hide results

    FAQ/Walkthrough by me frog

    Version: Final | Updated: 01/02/05 | Search Guide | Bookmark Guide

           MMM             R          MMMo    MMMM   MMMMM
        AMMMMMMMM         MMM         MMMMM   MMMM
        oMMM  MMMM       MMMMM        MMMMMM  MMMM   MMMMM     oMMMMMMM.
           MMMMMMMMMM MMM       MM    MMM     MMMM   MMMMM  MMMMM.   AMMMM'
           MMMMMMMM                                 MMMMMM   MMMMMMMMMMMM
                                                   MMMMMMR      MMMMM'
                               MMMMMMMMM        MMMM          MMMM.
                     .oMMM   MMMM   MMMMM    MMMMMMMMMMM     MMMMMM
                  MMMMMM         MMMMMM        MMMMMMMMM    MMMMM    MMMM
                   MMMMM                         MMMMM     MMMMM     MMMMo.
                                                           MMMMM     MMMMMMMMMM
    ASCII art by: shoecream
    |                         ~~~~~~~FAQ/Walkthrough~~~~~~~                      |
    |                                 o----------o                               |
    |                                 |by me frog|                               |
    |cskull@frogdesign.com | Created on: April 09, 2004  |VersionFinal|NINTENDO64|
    |RATED E (FOR EVERYONE)| Last update: Jan. 02, 2005  |  AIM: NOW CLOSED      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%   Table of Contents  %%%%%|                     |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |Ch.#| Name of Chapter/Sub-Section |Search| Description                    |%%%|
    |(01)| VERSION HISTORY             | VER. | I'll describe the updates here |100|
    |(02)| INTRODUCTION                | INTR | My introduction to Banjo-Tooie |100|
    |(03)| GAME BASICS                 | GBAS | The game basics/overview of B-T|100|
    | 3a | Jigsaw Pieces               | JIGY | The descriptions of Jiggies    |100|
    | 3b | Musical Notes               | MNOT |The description of musical notes|100|
    | 3c | Hollow Honeycombs           | HONY |The description of Hollow Honey.|100|
    | 3d | Cheato Pages                | PAGE | The desciption of Cheato Pages |100|
    | 3e | Eggs                        | EGGS | The description of the eggs    |100|
    | 3f | Red Feathers                | RFEA | The description of red feathers|100|
    | 3g | Gold Feathers               | GFEA |The description of gold feathers|100|
    | 3h | Glowbos/Transformations     | GLOW | The descriptions of the Glowbos|100|
    | 3i | Nests                       | NEST |The new type of holder for items|100|
    | 3j | Health/Honeycombs           | HHHH | How the HP in this game works  |100|
    | 3k | Oxygen                      | OOOO | How the underwater HP works    |100|
    | 3l | Enemies                     | ENEM | What enemies are like in B-T   |100|
    | 3m | Bosses                      | BOSS | What bosses are like in B-T    |100|
    | 3n | Mini-Games                  | MINI | What mini-games are like in B-T|100|
    | 3o | Mumbo and his magic         | MUMBO|What to do when controlling Mum.|100|
    | 3p | Controls                    | CONT |The basic button controls in B-T|100|
    | 3q | Basic Moves (Banjo-Kazooie) | BASE | The basics ported from B-K     |100|
    | 3r |Advanced Moves(Banjo-Kazooie)| ADMO |The advanced moves ported fromB-K100|
    | 3s |Advanced Moves 2(Banjo-Tooie)| ADM2 |The advanced moves learned inB-T|100|
    |(04)| WALKTHROUGH                 | WALK | The walkthrough for Banjo-Tooie|100|
    | -- | Opening                     | none | The opening scene for B-T      |100|
    | 4a | Spiral Mountain (Training)  | SP01 | Your first visit to Spiral MT  |100|
    | 4b | Gruntilda's Lair            | GR01 | Your first visit to Grunty's   |100|
    | 4c | Inside the Digger Tunnel    | DIG1 | Boss strategy for Klungo (1st) |100|
    | 4d | Isle o' Hags (Jinjo Village)|JINJO1| Your first visit to Jinjo Vil. |100|
    | 4e | King Jingaling's Throne Room|JINALI| Meeting King Jingaling         |100|
    | 4f | Isle o' Hags (Jinjo Village)|JINJO2| Your second visit to Jinjo Vil.|100|
    | 4g | Bottles' House              |BOTTLE| Heading to Wooded Hollow       |100|
    | 4h | Isle o' Hags (Wooded Hollow)|WOOD01| Your first visit to Wooded Ho. |100|
    | 4i | Jiggywiggy's Temple         |WIGGY1| Your 1st visit to Jiggy's Tem. |100|
    | 4j | Mayahem Temple              |MAYA01| Your 1st visit to Mayahem Tem. |100|
    | 4k | Isle o' Hags (Wooded Hollow)|WOOD02| Your 2nd visit to Wooded Ho.   |100|
    | 4l | Isle o' Hags (Jinjo Village)|JINJO3| Your 3rd visit to Jinjo Village|100|
    | 4m | Spiral Mountain             | SP02 | Your 2nd visit to Spiral MT    |100|
    | 4n | Isle o' Hags (Wooded Hollow)|WOOD03| Your 3rd visit to Wooded Hollow|100|
    | 4o | Mayahem Temple              |MAYA02|Your 2nd visit to Mayahem Temple|100|
    | 4p | Isle o' Hags (Wooded Hollow)|WOOD04| Getting to the Plateau         |100|
    | 4q | Isle o' Hags (Plateau)      |PLAT01| Your 1st visit to the Plateau  |100|
    | 4r | Honey B's Hive              |HONY01| Your 1st visit to Honey B      |100|
    | 4s | Isle o' Hags (Plateau)      |PLAT02| Your 2nd visit to the Plateau  |100|
    | 4t | Glitter Gulch Mine          |MINE01|Your 1st visit to Glitter(Part1)|100|
    | 4u | Mayahem Temple              |MAYA03|Your 3rd visit to Mayahem Temple|100|
    | 4v | Glitter Gulch Mine          |MINE02|Your 2nd visit to Glitter(Part2)|100|
    | 4w | Isle o' Hags (Plateau)      |PLAT03| Your 3rd visit to the Plateau  |100|
    | 4x | Jiggywiggy's Temple         |WIGGY2| Your 2nd visit to Jiggy's Tem. |100|
    | 4y | Spiral Mountain             | SP03 | Your 3rd visit to Spiral MT    |100|
    | 4z | Isle o' Hags (Jinjo Village)|JINJO4| Your 4th visit to Jinjo Village|100|
    | 4aa| Isle o' Hags (Pine Grove)   |PINE01|Your 1st visit to the Pine Grove|100|
    | 4bb| Witchyworld                 |WITCH1| Your 1st visit to Witchyworld  |100|
    | 4cc| Glitter Gulch Mine          |MINE03| Your 3rd visit to Glitter Gulch|100|
    | 4dd| Honey B's Hive              |HONY02| Your 2nd visit to Honey B      |100|
    | 4ee| Spiral Mountain             | SP04 | Your 4th visit to Spiral MT    |100|
    | 4ff| Isle o' Hags (Wooded Hollow)|WOOD05| Your 5th visit to Wooded Hollow|100|
    | 4gg| Jiggywiggy's Temple         |WIGGY3| Your 3rd visit to Jiggy's Tem. |100|
    | 4hh| Isle o' Hags (Plateau)      |PLAT04| Your 4th visit to the Plateau  |100|
    | 4ii| Isle o' Hags (Cliff Top)    |CLIFF1| Your 1st visit to the Cliff Top|100|
    | 4jj| Jolly Roger's Lagoon        |JOLLY1| Your 1st visit to the Lagoon   |100|
    | 4kk| Grunty Industries           |GRUNT1| Getting the 1st industry Jinjo |100|
    | 4ll| Jolly Roger's Lagoon        |JOLLY2| Heading to Glitter Gulch Mine  |100|
    | 4mm| Glitter Gulch Mine          |MINE04| Your 4th visit to Glitter Gulch|100|
    | 4nn| Glitter Gulch Mine          |MINE05| Your 5th visit to Glitter Gulch|100|
    | 4oo| Hailfire Peaks              |PEAKS1|Getting the MegaGlowbo for Wumba|100|
    | 4pp| Isle o' Hags (Pine Grove)   |PINE02| Transforming into a dragon     |100|
    | 4qq| Spiral Mountain             | SP05 | Your 5th visit to Spiral MT    |100|
    | 4rr| Gruntilda's Lair            | GR03 | Your 3rd visit to Grunty's Lair|100|
    | 4ss| Jiggywiggy's Temple         |WIGGY4| Your 4th visit to Jiggy's Tem. |100|
    | 4tt| Inside Another Digger Tunnel| DIG2 | Boss strategy for Klungo (2nd) |100|
    | 4uu| Isle o' Hags (Wasteland)    |WASTE1| Your 1st visit to the Wasteland|100|
    | 4vv| Terrydactyland              |TERRY1|Your 1st visit to Terrydactyland|100|
    | 4ww| Isle o' Hags (Cliff Top)    |CLIFF2| Your 2nd visit to the Cliff Top|100|
    | 4xx| Witchyworld                 |WITCH2| Your 2nd visit to Witchyworld  |100|
    | 4yy| Glitter Gulch Mine          |MINE06| Your 6th visit to Glitter Gulch|100|
    | 4zz| Jolly Roger's Lagoon        |JOLLY3| Your 3rd visit to the Lagoon   |100|
    |4aaa| Terrydactyland              |TERRY2|Your 2nd visit to Terrydactyland|100|
    |4bbb| Honey B's Hive              |HONY03| Your 3rd visit to Honey B      |100|
    |4ccc| Jiggywiggy's Temple         |WIGGY5| Your 5th visit to Jiggy's Tem. |100|
    |4ddd| Isle o' Hags (Wooded Hollow)|WOOD06| Your 6th visit to Wooded Hollow|100|
    |4eee| Isle o' Hags (Wasteland)    |WASTE2| Your 2nd visit to the Wasteland|100|
    |4fff| Isle o' Hags (Quagmire)     |QUAG01| Your 1st visit to the Quagmire |100|
    |4ggg| Grunty Industries           |INDUS1|Your 1st visit to the Industries|100|
    |4hhh| Isle o' Hags (Cliff Top)    |CLIFF3| Heading to Grunty Industries   |100|
    |4iii| Grunty Industries           |INDUS2|Your 2nd visit to the Industries|100|
    |4jjj| Jiggywiggy's Temple         |WIGGY6| Your 6th visit to Jiggy's Tem. |100|
    |4kkk| Gruntilda's Lair            | GR04 | Your 4th visit to Grunty's Lair|100|
    |4lll| Mayahem Temple              |MAYA04| Your 4th visit to Mayahem Tem. |100|
    |4mmm| Isle o' Hags (Cliff Top)    |CLIFF4| Getting into Hailfire Peaks    |100|
    |4nnn| Hailfire Peaks              |PEAKS2|Your 1st REAL visit to Hailfire |100|
    |4ooo| Terrydactyland              |TERRY3|Your 3rd visit to Terrydactyland|100|
    |4ppp| Witchyworld                 |WITCH3| Your 3rd visit to Witchyworld  |100|
    |4qqq| Terrydactyland              |TERRY4| Getting the ninth Terry Jiggy  |100|
    |4rrr| Hailfire Peaks              |PEAKS3| Getting the seventh Jiggy      |100|
    |4sss| Hailfire Peaks              |PEAKS4| Getting all items in the peaks |100|
    |4ttt| Jolly Roger's Lagoon        |JOLLY4| Your 4th visit to the Lagoon   |100|
    |4uuu| Jiggywiggy's Temple         |WIGGY7|Your final visit to Jiggy's Tem.|100|
    |4vvv| Gruntilda's Lair            | GR05 | Your 5th visit to Grunty's Lair|100|
    |4www| Mayahem Temple              |MAYA05| Your 5th visit to Mayahem Tem. |100|
    |4xxx| Isle o' Hags (Wasteland)    |WASTE3| Getting to Cloud Cuckooland    |100|
    |4yyy| Cloud Cuckooland            |CUCKOO|Your only visit to Cloud Cuckoo.|100|
    |4zzz| Terrydactyland              |TERRY5| Getting the final Terry Jiggy  |100|
    |4AAA| Hailfire Peaks              |PEAKS5| Getting the final Lagoon Jiggy |100|
    |4BBB| Grunty Industries           |INDUS3|Your final visit to the Industry|100|
    |4CCC| Honey B's Hive              |HONY04| Getting the final honeycomb    |100|
    |4DDD| Gruntilda's Lair            | GR06 | Getting Cheato's final cheat   |100|
    |4EEE| Mayahem Temple              |MAYA06|Your final visit to Mayahem Tem.|100|
    |4FFF| Isle o' Hags (Quagmire)     |QUAG02| Getting to Cauldron Keep       |100|
    |4GGG| Cauldron Keep               |FWORLD| Getting to the Tower of Triva  |100|
    |4HHH| Tower of Trivia             |TofTRI| The Tower of Trivia Quiz Show  |100|
    |4III| Final Battle (Cauldron Keep)|SHDOWN| The final battle with Grunty   |100|
    |4JJJ| Ending                      | END  | The ending of the game         |100|
    |(05)| SECRETS                     |SECRET| The secrets of Banjo-Tooie     |100|
    |(06)| LEGAL INFORMATION           |LEGAL | My legal information           |100|
    |(07)| CONTACT                     |CONTAC| Contact rules/how to contact me|100|
    |(08)| CREDITS/CLOSING             | CRCO | The wrap up to this FAQ            |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%    Version History   %%%%%|           VER.      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    VersionFinal| Jan. 2, 2005  | The final update that I am making to this FAQ.
    |Version 1.0| April 17, 2004| Well, I was able to complete the whole FAQ, just
    +-----------+---------------| like I promised. This turned out to be a pretty
                                | short project (only nine days, and I only
                                | worked on the FAQ seven of those days). But the
                                | the FAQ turned out to be huge anyway. Okay, the
                                | chapters added today were: Version History,
                                | Introduction, Game Basics, Secrets, Legal,
                                | Contact, and Credits/Closing. That's everything.
