The Banjo-Kazooie Speed ("Under 4 Hours") Guide Version 0.3 (3/11/03): Got the first four levels written and all the introductory material-hopefully you'll reduce your times greatly just via this info-if anyone cares out in TV land, of course. No doubt the need for more will surface as I continue to go through this. Considering a moves breakdown. Perhaps a notes location one? An enemies list is forthcoming as well as a short and sweet version of the level breakdowns (these versions will be more point to point, less narrative). I've yet to completely determine the quickest route around Grunty's Lair (because of the intricacy of deciding what order to do Freezeezy Peak, Gobi's Valley, and Mad Monster Mansion in-plus, the final Cheato spell book-before or after Rusty Bucket Bay?-the table of contents does indicate what I think the quickest route is). I will work that out and make sure my route is the quickest. It may well turn out by the time I finish this obsession that my time for the game is close to (or even under!) 3 and a half hours. I bet even the Rare testers couldn't have done much better than the level I'm starting to get to. At any rate, more is coming very soon. It's spring break for me (spring break here is two weeks long), and my number one priority till next week is to complete this guide. I've done the preliminary research. I just need to type it in and upload it (and work out a few kinks and details). See you with more soon. Version 0.5 (3/13/03): The next two levels are written (Gobi's Valley and Mad Monster Mansion in my breakdown), leaving only three more worlds to deconstruct (and the endgame naturally-though that might be three updates from now after I do the next two updates). I also wrote up a description of my Gruntilda's Lair room names and what I mean by them. Hopefully, this will make reading the Lair portions of the FAQ easier. Gruntilda's Lair is proving a challenge again in terms of getting an update done. I have to discover the quickest route around opening Rusty Bucket Bay, using (or not) the warp cauldrons, and find out when to use the switch to raise the water to get to the final Cheato (before or after Rusty Bucket Bay?). Solving the other quandary I mentioned in the previous version update (i.e. the first one) took me about two hours of writing down variables, timing them in the game and thinking, so I hope this one won't take much more than that. There are many variables to consider, and I must compare routes and find out which one works best. At any rate, once I work through this problem, the rest of the game will unravel before me. This is the last stumbling block I'm working on to get to a facsimile of a perfect game. Pretty neat stuff, huh? Hope to have the last two worlds up on Friday (3/14/03), but we'll see. One more thing: I'm VERY strongly considering having a running note total somehow installed into the world breakdowns. I'll find a way just to make the whole thing that much easier. Maybe another update today (Freezeezy Peak). Will know soon. Version 0.7 (3/20/03): Well, I didn't get Freezeezy Peak up last Friday, but just for you all, here's the next two levels broken down. Only Click Clock Wood to go. It's just a matter of actually sitting down and typing it up. I'm going to go through and make the whole speedthrough more readable after I finish getting all the material up. Still, not too much further to go with the speedthrough part at least. Here's hoping I have the energy to finish it soon. Version 0.8 (3/21/03): And here's Click Clock Wood. The bulk of the material has now been written. Still the endgame to deconstruct, but that's hardly a huge task. Eventually, I'll get around to cracking down on enemies, note counts, sparser breakdowns of each level, etc. Version 0.9 (3/24/03): The endgame has arrived. Along with that, I've made the speedthrough more readable (as promised). Running note totals, point to point breakdowns, and enemy names and descriptions still to come. Version 0.91 (3/26/03): Hee hee! It just goes to show a guy sometimes is blind to obvious developments. Turns out going back to the beginning (saving and quitting) is good to do at points after each of the first four levels, so I revised the guide to illustrate that. That's all for now, but also want to say that soon I will put up some kind of time-to-shoot-for guide for each of the levels (after I'm more and more certain about just how much time that is). Version 0.95 (4/2/03): Character and enemy guides up and a few time goals, plus some light spring cleaning otherwise. Not sure the previously mentioned guides are completely accurate, but I'll focus more on that later. Tonight, have to write a paper for class. After that, nothing to do for class for a couple of weeks, so I'll finish this bad boy off. Note tallies and point-to-point walkthroughs still to come. Version 0.96 (4/14/03): Note counts are up at various points throughout the worlds. Hope that'll make all this stuff simpler. Also adjusted for a few new strategies I discovered (may have to rewrite a large portion of the FAQ if I decide a whole new route through Gobi's Valley is better than my current one). I'm working on the point-to-point walkthroughs, and it won't be long now. Then I'll just have to put up time goals. Considering changing the order of things throughout the guide, but we'll see about that later. Version 0.99 (5/2/03): The more condensed version of the speedthrough is now up. Hopefully this will help people who know the game inside-out since they can now just set the more checklist-like version of the game in front of them and follow it. Took down and re-vitalized the Gobi's Valley segment after discovering a more efficient route through the level. Also added a note on achieving even faster times without getting some of the more unnecessary extras (by not gathering Cheatos and not activating a couple of the warp cauldrons). Now just need to get time goals in and this will be just about complete, although I am considering other updates (help with specific Jiggies, maybe). We'll see. ****HUGE OPENING NOTE****: PLEASE DO NOT USE THIS FAQ AS A GENERAL ONE; IT IS A SPECIALTY GUIDE MEANT FOR PEOPLE WHO ARE FAIRLY FAMILIAR WITH THE GAME ALREADY. I ASSUME A GREAT DEAL OF KNOWLEDGE ABOUT THE GAME AND YOU MIGHT FEEL LOST IF YOU HAVEN'T BEATEN THE GAME BEFORE (in fact, you might want to have beaten it a couple or three times at least before attempting the "under 4 hours" challenge- it requires that kind of knowledge about the various worlds in the game). Mind you, it works as a step-by-step walkthrough, but it's not really meant for that. Table of Contents: I. Introduction II. Ground Rules for the "Under 4 Hours" Challenge III. General Advice IV. Some Grunty's Lair Room Name Definitions V. Character Guide VI. Enemy Guide VII. The Most Harsh Sections in the Game (in terms of the Challenge) VIII. The Speedthrough a. Spiral Mountain b. Grunty's Lair c. Mumbo's Mountain d. Grunty's Lair e. Treasure Trove Cove (main) f. Grunty's Lair g. Clanker's Cavern h. Grunty's Lair i. Bubblegloop Swamp (preview) j. Grunty's Lair k. Bubblegloop Swamp (main) l. Grunty's Lair m. Freezeezy Peak (preview) n. Grunty's Lair o. Gobi's Valley p. Grunty's Lair q. Mad Monster Mansion r. Grunty's Lair s. Freezeezy Peak (main) t. Grunty's Lair u. Rusty Bucket Bay v. Grunty's Lair w. Treasure Trove Cove (epilogue) x. Grunty's Lair y. Click Clock Wood z. Grunty's Lair aa. Grunty's Furnace Fun bb. Grunty's Domain cc. The Final Battle IX. Speedier Speedthrough X. A Note on a Quicker Way to Speed Through XI. Time Goals XII. Some Post-facto (or FAQto if you prefer) Considerations I. Introduction "Why?" you are probably asking (though if so, I don't know why you'd be reading this unless it's to marvel at one man's idiocy). Why in the world would anyone create a Banjo-Kazooie speed guide? Well, I don't rightly know. I've always had an obsession for finishing games in the most efficient manner possible (with saves, I recently beat Donkey Kong Country 2: Diddy's Kong Quest with 102% in just under two hours-and it wasn't easy, though that's hardly a world record time). From the same lead designer and programmer as DKC 2, the perfect straight-up 2-D platformer (in my opinion), came the perfect straight-up 3-D platformer (in my opinion), Banjo-Kazooie. My appreciation for the ingenuity of the puzzles and games, the fairy-tale quality of Banjo's journey to rescue his little sister, Kazooie's rude and/or bawdy wisecracks, the excellent graphics, the fantastic dynamic music, some interesting and surprising twists on the old platform themes, and the fact that this game could entice a child in but only be beaten by a pretty good gamer----all of these qualities sum up to this being my favorite game from my favorite developer (Rare) by my favorite head game designer (Gregg 'Grunty' Mayles-also DKC 2's designer)----my favorite game of all time. In short, my latest quest has been to beat Banjo-Kazooie in less than 4 hours (though even that mark is looking rather lengthy as I get deeper and deeper into more efficient routes). The problem with this is that saving and quitting this game puts you back at the beginning of Gruntilda's Lair, which is often very counterproductive to producing the fastest time possible (you have to go through many rooms in Gruntilda's Lair if you start over that you wouldn't have had to go through in continuous play). So you have to beat it in a single stretch (with a few exceptions). Luckily, if you're crazy enough to actually want to do such a thing, I have painstakingly attempted to discover what the quickest way through each world is. I may have made a few mistakes (which I will gladly correct if someone sends a better method in and I test it and find it is indeed better) in determining the most efficient route, but I think generally that I've done a very good job figuring out how to go through each world in practically the most efficient manner possible. II. Ground Rules for the "Under 4 Hours" Challenge Here are some basic ground rules for the speed guide as I see them: 1. You must collect: a. all 100 Jiggies b. all 900 notes c. all 24 extra honeycomb pieces d. only as many Mumbo tokens as necessary to do the above (75 is the number needed), you do not have to collect all of them 2. You must activate every warp cauldron (though to achieve the quickest time possible overall, you might consider dropping this requirement). 3. You must collect and activate the three Cheato codes hidden throughout Grunty's Lair (see above parenthetical insertion). 4. You must NOT use any other codes on the sandcastle floor (such as the cheat for infinite air, etc.). 5. You must open all the note doors right before the Grunty battle, and collect all of the bonus objects therein (egg refill, red feather refill, gold feather refill and earn the double-energy bonus via completing a final puzzle-which is wise anyway given the fight you're about to get into). 6. You must beat Gruntilda as well, not just collect everything (and not just Grunty's Furnace Fun (the game show) and getting Tooty back-the big bad witch herself must take a fall off of her tower-literally and otherwise). 7. You do NOT have to beat Mr. Vile's second game in Bubblegloop Swamp (for 3 extra lives). I think it just takes too long and is too purely a bonus to justify the time you would have to devote to it. However, if you want to and think you can do it and come in under time, go ahead. Congratulations to you. 8. Saving and quitting when it would actually benefit your game (i.e., it would be more efficient to start at the beginning of Grunty's Lair rather than work your way back after finishing a level) is fine with me. I use this method a couple of times. 9. Dying, once you have collected everything, to get back to the beginning of a level quickly is fine, too (since you have to collect all of the notes over again when you die and collectibles in general are often scattered widely throughout the levels, it's probably never prudent to die except after everything is collected). III. General Advice 1. Rooms or places where you don't have to go-don't go into them (the bonus room behind the stained glass window depicting Banjo-Kazooie in the cathedral in Mad Monster Mansion as well as the two ground-floor window entrances to the mansion itself in that level are good examples). 2. Over medium to long distances with no intricate jumps required, use Kazooie, not Banjo, to move around. Banjo, when you have a choice, should be used only when you'll be stomping or pecking over and over, when greater landing precision is needed, or when you're walking along a very narrow path and using Kazooie might make you make a mistake (she changes direction too quickly and moves a bit too fast for such situations). You'll be using Kazooie a lot, so get used to hearing that odd noise she makes when she runs (not to mention the "Breeee!" you hear every time she jumps). Also remember you have to be using Banjo, not Kazooie, to peck, stomp, fire eggs, use a spring pad, start flying, flap flip (super jump) or attack in general. However, when using Kazooie, you CAN immediately begin climbing if you touch a ladder, tree, etc. Also note, when the fall isn't too hard or the jump too intricate or you're jumping into water, that Kazooie jumps a pretty long way and might be a better, quicker option than jumping with Banjo. In general, try to use common sense when determining whether Banjo or Kazooie is the better option. 3. Except for very special cases where you go off the beaten path to collect them, I won't point out every single note along the way. If I don't mention them, chances are they're quite visible and you should have collected them anyway. That said, I may say things like "collect the notes along the way" to point out they're there. I don't think you'll have too many problems. 4. Skip character speech when you can-it counts on the timer. Press L, R, and B at the same time to skip it (except don't do this with Mr. Vile-if you do, he'll think you don't want to play his game, and you'll have to exit and re- enter the giant crocodile to talk to him again-nor should you skip the speech with Boggy in Freezeezy Peak when it's time to race him). Use A to make characters talk quickly if you don't have a choice about talking to them (this is a rare circumstance). When you talk to Brentilda, shut her up immediately after you know the relevant facts concerning Gruntilda's personal history. 5. If you're reading this guide, you're probably pretty good, but basically don't worry too much about energy. Obviously, if you're down to two honey sections, you might want to grab an energy piece or two when it's convenient. If you're down to one, energy is high priority. It's better to lose a few seconds collecting some energy than to die and restart the level (most likely effectively eliminating the chance you can get the time in under 4 hours). 6. With Brentilda, have a piece of paper handy to write the answers to the upcoming quiz questions on. Cancel her speech as soon as you know what the important piece of information (it's written in squiggly letters) is, and then talk to her again (by pressing B) to find out the next of the three answers. It's probably better to talk to Brentilda throughout the game and know the answers to the Grunty questions than it is to skip the Brentildas and either guess or use Jokers on the Grunty questions during Grunty's Furnace Fun. You might also consider using the Brentilda question checklist that Donkey Kong Song provides in his B-K FAQ. It's pretty helpful (thanks, Donkey Kong Song!). 7. It's a very minor point, but if you can be in the spot that a Jiggy is going to land/appear during a cut scene, then do so to save a couple of seconds. The time it takes to do what I call the Jiggyjig (the joyful dance Banjo does when he collects a Jiggy followed by Kazooie storing it away) overlaps with the cut scene time and therefore eats up less time if you do this. IV. Some Grunty's Lair Room Name Definitions Throughout the times I run through Grunty's Lair, I will be using my own, special, made-up name for a given room. Here's what I'll be calling them. 1. Mumbo's Mountain room-the very first room in Grunty's Lair, where you pick up your first Jiggy, complete your first puzzle, enter your first world, enter Gruntilda's Lair transformed for the first time, collect your first Witch Switch puzzle piece (as a termite), and break down your first note door. 2. Treasure Trove Cove puzzle room-a slight misnomer since it also contains the Clanker's Cavern puzzle but would you rather I had a longer name involving both world names? Didn't think so. Here, you'll complete two puzzles, earn a Jiggy by stomping witch eyes, activate your first warp cauldron, and talk to Brentilda for the first time. 3. Click Clock Wood puzzle room-although you don't meet the puzzle until late in the game, I'm calling it this to keep things simple. Mostly, you'll use it to get to Treasure Trove Cove and Clanker's Cavern, but there's a nearby tunnel with water flowing from it that will also prove useful later. You'll break down your second note door here. You'll also have your last tete-a-tete with Brentilda very late in the game. 4. Treasure Trove Cove room-the place with the Treasure Trove Cove entrance (a treasure chest). You'll collect your second Lair Jiggy here. 5. Click Clock Wood warp room-the pipe with the water flowing from it in the Click Clock Wood puzzle room leads to this area, where just about the only thing of interest is a warp cauldron that will save you a lot of time later. If you're interested, don't forget the gold feather and Mumbo token. 6. Clanker's Cavern room-along with the entrance to the aforementioned world, it also holds the Bubblegloop Swamp puzzle (through a tunnel). A lot of switch stomping, pipe jumping, thin rail walking, and a little swimming near the end (also-Brentilda!). 7. Giant Grunty Scarecrow room-it's got Brentilda, a Jiggy collected via entering from another room, and it leads to some interesting other rooms. 8. Bubblegloop Swamp room-that world's entrance, plus a puzzle for Freezeezy Peak (through a tunnel that turns icy behind Bubblegloop Swamp's entrance). Featuring Brentilda, your first use of the Wading Boots, and your first Cheato spell! 9. Gobi's Valley room-its most prominent features (besides the world entrance) are a giant urn used to collect a Jiggy in the Giant Grunty Scarecrow room, a sarcophagus which sports a Jiggy when you get it open, and a switch to cause a shock jump pad to start circling the perimeter of the room. All this, and another Brentilda! 10. Freezeezy Peak room-also holds two warp cauldrons, a temporary flight pad switch (with matching speed shoes), two Lair Jiggies (you'll collect both in one fell swoop fairly late), and Brentilda! 11. Gobi's Valley puzzle room-not only that, but the way to the Mad Monster Mansion room, Brentilda, and your second Cheato spell! 12. The Bay/Wood connector-featuring the Witch Switch Jiggy from Rusty Bucket Bay, and the final water level switch to reach Cheato in the next room, connects to the Rusty Bucket Bay room and the Click Clock Wood room. 13. Rusty Bucket Bay room-includes a cauldron, the second water level switch, connection to the Mad Monster Mansion puzzle room (twice!) and your last Cheato spell. 