwards on her broom to launch her
first attack.



+-------------------------------------------------------------------------+
   PHASE ONE: ZOOMIN' BROOMS
+-------------------------------------------------------------------------+

It seems like Grunty has some sort of engine inside her broom, because it's
lightning quick and loves to make the sounds of some sort of car. Turn your
camera so that you keep Grunty in view the whole duration of this phase.
After she laughs, run out of the way of the broom as it hurdles down towards
you. After she makes two swoops, the broom will begin to cough and splutter -
run in towards it and use a rat-a-tat rap or an egg to hit Grunty.

She'll repeat the process again. Hit her when she stops on after the second
swoop. For the next hit, wait until after the third swoop, then after the
fourth swoop for the final hit for this round. You'll know when you've
finished this round because Grunty will drop a piece of honey. Don't grab
it unless you're low on health, though - it won't disappear.

It's not over yet - Grunty decides to use one of her best spells against
you, a spell that never misses. There's no use running from this one, so
instead use your Wonderwing attack and it will explode upon hitting you.
Onto phase two, then.



+-------------------------------------------------------------------------+
   PHASE TWO: EGGS ON YOU
+-------------------------------------------------------------------------+

Grunty realises her mistake in trying to ram you with her broom, and now
decides it would be a good idea to use ranged attacks against you. She'll
fly out to one of the edges of the tower past the turret and out of your
beak's range, before unleashing a rain of fireballs against you. Watch
carefully and you'll notice that she'll pause for a few seconds after 
every fourth fireball, and this is your chance to attack.

With what? Eggs, of course. Run up against one of the castle's turrets to
shield yourself from the fireballs. Once she has thrown the fourth one and
the explosion from it has cleared, jump up onto the turret and fire a few
eggs in her direction. If you hit her with three or more, she'll move to
another position around the tower. Each time she moves, her fireball 
throwing will become faster and her 'rest' time between each volley will
become shorter. It's up to you to adapt to the change in speed and keep
hitting her with those eggs. Take your time if you need to - there's no
rush, just get the job done no matter how long it takes.

After you hit her at her fourth location, Grunty will cough up another
honeycomb before sending another homing spell your way. Use your 
wonderwing to get rid of it, then run into the centre of the tower as 
the hag soars up higher into the air.


+-------------------------------------------------------------------------+
   PHASE THREE: BEAK BOMBS AWAY!
+-------------------------------------------------------------------------+

Grunty's seen how your eggs work now, and has decided to throw her fireballs
from above instead. Luckily Bottles has a solution for that, and has 
activated a flight pad for you in the middle of the tower. Launch yourself
up into the air, then hold the R button and proceed to go after Grunty.

Grunty will fly around above the tower, occasionally stopping in place for
a few seconds before starting off again. As soon as she stops, get up close
and line up Kazooie's beak before using your beak bomb attack. Make sure
not to rush these attacks or you could end up wasting valuable red feathers,
or worse, crashing to an unfortunate death.

After you hit her, she'll start stopping to throw fireballs as well. Hit
her another two times and you'll have but one hit before the next phase.

For the final hit, try things a little differently. Grunty will stop very
briefly for a rest this time, but when she stops to throw fireballs will
stay in place for much longer as she will have more fireballs to throw.
Use your beakbomb attack when she is throwing the fireballs instead for
a better chance of landing a hit. When you see or hear the honeycomb drop
from her loins, tilt up and land on the ground to get ready for the next
phase. Don't worry - no homing spells this time around.


+-------------------------------------------------------------------------+
   PHASE FOUR: WITH A LITTLE HELP FROM MY FRIENDS...
+-------------------------------------------------------------------------+

Grunty decides that she's had enough with your arsenal of attacks and uses
the last of her magic to put up a protective shield, impervious against 
beak or egg attacks. Dodge her fireballs for a little while and don't 
worry - some help is on its way.