                                | The whole layout has been constructed, so this
                                | FAQ has been marked as a finished project. That
                                | means I'll send it into GameFAQs in about two
                                | seconds...
    |Version .95| April 16, 2004| Yes, I KNEW I'd actually finish the guide. Great,
    +-----------+---------------| so the whole main walkthrough is completed (took
                                | a huge chunk out of my free time Friday afternoon
                                | but oh well). This means that I can begin the
                                | layout construction, as well as adding all the
                                | extra chapters, tomorrow. That should take about
                                | five hours to do, so tomorrow is likely the last
                                | MAJOR update you'll ever see in this FAQ (since
                                | I'm gonna throw everything into the walkthrough
                                | that I can think of).
    |Version .9 | April 12, 2004| For once, my stupid estimations were correct!
    +-----------+---------------| Yahoo! So that means that I was able to complete
                                | Grunty Industires AND finish Hailfire Peaks. Now
                                | the only things left are: Cloud Cuckooland,
                                | Cauldron Keep, the Tower of Trivia, and the final
                                | battle with Grunty. That seems like a lot, but it
                                | should all get done Friday. If not, then I fear
                                | that the FAQ completion time will be pushed back
                                | to Sunday (early Sunday morning if I work
                                | constantly Saturday night).
    |Version .8 | April 12, 2004| Due to a trip that my parents suddenly decided to
    +-----------+---------------| make, I was away for the whole. damn. day. I only
                                | got to work on this guide for about two hours, and
                                | in that time I got about halfway done with Grunty
                                | Industries. Brilliant, I'm REALLY falling behind
                                | here. I KNOW I'll be able to finish Grunty
                                | Industries and Hailfire Peaks tomorrow, and I should
                                | finish the walkthrough next Friday. On Saturday,
                                | I'll put everything together and send it in
                                | (hopefully).
    |Version .7 | April 11, 2004| Well, this isn't going as I hoped. Unfortunately,
    +-----------+---------------| I underestimated the length of this game (having
                                | not played it in three and a half years). It will
                                | take me at least till Saturday of NEXT week until
                                | I can actually finish this. At the moment, I was
                                | only able to complete the guide for the fifth
                                | world, Terrydactyland. I was also able to start
                                | the "tour" of Grunty Industries, which is a LOT of
                                | the Grunty Industries guide (though no Jiggies have
                                | been gotten yet). At the rate I'm going, I should
                                | get through Grunty Industries and finish Hailfire
                                | Peaks tomorrow.
    |Version .3 | April 10, 2004| Well, I was able to get a little more done today.
    +-----------+---------------| I was purely exhausted throughout the whole day,
                                | so I was only able to do the following: I finished
                                | Mayahem Temple completely, and got as much as
                                | possible done to Glitter Gulch Mine. I was also
                                | able to begin Witchyworld, but I don't have have
                                | anything but one Jiggy and a new move in the
                                | Witchyworld section of the FAQ. I estimate I'll get
                                | three worlds (including Witchyworld) done tomorrow,
                                | and then I might be able to get a nice start on the
                                | sixth world.
    |Version .1 | April 9, 2004 | I finished my Banjo-Kazooie walkthrough about five
    +-----------+---------------| minutes ago, and now I'm starting a Banjo-Tooie
                                | FAQ. If my estimates are correct, I should have
                                | this finished by the end of Monday. For now, I
                                | didn't really get that much done. I have only done
                                | up to about half of the first world, Mayahem Temple.
                                | Aside from that, I haven't done ANYTHING. Nope, not
                                | even as much as the layout. I'm just going to be
                                | focusing heavily on the walkthrough for the week.
                                | When the whole walkthrough is done, THEN I'll start
                                | doing the layout and then I'll add in all the extra
                                | chapters.
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%     Introduction     %%%%%|           INTR      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    Friday afternoon, last week. I was wrapping by Banjo-Kazooie FAQ up and I had
    already planned to make a Banjo-Tooie FAQ for my next project. But hey, I had just
    finished a FAQ so I needed to take a break, right. So I do take a break. Ten minutes
    later I rush out and start typing. FAQing, to me, makes games a lot more fun to
    play. I don't know why, because I constantly have to pause the game to type
    something up, but I like both video games AND writing. So I guess this is a
    combination of the two. Anyway, this is my... *tries to remember* uh, twenty-third
    FAQ for GameFAQs... I think. It is my second Nintendo 64 FAQ. Guess what my first
    N64 FAQ was? Yeah, Banjo-Kazooie. I've been a major fan of Banjo and Kazooie ever
    since I played the games. I've seen Banjo in all of his games (Diddy Kong Racing, B-
    K, B-T, and Grunty's Revenge) and own all of the Banjo-Kazooie games.
    It's one of those series that you can never get bored with, because it's so fun and
    unique. Banjo-Tooie is a LOT longer than Banjo-Kazooie. That's something I didn't
    seem to understand at first, so I thought this FAQ was going to be loads smaller
    than it turned out to be. Banjo-Tooie is a HUGE game. It has only eight worlds
    (unlike Banjo-Kazooie, where there were nine worlds) but the worlds are a LOT bigger
    this time. There are a lot more moves this time around, as well as the ability to
    separate Banjo and Kazooie. There's about thirty-five different moves in the game
    total, something that not all video games have. Man, it sounds like I'm writing a
    review, doesn't it? Anyway, this is the rundown on all of the information the FAQ
    The GAME BASICS section is a complex section telling you everything you need to know
    about Banjo-Tooie, from the items to the enemies to the moves. If you read the whole
    Game Basics section before starting the game, you'll know a LOT more than if you
    didn't. The WALKTHROUGH is the most complex chapter of the guide, consisting of
    eighty-eight sub-sections (unlike Banjo-Kazooie, where I had only about thirty).
    This guide is nearly 100 pages of just text, and it is (if I do say so my self) a
    pretty in-depth description on how to get all of the items and beat all of the
    bosses. The SECRETS section lists the fourteen cheats, a description on what they
    do, and my opinion on them. Read it if you're a dirty cheater who can't play the
    game correctly (just kidding).
    Yes, in this walkthrough, there are only three main sections (two of which that
    really matter). The rest are the basics: Version History, the Intro, the Legal and
    Contact Info, and the Credits/Closing. So, I hope you enjoy this guide for one of
    the best Rare games ever: Banjo-Tooie!
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%      Game Basics     %%%%%|           GBAS      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    I decided not to have crap like characters, story, etc. in here. That's what an
    instruction booklet is for. But it's pretty hard to find an instruction booklet for
    this game now that I think about it... well then... uh... use someone else's FAQ
    that has that data. This will just have the items, the health list, how bosses and
    mini-games work, the controls, and the special moves. Sounds like a lot and it
    really uh.. is.
    |                            Jigsaw Pieces                          JIGY      |
    Jigsaw pieces are the Stars and the Shines of Banjo-Tooie. These can also be known
    as "Jiggies," which is how I'll refer to them throughout the walkthrough. There are
    a total of 90 Jigggies in the game. There are ten Jiggies in each of the eight
    worlds, and then another ten Jiggies in the Isle o' Hags. Some can be very easy to
    find (like they're WAY out in the open), and some can be pretty tough to locate.
    Other Jiggies can only be gotten by completing mini-games, and you have to fight
    some bosses for the rest of the Jiggies. Also, you'll get a Jiggy when your rescue
    all the Jinjos in a family (I'll explain more about the Jinjos later). At first, you
    can find a Jiggy in the most common area in the easiest location. But as you get to
    later levels, you'll have to complete difficult tasks to get Jiggies.
    Whenever you get a Jiggy in a world, a number will pop up. This number tells you how
    many Jiggies that you have gotten in that world, so that you can keep track of them.
    Also, you can pause the game and go to "View Totals." Here, you can view the amount
    of Jiggies that you have collected in each world, and then the amount of Jiggies
    that you have collected overall. Now you may be asking yourself, "What the hell are
    Jiggies for?" Well, they're for the puzzles. Puzzles are like the Star Doors of
    Banjo-Kazooie, because they open up new worlds for you. There are ten puzzles in
    the game, and the first few are very easy, requring few Jiggies each. They get
    harder and harder, until you have to have collected almost all Jiggies in the game
    to open them.
    Anyway, if you don't have enough Jiggies, then you can't place them in the puzzle
    and you therefore can't open the world. Unlike in Banjo-Kazooie, you have to
    actually solve the puzzle this time, and you have to do it in a certain amount of
    time. Don't fret, since you won't have to actually use all the required pieces
    (otherwise you'll have to use up to seventy pieces on one puzzle!), but you'll have
    to complete puzzles that slowly get more and more difficult. To grab a puzzle piece,
    move Banjo's hand toward the pice and press A. Press A to place in in a slot. It'll
    automatically go in if it's the correct slot, otherwise you won't be able to place
    it. To return a piece, press B. The timer always remiains the same, at 100 seconds
    per puzzle.
    If you mess up (which is unlikely, most of the puzzles are simple), then you'll have
    to try again.
    |                            Musical Notes                          MNOT      |
    Retrieving musical notes in Banjo-Tooie has been changed majorly since Banjo-
    Kazooie. Why? Well, there's many reasons. First off, you no longer collect one note
    at a time. You'll find note nests scattered throughout all of the worlds. A note nes
    is a single note on top of a tanish circle. Grab a note nest and you'll
    automatically gain five notes. Just like in Banjo-Kazooie, there are one-hundred
    notes per world. Since there are only eight worlds this time, notes have been added
    to the "hub" world, the Isle o' Hags, this time [the hub in Banjo-Kazooie
    (Gruntilda's Lair) had no notes]. When you die, you actually DON'T lose all the
    notes that you've collected from a world. This is a MAJOR improvement over Banjo-
    If you were to die then, you would lose all your notes. Here, once you pick up
    notes, they're gone from the world for good. There is also a "super" type of note,
    and that is a Treble Clef. There is one Treble Clef in each world. If you pick the
    Treble Clef up, you'll get twenty notes. So there are always going to be sixteen
    note nests and one Treble Clef per world. Unfortunately, getting notes is a hell of
    a lot easier than in Banjo-Kazooie. Some people might jump for joy but others (like
    me) will frown in dissapointment (I liked the challenge of getting the notes).
    Anyway, note doors are absent in this game; so what do the notes do? The answer is
    for learning moves. Unlike in the last game, where you could always learn a move
    when you find it, you have to have the proper amount of notes to learn a move in
    this game.