14. Mad Monster Mansion puzzle room-with one Mumbo token, also proves to later be (in a roundabout fashion) the room which contains Rusty Bucket Bay's puzzle. 15. Mad Monster Mansion room-with Brentilda, a gate to break down, and a shack to enter as a pumpkin. 16. Mad Monster Mansion shack-mostly the first water level switch, but also Mumbo's only appearance in the Lair. 17. Click Clock Wood room-a cauldron, Brentilda, a Jiggy stand switch (for the Click Clock Wood puzzle room). Not to mention the last Jiggy of the entire game (collect as a bee). 18. The Last Tunnel-from Click Clock Wood to Grunty's Furnace Fun, not much to do here, but provides interesting tension before the great battle of brain and brawn ensues. 19. Grunty's Furnace Fun-fun for the whole family, beat the witch at a game show of her own devising (apparently with the help of some manufacturers) or eat death in a vat of roiling, rolling, boiling lava. The pre-climax climax. Don't forget the warp cauldron! 20. Grunty's Domain-the winding stairs from the opening cinema are your first sign that the end is almost here. First, a warp cauldron. There's also a beauty-transferring machine you don't need to see, a Grunty puzzle which requires 25 pieces to fill, three bonus collectible-refilling objects (egg, red feather, gold feather), and an energy-doubling bonus jigsaw puzzle. Dingpot is your way to the final challenge. 21. The Top of the Lair-a witch's cackle, a blood red and inky black sky torn asunder by lightning, and the place where your skill shall finally be proven worthy or worthless, in ground battle, ground-to-air battle, air- to-air battle, and secret-weapon usage (with the power of some friends you've freed). Your doom or your glory awaits you here. Gruntilda shall fall! V. Character Guide Not that I'm going to inform you of who, let's say, Banjo, Kazooie, Bottles, Gruntilda, etc. are, but for those characters who get a significant amount of dialogue and such throughout the levels, I thought I'd let you know their names (especially since I'll be referring to them pretty casually throughout the speedthrough). 1. Mumbo's Mountain Conga-the big ape on top of the orange tree: you'll be getting three Jiggies from him (via trickery, thievery, and long-range combat) Chimpy-the little monkey sitting on a stump near Conga: give him Conga's orange to get a Jiggy and raise that stump (to reach the Witch Switch, Bottles's molehill for egg usage, and take on Conga) Ju-Ju-the totem pole near Mumbo's hut: feed him blue stones (we call them eggs) to reach an extra honeycomb piece and get a Jiggy 2. Treasure Trove Cove Leaky-this little bucket has a hole or two that needs filling: use eggs to open the way to the sandcastle's puzzle Nipper-the giant hermit crab who won't put up with Kazooie's rude mouth: peck him three times to make him withdraw and get the Jiggy he's guarding Captain Blubber-the hippo pirate captain of The Salty-er-Hippo: get both halves of his treasure back for a Jiggy Mini-Lockup-although the game puts him in the enemy credits, I'm putting him here, he's the little treasure chest that asks you to find all the "X"s in the level: bust him open once you find him for a Jiggy 3. Clanker's Cavern Clanker-if you don't know who he is (pay attention to the world name), you shouldn't be reading this FAQ--see that giant whale android below the surface? Might want to see if there's a way to raise him, lots of Jiggies rely on that Mutie Snippets-these four freaks of nature guard a Jiggy at the very rear of the level, although they're to be treated no differently than regular Snippets Gloop-a fish down at the bottom of the level (near Clanker's anvil): use his bubbles to stay alive (breathe) as you raise Clanker 4. Bubblegloop Swamp Golden Flibbits-on that island with lots of stumps, one gold Flibbit emerges from each stump: beat them all for a Jiggy Tanktup-the giant turtle with cold feet (literally) where Jiggies are concerned: stomp them all for a Jiggy Tiptup-the slightly more normal-sized turtle inside Tanktup: solve his memory game(s) for a Jiggy Mr. Vile-the crocodile sitting inside the giant crocodile head: beat all three of his decently challenging games for a Jiggy Croctus-the golden crocodile robot things with snapping jaws: feed all 5 incarnations for a Jiggy 5. Gobi's Valley Gobi-the camel chained to the rock near the "Concentration" pyramid: he'll help you with a couple of Jiggies in Gobi's Valley and another Jiggy much later and even give you an extra honeycomb piece (though only 1 of 4 will be voluntary on his part) Trunker-this palm tree near the world entrance thirsts for water: use Gobi to meet his request and a Jiggy will appear at his summit Jinxy-a sphinx near(ish) the world entrance, there's a flight pad on his back: clear up his sinus problems to get inside him (Jiggy, Jinjo, Mumbo token, and notes therein) Rubee, Toots, and Histup-stereotyped Indian (South Asian, not Native American) snake charmer, weird pet thing, and snake, respectively: give them some eggs to get Rubee to charm Histup and get you access to a Jiggy 6. Mad Monster Mansion Tumblar-a glass sitting in a shed near Mumbo's: help him solve the newest, most insidious version of the spell-the-game's-and-lead-characters'-name for a Jiggy Motzand-this giant ghost hand plays mournful dirges inside the cathedral: copy his tunes to exorcise him and get a Jiggy Napper-green ghost sitting in Mad Monster Mansion's biggest room: don't wake him and you can get his Jiggy Loggo-he's a toilet, nuff said: find a way down him and guess what you can get (raw sewage isn't the right answer, by the way) 7. Freezeezy Peak Boggy-polar bear suffering from indigestion near the world's entrance: help him out, get a Jiggy, beat him in a couple of races, get two more Jiggies (and even help his kids for another) Twinklies-these guys want to light up the Christmas tree: help them do so (and then do a little more) and you can reach a Jiggy Wozza-this walrus is deathly afraid of bears but implicitly trusts all walruses: get him to hand over that Jiggy somehow, then venture inside his newly accessible cave for more goodies Soggy, Moggy, and Groggy-Boggy's kids don't have presents this holiday season, can you find any for them? They just might decide that giving is a worthy response to receiving. 8. Rusty Bucket Bay Snorkel-the poor dolphin is trapped below the ship's anchors: help him get free and you'll find he somehow got his fins on a Jiggy Boss Boom Box-the crates in the cargo hold are sentient! Smash 'em good for more Jiggy goodness (though you'll use a trick for quicker access for the speedthrough) 9. Click Clock Wood Gnawty-a beaver with domestic issues, in that he can't reach his domicile: you're a pretty strong pair, maybe that boulder won't stand up to a good stomp Zubbas-hornets who are in Grunty's service: Wonderwing the lot for another Jiggy in summer (and don't forget that Jinjo in spring or the notes in fall) Nabnut-a squirrel who just doesn't set enough stock in the future where eating and acorns are concerned: gather six more of them (acorns, that is) in autumn and Nabnut has a certain golden prize to hang over (note: it's a Jiggy) Eyrie-where this baby eagle's neglectful mom ran off to is none of your concern, you just gotta make sure he grows up to be a big healthy bird, you just may get more than a sense of satisfaction if you succeed VI. Enemy Guide 0. Spiral Mountain Topper the Carrot Bawl the Onion Colliwobble the Cauliflower Quarrie the Rock 1. Grunty's Lair Red Gruntling (weak) Blue Gruntling (stronger) Black Gruntling (strongest) Bigbutt the Bull Whipcrack the Flailing Branch Thing Chump the Fish Guarded Honeycomb (bees) Shrapnel the Floating, Ticking, Tracking Bomb Ticker the Termite (after Mumbo's Mountain) Snippet the Crab (after Treasure Trove Cove) Grille Chompa (after Clanker's Cavern) Buzzbomb the Dragonfly (after Bubblegloop Swamp) Scabby the Scarab Beetle (after Gobi's Valley) Mum-Mum the Mummy (after Gobi's Valley) Ripper the Tombstone (after Mad Monster Mansion) Tee-Hee the Laughing Ghost (after Mad Monster Mansion) Sir Slush the Snowman (after Freezeezy Peak) Flotsam the Lifesaver (after Rusty Bucket Bay) Big Clucker the Grille Chompa-like Bird (after Click Clock Wood) 2. Mumbo's Mountain Ticker the Termite Bigbutt the Bull Grublin the Purple Man-like Thing 3. Treasure Trove Cove Snippet the Crab Yum-Yum the Clam Lockup the Treasure Chest Snacker the Shark Shrapnel the Floating, Ticking, Tracking Bomb Black Snippet the Puzzle/Jiggy-Guarding Crab 4. Clanker's Cavern Snippet the Crab Grille Chompa the Grille-Residing Slug Whiplash the Flailing Intestinal Thing 5. Bubblegloop Swamp Flibbit the Frog Buzzbomb the Dragonfly 6. Gobi's Valley Slappa the Slapping Mummy Hand Scabby the Scarab Beetle Mum-Mum the Mummy Guarded Honeycomb (bees) 7. Mad Monster Mansion Nibbly the Bat Tee-Hee the Cackling Ghost Portrait Chompa the Portrait-Residing Slug Skeleton Limbo the Skeleton Whipcrack the Flailing Branch Thing Guarded Honeycomb (bees) Ripper the Tombstone Grille Chompa the Grille-Residing Slug 8. Freezeezy Peak Chinker the Ice Cube Sir Slush the Snowman Twinkly Muncher the Green Thing That Eats Twinklies Ticker the Termite 9. Rusty Bucket Bay Flotsam the Life Saver Grimlet the Pipe Chump the Fish Boom Box the Exploding Box Grille Chompa the Grille-Residing Slug Seaman Grublin the Sailor Man-like Thing Guarded Honeycomb (bees) Snacker the Shark 10. Click Clock Wood Big Clucker the Grille Chompa-like Bird Grublin Hood the Leotard-Wearing Man-like Thing Snarebear the Snapping Flower Guarded Honeycomb (bees) Whipcrack the Flailing Branch Thing Bigbutt the Bull Buzzbomb the Dragonfly Chinker the Ice Cube Sir Slush the Snowman VII. The Most Harsh Sections in the Game (in terms of the Challenge) My least favorite segments in the "under 4 hours" challenge (I believe they provide the greatest chance you'll not complete the challenge) in ascending order: 3. Clanker's Cavern-turning the key under Clanker to make him ascend: the notes are cruelly placed in relation to the key and the Jinjo, the Jinjo will make you turn off the wide circular path you take for the notes and key, Gloop's bubbles are a significant space higher than the notes on the floor and you must keep your air up via those bubbles. Stir together and add a healthy dose of frustration. 2. Bubblegloop Swamp-beating Mr. Vile: lose any of the three challenges along the way and you'll have to start that challenge over losing a VERY significant amount of time, not to mention you'll get chomped for a couple of energy pieces (which can be a deadly threat if energy's an issue at that point). 1. Rusty Bucket Bay-the carefully-timed-jumps-through-engine-room-propellers- Jiggy/beat-the-timer-on-the-outside-main-propellers-Jiggy challenge (see my Rusty Bucket Bay description if you don't understand): you'll be collecting these two Jiggies first given the likelihood you'll die somewhere on the way (the engine room in Rusty Bucket Bay is, in my opinion, the most deadly place in the game). You must slow down the propellers in the engine room using a switch in a different room (collecting notes on the way which you'll have to collect again if you die) before entering the engine room, crossing a dangerous rotating pipe, hitting one of two switches to shut off the outside propeller, walking over pistons which spin every few seconds, crossing the engine room propellers to reach some notes and a Jiggy, then crossing them again to continue shutting off the power to the propeller for the entire ship. Small error in timing = get hit by those propellers = you're probably one dead bear and bird (you'll probably get knocked into an abyss). And the Wonderwing won't help you very much. You can use the gold feathers, but get smacked sidelong by the propeller as you jump through and you'll fall anyway (the Wonderwing will shut off of its own accord, and Banjo will flip backward with that little "Woo!" sound.probably into an abyss). AND AFTER THAT, you must finish shutting off the power to the outside propeller, finish collecting notes while the timer winds down, dash half the length of the Rusty Bucket (the ship), dive into polluted water which eats up air at twice the usual rate, and swim to a Jiggy behind the propeller which leads to some very awkward camera angles. Oh, and make sure to get out from behind that propeller before time is up. If you die, you have to brave the engine room again and collect the notes between the engine room's propellers where you just might get killed again. Yuck. Get through this, and the rest feels almost like a cakewalk. All right, let's do this thing. Good luck to you. VIII. The Speedthrough ***Spiral Mountain*** --Walk over to Bottles's molehill (he'll automatically pop up). Skip the first bit of conversation, then press A to make him hurry through the next. Press B to get Bottles to give you all of your basic moves once you get the choice. Then skip the next bit of dialogue. --Now, you're going to go clockwise around the level. Grab the extra honeycomb piece (^1) from the top of the tree trunk in the midst of a field of tree trunks (flap flip to it). --.then the one (^2) at the top of the nearest tree after that. --.then the one (^3) at the end of a series of ledges near the waterfall. --Now head quickly for the honeycomb piece (^4) underwater under the small bridge that leads to Spiral Mountain proper (which winds upward toward Gruntilda's Lair). --Next, beak barge the four Quarries to get the fifth piece (^5). --Finally, head up the slope and Rat-a-tat Rap the Colliwobble for the final piece (^6). --Congratulations, you've collected six of the more than 1200 collectibles you'll need to complete this game. Don't panic thinking about that number just yet though. We've got work to do. Head for the bridge you recently collected a honeycomb piece under and climb up. Flap flip up the last bit to save a couple of seconds. Skip your conversation with Bottles, and head into the foreboding witch's mouth. ***Grunty's Lair*** --Turn left as you walk in, jump up the series of platforms, and grab your first ever Jiggy (*1), skipping this Jiggy's dialogue in the process. --Now head to the immediately opposite (from the series of platforms) tunnel toward Mumbo's Mountain. Walk up the slope, put the piece in, skipping dialogue when appropriate. --Head into Mumbo's Mountain. ***Mumbo's Mountain*** --Head immediately to your right to flap flip to a Jinjo (1) on a rectangular formation and then grab the Mumbo token nearby (it's on the rectangle's side nearest the steep slope you can't climb yet). --Next, cross the nearby bridge over the water till you collect the fourth note on that bridge, then dive under and collect the nearby notes (first the three nearest you, then the three closer to the world exit). Surface, and jump onto the small island to get a Jinjo (2). --Jump back to the bridge and finish collecting the notes thereon by going across toward a small clearing with a beehive and a Bigbutt. Head for the slope that's littered with notes (avoid Bigbutt if you can, but it's better to take a hit from him than to attack him). As you reach that slope's summit, turn right and go toward the slope leading up toward Mumbo's Skull in this level. Bear toward Bottles's molehill (which is far left, as you face the slope you climb to reach this area). Learn the Beak Buster move (skipping the dialogue). --Stomp the two nearest huts, collecting the notes that pop out from the first one. Then head back down the slope you came from and into the termite's tower. Flap flip to the Mumbo token nearby, then exit the tower. Head for the slope (more notes) opposite the one you climbed to get to the Beak Buster molehill. Now learn the Talon Trot (skipping the dialogue). --Use it to climb onto the nearby structure. Collect the notes as you move around the half-circle and grab the Jinjo (3) as you complete the arc. --Then, jump down to the Jiggy (*1) sitting in the middle of the structure. Notes = 47. --Skip the Jiggy's and Bottles's dialogue (pre-Jiggyjig and post-Jiggyjig respectively). Now, behind one of the structure's supports (at the "back" as you face the structure from the molehill) is a Mumbo token. Grab it, then head down the slope which leads to Conga (to the "left" as you face the structure from the molehill). Collect the notes and the Jinjo (4) on the way down (they're scattered about-in general, just try to collect the things in a downward fashion, don't collect them in such a way that you have to climb back up the slope for ones that you've missed). --When you hit bottom, stand on the nearest orange pad. Get Conga to hit it with one of his oranges, then jump toward his tree and collect the orange on it. Now get Conga to hit the other two orange pads. Grab the Jiggy (*2) which ensues. Notes = 68. --Take the orange you recently collected up to Chimpy (who is sitting on a nearby tree trunk). He'll give you a Jiggy (*3) and raise the trunk so you can access a higher area via a flap flip. --Do so, and turn left. Jump along the series of ledges, collecting a Mumbo token on the way, and then stomp the Witch Switch at the end. --When you've got control after the cut scene, head back from where you came, learn how to use the eggs from Bottles's molehill. --Use them on Conga (skip his first line of dialogue-if the egg hits him and he's still talking, he won't attack until after he's finished speaking). Avoid the orange he throws, fire another egg, avoid two more oranges, and fire a final egg. Collect the Jiggy (*4). --Hightail it up the slope near Bigbutt (where all the notes used to be). Head for Mumbo's area. Stomp the two nearest huts. The first yields an enemy you might want to kill since he tracks your location immediately after you stomp the hut. The second gives you the last Jinjo on the level (5). --.and therefore a Jiggy (*5). --Now head for Ju-Ju the totem pole in the center of this area. Put eggs into the mouths of each of his first three segments (each disappears after you put an egg in). If you can, get two segments (or more) in one revolution. Then flap flip onto the fourth and final one. Flap flip again straight up and you've got an extra honeycomb piece (^1). --Now put an egg into the mouth of the final segment and you've got another Jiggy (*6). --Stomp the last two huts. The last contains a Jiggy (*7). Notes = 72. --There's a small incline leading up to Mumbo's Skull. Under it is a Mumbo token. After getting that, flap flip into the left (your right) eye of the skull where another Jiggy (*8) resides. --Head into the Skull. Collect the four notes (immediately visible) and then transform. Head outside as the termite and into the termite tower. Climb up, collecting the notes on the second level, and grab the Jiggy (*9) at the apex of the tower. Notes = 82. --After you've done that, leap off the tower toward the only water in this level (with the bridge). You're not going into the water, you're grabbing the extra honeycomb piece (^2) in an alcove which is on the incline which slopes up from the water (and which Kazooie cannot climb but the termite can). --Now head back toward the steep slope you haven't climbed yet (descending from the Mumbo area). Grab the notes and the last Jiggy (*10) starting from the