And sure enough, Who is it to pop out from the ground other than the Jinjos?
Four stone statues appear in each corner of the tower, and it's your job to
activate each one. Run to the first one all the while dodging Grunty's 
fireballs, then run up to the small hole in the front and spit out three or
four eggs. The first Jinjo should awaken, stretch his arms before flying
into the air and ramming through Grunty's shield and catching the witch off-
guard. Now onto the next ones, shall we?

Repeat the process for the next three Jinjos - Grunty's attacks shouldn't
really differ too much, just keep running and watch out for the fireballs
if you can; you want to preserve as much health as possible for the next
phase. Once the fourth and final Jinjo hits, Grunty's broom will snap into
a thousand pieces and she'll fall onto one of the castle's turrets. Her
shield still remains, though; so there's no chance for attacking her 
yourself.


+-------------------------------------------------------------------------+
   PHASE FIVE: THE FINAL BLOW
+-------------------------------------------------------------------------+

Grunty will start up the fireballs again, and you'll be rendered helpless
as you dart back and forth across the tower just to avoid them. Make sure
not to get hit here - the more times you get hit, the longer this onslaught
lasts. She'll throw a homing spell after a while, so use your wonderwing to
protect yourself against it then take some time to walk around during the
awkward period of cease-fire.

Oop, spoke too soon. Out of the centre of the tower rises a giant statue of
a Jinjo-like being, claiming to be the Jinjonator and requesting Banjo to
'activate' him. You'll notice another four holes, one on each side of the
statue's base. You'll need to fire five eggs into each of these holes in
order to activate the Jinjonator. You'll know when you've finished one 
hole because it will close over.

As long as you have at least eight honeycombs, you shouldn't worry *too*
much about your health here, just try and get those eggs in their slots.
That said, Grunty will have a period of rest after she throws several 
fireballs and her homing spell, during which time you'll be able to clog
up a few of the holes with ease. Either way, activate the Jinjonator and
watch in awe at the final cutscene. I don't want to spoil anything as this
was one of the most epic moments in videogaming during my childhood, so 
just sit back and enjoy the ride.

You've finally completed Banjo-Kazooie. Congratulations!






 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.31  |   SECRETS AND EXTRAS                                          |
|  SECRT  |                                                               |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+


+-- COMING SOON --+




 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.32  |   CHEATS AND CODES                                            |
|  CHTR1  |                                                               |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+


+-- COMING SOON --+



 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.33  |   CREDITS & THANK-YOUS                                        |
|  CREDT  |                                                               |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

Obviously a few credits and thank-yous are due here. First and foremost,
to Rare to developing such a great game that I still play to this day. 
Nintendo for publishing it, as well as 4J studios for the good job well 
done on the Xbox 360 port, which has given this game a tonne more replay
value for me in terms of Leaderboards and what have you.

Otherwise, I'd like to thank the following people.

Luke & Paul Morgan of spiralmountain.co.uk - for running such a fantastic
site and providing the inspiration for this guide.

Pyro of spiralmountain.co.uk - his speedguide helped with a lot of the 
route optimisation and basically was the person who got me into running
BK for speed.

Sami of tasvideos.org - providing me with some maps to help out

Avengah of Rarewitchproject.com - his Mumbo Token FAQ helped greatly in
the production of this guide, and showed me several tokens I had previously
overlooked.

 -------------------------------------------------------------------------
/-------------------------------------------------------------------------\
|  05.34  |   LEGAL DISCLAIMER                                            |
|  LEGLD  |                                                               |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+

This FAQ is property of Nathan Scott and may not appear anywhere except 
the following sites:

- GameFAQs.com
- spiralmountain.co.uk

The FAQ may not be replicated or distributed illegally without express 
permission from the author. If you would like to display this guide on
your site, you CANNOT do so until you get direct permission from myself
using the email at the top of this document.

FAQ copyright 2008 by Nathan "Kowbrainz" Scott.

+-------------------------------------------------------------------------+