    That's why you need to constantly collect them. It shouldn't be too much trouble, so
    don't fret.
    |                          Hollow Honeycombs                        HONY      |
    The Hollow Honeycomb system changes in this game as well. In the last game, there
    were twenty-four Hollow Honeycombs. Each time you collected six, you automatically
    got an extra unit of energy. That doesn't apply in Banjo-Tooie. There are twenty-
    five Hollow Honeycombs in this game. Whenever you find some, you can take them to
    Honey B. She lives in the Isle o' Hags, and she's the Mistress of the Honey. Talk to
    her and if you have the proper amount of Hollow Honeycombs, she'll give you an extra
    engery unit. The first energy unit costs one Hollow Honeycomb. The second costs
    three, the third costs five, the fourth costs seven, and the fifth costs nine. You
    can get up to ten energy units in the game if you collect and turn in all Hollow
    Make sure to pick up as many as possible; the game gets very difficult near the end,
    and you'll need all the energy you can get.
    |                           Cheato Pages                            PAGE      |
    Cheato Pages are a new type of item in Banjo-Tooie. For helping you in the last
    game, Cheato had all of his pages ripped out (although Grunty DID threaten to burn
    him). He wants you to find his pages. Each time you find five pages, bring them to
    Cheato to get a new cheat. There are twenty-five Cheato Pages total. One in Spiral
    Mountain, and three in each of the eight worlds. The cheats grow in usefullness, and
    the last one is just for fun.
    |                               Eggs                                EGGS      |
    Like the notes, the egg system has changed. This time, there are five different
    types of eggs you can use: normal (you start with them), fire, grenade, ice, and
    Clockwork-Kazooie. The most commonly used eggs are grenade. Then it's fire, normal,
    ice, and then Clockwork-Kazooie. I'll explain more on the different types of eggs
    later. Eggs, like notes and feathers, are located in nests. The egg type in the nest
    will change every few seconds, so you may have to wait a little before it switches
    to the egg type you want. This is the amount of eggs given to you for peach pick up:
    normal is twenty, fire is fifteen, grenade is ten, ice is fifteen, and Clockwork-
    Kazooie is one. You can carry up to one-hundred normal, fifty fire, twenty-five
    grenade, fifty ice, and ten Clockwork-Kazooie eggs.
    The first cheat Cheato gives you can double all those numbers, so do that A.S.A.P.
    |                           Red Feathers                            RFEA      |
    Red Feathers are the things you'll use to fly. You got the flying move from Bottles
    in Banjo-Kazooie (back at Treasure Trove Cove). Once you have the move, you can
    locate flying pads (I'll tell more about those later) to fly to different locations.
    When you're simply moving around in the air, then you won't lose any feathers.
    However, by tapping A, you can fly a little bit higher. This uses up one red
    feather. You'll have to fly high a lot, so you'll probably use 5-10 red feathers for
    every average trip. You also use red feathers for the Beak Bomb, which is a move
    you'll already know. When you use the Beak Bomb, one feather is used up. You should
    rarely use the Beak Bomb on flights, so you don't have to worry about wasting too
    many feathers. You can carry up to one-hundred red feathers.
    However, if you find Cheato the Spellbook and give him the proper amount of pages,
    he can give you a cheat that allows you to carry up to two-hundred feathers at once.
    In places where you need feathers (like in battles), you'll always find some around
    the arena, so don't worry if you run out. Be VERY CAREFUL when flying without too
    many feathers. If you run out, then you won't be able to fly any higher and that
    might put you in a tricky situation (like you're over the edge of a cliff and you
    can't fly up to the top of it).
    |                           Gold Feathers                           GFEA      |
    Gold Feathers are the things you'll use to become invulnerable. You got this move
    from Bottles back at Clanker's Cavern (in Banjo-Kazooie). This move is available
    from the start. Each time you grab the gold feathers from nests, you'll get two
    feathers. Sometimes you need to become invulnerable to complete a certain task. By
    activating the move, you'll use up one gold feather. Then, every second (I think),
    another gold feather is used up. However, you're completely invincible during this
    time. You can't atttack, but no enemy will be able to hurt you. At first, you can
    only carry ten golden feathers with you. If you get a cheat from Cheato, you'll be
    able to carry twenty.
    You should have found some golden feathers beforehand as well, so when you first
    learn the move, you should end up with ten feathers. Ten feathers is really all you
    need to solve all the puzzles where invulnerability is required. However, there are
    certain points in the game where golden feathers are EXTREMEMLY helpful, and you
    might not have enough feathers to use. That's why you need to find Cheato the
    Spellbook, who will give you one last spell. This spell doubles your feather
    capacity, so you can now carry twenty golden feathers. It makes things a lot easier
    during the later course of the game.
    |                       Glowbos/Transformations                      GLOW     |
    Glowbos are the new type of payment for magical transformations. In the last game,
    it was Mumbo Tokens but now it's Glowbos. In Banjo-Kazooie, you had to collect a
    certain amount of Mumbo Tokens to get a certain transformation, and getting those
    token could prove to be a challenge. It's no challenge in this game unfortunately.
    You only need one Glowbo per transformation in every world. The Glowbos giggle and
    bounce loudly, and they're usually located very close to the transformation area, so
    it should be no trouble getting them. I dislike how the difficulty in getting
    transformations was dropped tremendously. Anyway, the new person that does
    transformations is Humba Wumba. She has her own wigwam, and it costs one Glowbo per
    level to transform.
    She has a wigwam in every level, and there's a differnt transformation in each
    Mayahem Temple (Stony) - As a Stony, you can head into the kickball stadium to play
    for a Jiggy. You can also press B to charge at enemies.
    Glitter Gulch Mine (TNT) - I dislike this transformation. As a TNT detonator, you
    can bounce around, which makes it hard to control. If you press B, you'll blow up.
    This attack is usually a one-hit kill for enemies, but you also lose a honeycomb.
    And you have to get up close to the enemy to blow it up, and you'll probably be hit
    by the enemy then. Anyway, TNT can also attatch themselves to fuses so they can blow
    up dynamite. Useful for revealing passageways in Glitter Gulch Mine.
    Witchyworld (Van) - As a van, you have infinite health. You can drive straight
    through enemies for a one-hit kill, and you can go through dangerous terrain without
    fear of getting damaged. You can also press B to honk your horn. There are some van-
    only doors in Witchyworld. If you honk your horn near them, the door opens. Also,
    you sometimes need to pay at booths to see the attractions. The van has many coins,
    so it can pay for you.
    Jolly Roger's Lagoon (Submarine) - A submarine is not my favorite transformation.
    You can move around by holding A and cut through the water easily. However, you're
    hard to control. Also, press B for a sonic attack that has a wide range and can
    easily take out enemies closeby. Z fires torpedos. You have infinite torpedos, but
    they fire slowly. Submarines can be used to get to areas underwater where the
    pressure is extremely deep.
    Terrydactyland (Baby T-Rex) - When Wumba's Wigwam is small, you can become a baby T-
    Rex. At first, it seems like you have absolutely nothing to do. If you talk to some
    of the dinosaurs, they can teach you how to roar. Tap B for a short roar and hold B
    for a long roar. This is useful for opening up T-Rex doors.
    Terrydactyland (Daddy T-Rex) - When Wumba's Wigwam is large, you can become a daddy
    T-Rex. You're huge, and have infinite health. Anything you touch instantly dies.
    Also, if you press B to roar, any dinosaurs near you instantly die. You can use the
    daddy T-Rex to scare off evil cavemen guarding caves (there's only one cavemen
    guarding a cave though... heh).
    Grunty Industries (Washing Machine) - Whenever Mumbo messed up his magic in the last
    game, he transformed you into a washing machine accidentaly. This time, it's
    intentional. You can head around on wheels and fire underwear with Z. The underwear
    is a VERY weak attack, so I suggest avoiding enemies all together. You can use the
    Service Elevator with the washing machine, wash clothes with it (you'll actually do
    this), and acess mechanical personnel-only doors.
    Hailfire Peaks (Snowball) - The snowball is unique. Your health instantly drops to
    five units max, and you start out with one unit. Outside, you can roll around in the
    snow. As you roll around, you'll get bigger and bigger. Each time you grow, you'll
    gain a honeycomb. You can fit through tiny spaces with a small snowball and weigh
    down heavy switches with the large snowball. Hold B and charge forward to do your
    charge attack.
    Cloud Cuckooland (Bee) - Yep, a bee once more. Tap A rapidly and you'll fly high up
    into the air. Press Z to fire stingers. In third-person mode, you can fire stingers
    rapidly by holding Z. In first-person, you fire stingers slowly. Bees can access
    high places and head into beehives.
    |                              Nests                                NEST      |
    Nests are the new type of container in Banjo-Kazooie. For feathers, notes, and eggs,
    there are nests. Grab nests to get a multiple amount of whatever the item is. That's
    really all there is to it.
    |                           Health/Honeycombs                       HHHH      |
    This is an action game, and pretty much all action games have health meters in them.
    Your health meter is made up of honeycombs. You start the game with five honeycombs,
    but you can get more and more as you progress through (see the Hollow Honeycomb
    section for information on how to do this). Whenever you get hit by an enemy, you'll
    lose one to two honeycombs. Your life meter will appear (it doesn't stay on the
    screen the whole time unless you're at low health) and one of the honeycomb slots
    will empty, leaving simply a clear octagon in its place. It's easy to tell how much
    health you have, since the honeycombs are all neatly lined up (unlike in the last
    game). When you lose all honeycombs, Banjo flies back and you'll have to start from
    the beginning of the level.
    Luckily, Rare decided to give you infinite lives (the game is hard enough anyway),
    and you won't lose all the notes collected in a world. Also, there are ways to
    recover your honeycombs. When you defeat most enemies, it'll drop one, two, or three
    honeycombs (some don't drop any; the amount dropped depends on what type of enemy it
    is and what move you use to defeat it). Pick these up to recover a single honeycomb
    from your life. If you are at full health, don't pick the honeycombs up; they will
    disappear, but when the enemy respawns it'll still have a honeycomb (if you were to
    pick it up and then defeat an enemy, it wouldn't drop a honeycomb). As you kill more
    and more enemies, honeycombs become less and less frequent, and that becomes a huge
    problem in the later levels in the game.
    So it's always good to have a few backups lying around, wouldn't you say? Again, not
    all enemies drop honeycombs. Be careful, because some of you moves (like blowing up
    with the TNT or crashing with the Beak Bomb) can make you lose honeycombs.
    |                              Oxygen                               OOOO      |
    When you dive underwater, a new meter appears below the Banjo-Kazooie head. This is
    a blue health meter, and it's your oxygen. It's made up of six bubbles (at first),
    but you can inscrease it later, although six honeycombs are enough to complete any
    puzzle in the game. Sometimes the ten are useful, because with six you'll have JUST
    enough and won't be able to waste a second. It takes quite a while for you to lose
    one piece of oxygen (I think it's ten seconds, but I'm not sure). Once you run out
    of oxygen, you'll drown, no matter how much life you have. There are certain areas
    in the game that make this especially difficult. If you don't figure out how to
    breathe in Jolly Roger's Lagoon, you will have a hard time, even WITH the ten
    Luckily, there aren't any areas in the game where you can dive into water and start
    losing oxygen rapidly. However, poisonous gas is a new threat. If you enter it,
    you'll start losing oxygen VERY quickly (much faster than usual), and then you'll
    start losing health (that's only in gas though; not underwater).
    |                             Enemies                               ENEM      |
    The enemies in this game have all somewhat non-intelligent AI. Also, there's not as
    many enemies in the worlds as there is in most adventure games, but it doesn't
    matter. If an enemy sees you, it'll charge at you, but a simple attack or two can
    take it out instantly. Living bad guys aren't the REAL enemies; it's the
    environment. You'll find yourself dying 99% of the time due to an obstacle in the
    game, or by drowning, or by falling. For example, in Witchyworld, there are points
    where you have to climb HUGE areas. Falling can cause massive damage (since you're
    hurt more in this game by falling than in Banjo-Kazooie). Also, in places like Cloud
    Cukooland, you have no ledges to protect you. So falling means instant death, which
    can be very annoying.
    Falling from the top makes you suffer a loss of a TON of honeycombs (I've lost six
    before). There are other things too; messing up on a mini-game can cause you to lose
    a honeycomb, touching torches or poisonous water can cause you to losea  honeycomb,
    and if you Beak Bomb straight into a wall, you'll lose honeycombs. Like I said
    before, those are your REAL enemies. The others are just an excuse to give you a way
    to get your energy back :)
    |                              Bosses                               BOSS      |
    Bosses are officially declared as bosses in Banjo-Tooie. For each world, there's a
    boss. There is also a Spiral Mountain boss, an Isle o' Hags boss, and a Cauldron
    Keep boss. Including the final battle, there's a total of twelve bosses in the game.