top. You're clear. Exit. ***Grunty's Lair*** --Cancel Bottles's message (concerning the immobility of notes from a given world-which doesn't make much sense to me, but never mind that), then jump up to the Jiggy (*2) you saw in the cut scene (only the termite can reach it). --Now let the Jiggyjig music play, and when the Jiggy icon (with a 2 next to it) descends off the screen, immediately pause. Save and quit the game. You're going to save a few seconds by not going through the tunnel back to the first room in the Lair. You also have to deal with transforming back to Banjo and Kazooie if you don't save and quit which eats up a pretty significant amount of time. Altogether, you're better off quitting. Also, if the idea of continuing right now-after the rush of getting a sub-7:30 time in Mumbo's Mountain-seems unappealing, you can always come back to this point later. --Back already? Right, use the Talon Trot to get up the slope in the first room. Kill your little conversation with Bottles concerning note doors and head through the first (50-note) note door (after appropriate celebration and bowing by Banjo and Kazooie of course). --In the next room, move right to talk to Brentilda (&1) (you'll have to stop Grunty's babbling about your never breaking down another note door-ha!). --After dealing with her, head for the Treasure Trove Cove puzzle. Put the first piece in, cancel Bottles's interruption concerning finished puzzles and the irrevocableness of them, put the other piece in. --Head up the incline to the next room. Jump down to the entrance to the room with the Treasure Trove Cove chest (right next to the water below the small waterfall). Flap flip into the chest once you've reached it. ***Treasure Trove Cove*** (main) --You're standing on a pier. Grab the notes at the corners of this pier and then dive under, quickly scooping up a Jinjo (1), then leaving the ocean just as hastily so that the shark Snacker doesn't make you mincemeat. --Head for Captain Blubber's (the Hippo Pirate's) ship. On either side of the small lake you're approaching is a palm tree with four notes on top of it. Climb up the one on the right (as you come from the pier) first. Then the other, then dive into the water, and through the hole in the side of the ship. Grab the treasure (1/2) and the notes underwater, then swim out (don't take a breath through doing that). Head for the ship itself, grab the notes going up both sides of the rigging (the cross-strands of rope that go up to the ship's crow's nest at the summit of the ship). Also climb the pole at the top of the rigging and find a Jinjo (2). --Then learn how to fly from the nearby molehill. --Use this newfound ability starting on a nearby flight pad (with red feathers on it) to fly toward the shelf rock formation with a large Lockup on it. Inside his rapidly opening and closing mouth, a Jiggy (*1). Notes = 27. --Then go back to the ship and use the self-same flight pad to pull out a great time saver. Fly (using to great profit the 25 red feathers Bottles gave you) to the tip top of the level and the Jiggy (*2) that sits there atop the appropriate seaside-related structure (it's a lighthouse, I think). --Around the perimeter of the very top thing are 5 notes and a Shock Jump spring pad which you don't know how to use yet, but have avoided having to use for now (#chortle#). Leap down. Bust the door on one side of the bottom of the lighthouse to carefully grab a Mumbo token (don't actually walk into the blackness since it'll lead you to where you just came from). On the side opposite the door is a Witch Switch to stomp. --Now wind the camera around the edge of this pillar you're on until you can see three notes below (the bit of land that holds them is on the side nearest the Witch Switch). Grab them. Near there (with help from a revolving camera), you'll be able to see a Jinjo (3) on top of a palm tree. --From that palm tree, it's easy to see the hole in the ground that serves as a tunnel out of this area. When you emerge, you'll see a single note near a precarious fall. Grab it. Note your location. You are opposite the Lockup with the Jiggy we picked up a while back. So use that knowledge to swim back to Blubber's ship. Bust the rectangular piece of wood in the ship's floor to get the other half of Blubber's treasure (2/2), some notes and a Mumbo token. Flap flip out of there. On the pole in the center of the ship is another Mumbo token. Give Blubber his treasure and collect the ensuing Jiggy (*3). Notes = 40. --Now run to that (sort of) nearby stack of boxes and use them as steps up to the molehill where you'll learn how to use the Shock Jump spring pad. Do so. --Then fall to the nearby shelf (close to the sandcastle) where Leaky the bucket waits for you to "use pebble" to block his leaks. Fart two eggs into Leaky and the damage is repaired. After the cut scene (nice explosion!), jump to the top of the sandcastle to collect the five notes there. Then go into the sandcastle. Spell "BANJOKAZOOIE" on the tile floor (it may help to memorize the layout of the board and know where all the letters are). Kill the black and red crab who claims this as his puzzle. Grab the Jiggy (*4) you just unlocked. --Now collect the four notes (two on either side) in the water near the entrance. Leave. As you emerge, if you think of the area toward Leaky as north, you want to head east (Banjo and Kazooie turn left as they leave the sandcastle-toward the right side of the screen). You'll run amongst the bottoms of some tall pillars and toward two Lockups. The one on the right has five notes in his belly. Grab 'em. Then climb the nearby winding tower. Stomp the "X" at the top of it. Then head for that area where the wooden, ladder-like steps climb up three shelves. On the bottom shelf, however, there is a small path that winds around the corner. Navigate it and the dangerous jumps over gaps and from box to box in the ocean, and you've got yourself a Jiggy (*5). Notes = 58. --Work your way back around where you came from. Climb the ladder-structures as Kazooie, getting the notes on the way. At one level, a Lockup holds two Mumbo tokens it may be worth risking his ultra-quick mouth over. Up top of all this climbing, grab the underwater Jiggy (*6). --Head for the Jinjo (4) on a rapidly thinning stretch of land. --From there, you can see three notes sitting near a shallow pool of water (guarded by a Snippet). You might consider getting a nearby underwater Mumbo. Then go up a ramp to the next "X". Stomp it. Now point yourself toward the area you just came from. In an underwater corner is an extra honeycomb piece (^1). Go get it, but beware Snacker. --As you faced the piece from the last "X" stomping location, turn right and head for shore. DO NOT grab the Mumbo token behind Nipper. It takes too much time. Fight Nipper, attack with finesse, and then head inside the opening he makes available to you by withdrawing into his shell. Collect the notes on the way and deal with the two Snippets before (or after, I suppose) grabbing the Jiggy (*7) at the end of the stretch. Notes = 79. --Head back the way you came from. Nearby is a shock jump pad. Use it to get back to stomping "X"s (after you've jumped up, the path to more "X"s and notes is kind of "behind you"). Collect notes on the way from "X" to "X" in such a way that you don't cover the same ground twice. At the end of all this, you'll be at the molehill where you originally learned the shock jump method. Use the nearby pad to nip a Mumbo token. Then use the shock jump pads nearby (atop thin pillars) to reach three more notes (skip as many islands as you can-remember, these are large jumps you are capable of), and then jump up to the nearby shelf where a Jiggy (*8) is stored. --Jump down to the pads you just left (the one with the red feathers is convenient), and shock jump to the last Jinjo (5). --.and therefore another Jiggy (*9). Notes = 94. --Then shock jump up to the nearby, tall land mass. Work it out with a Snippet, notes around the perimeter (the last notes on this world) and stomping the "X" in the middle (which leaves a "?"). See that little island nearby down below-the one with the big "X" on it? Jump off slightly toward the structure. On the side of the mass you just jumped from at ocean level is a Mumbo token (facing the mass from the final "X" island). On the island itself--Snippet, "X" stomping, and then stomping the treasure box that emerges (Mini-Lockup apparently), collect the final Jiggy (*10). --Now, look in the ocean toward the first "X" tower you climbed. There's an extra honeycomb piece (^2) on a floating box out in the sea. Better grab it before Snacker can deal with you. Now, you've collected everything. You can head to the exit, or alternatively and preferably kill yourself via Snacker. That'll get you back to the start quicker anyway. ***Grunty's Lair*** --Run over to the cannon sticking out to flap flip up (then flap flip once again while avoiding a Gruntling) to reach the Jiggy (*3) from the Witch Switch in Treasure Trove Cove. Now save and quit the game. --Head for the Treasure Trove Cove puzzle room, and use the nearby shock jump pad to boost you to the Clanker's Cavern puzzle. Press A twice to put the first two pieces in, kill Bottles's message about pressing Z to put all the pieces in, then take the advice he didn't get to tell you just now. --Now head up a room, and into the big pipe water is rolling from. Head in there, jump out the opening in the pipe above, activate the nearby Warp Cauldron, then the Mumbo token in a dark corner of the room, then head back where you came from. --Up above the pipe is the way to the Clanker's Cavern room. Turn Banjo and Kazooie right as they walk in (again, their perspective). In an indentation in the floor is a switch to raise pipes which give you access to the world entrance. Stomp, use, enter. ***Clanker's Cavern*** --Head forward though from your perspective it's toward the front of the screen (you'll fall to the floor), and climb up the ladder leading to some pipes. Turn left as you reach the top of the ladder, and flap flip onto the left pipe. Head that way, killing Grille Chompas on the way, and collecting the notes. Jump to the nearby gold feather (after all the notes/Chompas), then the Mumbo token, then the gold feather on the opposite side. More Grille Chompas/notes, then a Jinjo (1) behind the honeycomb. --After that, dive in to the water and go down the nearby tunnel collecting notes. Cancel Clanker's plea for help from the icky water. Surface. Get in good position for diving down WAY below Clanker (where that chain is descending into). Do so. Collect the notes, Jinjo (2) and swim through the key 3 times (may be best to do two of the swim-throughs in a row-go through key, turn around, go through again) all while collecting Gloop the fish's air bubbles to stay alive. --Clanker will rise up after the third key turn. You follow suit after everything's collected/done at the bottom. Now surface near the left side of Clanker's head. We're going to go counter-clockwise around the room from here. Use Clanker's fin to get onto a nearby island with a shock jump pad on it. Kill the Grille Chompa, then use the pad. Jump to the right, climb up a pipe to collect notes and a Mumbo token. Take the pad the other way and go left as far as you can, collecting notes and then busting a grating further left after the notes. You'll get an extra honeycomb piece (^1). Notes = 31. --Dive deep underwater and swim into the tunnel filled with notes (the opening to it is almost directly below you). Once you come to the other end of the tunnel, swim up into a hollow pipe containing the other extra honeycomb piece (^2) (almost directly above you as you finish getting notes from tunnel) and then get on the fin again. --This time, head to the left again, but bust the nearer grating; you'll collect a Jinjo (3). --Head further left for an extra life. When you emerge, dive under the water and head into the tunnel set into the wall (immediately underneath you). At its end is a Jiggy (*1). --You must then swim out the same way you came (don't come up for air here if you don't have to) and then head into the glowing green tunnel near Clanker's tail. Here, battle the Mutie Snippets (four of them), collect the notes around the perimeter of the room, get the Jiggy (*2) and leave. Notes = 46. --Surface and head for the island with the honeycomb standing on an island (in front of a grille). Kill the Grille Chompa, then climb up the pipe and use the shock jump pad to get up and then flutter to all (all two of them) of the notes in the remaining alcoves (to the left). Jump into the water and head into the nearby winding tunnel for another Jinjo (4). --You had to go clockwise to reach it, so turn immediately around and head out the tunnel the same way you came in. Swim into the other nearby tunnel (further counter-clockwise than the Jinjo tunnel) for a Mumbo token. Now surface onto the small island near Clanker's right gold tooth. Hit that tooth with three eggs. Then swim inside and grab the Jiggy (*3). --Run around the mouth collecting the notes, then jump into the pool in the middle of the room. Swim through the tunnel, avoiding the Whiplashes as you go. Surface near the green ring in Clanker's main portion. Jump through it and complete this rings challenge (go through each as they turn green) for another Jiggy (*4) which you should claim immediately. --Leave via the lower tunnel on Clanker's side (it's the right one as you face into Clanker from the Jiggy you just collected), and collect the notes on the way, exiting as you go. Jump up on the nearby fin and then up onto Clanker himself. Turn left and grab the notes on Clanker from his dorsal fin to his tail (#slight Jaws reference from yours truly#), along with the Jiggy there (*5). --Climb up onto Clanker's swinging tail and jump to a platform encircled by red feathers. Peck the grating covering the nearby, and now newly collectable, Jiggy (*6). --Grab the notes and Mumbo (which is in front of a Grille Chompa). Go one way collecting notes (left or right), then go the other way to finish collecting them (on that little pipe). Get back on top of Clanker (via one of his fins). Collect the notes from the dorsal fin to the front of his head. Stand on the screw in Clanker's blowhole. When it pops up, walk/jump on the nearby thin, winding strip, collecting the notes headed for the grating you can peck open to collect a Jiggy (*7). Notes = 85. --Jump back down onto Clanker (don't use his fin to get onto him this time). When the screw pops up, fall into his blowhole. Hit the nearby Witch Switch (watch the cut scene). --Collect the notes, and avoiding getting hit by the (fairly slowly) revolving blades as you head down the tunnel. For your trouble, a Jiggy (*8). --You fall automatically onto a flight pad when you leave the previous room. Use it to get to the upper part of the opposite side of the room (avoid the Whiplash dangling from the ceiling) and head into the tunnel. Grab the first note, then learn the Wonderwing from Bottles. --Use it to get past the quickly revolving blades and get the Jiggy (*9) at the end. --Head back out the way you came and go to the upper tunnel on one of Clanker's sides (the left one as you exit from the Wonderwing area). Collect the last few notes down there. Deep under is the last Jinjo (5) and their Jiggy (*10). That's it. Now, you can haul butt back to the beginning of the level or you could drown yourself. I leave it up to you (DROWN YOURSELF, DROWN YOURSELF!). An even quicker method might be to keep throwing yourself into the nearby Whiplash to lose all your energy. ***Grunty's Lair*** --As you exit Clanker's Cavern, turn right (from Banjo and Kazooie's perspective). Hit the switch to raise a pipe near this room's entrance. Head back across the water and use the pipe to get up to talk to Brentilda (&2). --After that, hit yet another switch further on to open a nearby grate over the Bubblegloop Swamp puzzle room. Head in there right after you hit the switch (you're diving into the water and swimming through a tunnel). Climb up and put the pieces in the puzzle with Z. Now save and quit the game. --Head up (past the raised witch eyes for now) up to the Click Clock Wood puzzle room (branches off into the Treasure Trove Cove and Clanker's Cavern rooms). Climb the nearby hill to break down the 180-note door. --In the next room, turn left as you approach the circle of water surrounding a giant Gruntilda scarecrow in the center of the room. Head down the tunnel at the end of the slope you're climbing. In the next room, talk to Brentilda (&3) in the tunnel on the right (from B-K's perspective-it's the tunnel on the left from your perspective). --Then cross the swamp bridge to enter the Bubblegloop Swamp entrance (a giant mud hut). ***Bubblegloop Swamp*** (preview) --Almost immediately behind you, around a slight bend is the molehill to learn the Wading Boots; do so. --Then leave this world immediately. ***Grunty's Lair*** --Cross the swamp bridge (avoiding the newly-emerged Buzzbombs) and head into the tunnel opposite the one Brentilda was in. At the end are a pair of wading boots. Use these to go into the tunnel behind the Bubblegloop Swamp entrance (there's piranha water throughout the journey). You'll emerge in an icy room which contains the Freezeezy Peak puzzle. Climb up the nearby slope, and smash the boulder blocking the entrance to a tiny tunnel. Head back down and put the pieces in the Freezeezy Peak puzzle. --Above the tunnel you came in are a pair of wading boots. Use them to leave the same way you came. Head back into Bubblegloop Swamp. ***Bubblegloop Swamp*** (main) --There's a nearby Croctus (1/5) opening and shutting his mouth, craving an egg. Give him what he wants. Another will appear near the central part of the level. Head for a narrow green bridge with some notes on it. Get the Jinjo (1) on a small pedestal to your left as you cross it. --Turn left once you've crossed the bridge to reach a bit of land with stumps and some Flibbits. Use the boots inside one of the stumps to reach the notes in the piranha water near the giant egg in the distance. Then smash the egg (use shock jump pad to reach top, then stomp the "X", after that Rat-a-Tat Rap the "X" that appears on the side, then stomp the one that appears on the top, then Beak Barge the one that appears on the side, then stomp the one on the top). A Jiggy (*1) is yours. --Head back where you came from. Use the floating leaf (or don't, if it's too time-consuming) to reach the bulrush/pillar thing in the water-there's a Mumbo token on top of it. Head toward a switch which has a Jiggy image on it. Stomp it. This next bit is interesting. You're going to collect all the notes on the winding path to the prize the switch just made appear. Not only that, you're going to feed the next Croctus (2/5) an egg (another Croctus appears near some mud huts), collect a Jinjo (2). --.and maybe even get a Mumbo token (depending on whether you can reach the prize in time and still collect the token) in some alcoves on the way to that prize. Along with all that, collect the prize that switch made appear before time is up-a Jiggy (*2). Notes = 36. --Practically immediately below (with a bit of a jump) is an island with many tree