    They range in difficulty, and each time you defeat one, you'll get a Jiggy. For the
    most part, the bosses can be quite simple. There ARE few, however, that are VERY
    hard and can be extremely frustrating to you. One boss (Klungo) you'll fight three
    times: once in Spiral Mountain, once in the Isle o' Hags, and once in Cauldron Keep.
    You only fight the others once.
    |                            Mini-Games                             MINI      |
    Mini-Games are common in Banjo-Tooie. There are a lot more in this game than there
    were in Banjo-Kazooie, and this time the mini-games rely heavily on a point system.
    The point system is simple: blue objects are worth three points, green objects are
    worth two points, while red objects get you only one point. Most mini-games
    are timed challenges where you have to get a certain amount of points before dying.
    Some mini-games have a complete abscense of the point system though. For example,
    there are games where you have to complete a certain objective before other
    opponents do (games without points usually have opponenets you have to battle). The
    reward to pretty much ALL mini-games are as follows: a Jiggy (most common reward), a
    path to a Jiggy (sometimes), or opening a door (rare, but it happens).
    For the point games, you can always re-enter the level and choose to play the game
    again if you wish to get a high score.
    |                      Mumbo and his Magic                         MUMBO      |
    Mumbo's role has changed in this game. He now actually leaves the safety of his hut
    (now two stories) to go out and help the bear and bird. You actually get to control
    him, and cast differnt spells. Mumbo appears in each world and he has a different
    spell per world. It costs one Glowbo per world for Mumbo get out and help. Mumbo has
    a staff that can electrify enemies easily if you ever need to, though you'll be
    avoiding most enemies. There are Mumbo Pads spread throughout the different worlds.
    Have Mumbo stands on these and press B. He'll perform his exclusive spell for that
    world. This is required to open certain paths to Jiggies to stop certain things from
    occuring. For example, you have to summon a giant golden statue in Mayahem Temple.
    In Grunty Industries, you'll have to use an EMP to jam electrical devices.
    In Cloud Cuckooland, you'll have to summon rain to make things grow.
    |                              Controls                             CONT      |
                                 Control Stick
                               ~~~Move Banjo~~~
    The control stick is used to maneuver, like all games... almost. You can move in any
    direction within 360 degrees (duh). If you rotate the control stick around with your
    thumb, Banjo will do a little slide. This is just a warning, so don't play around
    near and edge or you'll slide off :) Anyway, if you hold it very slightly in any
    direction, Banjo will start to tiptoe. Running doesn't alert enemies any more than
    tiptoing does, so it's perfectly find to run. However, you'll sometimes have to go
    across very narrow areas, and that's where tiptoing comes in handy big time. Anyway,
    if you hold the control stick about halfway, you can walk. That's somewhat handy
    during those tight bridges. Push it all the way forward and Banjo will then begin to
    You never get tired, so you can run all you want without fear of slowing down when
    outrunning an enemy. You can outrun most enemies, but if you can't, then just fight
    them. When you jump in the water, you can also move around within 360 degrees on the
    surface. You don't swim very fast in water, but you can swim as long as you want to
    on the surface. When underwater, it becomes a lot harder to move. The control stick
    is only used for positioning where you want to swim. If you hold up, you aim at the
    surface, you use left and right to turn, and you dive down by holding down on the
    control stick. Sometimes, in icy areas, the terrain becomes slippery. Tread
    carefully here. There is always a chance of you slipping too far and flying into an
    enemy/off a cliff/etc.
    The best way to maneuver on icy terrain is the Talon Trot (more on that later).
                                   A Button
    The A button is used for, like most action games, jumping. If you tap the A button,
    you'll slightly rise in the air. Holding the A button allows you to jump pretty
    high, and you should always hold the A button when you jump. Jumping is used to
    reach ledges that are a little higher up. You can reach most ledges easily by
    jumping, but some ledges can't be reached even when you jump. Also, some moves can
    only be performed by jumping up first. Aside from moving around with the control
    stick, the jump is the move you'll use most in the game. You'll always have to jump
    to places in order to progress, and you might have to jump across gaps many times as
    well. When you get on a Flying Pad, you can press the A button to launch up into the
    While flying, press A to fly higher (remember, you use up a feather each time). When
    you get onto a Shock Pad, press and hold A to leap up high into the air. When
    underwater, if you hold A, Banjo will slowly paddle. This is a very uneffeicient (is
    that a word?) way to swim, so I suggest sticking to the B button. When on the
    surface of the water, you can jump as well (how do you jump up when swimming in very
    deep water?), although not as high.
                                   B Button
                          ~~~Fire Breath/Swim/Beak Bomb~~~
    Okay, the first use of the B Button can only be used when you get Dragon Kazooie
    from Wumba (in the Isle o' Hags). You can breathe fire as the dragon, and that is
    THE most powerful move in the game, wiping out enemies in one hit (mostly). Just
    stand still and hold B and Kazooie will breath fire. She never runs out of breath,
    so you can breathe it as long as you'd like (and you can rote 360 degrees while
    breathing fire). The most useful technique with the B button is the swimming
    technique. Underwater, hold B. Kazooie will use her wings to propel you forward
    through the water. This is the fastest way to get around underwater, although it
    isn't as quick as running. Remember, you don't have to tap the B button when
    swimming; just holding it will be okay.
    The final thing you can do with the B button is the Beak Bomb. While flying in the
    air, press B (you'll already know this at the beginning of the game) to charge
    forward. I'll describe the Beak Bomb more in-depth later.
                                  C Buttons
                               ~~~Camera Mode~~~
    When you're running around the playing field, you may have to adjust the semi-decent
    camera. To do this, you use the C Buttons. Tap the left C button to rotate the
    camera left a little. Tap it a few times and you'll do a complete circle. The same
    applies to the right C button, except you'll be going to your right instead of to
    your left. By pressing down, you can adjust how close up you'll be to Banjo. Press
    it a few times to get a close up view. I find this the least efficient, but it's
    your choice. Press down once more to get a view that's a little further back. This
    is a lot more efficient than the close-up, but there's one more. Tap it again to get
    a view far away from Banjo. This is useful, since you can see most of your
    Some people might find different views that appeal to them, so try them all out to
    see which one you like best. Tapping the up C button gives you a First-Person view
    of your surroundings. While in First-Person mode, you cannot move around, but you
    can look around by using the control stick. This is somewhat helpful in certain
    situations, but you won't find yourself using it that much. Okay, like all camera
    systems, there are many flaws. For once, you sometimes can't shift the camera left
    or right when you're behind an object, and those are the times where you NEED to
    shift the camera. Also, the camera can sometimes get stuck at a bad angle when
    you're creeping across a ledge. This has to be the most annoying thing that could
    ever happen.
    You should get used to the camera system after a little bit, but you'll never fully
    be comfortable.
                                   R Button
                               ~~~Switch Eggs~~~
    The R Button is no longer used to center the camera behind Banjo (that option seemed
    to be removed... pity, it was useful). Now you can switch the egg types that you
    get. There are five egg types, which I'll explain at the end. Tap R once to bring up
    the egg screen (on your left). From there, tap R again to move down to the next egg
    type. You can't move backwards unfortunately; you'll have to always go forward, so
    you'll have to go through all the egg types again if you accidentally pass the one
    that you were intending to go to (wow, that was a huge run on). You can continue to
    move around and do moves while selecting eggs, so don't always stand still to switch
    if you're caught in a difficult situation.
    |                    Basic Moves (Banjo-Kazooie)                    BASE      |
    You already know these moves when you start the game, since they were learned in
    Banjo-Kazooie. However, they still remain extremely useful (well, most of them do),
    so I'll tell you how to use them here. The descriptions are mainly copied and pasted
    from my Banjo-Kazooie guide, though necessary changes have been made.
    You have to double tap A in order to perform the Flutter. This is EXTREMELY helpful
    in areas where you have to jump long gaps (and you'll find long gaps pretty much
    everywhere), and in all other places it can be used to make things a lot easier for
    you. Jump and while in the air, press A. Kazooie will appear and flap her wings a
    little, allowing you to float. This can be used to get across gaps that you normally
    couldn't get across. If you let go of A while floating, you'll drop. Be careful not
    to do that, because you might be up high, and dropping will cause you to die
    (beautiful, beautiful rhyme there). As you flutter, you'll slowly fall back to the
    ground, but you should have enough time to do somewhat of a long jump, as I like to
    call it. If you hold A for too long, Kazooie will get tired and stop flapping her
    However, as Kazooie alone (when you learn the Split-Up; more on that later), you'll
    be able to flutter as long as you'd like, though you'll slowly fall to the ground as
    well. However, combined with Kazooie's already-long-jump, you can cross great
    distances. You should rarely have to flutter for the whole time allowed anyway, but
    it's just a word of warning. With the flutter, you can also stop high falls. If you
    are falling from a high place, just use the flutter about halfway down and you
    should float safely. If you're still up high, then use the Beak Buster (more on that
    You'll almost always use this move as your main attacking move, since it can take
    out pretty much any enemy in one hit (even the ones that require you to be hit two
    or three times with other moves). To use it, jump up in the air. While in the air,
    press and hold B. Kazooie will pop out and peck her beak. You hover a bit while
    you're doing this, so it could also be used as a way of getting across gaps that are
    too far. The most useful enemies to use this on are the monsters located in. There
    is a sideways version of this moves when you're using the Grip Grab (more on that
    later), where you simply have to press B. This is useful when taking out the
    Snappers that guard ledges. The direction of the sideways Rat-a-Tat-Rap is based off
    what direction you last moved in.
    For example, if you moved left and stopped, you'd Rat-a-Tat-Rap left when you
    pressed B (and vice-versa). This move should be used on all enemies, like I said
    earlier. You'll grow to love this move, trust me.
                                  Beak Barge
    A useful, but rare move that you'll use is the Beak Barge. To use it, hold the Z
    button to crouch low. Then press B. Kazooie will come out, and charge forward with
    her beak. This can be used to defeat most enemies (like the Rat-a-Tat-Rap), but it's
    main use is destroying doors and windows that block you. For example, there are lots
    of switches in areas. Most of them are located low to the ground, so the Rat-a-Tat-
    Rap won't work. The only way to activate the switches is by using the Beak Barge.
    The Beak Barge is also semi-homing, so keep that in mind if you ever want to use it
    against enemies. Other than that, there is no real use for the Beak Barge.
                                  High Jump
    This is a very useful technqiue, and you'll find yourself using it a lot. Your
    regular jump won't be able to reach a lot of ledges, so you'll have to use the high
    jump. To do this, hold Z to crouch. Now press A. Banjo will do a backlfip and
    Kazooie will use her wings to shoot up high. You can move slightly in all
    directions, which should always be enough to get up onto the platform that you're
    trying to reach. Remember that when you run and hold Z, you'll slide. So if you want
    to do the high jump, make sure you're standing still or you might jump to a place
    where you don't want to be. There is no real way to hover when using the high jump,
    but you shouldn't nened to. Also, keep in mind that the high jump should NOT be used
    to get across gaps.
    You gain almost no distance when jumping, so trying to jump across a large gap with
    it guarantees failure.
    Useless really, I'm surprised they didn't take this out of the game. While running,
    press B to roll forward. You can take out a few enemies with this, but it's as weak
    as the claw swipe. Just avoid it at all costs.
    |                 Advanced Moves (Banjo-Kazooie)                    ADMO      |
    The moves taught to you by Bottles in Banjo-Kazooie are automatically given to you
    at the start of Banjo-Tooie. You'll know all of them, and the molehills in Spiral
    Mountain will re-teach you how to use them just in case you forgot (or if you never
    played Banjo-Kazooie). Again, these are mainly copied and pasted from my B-K FAQ
    with changes made (if needed).
                                   Egg Spit
    The Egg Spit is probably the move that you'll use the most that was taken from
    Banjo-Kazooie (all of the others aren't really needed anymore, not even the
    Wonderwing). By performing this move, you can shoot eggs out of Kazooies mouth and
    out from behind her. Eggs can be used for pretty much anything. Patches, food,
    weapons, seeds, etc. You won't find yourself using eggs very much for attacking, but
    rather for completing required tasks in levels. To use the eggs, hold Z to crouch
    and then press up C to shoot one forward. If you press up C three times in
    succession, Kazooie will quickly fire three eggs out, one right after the other. If
    you want to spit eggs out from behind, then press down C while crouching. Again,
    press down C three times in succession to spit out three eggs rapidly.