trunks. Get on it and fight all the Golden Flibbits. Beat them all and you've got another Jiggy (*3). --From here, you can go in any of four directions (let's dub this area the crossroads). Pick the one that's toward a series of mud huts and climbing platforms. As you stomp huts, a shock spring pad will appear to get you higher. Under one of these huts is a Witch Switch and some notes. Stomp (take note of cut scene) and collect accordingly. --Second to last shock spring pad can get you a Mumbo token and to another Croctus (3/5) who you should treat just like the others (a new one appears near the giant crocodile head). Then use that spring pad to get to the last mud hut and stomp it for a Jiggy (*4). --Head back toward the crossroads. Then head for the giant crocodile head. Flap flip onto its nose and collect the notes all along from there to its eyes. "Behind" it from this vantage is the island with the next Croctus on it, but ignore that for now. Grab the boots above the giant crocodile's eyes and head for an island (past some bulrushes on the right as you face the island with the Croctus) which has one stump, a Flibbit, and a bulrush behind it. In the water nearby are some notes. Collect them before your boots lose power, and then climb the nearest bulrush and get the Jinjo at its head (3). Notes = 57. --Close to this island are bulrushes which have notes and eggs on them. Climb them as necessary (specifically the one with the notes you should flap flip to), then get back to the island with the Croctus you need to feed. Handle the Buzzbomb and give the Croctus (4/5) an egg (the last appears near Tanktup the turtle). Head back to the crossroads and toward the giant turtle, Tanktup. Go counter-clockwise around him, stomping his feet (and thereby collecting notes). Grab the Jinjo (4) in the water behind Tanktup without putting on the wading boots (chomp!). --Then feed the final Croctus (5/5) (with a Buzzbomb guarding it) an egg for another Jiggy (*5) (also near Tanktup's hindquarters). --Finish stomping his feet (and collecting notes) and take the Jiggy (*6) he literally coughs up. --Then head into Tanktup's mouth. There are notes on either side of his insides. More importantly, there's Tiptup and his choir. Solve Tiptup's symphony/memory game (I make a couple of charts documenting each turtle's position which I write numbers next to as each turtle "sings" its note) for another Jiggy (*7). --Then get atop his conductor's podium and flap flip to an extra honeycomb piece (^1). --Make sure you've got the notes and head out. Leave and head back toward the giant crocodile. Head left as you approach to climb a slope and then head into a wooden maze, grabbing the wading boots and avoiding a Buzzbomb on the way. Work through the "maze" (which has only one path) collecting notes, then another pair of wading boots, then more notes. After you come to a third pair of wading boots, note the gap leading to a narrow bridge to a small green piece of land. Stomp the nearby switch and cross the narrow bridge before time's up for another Jiggy (*8). --Head back into the maze, collect the wading boots and grab the rest of the notes. You'll arrive basically in front of Mumbo's Skull. Head in, and grab the extra honeycomb piece (^2) at the top of the inside of the Skull by using the rafters that circle the place. Notes = 85. --Transform. As the crocodile, use the small gap in the fence around Mumbo's (at ground level) to head back toward the giant crocodile. Head into one of its nostrils. Collect notes on the way to meet Mr. Vile. Don't skip his conversation, as he'll think you don't want to play and you'll have to leave the room to come back in and challenge him again. Just speed up his dialogue. After you press A to accept his challenge, you can skip any of the rest of his dialogue. Win all three of his games and tah-dah, Jiggy (*9). --As you're heading out, get the Mumbo token and the notes going out the other nostril. Now head for the mud hut area. Grab the notes and Mumbo tokens under a couple of the pillars as well as the Jinjo (5) near another. --.and the Jiggy (*10) that results (you couldn't do this earlier because only the croc can walk in the water). --Along the right wall as you face the mud hut area from the crossroads are some notes. You should collect those and therefore be finished collecting in this world. Head for the exit or, for a better time, let the Buzzbomb kill you. ***Grunty's Lair*** --Still as the crocodile, head for the tunnel behind Bubblegloop Swamp's entrance. Head into the tunnel you found behind the ice boulder you destroyed earlier. Inside is the first Cheato. Learn the spell from him (skip the dialogue). Then save and quit the game. Another chance to rest. --Go through Grunty's Lair, stopping at her raised eyes on the floor in the Treasure Trove Cove puzzle room (they're raised because of the Witch Switch in Clanker's Cavern). Stomp them back into place for another Jiggy (*4). --Now head back toward the room with the giant Grunty scarecrow. Turn right instead of left. Climb, shock jump over, etc. the shelves to break through the next (260-note) note door. --Once there, turn left, break the nearby destructible wall and hit the switch at the end of the tunnel that doing this reveals (avoid or kill the Gruntling). Go back the way you came. Use the spinning shock jump pad which has just appeared to jump into the giant jar in the center of the room. You'll get the Jiggy (*5) which was hinted at by the cut scene from the Witch Switch in Bubblegloop Swamp. --On the opposite side of the little island you're now on is Brentilda (&4). Talk to her. --Then climb the shelves again to get back in the room with the giant jar. Head up some more stairs here to reach the Freezeezy Peak room. Destroy the web that covers an indentation in the floor nearby. Also break down the webbing that hides a warp cauldron which you should activate. --Opposite the entrance to this room is a note door (350-note) set into the mouth of a giant stone depiction of Gruntilda's head (hat included). Break the door down and go through. --Head along the pathway you find yourself on up to the puzzle for Gobi's Valley. You know what to do. --Then turn around and head back the way you came. As you come back into the Freezeezy Peak room, turn Banjo and Kazooie left (toward the right side of the screen) and head for the white tunnel you see. From there, it's a minor bit of running to Freezeezy Peak. ***Freezeezy Peak*** (preview) --Run down the nearby slope (on Banjo and Kazooie's left-toward the "back" of the screen). Don't worry about the notes or Boggy. We're not staying in this world very long. Scramble along the shoreline to the left as you come off of the slope. You'll come to a pile of Christmas gifts. There's a molehill nearby (sort of behind the boxes). Learn the Beak Bomb move. --Then get out of here the way you came in. You won't be seeing this place for awhile. ***Grunty's Lair*** --Head back out the tunnel you came through to enter the Peak. Go through the entrance to this room back to the room with the big urn. Head for Gobi's Valley (it's across from you, practically as you leave the Freezeezy Peak room--slightly clockwise as you move around the circular room). Don't bother getting the wading boots behind the other destructible door. Not worth your time. Once you cross the hot sand to the Gobi's Valley entrance, walk to the back of said entrance (a fat palm tree) to meet up with Brentilda (&5). She'll even heal you (make sure to cancel her speech when she does so). --Now head into Gobi's Valley. ***Gobi's Valley*** --There's a Jinjo (1) behind you on a small rock island in a pool of hot sand. --After that, you're going to scramble up the slope on the opposite side of the oasis, collecting notes (on the way up-if you miss some, don't worry, you'll be coming back this way later, but keep in mind the note tallies here assume you did get them). Now, head over to the stairs at the foot of the rightmost pyramid on the level (toward the "back" of the level from the entrance). Collect the notes railing nearest you (bottom to top). Then go to the left side of the pyramid (as you face it from the stairs). Grab the notes on that side, then head to the back to stomp a switch to make an extra honeycomb piece appear (in a tough spot within a ring of spikes formed by the only cactus in this level). Then to the alcove on this side of the pyramid where a Jinjo sits (2). --Then to the top of the pyramid to stomp the switch to open it. After cut scene slide down the slope in front of you toward the door that just opened, grabbing notes as you slide (if you miss a couple, don't worry for now and collect them once you finish with inside the pyramid). Head inside. Kill the Mum-Mum and grab the Mumbo token within. Then solve the "Concentration"- style puzzle, grabbing the notes in the corners in the process (have the tiles' pictures written down for a quicker time). When you've won, grab the Jiggy (*1). --After that, head outside and grab the notes sitting on the further railing (top to bottom). Next, jump carefully onto the pedestal directly in front of the stairs, sitting in a deep sand pit. Feed the now-sliding dog three eggs to make him withdraw into the land mass and make another appear elsewhere. Then, jump to the other side of the railings (the one you haven't been to yet) to grab the first two notes encircling the sand pit. Head straight up the sliding sand from there and use gold feathers (two each way) to reach the island where Gobi sits, enchained by rope and rock. Bust the rock and grab that Jiggy (*2) Gobi brings out. Notes = 21. --Now run back (after using gold feathers, which I recommend, or the magic carpet to get back to regular land) down the sliding sand. Collect the third and fourth notes that circle the sand pit, starting from the stairs moving in a counter-clockwise fashion. Then leap to the second pedestal and feed the second dog three eggs. After that, jump to the next note (the fifth of the sand pit perimeter notes), and then head straight up the sliding sand from that point. Go around a bend to the right. Kill the Scabby here because it makes trouble otherwise. Grab the wading boots and head down the sliding sand more counter-clockwise on this level (toward a large, flat piece of land where Grabba holds a Jiggy). Grab the notes encircling this piece of land, then jump back and cancel the boots before time is up. Head up the nearest sliding sand to find Bottles's last molehill and learn the speed shoes. Congrats, you know all the moves in the game. --Move on to getting as quickly as you can to the speed shoes, collecting a couple of notes by the speed shoes while you're there. The speed shoes are in a corner up a hill fairly near the wading boots you recently donned. Use the speed shoes to mount the nearby pyramid (the entrance is at the top of a winding path up to it), and get the notes on the way. Don't worry, if the timer reaches 0, you actually have about 2 more seconds for this time-based race. Fall into the entrance, grab the Mumbo sitting at the surface of the water you're floating on, then swim down to the Jiggy (*3) in the center of the floor of this pyramid. --Cut scene as deep pit of hot sand outside now fills with water. Collect the notes around the floor avoiding the Mum-Mums, then leave. Head for the speed shoes once again. Run past the back of the pyramid you just exited (using the pedestal with the wading boots in the middle of the hot sand if you're nervous-just don't touch the wading boots) and down onto that big, flat piece of land. Grab the object sitting in Grabba the talking mummy hand's-er-hand, a Jiggy (*4). Notes = 45. --Head over the sliding sand and back down to the perimeter of the sand pit (which is now the water pit). Collect the sixth, seventh, and eighth note around the perimeter, and then get on the pedestal to feed eggs to the last dog. After that, dive under, and circle the land mass in the middle at the very bottom of the water starting from the note nearest the last dog. Go around in either direction, collecting notes, a Mumbo token, and a Jinjo (3). --When you reach a point where there's no more of these, you've finished the circle and should surface near the pedestal in the water you were most recently on. Jump to the last note around the perimeter of the water pit. Now, a pyramid has arisen on the central portion of the stage, up some steps now quite near you. Go up via the nearer railing, collecting the notes on the way up. Then enter the pyramid. Grab the notes on the way inside. When you enter the maze, here's what to do. Don't panic about the time too much. Use Kazooie (except to kill Mum-Mums if you have energy worries). Let's say the point at which you entered the maze was 12 o'clock. Head toward 9, and from there, toward 6. You should reach a Witch Switch in a final alcove. Stomp for cut scene and new Jiggy in Lair. --Now head back toward the beginning of the maze and work your way, kinda through the center, past some Mum-Mums. You'll be fine. When you reach the exit, collect the notes on the way out of the maze toward a chamber with a pharaoh's sarcophagus. Grab the Jiggy within (*5). --.and the Mumbo token and Jinjo (4) inside some jars around the sarcophagus. Notes = 64. --Outside, you're at the back of the pyramid (relatively). Grab the Mumbo token at the apex of the pyramid, then the notes on the railing you haven't been on yet. Now run down to Jinxy the sphinx. Grab the notes on his paw furthest from you as you exited the pyramid. Then grab the wade boots behind Jinxy (working your way behind him via flap flips and Kazooie jumps and such), to collect the notes in the hot sand at the edge of a wall (they tend in the general direction of the world exit), plus a Mumbo token in the very corner of a portion of the lake of hot sand. Head back toward the world exit (down the nearby slope-on Banjo and Kazooie's right as you leave the hot sand). Stomp Gobi who sits on the island in the oasis contemplating Trunker. After the cut scene, grab Trunker's Jiggy (*6) by climbing the tree near the speed shoes and jumping to it. --Then use the speed shoes below (on the perimeter around the lake, clockwise from the world exit pad) to do something amazing. Head for the sloping sand leading up to the pyramid nearest Jinxy (you haven't entered this pyramid yet). With the speed shoes, you can make the jump into a little alcove where Gobi now sits with 5 notes against a door you can't open except via a code (ahh, the days when you thought Banjo-Kazooie and Banjo-Tooie would actually cross over). Stomp Gobi himself for an extra honeycomb piece (^1). Notes = 82. --Then leap back onto the sloping sand you jumped from. Now go for the notes on Jinxy's paw nearest you. Get on top of Jinxy and use the flight pad to fly through all of the Ancient Ones' rings (the dogs with the hexagonal shapes on their head), then fly to the extra honeycomb piece (^2) in the cactus. Be careful as you fly through the cactus ring. --Then, use the beak bomb to hit the Kazooie target above the only pyramid you haven't entered yet (nearby relatively-past the water pyramid, but before Jinxy). Fly down after cut scene and head inside. Grab the 8 notes sitting in alcoves around the perimeter of this room, also collecting the Mumbo token on the way. Then set yourself in a position to fart eggs into Histup's revolving basket. Do it (try and fire multiple eggs in with one fart), being aware that the basket speeds up with each egg you put in it. Then Rubee will play the tune to make Histup take a snake-charmed position as a pole for you to climb and get another Jiggy (*7). Notes = 93. --Head outside, and climb back to the top of Jinxy and grab the Jiggy (*8) that resulted from the Ancient Ones' escapade. --Head onto Jinxy's face. Jump up to the Mumbo token above his nose. Then jump to one of the nearby pillars with red feathers on them. From one pillar, you CAN fire eggs into both nostrils. Do it carefully, and Jinxy will open up for you. Jump down and head inside. Grab the two notes in the corners of this rectangular room nearest the door you just entered. Then jump onto the nearby carpet (each carpet has a note on it) on the way up. Fire an egg into the mouth of the nearby dog. The carpet will rise. On a carpet directly above the entrance and exit to this pyramid is the final Jinjo (5). --.and thereby a Jiggy (*9). --Jump back down to the carpet you recently raised and do so again. Head in the opposite direction. You'll lift a few more carpets, each with a note, by firing eggs into each dog's mouth. On the last carpet resides a Jiggy (*10). --Jump straight down carefully from where you are. Run about collecting the notes (which are the last on this world) in the "back" corner of the sphinx you're inside, and then the Mumbo token nearby. Now let Slappa kill you and then exit the level. ***Grunty's Lair*** --Run across the sand (do use the boots this time). In the big urn area, use the circling shock jump pad to spring to the Jiggy (*6) that appeared at the top of the big sarcophagus in this room. --Then head into the Freezeezy Peak room. Head toward the Freezeezy Peak entrance, but don't go into that white tunnel. Rather, turn right and go up the nearby slope to break down another (450-note) note door. --Head inside, and take Banjo and Kazooie to their left and underwater, through a tunnel. Staying underwater as you enter the next room, head left again and you'll see a hole in the wall you can swim to. Through that tunnel, you'll end up in a long, thin passageway, all underwater. Then in a huge, expansive room, all but filled with water. Surface and head into the alcove in the wall that's near you. It's the only place you can get to and not be in water from here, almost exactly opposite the tunnel you just came from (but on the surface, not underwater obviously). Jump and flutter to the alcoves (counter-clockwise around the room) nearby, and finally reach the Mad Monster Mansion puzzle. Do your thing. --Then jump to one more alcove with a Mumbo token behind a Whipcrack. Jump and dive under. The tunnel you came through is almost directly underneath you. Swim down and back the way you came, all the way to the Freezeezy Peak room. Running further up the slope you mounted to get to this door, there is a cauldron stuck under some webbing. Destroy webbing, activate cauldron. --Then jump to the brim of the hat that the giant stone likeness of Grunty is wearing. Toward the front, but near the pointy portion of the hat, is Brentilda (&6). --After you've dealt with her, jump off the hat from right at the front of it (straight out from Grunty's face). Flutter to avoid taking damage, and then run into the mouth of Grunty. Head past the Gobi's Valley puzzle, and into the dark opening that turns left off the path. You're in a graveyard. Near the rightmost tombstone (rightmost as you enter this "room") is Brentilda (&7). --Further to the "left" and "back" from where you entered is a gate you should break down with a Rat-a-Tat Rap. Then head into the entrance to Mad Monster Mansion. ***Mad Monster Mansion*** --Run counter-clockwise around the mansion itself, till you come to a door barring the way to a cathedral (with a small graveyard). Break the door down, but don't