    While crouching, you can use the control stick to aim your shot. Eggs do moderate
    damage to enemies. You'll probably only use them five or six times as weapons. But
    somewhere in every world, you'll need to use them if you want to get one of the
    world's Jiggies. If you spit an egg out from behind, it'll bounce around a little.
    If you know it's going to miss your target, you can quickly collect it again. If you
    wait too long though, it'll break. There are five types of eggs that you can
    collect, and you'll be using all of them throughout the game.
                                  Talon Trot
    VERY efficient move, even in Banjo-Tooie. You will find yourself using the Talon
    Trot consistentily throughout the Isle o' Hags and the worlds. To use the Talon
    Trot, hold the Z button down and then press the left C button. You can release the C
    button now. As long as you hold Z, you'll continue to Talon Trot. You move a lot
    faster with the Talon Trot, and you won't slip when you're on snowy or icy areas.
    The Talon Trot is not used for any type of attack, so don't bother trying. Probably
    the best feature of the Talon Trot is the ability to get up steep hills. If you
    climb a hill and slide right back down, then use the Talon Trot and you can get up
    with ease. There are VERY FEW hills where you can't get up, even with the Talon
    The final use for the Talon Trot is the jump. You can jump a lot farther with the
    Talon Trot, useful for running fast and jumping across gaps at the same time.
                                  Beak Buster
    Although this was used a LOT in Banjo-Kazooie, another type of Beak Buster replaces
    this one early on in the game, so you won't find yourself using this move a lot.
    Think of the ground pound from Super Mario 64 and you've got the Beak Buster. Hell,
    even the controls for the two moves are the same: jump up into the air and press Z.
    You'll stop in the air, do a flip, and Kazooie will slam her beak into the ground.
    This is a very powerful move, and you can destroy almost all enemies (except for
    some in later levels) in one hit. It can also be used to activate the many switches
    found throughout the worlds, as well as smashing things into the ground (although
    sometimes, later in the game, you'll need to use another move to smash things).
    You'll rarely use this for an attack; the main usage is activating switches.
    The Beak Buster is also an efficient way to save yourself from suffering pain when
    you're falling. If you're falling from a great height and have already used the
    Flutter, then you should be near the ground. However, some heights are REAL high up.
    In that case, you can use the Beak Buster after you use the flutter and you should
    save yourself about a honeycomb of damage or so. You'll want to fall a little closer
    to the ground after the Flutter before you do the Beak Buster, or the thing will be
    a waste. Be careful though; if you fall too far, Banjo will go out of control and
    you won't be able to use any moves then.
    This move is used somewhat throughout Banjo-Tooie. Not as common as in Banjo-
    Kazooie, but you'll still need it. Flying is needed to get to high places, and it
    can also serve as a major shortcut if you want to get around quickly. You have to
    have some feathers with you, and you'll need a flying pad if you want to fly. Once
    you've found a flying pad (you'll recognize them, trust me), stand on it and press
    A. You'll fly straight up. You can now move around with the control stick. As you
    fly, you'll slowly fall to the ground. To get up higher, press A. You'll use one
    feather, but you'll fly up a little higher. Try to use as few feaethers as possible
    on a trip. So when you think you're really low, use one or two and then wait until
    you get really low again before using feathers once more.
    You are a hard target to hit while in the air for enemies that can throw stuff at
    you. If you hold down while flying, you'll slowly descend. The best way to get out
    of a flight is to just press Z; you'll use the Beak Buster and slam down onto the
    ground. Remember, if you're too high up when you use the Beak Buster, you might
    suffer damage.
                                  Shock Jump
    You'll rarely find Shock Jump pads in Banjo-Tooie (notice how the pads have changed
    a little). This also requires a certain pad, and you'll sometimes need them in
    different places (at least once in each of the eight worlds, and sometimes in the
    Isle o' Hags... I think). When you find one, press and hold A. Kazooie will use her
    legs to spring up into a super high jump. You can fly forward easily with this jump,
    unlike the regular high jump. This is used to get to places that are inaccessable
    any other way, or used as shortcuts to reach areas that are otherwise hard to get
    to. Be careful if you're on a Shock Pad platform if you don't intend to use the
    Shock Pad; if you jump on it, you might accidentally jump onto the pad, which could
    seriously mess you up.
    This was like you savior in Banjo-Kazooie, but you'll probably use it less than five
    times in Banjo-Tooie. To perform the Wondering, hold Z to crouch and press the right
    C button. You can release the C button now, but continue to hold Z if you want to
    keep using the Wonderwing. The Wonderwing is an invulnerability move that makes you
    completely invincible to any attack that comes at you, as well as any type of
    obstacle that might hurt you (inculding all dangerous terrain, mostly bad water).
    However, there's a catch; you need golden feathers to use the Wonderwing. However,
    you can find quite a bit of golden feathers now, although you'll almost never need
    them since the move isn't used that much. You use the feathers rapidly as you do
    this move.
    But enemies instantly die if they touch you, so this can be EXTREMELY useful for in
    difficult situations where you have to fight a bunch of enemies at once.
                                Wading Boots
    Another move that isn't used that much throughout Banjo-Tooie. This allows you to
    wade through dangerous terrain (like swampy areas or poisonous water) without fear
    of getting hurt. You'll find Wading Boots scattered about. They look like a green
    pair of rubber boots. Touch them and Kazooie will automatically put them on. You now
    have a limited time to wade through dangerous areas, collecting the items there. The
    time limit is different for each pair of boots depending on where you are. You'll
    hear a ticking clock when your time is just about to run out. If you want to stop
    using them, just press B to take them off. You can jump while in Wading Boots, but
    you can't attack. Also, make sure not to suddenly stop using the boots in the middle
    of a dangerous area.
    That should go without saying, but I had to point out that, because it would
    otherwise result in a major honeycomb loss.
                                 Beak Bomb
    A move that was rarely used in Banjo-Kazooie is probably not even needed to complete
    Banjo-Tooie; it is the only move that Kazooie can do while she's flying. To do it,
    you HAVE to be in the air. Press either B or Z and Kazooie will position herself
    like a missle and charge forward. This uses up one red feather. Be careful, you'll
    charge with such force that ramming into a wall can do damage. But this can also be
    used to activate different things or break things or take out those stupid snowmen.
    If you charge for a little without hitting anything, you'll stop eventually and fall
    down a little bit. This attack can't be used without red feathers.
                                Running Shoes
    The final move in the learned in Banjo-Kazooie is the somewhat-not-really-useful
    running shoes. In some locations (they're rare, you won't find many places with
    running shoes... I'd say less than five locations in the whole game), you'll see a
    pair of white sneakers. Once you learn how to use the running shoes, you can put
    these sneakers on. This puts you into a Turbo Talon Trot, where you can run twice as
    fast as usual. This is always used to get to something before a timer runs out, and
    the timer is usually so short that you can't beat the timer without the shoes. You
    can jump while in the shoes as well, and you'll do the regular Talon Trot jump. Like
    the Wading Boots, a timer will tick when you are almost out of time. In some
    situations, you have infinite time until you complete the task.
    |                     Advanced Moves 2 (Banjo-Tooie)                     ADM2      |
    These are the moves that are actually learned in Banjo-Tooie. You won't have them
    all at the beginning of the game; you'll have to learn them as you progress.
                                  Egg Aim
                               ***25 notes***
                            ***Mayahem Temple***
    The Egg Aim is probably the first move that you'll learn in the game. With a
    requirement of only twenty-five notes, you should have them all by the time you
    reach the hatch. The Egg Aim is basically the only way you'll be aiming eggs in the
    game. To use it, enter first-person mode by means of the Top-C Button. Now a little
    crosshair will appear in the center of the screen. When you move the control stick
    to look around, the crosshair moves as well. Press Z and you'll fire the egg type
    that is currently selected. NEVER use this move when you're firing at enemies; if
    you do, then you'll just waste time and possibly health, since all enemies can be
    defeated by a normal egg spit. These are used for when you have to hit high-up or
    low targets.
    For example, in Mayahem Temple, there are buttons way up high on a pillar. The Egg
    Aim will be able to reach them, unlike the normal aim. Also, you can defeat targets
    that are flying in the air (like the flies in Mayahem Temple). You'll find yourself
    using this move in almost every level.
                              Breegull Blaster
                               ***30 notes***
                            ***Mayahem Temple***
    The second move that you'll learn. By the time you find Jamjars's hatch for the
    Breggull Blaster, there's a chance you'll have already collected every note in the
    level, so meeting the note requirement is no problem. This is a required move, and
    is used in what I'd say every other level. The Breegull Blaster requires no button
    combinations to use. In fact, you don't even get to decide when to use it. Whenever
    you enter certain areas in certain worlds, Banjo will take Kazooie out of his pack
    and use her as a type of weapon. You'll enter a first-person view that's very
    similar to shooter games. You can't exit the first-person view while you're using
    the Breegull Blaster and you can't get out of the Breegull Blaster until you
    actually leave the area that you're in.
    When using the Breegull Blaster, you can use the control stick to move left, right,
    forward, and even backwards. You'll always have to maneuver through a maze when you
    get to the Breegull Blaster. And yes, there is a way to attack while using the
    Breegull Blaster. You can fire eggs (using the C-Buttons as the Egg Aim controls) by
    pressing Z, which, at first, is your only means of attacking. When you get to
    Glitter Gulch Mine, however, you'll learn a second way of attacking with the
    Breegull Blaster, a more useful way.
                                  Grip Grab
                               ***35 notes***
                            ***Mayahem Temple***
    The Grip Grab is the final move that you'll learn in Mayahem Temple. It is one of
    the most important moves in the game, and is required for many of the puzzles in the
    game. There is no real controls for the Grip Grab. If you see a ledge, you can jump
    to it and Banjo will automatically grab on. You can now inch across left and right.
    Press B to do a sideways Rat-a-Tat-Rap. The direction of the Rat-a-Tat-Rap depends
    on the direction you last moved in. For example, if you moved to the left, stopped,
    and press B, Kazooie would do a Rat-a-Tat-Rap to the left. Likewise, if you move to
    the right, stop, and press B, Kazooie will do a Rat-a-Tat-Rap to the right. Enemies
    called "Snappers" guard ledges. If you approach the Snappers, they come out, well,
    Anyway, sometimes the Grip Grab can just be a lifesaver. For example, if you fall
    short on a jump, you might be able to grab onto the ledge and pull yourself up.
    Press A to pull yourself up and Z to drop down. Don't get those two mixed up. It can
    be the difference between life and death.
                                 Fire Eggs
                               ***45 notes***
                             ***Isle o' Hags***
    Unlike Banjo-Kazooie, where you had only one egg type, Banjo-Tooie has multiple
    types of eggs. The first of the four unique types are the fire eggs. You'll learn
    them from Jamjars in the Plateau section of the Isle o' Hags. Fire eggs have many
    uses toward them. One, they cause any enemy to burn in flame when they're hit. Most
    enemies can be taken out in only one hit by a fire egg. Also, you can use this to
    warm places up. For example, there is one place in Terrydactyland where you have to
    light a bunch of torches. If you shoot a fire egg into the torch, it lights up.
    Also, you can use these to activate switches that only fire eggs can activate. At
    first, you can carry fifty fire eggs. That's enough to do basically any job, though
    it can double to one-hundred eggs later.
                                 Bill Drill
                               ***85 notes***
                          ***Glitter Gulch Mine***
    The first move that you should learn in Glitter Gulch Mine is the Bill Drill. The
    Bill Drill is like an upgraded Beak Buster. Whenever you need to smash something,
    you'll use the Bill Drill instead of the Beak Buster. Scattered throughout the
    levels are large, circular boulders (especially in Glitter Gulch Mine; then again,
    that's where you learn the move). If you jump onto one and do the Bill Drill, you
    can drill so hard into it, it'll blast into a bunch of pieces, revealing whatever is
    underneath. What's usually underneath the boulders are Jinjos, notes, passageways,
    etc. To actually do the Bill Drill, jump in the air. In the air, HOLD the Z button
    and Kazooie will spin rapidly as she slasm into the ground. This can be used as an
    attack as well, but I don't recommend it.
    You'll find something to Bill Drill in every stage, and whenever you intend to use
    the Beak Buster, you'll find yourself doing the Bill Drill instead (because you'll
    be so used to it).
                                Beak Bayonet
                               ***95 notes***
                          ***Glitter Gulch Mine***
    The second of the two moves that you'll learn in Glitter Gulch Mine is the Beak
    Bayonet. It can be used only in Breagull Blaster mode, and there's only one real
    need for it in the game (the other times you're in Breagull Blaster mode you'll find
    yourself using eggs a lot; they're somewhat more efficient). The Breagull Blaster is
    used to defeat enemies from a short distances away. In Glitter Gulch Mine, it can
    also be used to de-fuse the TNT that roam Bill's mine. To do it, press B. Banjo will
    thrust Kazooie forward, causing Kazooie to pierce whatever is in front of her with
    her beak. Banjo has to pull Kazooie back after the attack is used, so there will be
    a brief moment when you won't be using any type of attack at all. One reason why you
    might use the Beak Bayonet is that it can usually take out something in one hit.
    Also, it doesn't use up eggs. If you're low on eggs but you need to attack something
    in Breagull Blaster mode, the Beak Bayonet comes in handy. Still, it's not really my
    favorite move...
                               Grenade Eggs
                               ***110 notes***
                             ***Isle o' Hags***
    The grenade eggs are the third of the five different types of eggs. They're also the
    most commonly used eggs. Why? I'll explain in just a second. First off, you can
    carry up to twenty-five grenade eggs. Since we're using the grenade eggs a lot,
    twenty-five doesn't cut it. I suggest going to Cheato after getting five Cheato
    Pages to get the "EGGS" cheat, which doubles your egg count. With fifty grenade
    eggs, you're okay. Anyway, the grenade eggs are more powerful than any other type of
    egg (besides from the Clockwork-Kazooie eggs; I'll explain those later). Shoot one
    and it'll explode when it make contact with an object. Be careful though; if you
    shoot one and it explodes close to you, you can end up taking a hit and losing a
    So make sure to be a little away when shooting. Besides being the most powerful
    eggs, they can also blow holes in walls. Throughout many of the levels you'll find
    cracked holes everywhere. Shoot a grenade egg at the crack to blow the whole
    wall/hole open. These create wonderful new passageways. This type of egg is located
    in the Pine Grove of the Isle o' Hags.
                                 Pack Whack
                               ***120 notes***
    I'm very curious as to why you need to learn the Split Up Move (which costs 160
    notes) in order to learn a move that costs 120 notes. Shouldn't it be the other way
    around? Oh well. Anyway, once you learn the Split Up Move, you can learn the Pack
    Whack as Banjo. Pressing B once will cause Banjo to swing his backpack around
    wildly. The backpack has a wide radius, and is swung in two circles before Banjo
    puts it on his back. This is Banjo's only way to attack, so get used to it. Yes, you
    can swing the pack around while Taxi Packing something as well (unless it's a
    Floatus Floatium). You can also use this to get across wide gaps. You hover in the
    air as you do this, allowing you to float a little. There's also a glitch in this
    move that allows you to do a double jump.
    Jump, do the Pack Whack, and you're able to jump again in the air. It's very handy
    for getting across large gaps.
                                   Split Up
                               ***160 notes***
    This is arguably the most important move in the whole game. The Split Up move allows
    Banjo and Kazooie to separate completely. First, you need to find a Split Up Pad. A
    Split Up Pad consists of two pads, one with Banjo's face and one with Kazooie's
    face. Stand on the Banjo pad and press A. Kazooie flies out of Banjo's backpack and
    lands on her pad. Both Banjo and Kazooie have a smaller health meter while split up
    (Kazooie has a very small one) and they never start full, so be very careful at
    first. As just Banjo or just Kazooie, you can accomplish objectives that couldn't be
    done before. You can also learn moves that are just for Banjo or just for Kazooie.
    If you want to switch to the other character, you can do one of three different
    First, you can stand on the Split Up Pad next to the other character and press A.
    You'll automatically switch. Next, you need to find a Swap Cloud. A Swap Cloud is a
    sparkly area. Stand in it and press A to switch. Swap Clouds are usually found near
    Banjo/Kazooie-only switches and in places where you need to get both characters
    across something separtely. Finally, you can locate a totally different Split Up Pad
    and press A to switch. This is the worst idea, because then you'll be totally far
    apart from each other.
                             Airborne Egg Aiming
                              ***180 notes***
    A move that you're likely to not use very often is the Airborne Egg Aiming move.
    Whenever you fly in the air, you can press up C to enter first-person mode. You can
    continue flying like normal. If you have learned the Airborne Egg Aiming, a
    crosshair will appear when you enter first-person mode. The crosshair always stays
    in the center, so you'll have to fly up and down yourself to aim. Press Z to fire
    the selected egg type. This is required for certain battles and objectives (like the
    Witchyworld boss battle, some mini-games, etc.) but beyond that there's nothing to
    it. You won't usually find enemies in the air, so you won't have to defeat massive
    hoards while flying. This is a move labeled as one where you use it a few times and
    then never use it again.
                                  Ice Eggs
                               ***200 notes***
                             ***Isle o' Hags***
    The fourth type of egg is the ice egg. These eggs, aside from the normal ones (which
    you'll probably NEVER use after getting a special egg), are the most useless eggs
    you'll get. They are only required for two or three objectives and they aren't
    required for any battles. If you shoot an ice egg at an enemy, no damage whatsoever
    will be dealt. Instead, the enemy will freeze. Only do this if you can't get away
    from an enemy (like those super-fast killer beehives) or if you don't feel like
    killing them. The only real uses I can think of for the ice eggs are the fact that
    you need to use them during one of the Hailfire Peaks battles and you need to put
    out some fires in different worlds (mainly Terrydactyland and Hailfire Peaks). It's
    rare that you'll actually need to use these more than once or twice in a level.
                                 Wing Whack
                               ***265 notes***
                         ***Jolly Roger's Lagoon***
    The Wing Whack is the first move that you'll learn in Jolly Roger's Lagoon and it's
    for Kazooie only. Let me add that you can't learn a move for one character if both
    characters are there (likewise, you can't learn a move for both characters if one
    character is there). This is Kazooie's only attack (besides eggs, which she has at
    the start) when she's solo. Press B and Kazooie will spin, waving her wings wildy.
    This can take out a few enemies. You can spin and move at the same time, and jump
    and spin if you want. It's pretty useful when you have to charge through a hoard of
    enemies. Just make sure you don't fly out of control (which can happen) when using
    the move and you'll be fine. Let me add that there is no reason to use this in a
    puzzle (except for a TINY part of one, but we'll ignore that).
                             Sub-Aqua Egg Aiming
                               ***275 notes***
                         ***Jolly Roger's Lagoon***
    Sub-Aqua Egg Aiming, like the Airborne Egg Aiming, is labeled as a move where you'll
    use it a few times and then never use it again. It's EXTREMELY helpful underwater in
    Jolly Roger's Lagoon, but I never found myself using it in another world again. To
    do this swim underwater and press Up C to enter first-person mode. The crosshair
    appears again. You can swim around like normal and use the Z button to fire eggs at
    creatures an enemies. You can defeat the enemies and the boss underwater in Jolly
    Roger's Lagoon, but you'll never find another underwater enemy after that so the
    move becomes completely pointless. But still, you'll need it to get many of the
    Jiggies in the Lagoon.
                                Talon Torpedo
                               ***290 notes***
                         ***Jolly Roger's Lagoon***
    The Talon Torpedo is a move that's very, very helpful to have. However, it's also a
    move that you aren't going to be using often. Sure, you'll use it a few times after
    Jolly Roger's Lagoon but aside from that, you won't be seeing this move. Okay, when
    you're underwater press Z. Kazooie will spring out of Banjo's backpack. She can now
    swim around on her own and you get to control her. Press A to speed up and charge at
    enemies and stones (many stones underwater have Kazooie's face on them; charging
    with the Talon Torpedo is the only way to destroy them). Also, there are transparent
    fish in Jolly Roger's Lagoon. Kazooie can charge through these fish and collect the
    items inside by using the Talon Torpedo. You only have twenty seconds to move around
    before you're sent to the backpack again, so move fast.
    Also, you'll use up five red feathers each time you use this move.
                            Clockwork-Kazooie Eggs
                               ***315 notes***
                             ***Isle o' Hags***
    The final type of egg is the Clockwork-Kazooie egg. This is a type of remote-
    controlled bomb that you can use in several different areas of the game. When you
    get one, fire it out. If it doesn't hit a wall or an enemy, it'll land and hatch.
    Out comes a VERY small robotic Kazooie. You can control this little robot. Press A
    to jump and move around quickly with the control stick. You can fit through tight
    passageways (very tight) with the Clockwork-Kazooie Egg to get things that would be
    impossible to get otherwise. You only have twenty seconds to move around before the
    egg blows up. If you want to/need to blow something up before the twenty-second time
    limit runs out, just press B. These have the power of grenade eggs, but don't waste
    them on enemies.
    Only use these when needed. Although found early on in the game, you won't actually
    to really start using them until late in the game. You can carry only ten at a time
    (twenty with the "EGGS" cheat) so use them wisely. Finally, this move is learnt at
    the Wasteland.
                             Springy Step Shoes
                               ***390 notes***
    Another type of shoe pair that you'll learn to use is the Springy Step Shoe pair.
    These shoes have giant springs on them, and if you press A, you'll leap high into
    the air. Like the Wading Boots and Running Shoes, you can find these bouncing around
    in different areas. Grab them and you have ONE jump to use these with. You can move
    around to wherever you like within the time limit. Just make sure to not jump until
    you reach the area you want to use the shoes at. As Banjo and Kazooie, you can jump
    slightly higher than you could with a regular Shock Jump (so this is like a portable
    Shock Jump... cool). As Kazooie alone, you can jump _VERY_ high up by means of the
    Springy Step Shoes. Use these as Kazooie and you'll be able to reach areas that
    aren't accessable any other way.
    They can also simply provide major shortcuts if you need to get to a high up place.
    You'll see these shoes a lot in the later levels, so look out for them.
                                 Taxi Pack
                               ***405 notes***
    The Taxi Pack is a Banjo-only move. It is also one of his most important moves. With
    the Taxi Pack you can't actually use any type of fighting move. Nope, it's used to
    carry things around in your backpack. By press Z and then the left C button (Banjo
    learns a move that corresponds to Z plus a C button in the later levels), Banjo will
    hold out his pack. Walk up to an item that can be Taxi Packed and press B to place
    it in your bad. This won't weigh you down or anything and you can still use the
    Snooze, Shack, and Sack Pack moves (you learn those later). When you get to an area
    where you want to let the Taxi Packed item out, just take out your bad once more and
    Banjo will automatically pull the item out. Yes, you can still use the Pack Whack so
    don't fret about not being able to defeat enemies.
                               ***420 notes***
    This is a Kazooie-only move, Hatch. If you can't figure out what it does by the
    name, then I don't know how you can even read this FAQ. Anyway, like Jamjars says,
    it's absurb to know a bird who can't hatch eggs. You'll find many eggs in
    Terrydactyland and Cloud Cuckooland that you'll need to hatch. Also, some other
    types objects need to be hatched just to be warmed up (like the aliens in Halifire
    Peaks). To hatch an egg, locate one and then jump onto it. Press Z and then B and
    Kazooie will sit on the egg. Wait a few moments and it will hatch. That's all there
    is to this move really, so there's nothing else to say.
                              Claw Clamber Boots
                               ***505 notes***
                           ***Grunty Industries***
    The first move that you're likely to learn in Grunty Industries is the Claw Clamber
    Boots move. One final pair of shoes has now become available to you, and they're
    called Claw Clambers. If you find a pair, put them on. You can now walk up walls.
    No, let me rephrase that. You can walk up CERTAIN walls. You need to locate
    "footprints" that rest on walls. These footprints look exactly like the type of
    footprints that Kazooie would make. If Claw Clambers are around, then so are
    footprints. You can climb up the footprints with the Claw Clambers to reach high-up
    places that you wouldn't be able to reach otherwise. A word of warning though: the
    Claw Clamber Boots have a limited time attached to them (the time varies for each
    If you run out of time while on a wall, you'll fall down. There's a chance you might
    lose some honeycombs if you fell from a high enough area. Don't say I didn't warn
                                Snooze Pack
                               ***525 notes***
                           ***Grunty Industries***
    There's not much to say about this move other than the fact that it's incredibly
    useful. Seriously, you only NEED to use this twice in the game. However, you'll find
    yourself using this contless times. To perform the Snooze Pack, press Z and then the
    right C button. Banjo will jump into his backpack and lie down for a rest. Your
    honeycombs will rapidly restore while he's sleeping. So if you're at low health with
    Banjo, just find a safe spot and take a rest to get back to full health once again.