go that way yet. In a nearby alcove in front of the gate are three notes. Now head into the nearby opening (not towards the cathedral). Bust down the door to the nearby shack. Head on in. Grab the four notes, then jump onto Tumblar the glass. Spell BANJOKAZOOIE using the tiles around the edge while not touching the Grunty tiles and avoiding the purple Tee-Hee. Succeed and you've got a Jiggy (*1). --Head out and go around the shed (counter-clockwise) to a shock jump pad. Jump to the roof, then pull out Kazooie's talon trot and gather the notes and Mumbo token up there. Then jump back to the ground on the side opposite the entrance to the shack. Head down some stairs, then turn right to a gate. Treat it the same way you did the last one. Grab the notes around the fountain, kill the Whipcrack in the fountain's water to reveal a Mumbo token (getting hold of it might hurt given that water's look-you could always wait till later to grab it as the pumpkin), and use the shock jump pad to reach a Jinjo (1). --Up some stairs nearby are a switch and some speed shoes. Hit the switch, then use the shoes to head up some stairs (not the same ones that led to the switch) and counter-clockwise around the mansion to get into the cathedral before time's up. Inside, get near the pew (left or right doesn't matter). Kill the guarding Tee-Hee with a gold feather, and flap flip to the note on top. Same deal with the pew on the opposite side of the aisle. In front of those two pews are two more pews. Same thing, but no more Tee-Hees (get the notes). Then use the pedals on the giant organ to reach a shock jump pad on the organ's chair (notes and Mumbo token on the way). Get up to the music stand and Motzand will show you a tune to copy. Hit the same key immediately after he plays a note. After copying his first tune, he'll do a longer, slightly more intricate tune that you must also copy. After that, Motzand is apparently exorcised but leaves a prize at the tiptop of the organ. Use the music stand to get on top of the music sheet and from there flap flip again to get to the higher portion of the organ. Turn right, smack the Limbo if you need to. Then continue the way down to the right end of the organ. Then climb the pipes, getting notes on the way. On the top pipe is Motzand's Jiggy (*2). --Continue the same way (heading left along the pipes as you face the organ) to get some more notes and access to a flight pad. Use the pad to fly straight up and land on the wooden rafters above near a Witch Switch you should stomp. Notes = 25. --After the cut scene, head toward the cathedral entrance, still using the rafters (you'll run along a thin one to reach a bigger one similar to the one with the Witch Switch). Grab the extra honeycomb piece (^1). --Jump off at the edge nearest the door out of this place. You can soften the blow as you fall, but you're going to take a slamming no matter what you do. As soon as you can leave (getting up from your reeling fall), do so. To Banjo and Kazooie's right as you exit the cathedral is the last gate you should bust down. Don't go behind it, though. Instead after breaking it down, head back toward the mansion away from the cathedral. To the right as you cross the area where the gate used to be is a hatch leading into the basement. Bust it and head in. Bust open the wooden-capped barrels (kill the Tee-Hee with a gold feather) on one side of the room. Grab the notes at the back end of the room (opposite the bottom of the stairs you recently descended), and then do the barrels on the other side. You'll net a Mumbo token, a Jinjo (2). --.and a Jiggy (*3). --Leave the basement, and climb the nearest pole leading up to the second floor of the mansion (and grab the note at its summit automatically). Now you're going to head counter-clockwise around the second floor of the house. Bust the window you see nearby (don't go inside), then head down to the next note. Keep going counter-clockwise around, but skip the next note. Bust the next window down (do not go inside), then grab the next note as you head around. Now use the nearby shock jump pad to reach the next floor (land on the gutter of the next roof, near the edge and the corner and grab a note in the process). Now head counter-clockwise around. Bust down and enter the nearest window. Shock jump to the Jinjo (3) on top of the bed's canopy. --In some corners are notes and a Mumbo token (you probably don't have to kill the Tee-Hee in this room). Leave the way you came. Counter-clockwise, grab two notes at the roof's corners. Then bust in and enter the next window. There are notes all around the perimeter of this room (including in corners you don't see well). Collect them and leave. Counter-clockwise to the last corner note, then up to the nearby Jinjo (4). Notes = 49 (50 if you got the one in the corner I mentioned you should skip, keep that in mind on note counts from now on). --On the opposite side of the roof is a shock jump pad you should now use to get into the chimney. You end up in the fireplace (shocking, I know). Grab the Mumbo token behind one of the flames (might burn slightly). Jump up onto the nearby chair (the point is not to touch the wooden floor so Napper-up on the table-doesn't wake up from its creaking). Then jump to the next chair, then up to the table. Grab the Jiggy (*4) sitting inside the transparent Napper. --Then grab the notes on either side of the table (also sitting on chairs). Leave via the front door. Grab the notes in front of the house right now (sitting up slightly off ground level) near the world exit. Nearby is one way into the labyrinth. Take it. Kill the Tee-Hees with gold feathers all the while collecting notes and the final Jinjo (5) (located in the upper-left corner of the labyrinth as the camera views the labyrinth). --.and the Jinjo's Jiggy (*5). --Go out the other entrance to the labyrinth to get onto the cathedral's grounds. Go clockwise around the cathedral, putting an egg (via farting) into every pot sitting around its perimeter. On the way, you'll get a Mumbo token, and with the last pot (should be near the cathedral's door) you'll get a Jiggy (*6). Notes = 67. --Now, using the nearby tombstone, flap flip up to the roof of the cathedral. Using Kazooie, collect all the notes on this roof. Then clamber around the area nearest the clock (with no hands) on the cathedral's roof. On one side is a small entrance to reach the upper portion of the structure. There, there's a note on every corner, and a shock jump pad to reach the weather vane at the summit of the cathedral. At that vane's summit, a Jiggy (*7). Notes = 81. --Nearby, inside the cathedral's grounds (to the right as you face the cathedral's door) is the way to get to Mumbo's Skull. Flap flip up and head into his yard. Head straight inside the skull. Get the notes inside here, and then transform. Get out of Mumbo's area using the conveniently pumpkin- sized aperture near the ground in Mumbo's yard. Near here (also inside the cathedral's grounds) is a small opening near the labyrinth entrance which leads to a ramp so that the pumpkin can reach the second floor of the mansion. Head into the nearest window and at the center of the room, via the gaps in the floor, is an extra honeycomb piece (^2). --Leave the way you came. Head clockwise to the other window on this floor. Inside, grab the Mumbo token in the sink, then get into Loggo and his plumbing. Grab the Jiggy (*8) in the corner of the plumbing room. --Leave this area the way you came. Nearby is the note you didn't collect the first time you circled this floor. Grab it and the pumpkin will descend into the rain barrel, grabbing a Jiggy (*9) on the way. --Around the perimeter of the room you just entered are notes. After grabbing them, get out and head through the nearby gap (by the gate you busted to reach the fountain) to the well. On both sides of the well (left and right as you face the well from the place you felled the gate) are platforms with two notes on it. Head to the right one and grab its notes. Jump and grab the left one's notes also, then enter the well through the small entrance at its base (nearer the notes on the left). Grab all the notes down here, while not touching the Whipcracks (just yet). In the bucket in the center which you can also reach via a nicely-sized hole is the last Jiggy (*10). --You should've collected everything once you've got all the notes. Head out, or kill yourself on the Whipcracks. I suggest the latter. Exit this world (still a pumpkin). ***Grunty's Lair*** --Head through the gap you made earlier when you broke down the gate with Banjo and Kazooie. Head down the slope, then into the small opening into the shack. Go up to Mumbo (opposite the door you just entered). Back to bear and bird. Kill Tee-Hee if necessary and break open the casket. Hit the water level 1 switch. --After cut scene, re-transform to exit. Head for the way out of this room (might get smacked by a couple Rippers). Cross the narrow, winding bridge over the lava you ignored earlier (it's a bit tough sometimes given the lack of precision in the pumpkin's locomotion). Once you've crossed, talk to Brentilda (&8) who you won't be seeing again for awhile. --Then head into the small opening nearby. At its end is your second Cheato spell! Now save and quit. --Head up a room. Run into a little tunnel on the left side (from B-K's perspective as you enter the room) of the Treasure Trove Cove puzzle room that you've ignored up until now. Grab the Mumbo token at the back of the room. Then activate the cauldron here. --Use the cauldron to warp directly to the Freezeezy Peak room. Head straight into Freezeezy Peak (directly across from the warp cauldron). ***Freezeezy Peak*** (main) --Toward the upper part of the screen is a slope (heading downward) with notes on the way (ignore Boggy for now). On the left as you come off the slope is a gift box on a wooden path leading up to a Christmas (pine) tree. Open the box and help the Twinklies get to the tree. After that, head around to the opposite side of the tree (avoiding the Chinker and collecting notes as you go around). Use three eggs to hit the "ON" switch on that side of the tree (on the pot at its base). A timer has just started. Now, head for the set of presents nearby. On a thin strip are some notes and from that strip you can flap flip to a Jinjo (1). Notes = 18. --At ground level is a fly pad (near the molehill you earned the Beak Bomb move from a while back). Use that to fly through the star at the top of the tree three times (this is what you must do before the timer runs out). You've freed a Jiggy trapped in ice inside the tree. Now, whack (with a Beak Bomb to the "X" on his hat) the Sir Slush sitting on a box near the gifts you were just on. Head clockwise around the level (still flying). You're going to kill all of the Sir Slushes. The first you'll come to is a bit higher up on a bit of level ground near slopes on either side. The next is sitting on a small island near some houses (a bit clockwise from Mumbo's Skull). The next nearby on an island in the water slightly more clockwise. Finally, come back to near where you killed the first Sir Slush. There's one more on an island near the wooden path leading to the Christmas tree. Whack him and a Jiggy will appear at the top of the giant snowman in this level (on his hat). You've got a little more flying to do right now, though. Using Beak Bombs, hit, from the bottom up, the three buttons on the snowman-they look, conveniently, like targets. The buttons are almost directly opposite the tree, which you are quite near. Now, after that's done and a Jiggy appears between (#snicker#) the snowman's legs, fly up to the top of the snowman. Beat or avoid the Chinker and grab the Jiggy (*1). --Then grab the notes all around the edge of the hat (starting from the point nearest the front of the snowman and working your way around). Then jump down to the brim of the hat. There's a small hole nearby that you should jump through. This puts you on the nose of the snowman. Grab the present (1/3) sitting there and then fall to the bits of wood below his nose on your right (the snowman's left side). These bits of wood serve as his mouth. Jump across the gap in the wood (the camera angle's a bit tricky) to the left (or use the shock jump pad if you miss and fall onto the scarf). You'll notice one bit of wood sticks out more than the others. This is the snowman's pipe and at its end, inside the bowl of the pipe, is a Jiggy (*2). Why you'd wanna smoke a Jiggy, I'm not completely sure. --Now, directly below the mouth of the snowman is a small sled. Touch it and you're off to free Boggy of a Jiggy (*3) he swallowed (automatically collecting a Mumbo token on the way). --Run down the slope (the same one you started near). Jump to the island nearest you, and then to the land the snowman is standing on (don't sweat it if you land in the water-unless you're low on energy of course). Circle the snowman's foot nearest you, collecting notes and a Mumbo token, then grab the Jiggy (*4) between his feet. --Circle the other foot, and then jump onto the island nearby with a Witch Switch (it was sitting under a Sir Slush). Stomp it. Notes = 36. --Then head for the flight pad. Use it to get up to the snowman's broom where a Jinjo (2) beckons. --From there, jump onto the snowman's scarf. Grab the notes all around, then head down the side of the scarf (the one opposite where the sled used to be) that you haven't gone down before. Collect notes as you go down (one on each yellow segment of the scarf, with red feathers complementing the red segments). At the bottom of the scarf, you're near Mumbo's place (down a slope and over some water). First, head to the nearby house which has some notes on its roof. Then (without any aid) go to Mumbo's. You'll only lose one bit of energy for taking this slightly chilly dip-if you hurry. Head inside. Around the rafters that circle Mumbo's on the inside (near the ceiling) are some notes and a Jinjo (3). --Now transform. As the walrus (who the cold water won't harm), head over to the water near the island where a Sir Slush used to be (near the other houses). Around this island, in the water, are some notes. On the island itself is an extra honeycomb piece (^1). Notes = 73. --From here, it's a short walk (or awkward set of hops as the walrus) to the slope next to the one you came down at the beginning of this level. Head up it, and challenge Boggy to a race (don't skip the dialogue-he'll think you're not interested in racing). Beat him (by giving him the lead at some point decently close to the end, and then surging ahead as you mount the last slope) and you've got another Jiggy (*5). --Head down the slope you just climbed to get a Jiggy (*6) from Wozza (he'll give it you just because you're a walrus). --Head inside the cave he just entered, and into some water on the left side of the screen (to the walrus's-B-K's-right). Through a small tunnel, sitting on a slightly raised pedestal is the other extra honeycomb piece (^2) in this level. --Head back the way you came, leave the cave, and collect the notes sitting on the edge of this bit of land opposite Wozza's cave. Now head straight for Mumbo's (dive down into the water), collecting a present along the way (2/3). Inside, transform back to Banjo and Kazooie. Head outside and use the wading boots nearby to cross the water. On the opposite side of the pool of water (which you collected notes in as a walrus) is a house with a Jinjo (4). --Collect the notes atop the nearby house, and then head to the slope you started the last race on. Collect the notes at the "back" of this area. Then challenge Boggy to another race. Beat him with the use of the speed shoes (in almost exactly the same way as last time-just more speed involved), and get that Jiggy (*7) he coughs up (not literally this time). Notes = 84. --Head down the slope and into Wozza's cave. Inside, on the right side of the screen, sitting up in an alcove (behind him revolves that blasted Ice Key) is the last Jinjo (5). --.and therefore another Jiggy (*8). --Head back outside and further down the slope. Around the box the first Sir Slush (in the order you killed them) was on are some notes. Then up the ramp that has (or used to have) a lot of red feathers, and head along the wooden path to the tree (flap flip up to get into the pot from the edge of the wooden path). Collect the Mumbo token on one side and then climb the trunk. Once inside the tree, gather the last present on the first level (3/3), then the notes (the last in this world) on the second level, and then climb to the tiptop where you'll finally collect that Jiggy (*9) that appeared in that cut scene so long ago. --Now gingerly walk off the edge of the platform that held the Jiggy. You'll fall through the hole at the bottom of the tree and since you went directly from one area to another in your fall, you won't take any damage! Now head for the slope your first came down in this level and climb it. To Banjo and Kazooie's left is an igloo which contains Boggy, his three kids, and a Mumbo token. Give a present to each kid (shut Boggy up if he insists on talking to you) and collect the Jiggy they give you (*10). --Leave the igloo and head for the exit pad nearby (almost directly opposite the igloo's door). ***Grunty's Lair*** --Immediately outside the entrance to Freezeezy Peak (on the right side of the screen) is a shock jump pad a flap flip's length off the floor. Get up there, and use it to reach the alcove set into the wall a bit higher. Run through, use the shock jump pad set out from the more centered alcove to reach a Mumbo token. Head back down and then stomp the flight pad switch at the end of this little run. See where that flight pad appeared (the one whose existence depends on the timer)? Run over to it using the nearby speed shoes. Take off and fly through the tunnel up high (directly above the white tunnel you take to go to the Freezeezy Peak entrance). In an alcove at the top of the room with the Freezeezy Peak entrance is another Jiggy (*7) which you made appear with the Witch Switch in Freezeezy Peak. --Either use the flight pad right next to that Jiggy or head back down and stomp the flight pad switch again (I think the latter method is a bit faster if done right) to fly in the more central part of the Freezeezy Peak room (same area as the flight pad appears in). Using a Beak Bomb, smash the right eye of the image of Gruntilda (the one on the left from your perspective). Inside is the Jiggy (*8) from the Witch Switch in Mad Monster Mansion. --Now, climb the slope that leads up to the note door you most recently broke down. Swim to Banjo and Kazooie's left and through that same tunnel you swam through earlier. Surface near the land you can now reach (thanks to the water switch you stomped earlier). Run up the slope, past the entrance to Rusty Bucket Bay, along a thin stretch of wood with red feathers on it, and jump to a box with the Rareware logo on it. Smash that box and then stomp the Water Level 2 switch it sat on. --Head along the wall that the camera has the most full view of at this point. In an alcove nearby is a cauldron you should activate. --Use it to warp back to the Freezeezy Peak room. Head back through the note door you most recently destroyed, but