    Just don't pick a spot with enemies, or they'll attack you while you're sleeping.
    This is also a great move to refill the team's health. If you are both Banjo and
    Kazooie and you're at low health, locate a Split Up Pad. As Banjo, use the Snooze
    When you are at full health, join up with Kazooie. Even if you had one health unit
    before you split up, you'll now have full health. See, like I said, very useful.
                                 Leg Spring
                               ***545 notes***
                           ***Grunty Industries***
    This is a Kazooie-only move that is VERY. VERY. VERY useful. There's a few places
    where you REALLY need it but, like the Snooza Pack, you'll find yourself using the
    Leg Spring constantly. If you press Z and then press A you'll perform the Leg
    Spring. It's just like a high jump that's only for Kazooie. It's has her leap about
    as high as a Shock Jump, and that's high enough. From here, you can Flutter across
    gaps or get to high up places that were previously unreachable. You can combine this
    with the Glide move learned from Hailfire Peaks to cross huge gaps (I'll explain
                                 Shack Pack
                               ***640 notes***
                             ***Hailfire Peaks***
    The Shack Pack is the third Banjo-only move that involves Banjo using his backpack
    (aside from the Pack Whack, which is totally separate). The Shack Pack is a very
    nice move. If you press Z and then down C, Banjo will put his backpack over his head
    and hide under it. Your size will reduce and you'll be able to move around under
    your pack. You can drop into any dangerous liquid (toxic, icy, hot, swampy, etc.)
    and you won't be hurt at all. This can be used to reach things at the bottom of
    dangerous areas of water. Also, Banjo becomes noticeably smaller. This means that he
    can fit into tighter areas. Not VERY small and tight areas like the Clockwork-
    Kazooie egg can, but just tight ones. You'll find yourself using this quite a few
    times in the last three worlds.
                               ***660 notes***
                             ***Hailfire Peaks***
    I love this move. It's a Kazooie-only one, learned on the Icy Side of Hailfire
    Peaks. When you learn it, jump up in the air and hold Z. Kazooie will extend her
    wings and begin to glide forward. She'll slowly (VERY slowly actually) lose height
    as she goes, but you can cross huge gaps with the Glide move. This makes it easier
    to get to different places, as well as reaching some areas that were previously
    unreachable. Like the past few moves, you only need this a few times in the game,
    but you'll use it a lot. The Leg Spring and Glide working together... they're a
    force to be reckoned with. Use the Leg Spring to shoot up high into the air and then
    immidiately start gliding forward. You can get across MAJOR gaps and get to areas
    that should only be accessable by another way.
    It's something that can be used as a super-heavy shortcut when needed.
                                  Sack Pack
                               ***765 notes***
                            ***Cloud Cuckooland***
    The final move in the game is Banjo-only. I bet you're shocked to hear that it
    involves him getting into his backpack, right? Anyway, press Z and then the up C
    button. Banjo hops in to the top of his pack. He can hop around now, with somewhat
    bad control. But the move's real power makes up for bad control. Banjo can now hope
    across ANY dangerous terrain or liquid. If it's a liquid, Banjo will hop across the
    surface. As long as you have the Sack Pack, you can't be hurt by thorns, swamps,
    toxic waste, hot water, etc. Just make sure not to suddenly get out of the Sack Pack
    in the middle of a dangerous area or you'll get in a bit of a jam.
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%     Walkthrough      %%%%%|           WALK      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                                  Opening                                         |
    Two years have passed since Grunty the witch was defeated by Banjo and Kazooie.
    After falling from her tower she was buried underground where she remains until this
    very day... Banjo, Kazooie, Bottles, and Mumbo are playing poker. Of course, Kazooie
    has to steal by telling everyone Grunty is coming :) Now we're back outside, where
    it's pouring. A brick wall slowly crumbles due to a giant drill charging through.
    Iniside Banjo's house, the table is shaking rapidly. The drill breaks down the
    entrie wall to reveal a huge vehicle of some sort. Outside pops two witches. By
    their conversation, you learn that they're Grunty's sister. One's real thin and the
    other is... woah. Mumbo volunteers to take a look outside as Kazooie steals his
    entire stack of gold :)
    Mumbo looks as the two sisters appear in front of Grunty's giant boulder. They cast
    a spell to lift the boulder into the air and cause it to vansih. Damn, now Grunty is
    free. She'll pop out, and she'll learn that her body has disinigrated. She'll
    declare that she needs a body, and her sisters will reveal that they already have a
    plan formed. As Mumbo rushes back to warn the others, Grunty will send a bunch of
    spells in Mumbo's direction. He'll dodge all of the spells as re rushses into the
    house. He'll tell everyone that Grunty is coming, and Grunty will then charge up a
    huge spell. No one will believe Mumbo (who would, Kazooie just tried that trick).
    Banjo and Kazooie will flee, but Bottles will say how he's not falling for the
    The spell will hit, with Bobbtles in the house. Aw man. Grunty and her sisters will
    climb into the vehicle and roll off after releasing a bunch of enemies to guard the
    mountain. Grutny will order Klungo to guard the mountain.
    The next day... (whew, this is a long introduction, isn't it?) Mumbo, Banjo, and
    Kazooie will be standing outside a now smashes house. They'll then realize that
    Bottles is missing. Bottles will slowly walk out and then drop dead. Crap. After
    some talk, Banjo and Kazooie will set out in their next adventure to stop Grunty!
    |                       Spiral Mountain (Training)                       SP01      |
    Well, this place is pretty messed up thanks to Grunty's baddies. There's really
    nothing you can do here. You have all the moves from the first game learned already,
    so fans of game one should know about the many moves. If you're new to Banjo and
    Kazooie, or if you forogot some moves, Bottles (the ghost) can still help you if you
    search around the molehills. Head around the mountain and pick up some blue eggs,
    and then locate the giant stone slab that acts as a bridge to the actual Spiral
    Mountain. Climb up to the top of the mountain (make sure to collect the feathers)
    and you'll find a flying pad. Fly over to Grunty's old lair.
    |                           Gruntilda's Lair                             GRUN      |
    The whole place has been destroyed, even Grunty's picture. Jump into the picture and
    grab some red and gold feathers (remember those lifesavers?). You can also jump on
    the stones and get some eggs. Near where Mumbo's Mountain used to be is our favorite
    book, Cheato! Since he helped you in the first game, Grunty ripped him to shreds
    (didn't she say she was going to burn him though?). If you find five of his pages,
    he gives you a cheat. We're going to find a page right now, so head out of the lair
    (yeah, the game doesn't take place here, fortunately). Use the fly pad and fly
    right. Look down as you fly and you should see a Shock Pad (for those who don't
    know, there's a chicken leg on it). Head down to it and use the Shock Pad (hold A)
    to jump up to the high ledge.
    Grab the CHEATO PAGE (1) that's there. Great, one fifth of the way to a new cheat.
    Now head to the area where Klungo disappeared into.
    |                        Inside the Digger Tunnel                        DIG1      |
    Head forward, down the hill, and past the shadow. You'll find your first boss,
                         BOSS: Klungo (Minion With a Mission)
                                   Difficulty: 2/10
    Klungo is your first boss of the game, and he's basically something that tests your
    basic skills. He's EXTREMELY easy to defeat, although there's a different strategy
    depending on the potion Klungo takes at the start. The potion is random, but it's
    either a Red, Green, or Blue Potion.
    If he takes the Red Potion, then he grows to a supergiant minion. Despite the fact
    that he's huge, it still takes only three hits to bring him down. He likes to jump
    up in the air and try to squash Banjo and Kazooie. You can tell by his shadow where
    he'll land. If you roll when he lands on you, he'll suffer a hit. You can also
    charge at him with the Wondering (invulnerability move: Z+Right C-Button) if you
    have golden feathers with you. However, the best move to use agianst him is the Rat-
    a-Tat-Rap. It's accurate (well, any more is accurate with Klungo at the size he is),
    and can deal good damage (though all moves do the same amount of damage in this
    If he takes the Green Potion, he'll become partially invisible. This can be
    frustrating, but it's still very easy to tell where he is. Just follow what you can
    see of Klungo and do the Wonderwing or Rat-a-Tat-Rap on him. After you hit him and
    he's done attacking you, he starts to disappear again. This is the best time to hit
    him, when he's becoming invisible. Try to hit him there the last two times (since he
    starts the battle invisible) to make the battle easier than it already is.
    If he takes the Blue Potion, he'll devide into two Klungos. This is still very easy,
    since you can easily tell who the real Klungo is. One, he is a different color than
    the fake Klungo. Two, he always moves AFTER the fake Klungo does. So just hit the
    Klungo that always moves last and you'll be okay. More and more fake Klungos will
    appear as you hit him, so make sure to always focus on the one leaving last or the
    one that's a different color.
    After you hit him once (no matter what potion), he'll spawn a shield similar to the
    one Grunty used when you fought her in Banjo-Kazooie. If you touch the sheild,
    you'll just be knocked back (don't worry, you won't suffer damage or anything).
    While Klungo's behind the shiled, he'll throw yellow potions at you. Just run in a
    circle around the shield without stopping and none of the potions will hit you.
    After he throws a few potions, the shield will disappear and he'll either grow big,
    become invisible, or multiply depending on what potion he took at the beginning.
    Remember, three hits does Klungo in.
    Once you defeat Klungo, he'll drop three pieces of honey. Honey is used to restore
    lost energy. He'll run off to Grunty, telling her to beat him for losing. Once he's
    gone, follow him through the green exit.
    |                      Isle o' Hags (Jinjo Village)                    JINJO1      |
    Nice music, a little sun... the overworld is a lot different than in Banjo-Kazooie,
    eh? Anyway, the Jinjo village is full of Jinjo houses. Don't go into any of them
    yet. Head to the center area, where a strange hatch is surrounded by nests. Run
    towards the hatch and Jamjars (you haven't been introduced yet, but that's his name)
    will tell you that this is one of his silos. Find others, and you'll create a series
    of warps! It's like the caludrons from Banjo-Kazooie. From the silo, look to your
    right. You should notice a crumbled grey Jinjo house. Run up to the "?" sign.
    Jamjars will pop up and tell you that this is one of the information signs. Press B
    near it to read. Do so and it'll say, "In loving memory of the grey Jinjo family.
    Passed away unexpectidely when a huge digging machine flattened their house."
    A huge digging machine... hmmmm... anyway, now take your pick of whatever Jinjo
    house you want to enter. You'll find that it's empty. A character will pop up and
    introduce himself as Jingaling, the king of the Jinjos. He'll tell you to drop by
    his palace to learn what happened.
    |                      King Jingaling's Throne Room                    JINALI      |
    Jingaling will be petting his pet... thing. You'll see king Jingaling, ruler of all
    things Jinjo. Jingaling will tell you that all the Jinjos disappeared when a giant
    digging machine came through. He likes it quiet, but he wants the Jinjos back for a
    kickball tournament next week. Wow, what kind of a king is this? Anyway, he gives
    you a JIGGY (1) so you'll rescue all the Jinjos. He'll tell you to see Jiggywhiggy,
    the ruler of all Jiggies and part of an ancient order... crystal jiggy thing.
    Anyway, after all this, he'll open the way to Jiggywhiggy's palace, which is right
    through Bottle's house!
    |                      Isle o' Hags (Jinjo Village)                    JINJO2      |
    As Banjo and Kazooie pop out, they'll be talking about king Jingaling.
    Up in the giant tower of... the giant tower. You'll see a huge laser thingy similar
    to the one K. Rool had in DK64. Inside, Grunty and her sisters are talking. They'll
    reveal the secret plan to get Grunty's body back. The B.O.B., the giant laser, is a
    life-sucking machine. If you shoot it at something, it'll suck the life out. This
    life force can create a body for Grunty. Grunty's first target is King Jingaling,
    because Jingaling gave Banjo and Kazooie their first Jiggy. The B.O.B. will hit the
    whole palace, barely missing Banjo and Kazooie. Jilaling will instantly die and be
    turned into a zombie. Wow, lot of deaths in this game... Bottles, a Jingo family,
    and now Jingaling. Anyway, Jingaling is now a zombie, so he can no longer help you
    and he's no longer safe (he can harm you).