instead of swimming through the tunnel on our heroes' left, surface and jump into the opening almost directly opposite the tunnel you just came through (watch out for Shrapnel). Break the grating on the back wall and climb up to the Water Level 3 switch. Stomp it. --The water is only this high for so long, so work quickly. Swim down to the tunnel into the Rusty Bucket Bay room. Surface. Nearby on the right is a tunnel you couldn't reach before. At the top of the stairs in that tunnel is the final Cheato spell! --As you leave the tunnel turn to Banjo and Kazooie's right to head into the dark square hole in a corner of the room (you saw it in the cut scene after hitting the Water Level 2 switch). Break the grating opposite the honeycomb and fill the Rusty Bucket Bay puzzle with Jiggies. --Flap flip out of this room, and head back the way you came and into Rusty Bucket Bay. ***Rusty Bucket Bay*** --Run up the ramp into the ship, and jump into the nearby portal thing (the pipe sticking up from the floor of the ship) on the immediate left. On the wooden slats on the wall opposite the one you're against when you walk in, guarded by a Grille Chompa, are some notes. Collect them and leave. Run to the lower level of the ship (on the right as you come up from the ramp you climbed earlier). Grab the notes at the ship's edge (the stern or back), collect the Mumbo token in the lifeboat and jump into the portal nearby (the one on the right as you face the portals' openings-the other is actually a Grimlet). Down here, collect the notes and hit the switch to slow the fan blades' rotation in the engine room. Leave. Head up the nearby ladder onto the higher portion of the ship you just came from (but now you're on the opposite side of the ship-the starboard side). Move along this side until you come to a breakable window along one of the ship's walls. Smash it, go in, grab the notes in the sleeping quarters and leave. All right, now it's time to head into the engine room for some pretty stressful times. The door is at the base of one of the ship's funnels (quite near the ramp, relatively). Head in. You might kill one of the Grille Chompas to make your escape quicker later (just remember which one you killed). In a hexagon- shaped alcove at the bottom of the shaft you're in (just over the aperture leading to the engine room proper) is an extra honeycomb piece (^1). Notes = 24. --Now, head into the engine room. Go across the occasionally rotating piston carefully (grabbing the Mumbo token on the way). Jump up the alternately rotating cogs and kill the Seaman Grublin (he can make trouble later). Now take either left or right (I go left) and cross the rotating pipes (again, with some caution). Grab the notes, cross over the next piston, and hit the switch. You'll see a cut scene of the ship's propellers (which are at the ship's end you recently visited) slowing down. Now, head toward the opposite side of this room by carefully jumping through the fan blades. Grab the notes and the Jiggy (*1) that are now readily available. --Continue to the other side of the room by jumping through the next fan blade. Now, orient the camera such that it faces the piston you are about to cross. Wait for the piston to rotate, and when it's about halfway through spinning, stomp the switch. Cut scene: propellers have stopped spinning altogether. The game will cut back to you exactly at the moment you hit the switch, so the piston will settle into place. You cross it and collect the notes, then head along the pipe (which has thankfully stopped spinning). Jump down to the platform at the base of the cogs (camera can be a little tricky here), and cross the piston when it's appropriate. You are now leaving the engine room for good and all. Head back toward the shaft you started this room in. Climb the ladder and get to the door. Hightail it to the stern of the ship and jump into the water at the edge. Dive under the oily water, swim into the opening left available by the propellers' recent shut down and grab the Jiggy (*2). Notes = 36. --Swim out, surface, and jump on the nearby box until all your air comes back. Now underwater on the side of the level where the world exit is located, through a small opening in some metal grating, is a Jinjo (1). Careful with your air supply. --When you've got him, surface and get to the box to get to a flat area with a Boom Box and notes set at the corners of some (more) metal grating. After that, jump on the nearby box, climb over the roof and head along the perimeter of this world (past the exit pad, not up the ramp onto the ship- you're going clockwise around). Soon on the left is a hole with "Toll 2" written above it. Put two eggs in there and cross the bridge that appears. Clamber up the roof, and grab the notes on the thin bridge between this tin- roofed area and more stable land past it (this bridge is near a dinghy with a Jinjo waiting to be rescued). Now head back to the tin roof and stomp the glass ceiling (stop the talon trot, immediately jump as Banjo, and then stomp). Walk along the wooden plank you're on to the crates and boxes nearby. In the corner the camera is least prone to viewing is a Jiggy (*3). --Now walk back along the same plank and jump to the cargo on the opposite side of the room from where the Jiggy was. There are four notes guarded by a Grille Chompa. Take them and then leave this room via the opening in the water nearby (the door to this place is slightly ajar leaving a large crack for you to swim out through). Now, very close to you, underwater, is an opening in the ship out of which the anchor snakes. Head through it. Surface and get to the small hallway nearby. Kill Grille Chompas as necessary (one side of the hall only). At the end of this hallway is a room with some notes and a switch marked with an anchor emblem. Stomp it. Head out of this place the same way you came. Once you're back to the outside area, swim under and grab the Jiggy (*4) that Snorkel left behind. Notes = 53. --Now surface and head into the opening in the nearby mesh (under the recent small bridge with the notes). The dinghy and the Jinjo (2) are in the upper left corner as you go through the mesh. --Watch out for Snacker. Underwater, in approximately the upper right corner (facing from the entrance in the mesh) of this area is a small opening you can swim through. Inside, on the side of the room opposite the one you're on, is an extra honeycomb piece switch. Stomp it. Then get to the flight pad. Use it to collect the piece (^2). --Get out of here the same way you came and leave the mesh area, surfacing as you do so. Continuing clockwise, there's a ladder up to more stable ground nearby. After climbing it, you'll notice a lake of battery acid. Jump to the notes on the floating batteries and grab the Mumbo token and Jinjo (3) while you're at it. --Quite near here, in your continuing clockwise trek, is a shock jump pad. Use it (with a bit of finagling) to jump up to some netting. There are three notes nearby you should grab. Then beak barge the "up" button sticking out prominently from the wall. The cut scene reveals a cage which has risen to unprotect a Jiggy (but time to get to it is short). Climb the ladder, and head along the rapidly narrowing crane-type thing. Near its end, jump down (flutter near the end of your descent) and grab the Jiggy (*5). --There's a Mumbo token at the very end of this part of the ship (the bow or front). On the starboard side of the ship (past a portal) is a smashable window. Do your thing, grab the notes inside, and then collect the Jiggy (*6) in the closet (watch out for the Grille Chompa) and leave. --Head into the portal you recently passed up. Go around the room collecting all the notes, but watching out for burning surfaces (and Seamen Grublin). There's a Mumbo token in the oven if you care to use a gold feather (or a unit of energy). Leave here. Go around the bend (avoiding the Grimlet), and smash the nearby window. Head in and collect the notes and the Mumbo token in this more technologically advanced room (radar and all). Head up now to the bit of the ship with 3 numbered whistles. Collect the note on the side of the whistles nearest you. Then stomp the code 312-111. Grab the ensuing Jiggy (*7). --Grab the note on the opposite side of the whistles. Head up and up and up on the ship (via ladders and bridges from funnel to funnel). There's a Mumbo token at the top of the stern funnel (via a shock jump pad guarded by a Grille Chompa) and a Jiggy (*8) at the top of the bow funnel. Notes = 81. --Now, you should descend quickly straight down to the lowest portion of the ship on this side. On a ramp nearby, sloping down from this vantage are some notes you should get. Now, climb the boxes near the door to the engine room to jump to the rope on the crane which holds up a box of TNT. Climb it and then head along the crane to the outer edge of the level. Beak barge the "down" button. Cut scene of dynamite smashing an opening in ship's floor. Grab the notes on the netting, then descend to the left side (slightly counter-clockwise) and pay the "Toll 6." Cross, leap up the boxes and head into the opening at the top of the middle box of a set of three blue metal boxes. On Banjo and Kazooie's right (near the "back" of the room from the camera's perspective) in a hidden corner is a Jinjo (4). --Leave here. Jump down and head for the blue metal box furthest from the "Toll 6" sign (counter-clockwise on the perimeter). In here, go around the room collecting notes near Grille Chompas and avoid the Boom Box. Check every corner to make sure you've got them all. Leave. Head into the metal box you've not been in yet. Quite near you are four notes on a box. You could do more in here for an extra life, but this is a speed guide, so you're leaving now. Re-cross the "Toll 6" bridge. On the opposite side of the crane is a "Toll 8" sign. You know what to do. Head along, killing the Grille Chompas, and collect the Jinjo (5). --.and their Jiggy (*9) at the very edge. --Now use the shock jump pad to reach the netting on the crane again. Head to the very last bit of the crane (the narrowest point) and turn left. Why, there's a Witch Switch. This is going to require the best-timed, longest flutter (double jump) that you can muster. If you mess it up, get back on the rope and try again. --After you've stomped it, head into the hole that the TNT left behind. Now you're going to cheat in here. Fire an egg into the center of the room. Boss Boom Box will rise up, but for some reason, he's left the Jiggy behind instead of taking it into himself. All you have to do is jump to the Jiggy (*10) and be able to take a whack or two from Boss Boom Box. --Climb the ladder out of here and head for the exit or have Boss Boom Box kill you. ***Grunty's Lair*** --Tired yet? Too bad for you. The longest world is yet to come. Swim back through the tunnel to the Wood/Bay Connector. Surface near where you saw the Witch Switch from Rusty Bucket Bay leave a Jiggy (*9) in plain sight (you climbed from there to the Water Level 3 switch earlier). --Now climb the nearby bits of land up to the 640-note door (watch out for Shrapnel). Break it down, Banjo-Kazooie-style. --Use the Wonderwing to smash all these silly Whipcracks blocking your way through the tunnel. On your right are some large leaves you can flap flip to. Climb them, ignore the note door for now and head right around the tree. You can go down a tunnel with some eggs for a Mumbo token in the next room. Keep going around until you come to a switch emblazoned with a Jiggy's image. Stomp it to make a pedestal appear in front of the Click Clock Wood puzzle. --Now, on one side of the trunk you're on is Brentilda (&9). --After you've dealt with her, on the opposite side of the trunk, mostly hidden by some tall grass is a tunnel which leads to a warp cauldron. Activate it and jump inside. --Wheeee! You're way back in that room that's in the tunnel off of the room that leads to Treasure Trove Cove and Clanker's Cavern. Head through the tunnel, and jump to the bottom of the waterfall. Dive under, swim through the tunnel and surface. Put in puzzle pieces. --.talk to Brentilda (&10) for the last time. --and collect the Mumbo token in the blind corner if you like. Head out via the same tunnel you came through, and jump to the nearby bit of land. Head into the Treasure Trove Cove room, and thence into Treasure Trove Cove. ***Treasure Trove Cove*** (epilogue) --I trust you know where Leaky is? Turn right after you pass the arch straight ahead from the world exit, and head up some boxes and down onto a shelf. Use him to lower the water. Get into the sandcastle. Kill the crab. Then stomp REDFEATHERS on the code floor. Now you've got 100 red feathers and your new maximum is 100. --Then stomp GOLDFEATHERS. 20 gold feathers/20 new maximum. --Now leave the sandcastle. For some reason, it won't let you type all three codes in a row. Go back in and stomp BLUEEGGS, 200 eggs/200 maximum. Yay! --Now leave Treasure Trove Cove quickly (turn Banjo and Kazooie right-left side of the screen-and climb the path to reach the pier with the exit pad). ***Grunty's Lair*** --Head back to the only room you can. Climb the vine, head into the tunnel you recently came from, use the warp cauldron, and book it into Click Clock Wood. ***Click Clock Wood*** --Behind you (camera's perspective) is the switch to open the spring door. Hit it. --Run to just outside the spring entrance and collect the notes there. Then go into spring. --Pretty directly ahead of you are a couple of leaf buds you should flap flip onto (with a bit of difficulty) and from there onto the platform encircling the tree. Then circle the tree in a counter-clockwise fashion (mostly using Banjo since you need to kill the Big Cluckers and can only attack while moving with Banjo). Branching off of the tree are four outcroppings that break up (and sometimes lead down into) the various segments of the lower, non-tree part of the level (the entrance field, the lake, the field/garden, and Mumbo's area-which is filled with brambles). As you circle, grab the notes on the first outcropping (between the entrance field and the lake), and then the ones between the lake and the field. On this second outcropping you should actually descend into the field itself. In the fenced, garden-ish area are four notes and a hole which you should fart five eggs into. After taking care of that business, head further clockwise, and flap flip onto the outcropping between this field and Mumbo's area and grab the notes there. Go back to circling the tree and killing those Cluckers. Grab the notes on the last outcropping and then begin climbing the tree itself (the beginning of the climbing point is quite near the last set of notes). As you climb, you should ignore everything until you come to the summer switch just outside Nabnut's house. Stomp that. Notes = 20. --Then continue climbing. When you get to Eyrie's nest, you should hatch him via the shock jump pad behind his egg (on the nest's edge) followed by a stomp. For now, you are done with spring. The best (quickest) way out of here is to head back to those three small shelves just before Eyrie's nest. Jump down from there to the exit. Yup, that's gonna smart a little. Good thing those Big Cluckers practically commit suicide and cough up beaucoups of honey in this and subsequent seasons. Leave spring. --Head slightly clockwise to summer (keep an eye-and an ear, you can hear their squeaky movement-out for at least 5 caterpillars in this season). --In here, your first order of business is in a patch of tall grass to the immediate left. There's a Jinjo (1) in a corner over there (the one further from the tree). --Next, collect the caterpillar below the leaves (which are now fully grown thank goodness) and then flap flip up onto these and grab the notes on them. After that, you should head over to Gnawty's (in the lake area) and smash the boulder in front of his house. Follow him as far as you can up the tunnel to get a couple of notes and a Mumbo token (which you probably don't need too many more of). Next, run all the way down to the furthest clockwise point you can reach in the lake area. There's a Big Clucker in front of the autumn switch. Smack bird, smack switch. Notes = 24. --Work your way back and over to the slope leading up to one of the tree's outcroppings (near the big land mass in the middle of the lake-which has a caterpillar "behind" it relative to Gnawty's). Go counter-clockwise around the tree and then descend into the field. Smack Gobi near the flower bud you created in spring. There's a caterpillar nearby. After that, flap flip up to the outcropping between the field and Mumbo's. Work your way around and then start climbing the tree. When you get near the beehive, you should clamber over to the top of it (getting notes on the way) and stomp the obviously weak square patch to get inside. Once there, get over to the Jiggy sitting in some sort of honey case in the middle of the hive. Zubbas attack, you have Wonderwing to very quickly dispatch. Honey case disappears, you get Jiggy (*1). --Get out of this place and continue climbing the tree. Now, once you get near (and by near, I mean you start walking on wood planks) the treehouse with all those wooden planks and such, you need to revolve the camera until you can see some leaves descending slightly clockwise around the tree. Jump as necessary to make your way along these (you can also jump straight from the planks to the Jiggy, but I think it's not quite as efficient, though it is less nerve-wracking) and grab the Jiggy (*2) on a small shelf below. Careful of the Clucker. --Now, make your way back, via the same way you got here, to the treehouse where four notes reside. Get on over to Nabnut's. Sloping up from the patch of land in front of his house are some odd wooden slats. There are 5 notes up one of them in a half-circle formation. Unless you're blind, you probably picked up 5 (or more) caterpillars on your way up which you should now take up to Eyrie. Take the express down and out (BANG!) the same way you did before. Head outside. --.and clockwise to autumn. Notes = 36. --On one of the nearby slopes of leaves as you enter is a caterpillar (you need to have 10 of them by the time you get to Eyrie-they're not real hard to find). Use one of the slopes to get up to the circle of land around the tree. You're going to break with tradition and traverse it clockwise this time. Go around, killing Cluckers and collecting notes, and then descend into the Mumbo area for the first time. Head over to his skull (watch out for brambles) and grab the notes inside (you won't be transforming-you can't anyway) and then leave. Get back up onto the circle around the tree, and keep going around collecting notes. When you come to the outcropping between the garden/field and the lake, descend into the field and head toward your flower. Grab the notes behind the fence (at the edge of the world) and the Jinjo (2) on the nearby hill. --Then hit Gobi one more time. A Jiggy has emerged on the flower above. On a small bit of land on the other side of the lake is a Snarebear that guards three notes. Use the Wonderwing to get hold of them. Then climb back to the circle around the tree the same way you got down here. Continue circling and getting notes until you come to the outcropping between the lake and the entrance field. Then dive into the water and enter Gnawty's house for a couple of notes and a Jiggy (*3). --Get back up to the circle via the slope that heads into the lake (quite near the land mass close to Gnawty's in the middle of the lake). Finish going around until you come to the point where you start climbing. There's a Snarebear hear that has three more notes. Treat it the same way as you did the last one. Then climb. Go inside the beehive and get the notes at its corners (and the caterpillar in the center). Leave and go to the beehive's edge. Gingerly drop down for the flower's Jiggy (*4). Notes = 73. --Go over to the outcropping between the garden/field and Mumbo's. Flap flip up to it, circle counter-clockwise and climb at the appropriate point once more. The next important thing is inside the now-finished treehouse: a Jiggy (*5). You could have reached it in summer, but the gaps due to the treehouse's unfinished state make it quite a hassle, so it's better to wait till now. --Then head over to Nabnut's. Head up the ramp closest to you as you come from the wooden planks and break in the window. Under the water in this room is an acorn (1/6). Then head back outside and use the next ramp available to you. There's a circle of wood here. If you think of the point at which you came up onto the circle as 6 o'clock, head over to 12 and flap flip to the next acorn (2/6). Now head over to 9 on the circle and, jumping towards 3, grab the acorn (3/6) sitting in midair in the center of this circle of wood. Flutter down to the acorn (4/6) sitting on a slope of wood as you fall from collecting the third. Next, climb up the slope you're on. You'll emerge on a circle of wood (with a Grublin Hood you should probably kill). Opposite the ramp you just climbed is another one (which requires the talon trot) leading down to yet another acorn (5/6). Climb back toward Nabnut's via another slope and head into his place (pretty snazzy for a squirrel). Collect the notes on the shelf and the acorn (6/6) sitting on his wardrobe. Head back outside his door and you'll automatically give him the acorns and collect a Jiggy (*6) from him. --Head up, and stomp the winter switch on your way. --Then head for Eyrie. There are 8 notes around Eyrie's nest as well as another caterpillar. Give him 10 more (I sure hope you have them) and then use the usual method to reach the exit (broken any bones yet, Banjo?). Notes = 84. --Head slightly clockwise to winter. --Use the slope on your left to reach the flight pad near Mumbo's place (the brambles are harmless now, frozen under ice). Fly to the top of his skull and grab the Jinjo there (3). --Now, there are three Sir Slushes you should kill. Use the Mumbo flight pad and kill the Sir Slush (sitting near some notes on thin branches) almost directly above it. Fly counter-clockwise and higher from there to kill the one guarding some notes near Nabnut's, then quickly descend (slightly more counter-clockwise) and kill the one on the small platform with the Witch Switch which you should then stomp. --Head back down carefully to the bottom of the level and use the fly pad nearby (on the land mass now reachable via a flap flip because the lake is frozen) to fly slightly counter-clockwise and reach the four notes near those thin branches (you killed the first Sir Slush here). From here, jump down (with a flutter) to the flight pad near Mumbo's. Using it, fly over to the treehouse (going clockwise and using beak bombs as you see fit to cover ground-or air, rather-more quickly). These notes are kind of tricky. From the wood around the treehouse, stand slightly away from the treehouse (so you don't hit the edge of the roof as you jump) and then flap flip up and push toward the roof. IMMEDIATELY when you land, pull out the talon trot. Now get the notes at the top of the roof. After that, use the wooden walkway to get over to Nabnut's and collect the four notes on the wooden circle near there (down a slope, where the second Sir Slush you killed was). Head back toward Nabnut's and climb the nearby ramp. Then use the flight pad (kill the Grublin Hood so he doesn't make trouble) at the back of the circle of wood to break into that stand-alone window above Nabnut's home. You can beak bomb it and then fly in, but it's a bit difficult. If all else fails, just land on top of the wood which the window is set into, jump down, and rat-a-tat rap the window instead. You'll have to fly up again to get in the window, but it may be worth it. Inside, there's an extra honeycomb piece (^1) sitting on a high shelf. --Leave and then keep climbing the tree to reach Eyrie and the Jiggy (*7) he leaves for you (ignore that stinging, misty sensation in your eyes as your surrogate son flies away). Notes = 96. --Now, you're finally going to climb a little higher than this. Use the wooden slats further clockwise around the tree to reach the top, collecting the notes on the way, flap flipping as necessary. You should now have EVERY SINGLE note in the game. Break down the door, and work your way around the Whipcracks (or just go around using the Wonderwing) until you get the Jiggy (*8) in a corner of the room. --Head back outside and fall straight down from the door's ledge (the second- longest fall you'll take in this game, but the longest isn't going to hurt). Whaddaya know? You're practically right next to a hole in the ice. Dive in there (eats up air at twice the usual rate so move quickly and carefully) and swim clockwise. Opposite the land mass in the middle of the lake, set into the tree's base, is the entrance to Gnawty's. Swim inside, and grab the extra honeycomb piece (^2). --Swim out the way you came (don't die! you're REALLY close to getting everything done). Then move like lightning to the exit (counter-clockwise). --Now go back to spring. --Use the leaf buds to get to the circle around the tree and head over to Mumbo's (clockwise). Inside, transform to the bee. Slightly clockwise and above is the beehive (press B to fly faster). Head inside the bee-sized opening and grab the Jinjo (4) on the opposite side of the hive. --Leave. Almost directly above this is the entrance to the Whipcrack room. Outside that room is a Snarebear (which won't harm a bee) that contains a Jinjo (5). --.and thereby the Jinjos' last Jiggy (*9). --Now, a little bit counter-clockwise, directly above Nabnut's is the final Jiggy (*10) sitting in a Snarebear on a small ledge (you fly up to it). --From there, jump straight out toward the world's edge (here's your longest fall, won't hurt the bee). You're practically at the exit! Head out. --Then use the exit pad in the middle of this room to leave for good and all. ***Grunty's Lair*** --Directly opposite and very high above you (straight above the tunnel you first used to enter this room-the tunnel with all the Whipcracks), reachable only by the bee's flight, is the LAST JIGGY (*10). --Now head over to that 765 note door (slightly counter-clockwise from where you are). Destroy it and enter The Last Tunnel. --As you go down it, you'll be transformed back into Banjo and Kazooie. At the end is a pad with Tooty's face. Step on it. ***Grunty's Furnace Fun*** --"The prizes on this stand bring joy/From Tooty down to cuddly toy" --The joy of Grunty's Furnace Fun (#nostalgic smile#). Before you begin, don't forget to activate the warp cauldron behind you. --For Grunty's Furnace Fun, I'm afraid there's not much advice I can dole out to make it go quicker. Jokers seem like a very good idea to me despite the fact that you have to answer a few more questions to get to them. I think there are four distinct strategies you can use. --1) If you feel EXTREMELY confident about all aspects of the trivia you'll be asked (graphically, sonically, and mnemonically), then use the Jokers on the squares with the stopwatches on them (those challenges CAN BE time- consuming) and take the risk on those skull ones. --2) I use Jokers almost exclusively on the skull ones myself (I don't like to risk having to start the whole thing over and losing all that time). --3) You could also save time by skipping the Brentildas throughout the Lair and then using the Jokers on the Grunty questions. --4) If you feel really lucky, you could just take the quickest route to Gruntilda (which I believe involves taking three skull squares in a row), cutting out the issue of Jokers altogether (you'll still have to see Brentildas, though-even if you risk skipping a couple of out-of-the way ones). --At any rate, beat this silly game that Gruntilda has set up for you, and get your sister back. --"You won't catch me, I've made sure/All the credits you'll now endure." --Having enjoyed the credits and obeying Tooty's egging on toward your final challenge, head into that little tunnel on the right you saw Gruntilda take just now. ***Grunty's Domain*** --Head up the stairs, and activate the warp cauldron at their summit. --Then break down that 810-note door. --Now fill that Grunty puzzle with Jiggies in the next room. --Head counter-clockwise around the room that last puzzle opens up. Break down the 846-note door. --.and collect the red feather refill inside. --Further counter-clockwise, break down the 882-note door. --.and complete the puzzle inside for the double energy bonus. --Head out of that room and destroy the 864-note door. --.to get the gold feather refill. --Then the 828-note door. --.for the egg refill. --Then jump into Dingpot in the center of the room to get to The Top of the Lair. ***The Final Battle*** --"But now the stupid bear must fight/This battle tests your skill and might" --There are five distinct stages in this fight, each taking four repetitions of a similar action. --Stage 1: Speed up the speech Gruntilda offers. Her first method of attack is direct. She starts some distance off the tower and then swoops toward you. You need to move perpendicular to her sweep towards you. After her broom stalls, you're going to save a pretty good amount of time by not pecking or directly attacking her. Instead, FIRE THREE EGGS AT HER. Each counts as a hit if they all land, and you save her doing all those aerial acrobatics (takes time). Avoid her last sweep and then peck her to get the last hit on this stage. Alternatively, fire two eggs at her after her first stall, and then 2 more on her second. --"Magic spell of Banjo homing/Get him now to stop his roaming" --This segment of the battle ends with Gruntilda firing off a spell that you cannot avoid. Use the Wonderwing to head this spell off at the pass. --"That last hit did clip my ear/But you can't get me over here" --Stage 2: Gruntilda sees the futility in using herself as a missile and resolves to destroy you via fireballs, fired as she sits out of reach in the air past the edge of the tower. --Here's the deal with the fireballs. They sense your location and the speed of your movement AT THE MOMENT GRUNTILDA FIRES THEM. If you are standing still, the fireball will head for the place you're standing. If running, the fireball makes for the spot you'll be if you continue to move in that direction and at that speed. So, don't be where the fireball thinks you'll be. Change direction; change speed; do whatever it takes to get out of the way. You can thank me later. --As for Gruntilda herself, you're going to fire eggs at her (again). Now it IS possible to get to the edge of the tower nearest Gruntilda and fire eggs at her before she even has a chance to begin letting off fireballs. This is kind of risky, though. If you are up on one of those tower edges (the only location you can hit her from) and get hit by a fireball, there's a good chance you'll be knocked off the tower entirely and have to start the whole business over again. Not good for a runthrough when you're going for speed, is it? Note, however, that if you are not firing an egg at the time, that there is time to jump down from the edge before the fireball gets there. Alternatively, you can wait till she finishes flinging four fireballs at you, then leap up onto the edge and fire eggs. Do whatever feels right. You need to hit her with three eggs at this first (and every subsequent) location. If you hit her with one before she has a chance to unload with fireballs, she'll be put off-balance, giving you a chance to fire more times (it's a pretty small window, though). I always try to have the camera facing straight at Gruntilda (centering the camera behind Banjo with the R button as he faces her, then running pell mell when the fireballs come) so that when the opening comes, I have a good vantage to set Banjo and Kazooie up to fire eggs (hopefully all three will hit her on the first go). Once she has had three hits at one location, she will move clockwise around the tower to the next location. It works this way four times (though of course, she won't move to a new location on the last one). The only difference is that as you move her from spot to spot, the rate at which she lets off fireballs increases (there are still only four of them) and the gap of time between sets of fireballs decreases. In other words, the fireballs come more rapidly one after the other, and your opening to hit Gruntilda with eggs is smaller the more times you beat her at this particular game. After overcoming this four times, though, you're done (except for putting up the Wonderwing to stop that unavoidable spell) with this segment. One other curious note: occasionally (often, it seems to me, after taking a hit or when a new segment of this stage has begun), Gruntilda fires three or five shots instead of her standard four. There's not much you can do about that (that I know of), but be aware that it can happen. --"A big old gal I may be, but when I fly you can't get me" --Stage 3: Gruntilda decides now that her best bet is to take to the air and rain death from above. The above quote would be true if Bottles didn't provide a fly pad for you to use. Take to the air yourself. You're going to beak bomb good old Grunty four times. If you move around when she's firing (dive or ascend), chances are she won't hit you. She circles the tower, alternating stopping to fire at you or just stopping, period. Slam her with that beak bomb when you see an opening, but be aware that you can hit her while she's moving (just aim-to use her tactic-where she'll be instead of where she is). Although this can be difficult, it's often better than waiting for her to pause in midair (such openings become more RARE #cough# once you've beak bombed her a couple of times). Try not to miss any opportunities, and whatever you do, for heaven's sake, don't beak bomb straight into the tower (and probably crash off the edge) in your eagerness to lay the smack down. I think this stage of the battle provides the largest window for using up a lot of time on your speedthrough. Good luck. Once you get through this, I find the next couple of stages quite a bit easier (and with a lot less opportunity for dying or otherwise losing time). --"That pointy beak, it did not miss/But now let's see it get through this" --Stage 4: Cunning witch that she is, Gruntilda puts up a shield around her flying self that nothing (that Banjo or Kazooie is capable of doing) will hurt. Luckily, Jinjos appear in stone statues nearby and are a more capable lot than the rest of the game would have you know. They ARE capable of doing Gruntilda damage in her shielded state. What you have to do is avoid the fireballs Gruntilda is still heaving while putting three eggs into the hole at the base of each Jinjo's statue. As each Jinjo slams into Gruntilda once you've freed them from their stone state, they stop Gruntilda from firing for a moment. Work your way from corner to corner and free all the Jinjos and then. --"I bet you thought you had me beat/But look, I've landed on my feet" --Stage 5: Gruntilda's broomstick has been knocked out from under her, so she sits at an edge of the tower, flinging the fireballs now as though there's no tomorrow (and there isn't for her). At the end of a segment of fireballs, she will fire the homing spell at you. Avoid fireballs, use Wonderwing. You can't do anything else until the mighty Jinjonator appears. Around the base that he appears on is a hole in each of the four sides. So avoid the fireballs, put up the Wonderwing for the homing spell, and then fire FIVE eggs into one of the holes. Lather, rinse, repeat. Lather, rinse, repeat. Lather, rinse, repeat! Ta-dah! You've sped through! --"Poor old Grunty, set to fall/Upon this spell I'll now call" --Watch as the Jinjonator (with growing success) smashes Gruntilda again and again and again until the old bird finally gives, lobs one final spell at you which only breaks up the tower, falls to Spiral Mountain, and then has a rock (the product of her last spell) smash her further into the ground. Bet she never thought Banjo and Kazooie would have her down and out quite so fast, eh? IX. The Speedier Speedthrough S. Mountain -Learn basic moves from bottles -Extra honeycomb on tree trunk (^1) -On top of nearest tree (^2) -On shelves near waterfall (^3) -Underwater under bridge to mountain (^4) -Beak barge four Quarries (^5) -Rat-a-tat rap Colliwobble in upper field (^6) -Into Grunty's Lair G. Lair -Collect first Jiggy (*1) -Complete M. Mountain puzzle -Get into M. Mountain M. Mountain -Jinjo on rectangular formation, nearby Mumbo token (1) -Cross bridge, notes underwater, nearby Jinjo (2) -Climb hill to huts (Mumbo area), learn beak buster -Smash two nearest huts, go into termite tower, get Mumbo Token, learn talon trot in clearing near Stonehenge structure -Notes and Jinjo on structure (3) -Jiggy in center of structure (*1) -Mumbo token behind structure, down nearby hill toward Conga, grab notes, Jinjo on hillside (4) -Stand on nearest orange block, grab orange on tree, other two orange blocks, Jiggy (*2) -Give orange to Chimpy for Jiggy (*3) -Up platform, head left, stomp Witch Switch -Head back to right, learn eggs -Use them on Conga, Jiggy (*4) -Back to Mumbo's, stomp two huts, grab Jinjo and their Jiggy (5,*5) -Eggs into first three Ju-Ju segments, extra honeycomb above (^1) -Egg into last segment, Jiggy (*6) -Stomp other huts, Jiggy (*7) -Mumbo token under ramp to Mumbo's, Jiggy in skull's eye (*8) -Into Mumbo's, notes, transform, Jiggy atop termite tower (*9) -Extra honeycomb on slope up from lake (^2) -Notes and Jiggy on slope down from Mumbo's (*10) -Leave G. Lair -Jiggy above M. Mountain entrance (*2) -Save and quit -Break down 50-note door -First Brentilda (&1) -T.T. Cove puzzle -Into T.T. Cove T.T. Cove -Jinjo under exit pier (1) -Notes on palm trees near Salty Hippo, underwater treasure, notes on rigging, Jinjo atop pole (2) -Learn flight -Jiggy in Lockup (*1) -Fly (after going back to ship) up to Jiggy on lighthouse (*2) -Witch Switch -Notes on nearby shelf, Jinjo on palm tree (3) -Down tunnel, back to ship, other treasure (below deck), Blubber's Jiggy (*3) -Up nearby boxes, learn shock jump -Fill Leaky, notes on sandcastle, puzzle inside sandcastle, Jiggy (*4) -Notes in Lockup up path, climb tower, stomp "X", winding path (near ladders) over boxes in ocean to Jiggy (*5) -Back to ladders, climb, underwater Jiggy at summit (*6) -Jinjo on narrowing land (4) -Notes in shallow pool (Snippet), stomp next "X", extra honeycomb in water (^1) -Fight Nipper, get Jiggy (*7) -Shock jump back to stomping "X"s, shock jump to Jiggy in alcove near shock jump pillars (*8) -Last Jinjo on pillar, their Jiggy (5,*9) -"Final" "X", final "x", bust Mini-Lockup for Jiggy (*10) -Extra honeycomb out in sea on box (^2) -Die and exit G. Lair -Jiggy from T.T. Cove Witch Switch (*3) -Save and quit -C. Cavern puzzle -Activate warp cauldron in tunnel/pipe off Click Clock Wood room (water rolls from pipe) -Into C. Cavern C. Cavern -Notes on perimeter pipes, Jinjo near honeycomb (1) -Down entrance tunnel (notes), turn key thrice at bottom of level, notes and Jinjo while down there (2) -Surface, use shock jump just off Clanker's left fin for notes, Mumbo token on right, then notes and extra honeycomb (through grating) on left (^1) -Through note tunnel on floor of level, extra honeycomb in pipe near surface (^2) -Shock jump to left again for Jinjo through grating (3) -Jiggy in underwater tunnel directly below (*1) -Jiggy from Mutie Snippets (*2) -Shock jump to upper alcoves on Clanker's right, Jinjo in underwater tunnel below (4) -Knock Clanker's tooth out, get Jiggy (*3) -Notes in mouth, ring challenge, Jiggy (*4) -Notes in lower entrance/exit tunnel, Jiggy on top of Clanker (*5) -Jiggy imprisoned near Clanker's tail (*6) -Notes on pipe below, then Jiggy above Clanker's blowhole (*7) -Witch Switch inside Clanker's blowhole -Jiggy at end of sawblades tunnel (*8) -Fly to room opposite flight pad, learn Wonderwing -Use to reach Jiggy past fast blades (*9) -Higher entrance/exit tunnel notes, Jinjo underwater, their Jiggy (5,*10) -Die and exit G. Lair -Switch to raise pipe, Brentilda up there (&2) -Switch to open grille, B. Swamp puzzle -Save and quit -180-note door -Brentilda in B. Swamp room tunnel on B-K's right (&3) -Into B. Swamp B. Swamp -Learn wading boots -Leave G. Lair -Use wading boots in tunnel opposite Brentilda to get through tunnel behind B. Swamp entrance, break ice boulder, F. Peak puzzle -Back to B. Swamp B. Swamp -Nearest Croctus (1/5), Jinjo on pillar near bridge (1) -Giant egg's Jiggy (*1) -Stomp Jiggy switch near upward slope, Croctus (2/5), and Jinjo on way (2) -Jiggy from switch (*2) -Golden Flibbits' Jiggy (*3) -To mud huts, Witch Switch -Croctus (3/5), Jiggy in last mud hut (*4) -Notes on giant croc head, wading boots to notes near island with Flibbit, Jinjo atop cattail (3) -Back to island near giant croc, Croctus (4/5), to Tanktup, first two feet, Jinjo in water without boots (4) -Croctus (5/5), Jiggy (*5) -Last two Tanktup feet, Jiggy (*6) -Tiptup's memory game Jiggy (*7) -Extra honeycomb above Tiptup's podium (^1) -Into maze near giant croc, timed Jiggy about 2/3 through (*8) -Into Mumbo's, extra honeycomb near ceiling (^2) -Transform, to Mr. Vile and his game's Jiggy (*9) -Notes, goodies, Jinjo and their Jiggy in water near mud huts (5, *10) -Last notes, die and exit G. Lair -Into tunnel behind B. Swamp, first Cheato -Save and quit -To T.T. Cove puzzle room, stomp raised eyes for C. Cavern Witch Switch Jiggy (*4) -260-note door -Shock jump switch behind broken wall, use pad to get B. Swamp Witch Switch Jiggy through urn (*5) -Brentilda on opposite side of base of scarecrow (&4) -To F. Peak room, break two sets of webbing, activate cauldron -350-note door -G. Valley puzzle -Into F. Peak F. Peak -Learn beak bomb -Leave G. Lair -Brentilda near G. Valley entrance (&5) -Into G. Valley G. Valley -Jinjo on rock island (1) -To "Concentration" pyramid stairs, notes on near railing, notes at pyramid's side, extra honeycomb switch at back, Jinjo in alcove (2) -Switch at pyramid top, notes on pyramid's front, inside for game and Jiggy (*1) -Outside, notes on other railing, feed first dog, first two sand pit perimeter notes, up sliding sand, use gold feathers to reach Gobi and his Jiggy (*2) -Down sliding sand to third and fourth sand pit notes, feed second dog, fifth sand pit note, up sliding sand and around bed to wading boots, use for notes around Grabba's land, up sliding sand to learn speed shoes -Run to speed shoes, use to get in water pyramid for Jiggy (*3) -Back to speed shoes, Grabba's Jiggy (*4) -Up sliding sand and down sliding sand for sixth, seventh, and eighth sand (now water) pit notes, feed third dog, dive for notes and Jinjo around pool bottom (3) -Last sand pit note, notes on one railing up to central pyramid, through tomb and maze to Witch Switch -Through maze to Jiggy (*5) -Jinjo in jar near sarcophagus (4) -Outside, notes on other railing, notes on Jinxy's paw further from you, use wade boots at back of Jinxy to reach notes in hot sand, then stomp Gobi to get Trunker's Jiggy (*6) -Nearby speed shoes to Gobi's alcove (near Kazooie target pyramid), stomp Gobi for extra honeycomb (^1) -Notes on Jinxy's near paw, fly through Ancient Ones' rings, get extra honeycomb in cactus (^2) -Beak bomb Kazooie target, notes inside, Histup, Jiggy (*7) -Onto Jinxy for Ancient Ones' Jiggy (*8) -Inside Jinxy, nearer corner notes, onto carpet, up to final Jinjo, their Jiggy (5,*9) -Along carpets (feeding dogs) to Jiggy (*10) -Back corner notes, have Slappa kill you, then exit G. Lair -Jiggy from sarcophagus (*6) -450-note door -Swim through tunnels, surface, M.M. Mansion puzzle -Back to F. Peak room, activate cauldron near Grunty's hat (under webbing) -Brentilda on hat brim (&6) -To graveyard, Brentilda there (&7) -Break down gate at rear of graveyard, enter M.M. Mansion M.M. Mansion -Counter-clockwise, break gate to cathedral, notes in alcove, Jiggy on Ouija board in shed from Tumblar (*1) -Notes on roof of shed, notes around fountain, Jinjo on pillar in fountain (1) -Speed shoes to cathedral, notes on pews, Motzand's Jiggy (*2) -Fly to Witch Switch (flight pad near organ pipes on left side) -Run along rafters to extra honeycomb (^1) -Outside, bust gate to maze, enter cellar, notes at back of room, Jinjo in barrel (2) -Jiggy in barrel (*3) -Outside, pole to second floor, bust near window, counter-clockwise to next note, skip note after that, bust window, grab note at next corner, shock jump to next floor and nearest note (slightly clockwise), counter-clockwise to near window, inside, shock jump to Jinjo on bed's canopy (3) -Notes in corner of room, leave, counter-clockwise to two more notes at corners, break next window, grab notes inside, outside to last note on third floor corner, up to Jinjo on small chimney (4) -Shock jump on opposite side of roof into chimney, use chairs, get Napper's Jiggy (*4) -Notes on chairs, outside, notes in front of house, into hedge maze, grab notes, Jinjo and their Jiggy (5,*5) -Exit hedge maze to cathedral, clockwise around, eggs into pots, Jiggy (*6) -Notes on cathedral roof, into aperture near clock, Jiggy on weather vane (*7) -To Mumbo's, notes, transform, up ramp near labyrinth entrance to near window, extra honeycomb in floor (^2) -Outside, clockwise to other window, into Loggo, get Jiggy (*8) -Last note on roof corner (skipped earlier), into rain barrel, get Jiggy (*9) -To well, notes on either side of area, into well, Jiggy (*10) -Die and exit G. Lair -Through gap in back of graveyard where gate was, into shack, transform, bust casket, hit switch -Re-transform, back to G. Valley puzzle room, narrow bridge to Brentilda (&8) -Through small opening to second Cheato -Save and quit -Up to T.T. Cove puzzle room, down tunnel on left to activate cauldron -Jump into cauldron, head for F. Peak F. Peak -Down slope, Twinklies, "On" switch (and notes around tree), to presents, notes and Jinjo there (1) -Fly through star 3 times, kill Sir Slushes in clockwise fashion (starting with one on box near gifts), beak bomb snowman's buttons, Jiggy at tip top of snowman (*1) -Notes at perimeter of hat, down, gift on nose (1/3), down, Jiggy in pipe (*2) -Sled, Boggy's first Jiggy (*3) -Around snowman's nearer foot, Jiggy between feet (*4) -Around snowman's other foot, Witch Switch on island -Fly to Jinjo (flight pad near presents) on snowman's broom (2) -Notes on scarf, head down, notes on nearby roof, into Mumbo's, notes and Jinjo on rafters (3) -Transform, notes in water between houses outside, extra honeycomb on island where Sir Slush was (^1) -Boggy, race, Boggy's second Jiggy (*5) -Wozza's Jiggy (*6) -Into Wozza's, extra honeycomb at end of watery tunnel (^2) -Notes at edge of land outside Wozza's, to Mumbo's, gift on way (2/3), transform, boots back to shore, Jinjo behind far house (4) -Notes on other house, Boggy, race, Boggy's third and final Jiggy (*7) -Jinjo in Wozza's cave, their Jiggy (5,*8) -Notes around Sir Slush box near gifts, Christmas tree, gift (3/3), notes, Jiggy (*9) -To igloo near world entrance/exit, Boggy's kids' Jiggy (*10) -Leave G. Lair -Up to shock jump just right of F. Peak entrance, flight pad switch, speed shoes, fly to Jiggy above F. Peak entrance (*7) -Repeat process to fly to Jiggy in giant stone Grunty's eye (*8) -Through uppermost door in F. Peak room, swim through tunnel, surface, break Rareware box in corner, hit water switch -Cauldron along wall, activate -Jump into cauldron, through (nearby) uppermost door in F. Peak room, surface in this room, break grating, up tunnel, hit switch -Through tunnel to R.B. Bay room, surface, tunnel on right to last Cheato spell! -To R.B. Bay puzzle -To R.B. Bay R.B. Bay -Up ramp, portal on left, get notes, leave, notes at stern edge, portal on starboard side of stern, notes and hit fan switch, leave, up ladder, bust window for notes in sleeping quarters, leave, into engine room, extra honeycomb at base of tall ladder in alcove (^1) -Up cogs, cross pipe, notes, cross piston, switch, through fan blades, notes, Jiggy (*1) -Through fan blades, hit switch, notes across piston, run to Jiggy behind ship's propeller (*2) -Get air back on box, swim through hole in mesh for Jinjo (1) -Swim back out, notes on metal grating, clockwise, Toll 2, notes on bridge between tin roof and land (near dinghy with Jinjo), back to tin roof, bust ceiling window, Jiggy in corner (*3) -Jump to notes on opposite side of room, leave, into anchor hole, notes and switch at end of hall, back out, Snorkel's Jiggy (*4) -Through mesh to Jinjo on dinghy (2) -In corner, underwater hole, stomp honeycomb switch, fly to extra honeycomb (^2) -Leave, exit through mesh, climb nearby ladder (slightly clockwise), notes and Jinjo in battery acid (3) -Clockwise to shock jump, notes on netting, hit "up" button, climb ladder, cross crane, jump down to uncaged Jiggy (*5) -Window on starboard side, smash, notes, Jiggy in closet (*6) -Leave, down near portal, notes around perimeter, leave, smash window near Grimlet (port side), get notes, leave, up to whistles, note, 312-111, Jiggy (*7) -Note on other side of whistles, mount ladders and cross bridges to Jiggy in smokestack (*8) -Notes near base of funnels, jump on boxes to rope holding up TNT box, climb, down to crane buttons, hit "down" button, grab notes on netting, Toll 6 (slightly counter-clockswise), enter middle blue box through hole in top, Jinjo in blind corner (4) -Leave, left box, notes, leave, right box, notes, leave, Toll 8, last Jinjo and their Jiggy (5,*9) -Shock jump back up to crane, double jump to Witch Switch from crane's edge -Enter hold from TNT explosion, use egg trick on Boss Boom Box, grab Jiggy (*10) -Die and exit G. Lair -Jiggy in Wood/Bay connector (*9) -640-note door -Down Whipcrack tunnel, up leaves, clockwise, stomp Jiggy switch -Brentilda below (&9) -Down hidden tunnel to activate cauldron -Jump in cauldron, head out tunnel, swim through tunnel at bottom of waterfall, C.C. Wood puzzle -Brentilda (&10) -Back to T.T. Cove T.T. Cove -Fill Leaky and enter codes -Leave G. Lair -Back to recent warp cauldron, head to C.C. Wood C.C. Wood -Spring door switch -Notes outside spring door, enter spring -Onto leaf buds, counter-clockwise, notes between entrance field/lake and between lake/garden, down into garden, notes inside fence, five eggs in hole, up to between Mumbo's/garden, notes there, notes near climbing point, climb to summer switch, stomp -Climb to Eyrie's nest, free him, jump down to exit, leave -Into summer -Jinjo in tall grass on left (1) -Notes on leaves, break Gnawty's boulder, grab notes in his tunnel, further counter-clockwise to autumn switch -Up slope between entrance field/lake, counter-clockwise into garden, smack Gobi, to outcropping between Mumbo's/garden, to climbing point, reach beehive, get inside, dispatch Zubbas for Jiggy (*1) -Climb further, use leaves to reach Jiggy on shelf below treehouse walkway (*2) -Climb back up leaves, notes near treehouse, notes near Nabnut's, caterpillars to Eyrie, down (ouch) to exit -Into autumn -Clockwise around tree, into Mumbo's for notes, clockwise around tree till outcropping between garden/lake, descend to garden, notes near frence, Jinjo on leaf pile (2) -Hit Gobi, Snarebear with notes across from garden, back to circling tree till entrance/lake outcropping, dive, into Gnawty's, notes, Jiggy (*3) -Around tree to climbing point, Snarebear's notes, climb, in beehive for notes, Jiggy on flower below beehive (*4) -Counter-clockwise to climb, reach treehouse, Jiggy inside (*5) -To Nabnut's, acorns, notes in house, Jiggy (*6) -Climb more, hit winter switch -Eyries, ten caterpillars, notes around nest, down to exit -Into winter -Flight pad near Mumbo's (clockwise) to Jinjo on Mumbo's roof (3) -Kill Sir Slush directly above Mumbo flight pad, Sir Slush higher and counter-clockwise, Sir Slush on small shelf immediately below last Slush (Jiggy resided there in summer) near Witch Switch, hit Witch Switch -To flight pad on lad mass in frozen lake, fly counter-clockwise to notes on thin branches, flutter down to flight pad near Mumbo's, use to reach treehouse (clockwise), jump up and collect notes on roof, along walkway to Nabnut's, notes on wood circle, flight pad to isolated window above Nabnut's, inside for extra honeycomb (^1) -Climb to Eyrie, get his Jiggy (*7) -Up wooden slats (last notes), into Whipcrack room for Jiggy (*8) -Fall straight down outside, through hole in ice, swim clockwise to Gnawty's, extra honeycomb (^2) -Swim out, to exit (clockwise) -Into spring -Leaf buds, to Mumbo's, transform, fly clockwise to beehive, Jinjo inside (4) -Straight above to Jinjo in Snarebear near Whipcrack room, their Jiggy (5,*9) -Higher and counter-clockwise to Jiggy in Snarebear at top of level (*10) -Jump out toward world's edge, exit -Leave G. Lair -Fly to last Jiggy above Whipcrack tunnel (*10) -765-note door -Step on Tooty Pad G. Furnace Fun -Cauldron behind you -Beat Furnace Fun, watch credits -Into tunnel on right G. Domain -Warp cauldron at top of stairs -810-note door -Grunty puzzle -Counter-clockwise to 846-note door -Red feather refill -882-note door -Double energy bonus -864-note door -Gold feather refill -828-note door -Egg refill -Into Dingpot Final Battle -Beat Grunty (did you expect more in a summarized speedthrough?) X. A Note on a Quicker Way to Speed Through I want to make it clear that the fastest way to go through the game (having collected all the objects) is not to exactly follow the directions above. Rather, it entails skipping all of the Cheatos and a couple of the cauldrons. I just wrote the speedthrough that way because I am rather a completist, but I'm also working on getting the world record time for the game which involves not doing some of the more out-of-the-way business. Below are the things you should do differently to achieve the quickest time possible and a couple of hints about it as well. --Don't bother to learn the wading boots and leave Bubblegloop Swamp (and thence reach the Freezeezy Peak puzzle). Rather, enter Bubblegloop Swamp, learn the wading boots and then proceed through the level as you would normally. Once you have gathered all the notes and Jiggies, die (as the crocodile obviously) and clamber back to the Freezeezy Peak puzzle area as the crocodile. Once you have completed the puzzle, save and quit. You have avoided wasting all the time of going back to get the wading boots to go to the F. Peak puzzle area to break the ice boulder as in the normally written speedthrough. Since you aren't going to get Cheato, you don't have to worry about the ice boulder and can just complete the puzzle as the crocodile. --Right after you hit the Water Level 1 switch (just after having transformed from pumpkin to Banjo-Kazooie), save and quit. You will skip one Brentilda (over the narrow bridge in the Gobi's Valley Puzzle room) for having done this, but you've saved quite a number of minutes since you're not going for the Cheatos and don't have to bother re-transforming, traversing the whole graveyard again, crossing the bridge, talking to Brentilda, and going to Cheato. --After hitting the Water Level 2 switch, simply go to the Rusty Bucket Bay puzzle, and then into Rusty Bucket Bay. The whole question of optimum routes around getting Cheato is thus circumvented. Also don't bother activating the warp cauldron near the Water Level 2 switch. --Don't activate the cauldron near the beginning of Grunty's Furnace Fun or the one in Grunty's Domain (if you can avoid that one). --Otherwise, the game is played exactly as it is written in the normal speedthrough. There are differences however. Click Clock Wood is probably going to prove slightly more challenging if you take the quicker, less complete route. Normally, going into Click Clock Wood, you would have just entered Cheato's spells and be loaded with goodies. You will probably be quite low on eggs, red feathers, and gold feathers in the faster method. If it seems worthwhile, gather a few more of these objects around various levels (especially in high concentrations such as the eggs and red feathers in the Christmas tree, and that bonus room in Mad Monster Mansion behind the B-K stained glass window could be worthwhile). This can be especially annoying concerning gold feathers, where getting into Snarebears and efficiently beating the Zubbas come into play. Use items sparingly, and don't hesitate to go slightly out of your way to collect a few if it seems necessary. You'll be down on bended knee thanking Bottles for his initial donation. Also, Grunty's Furnace Fun changes slightly since you will probably be low on gold feathers and may have to fight the Zubbas on the challenge squares. Good luck. XI. Time goals Spiral Mountain-Goal: under 2:30, my best: 2:22 Mumbo's Mountain-Goal: under 7:30, my best: 7:13 Treasure Trove Cove-Goal: under 12:00, my best: 11:23 (before Cheato codes) Clanker's Cavern-Goal: under 15:00, my best: 13:47 XII. Copyright, etc. This FAQ copyright yours truly--2003 Uilnslcoap. Banjo-Kazooie game by Rare, trademark Rare, produced by Nintendo, copyright Rare TM, etc. For now, ask me if you'd like to use this guide in some other forum and I'll work it out on a case-by-case basis. (3/11/2003) Please go easy on me as this is my first FAQ. In my system for outlining levels, I use the tactic Marshmallow used in his FAQ for delineating the number of Jiggies and Jinjos you should have collected up to a given point (e.g. (*4), for Jiggies, e.g. (2) for Jinjos). It seemed like a good system, so I utilized bits of it (even added (^1) for extra honeycomb pieces and another (&2) for Brentildas). I hope he'll forgive me. Thanks, Marshmallow. 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