    Head forward, into the little hole, and continue into Bottles' house.
    |                            Bottles' House                            BOTTLE      |
    Go forward to talk to Mrs. B, who is wondering where Bottles is. Banjo and Kazooie
    will decide to keep quiet for now. Head left, into the next room. Here, turn left
    and head into Goggle's room (note the Jet Force Gemini poster on the wall). Talk to
    Goggles and he'll give you the Amaze-O-Goggles. These are like binocularous. When in
    first-person mode, use the left and right C buttons to zoom in and out. Somewhat
    useful, but we don't need them now. Now go into the right room and talk to Bottle's
    son. After some conversation, head out through the door.
    |                      Isle o' Hags (Wooded Hollow)                    WOOD01      |
    Head up into the grass and Jiggywhiggy will call to you. If you want to enter his
    temple, you must get past the doorman. Head past the grass and follow the path that
    the digger machine took (activate the SILO to create your first warp as well).
    Continue past the temple, into the little cave. At the end of the cave is a random
    colored JINJO. It'll fly to its house and tell you that if you rescue the whole
    family, you'll get its heirloom. Can you guess what it is? Anyway, now exit the
    cave. Head out and go up the temple stairs to find the doorman, the lower disciple
    of Jiggywiggy. You have to be worth enough to enter, and to prove yourself worthy,
    you must have enough Jiggies. Well, where have we needed Jiggies before? Anyway, the
    requirement is one now.
    You have one Jiggy, so the door will open. Just remember the rules: no cameras and
    only food purcahsed at McJiggies can be eaten inside (I swear I'm not making this
    |                         Jiggywiggy's Temple                          WIGGY1      |
    Banjo will walk down the steps and up onto the podium, where Jiggywiggy will tell
    you to approach the monolith if you wish to prove yourself worthy of entrance. Head
    right to approach it. Press B and you'll start a puzzle. This is very similar to the
    puzzle game played back in Banjo-Kazooie (Bottle's challenges in your house). It's
    easier now, but it gets harder and harder. This is the new concept of opening
    worlds: you have to actually complete the puzzle yourself in a limited amount of
    time. This puzzle is extremely simple, with only five pieces to place. After you
    place them, the Crystal Jiggy will shine and shoot light out to a door, which will
    open Mayahem Temple, the first world. Yeah! Four Jiggies are required in order to
    try to the next puzzle, but we don't have four Jiggies yet.
    So leave Jiggywiggy's Temple for now.
    |                      Isle o' Hags (Wooded Hollow)                                |
    Head down the stairs and go left, up the stairs, and into Mayahem Temple.
    |                           Mayahem Temple                             MAYA01      |
    Well, you're now in your first world, and it's time to grab as many things as we
    possibly can! One of the new things in Banjo-Tooie that wasn't in Banjo-Kazooie is
    you have to get some new moves in later levels before you can get all the Jiggies in
    a world. No wait, we needed the running shoes in Freezy Peak, nevermind. Okay, ONCE
    in Banjo-Kazooie. Anyway, head up to find a WARP PAD (1). Locate two of these to be
    able to warp between them. Okay, this is how I'll describe a level: I'll list the
    JIGGY and NOTE guides in one, and then I'll tell you how to get the HOLLOW
    HONEYCOMBS after.
    Anyway, continue north, past the evil statue, and grab the note nests (20). Note
    nests are five notes each, and there's four here. Continue past the statue and Mumbo
    Pad, up some more stairs. Grab all the note nests (40) and continue past the evil
    head. You'll see Jamjars calling you from a hatch. Head over to it and press B.
    Jamjars will pop out, and reveal that he's Bottle's brother. After learning that
    Bottles is dead, he'll offer to teach you some moves to get even with Grunty. Notes
    are used for move learning this time, and the minimum requirement for the first
    lesson is 25 notes. We have forty, so it's all good. Okay, so press up C to get into
    first-person mode. A cursor will appear. You can move around with the control stick
    to aim the cursor.
    Press Z to fire an egg. The EGG AIM, that's what this move is called. So now that we
    have our first move, continue forward. Get the note nests (60) on the stairs. At the
    top area, you'll want to go right, and up the set of stairs that has a single note
    nest (65) on it. Activate the WARP PAD (2) here. Enter Mumbo's hut now. It is now
    two stories. The first story always has some type of item, and the second has Mumbo.
    The first story here has a GLOWBO. The Glowbos are used to make Mumbo a playable
    character. You heard right, you can play as Mumbo. Head up to the second story and
    walk up to Mumbo. You want his help, so press a and you'll turn into our favorite
    shaman. Drop down to the bottom of the hut and exit. Climb the other set of stairs
    here, the ones with the note nests (80).
    Okay, now drop down to your right and return to the golden statue head. Here, stand
    on the Mumbo Pad and press B to perform some mighty Mumbo magic. You'll summon the
    golden goliath, and you'll be in control of it. Yeah. Anyway, press A to jump as the
    goliath and press B to kick. You only have 75 seconds before you return as Mumbo. If
    you want to stop earlier, return to the pad and press B. Okay, climb down the stairs
    here and take out the boulder on your left to reveal a flying pad. Kick the statue
    to defeat it, and then head to the door. Kick it and it'll slowly open. Now climb
    the stairs and head past Mumbo and the pad. Climb the next set of stairs. You can't
    completely open the door on your left; you can only kick a hole in it. It might not
    be a bad idea to take out the evil statue as well.
    Anyway, once you have taken out the doors and the boulder, come back as Mumbo. Now
    return to Mumbo's skull and go back to being Banjo and Kazooie. Use the warp pad
    outside of Mumbo's hut to warp to the front. Head up the stairs and to the golden
    goliath. Turn left here, down the hill. Defeat the enemy in this area and go up the
    stairs. Talk to the officer to learn that the Stony kickball tournament is taking
    place and tickets sold out during Banjo-Kazooie. You can only get in if you're a
    Stony, so that's what we're gonna become! Head down the stairs and through the door
    that you smashed open. In the Jade Snake Cove, head forward. You'll see Jamjars's
    hatch. Open it and talk to him (the note requirement is 35) to learn the ever-useful
    Grip Grap.
    Once you have learned it, do a high jump up and grab onto the ledge to find a JINJO
    (1). Drop down and go left, down the sairs. Activate the WARP PAD (3) and continue
    forward, up the stairs to the area with the teepee. Grab the Glowblo located near
    the teepee and then enter it. Humba Wumba will introduce herself, and offer to turn
    you into different things if you bring her Glowbos. Give her the one you found and
    jump in the pool to become a Stony. Now return to the kickball area. Talk to the
    guard and he'll let you through. Here, activate the WARP PAD (5). You can head left
    down the stairs if you want to train, but it's really not needed. So go upstairs and
    talk to the Stony, who will open the door to the quarterfinal. Head inside to start
    the tournament.
    It's really quite simple, all you have to do is run into a ball and you'll
    automatically grab it. Press B to barge and Z to kick. You need to hit it into the
    blue goal north. You can move faster than the other Stonies, so it should be
    extremely easy. The semifinal is just as simple, it's just a new thing is added: red
    balls. If you kick one into your goal, you lose a point. Kick them into the goals of
    other Stonies while kicking yellow balls into your goal to make sure you stay in the
    lead. The final is also simple. There are bombs as well as red and yellow balls. You
    can kick the bombs into your opponents to stun them. They liked to stay grouped up,
    so you should be able to stun all three at once. Anyway, once you win, you'll get
    your first JIGGY (1).
    Now warp to the front of Wumba's Wigwam. Change back in bear and bird and then warp
    to Mumbo's hut. Head into the hut and talk to Mumbo. After becoming Mumbo, head out
    and warp to the start. From there, make your way over to the golden goliath. Put
    yourself in control of the goliath and go down the stairs. Head through the door.
    Here, go forward and left, across all of the quicksand. Grab the JIGGY (2) at the
    end. Turn right and continue across the sand and into another area. Kick the temple
    door open. Now go back to being Mumbo and return to his hut to become Banjo and
    Kazooie once more. Head to the opposite set of stairs, the one that leads to the
    huge tower. Get into first-person mode now. You have to shoot an egg into each of
    the snake's mouths.
    After doing that, the door will open. Head through to find Targitzan's assistant
    dude or whatever. He's lost Targitzan's priceless relic thingy, and he's screwed if
    he doesn't get it back. He'll open the above door for you. Return to the Warp Pad
    and head to the front. There's the flying pad here. Use it to fly up to the second
    level of the tower. Grab the CHEATO PAGE (1) and then enter the Treasure Chamber. Go
    down the stairs, and when you reach the end head left, up the stairs that are here.
    Step on the switch to open the gate. Head through and you'll be in Unga Bunga's
    Cave. Here, go out and you'll see a bunch of dried thorns. The priceless relic
    thingy is on the other side of them, but it's guarded by a sleeping caveman.
    Stepping on the thorns means you'll be thrown out.
    So you have to push the contol stick ever so slightly forward so you tiptoe across
    the thorns. Don't make any noise, just keep tiptoing. When you get to the other
    side, high jump to the relic. Head forward, through the cave, and drop down at the
    end. Exit this area and then go down the stairs and drop down into the first level.
    You'll give the relic to the assistant, and he'll give you a JIGGY (3). Now exit the
    temple. It's time to begin that climb up Targitzan's HUGE tower near Mumbo's hut.
    Climb the stairs, but don't start climbing the tower yet. Go around it, and in the
    back you'll find a TREBLE CLEF (100). Treble Clefs are worth twenty notes, so now
    you have all 100 for this world! Nice! Now climb all the way to the top of the
    temple, but don't head through the door.
    Go around and then climb the stone path here to find a JIGGY (4) at the top. Now
    climb back down the temple. To the right of it is a bridge. Head across and grab the
    JINJO (2) as you go. On the other side, talk to Boniva. A bunch of evil flies have
    taken over her field. Get into first-person mode and kill each fly with an egg.
    Boniva will reward you with your fifth JIGGY (5). Now drop down from up here (use
    the Flutter before you land to prevent damage). Enter the cracked door. You're now
    in the prison compound. Head forward and activate the WARP PAD (5) that's there. Now
    go right and jump into the water. Climb the pillars in the water. When you get to
    the top, jump to the ledge on your right. Inch across this, and press B to attack
    the blue monster when you reach it.
    When you get across, climb back up. Head through the cave and grab the CHEATO PAGE
    (2) that's on the other side. Drop down. You can get a Jiggy here, but we need a
    move that isn't accessable in this level, so leave this area for now. To do that,
    jump into the water and swim through the pipe. When you emerge, get back onto the
    pillars again. This time, crawl across the ledge on your left. Grab the Wading Boots
    on the other side and jump into the quicksand. Head across and grab the JIGGY (6).
    Grab the second set of Wading Boots and head back across the quicksand. Step on the
    Warp Pad and warp to Mumbo's hut. From here, head up the path to the temple, head to
    the left side. Stay on the left side and you'll find Jamjars's final hatch of the
    He'll teach you the Breagull Blaster, which allows you to use Kazooie as a hand held
    gun. At certain points, you'll automatically take Kazooie out of her backpack and
    head into first-person mode. You can now move around and fire eggs with Z and aim
    with the up and down C buttons. Once you've learned that, climb the temple steps and
    enter the temple. You'll perform the Breagull Blaster here. Okay head forward and
    Targitzan will allow you to enter. When you do, head forward. You have to find
    twenty Targitzan statues in here. This is like, impossible to describe, so I just
    won't bother describing it. It's hard to pinpoint the twenty locations, so don't get
    mad. Just search in many places, in corners, everywhere. You'll find the amount that
    you have in the lower right hand corner.
    When you get to a green area with many pillars, you should hear a Jinjo. Locate a
    blue portion of this area with a door. Head through that door and at the end of the
    path you'll find the JINJO (3). Anyway, once you get ten statues, the door to the
    Slightly Sacred Chamber will open. When you get twenty, the door to the Really
    Sacred Chamber will open. Go through the maze until you find two doors, one on the
    left and one on the right. The left is the Slightly Sacred Chamber. Enter it and
    grab the JIGGY (7) there. Then enter the Really Sacred Chamber. Banjo and Kazooie
    will walk in and approach the Jigggy, but then Targitzan will appear. Prepare to
    meet thy dart ridden doom!
                       BOSS: Targitzan (Despotic Dizzy Totem God)
                                   Difficulty: 3/10
    For the most part, Targitzan is simple. Just make sure you have lots of eggs (don't
    worry, there's a ton of egg nests here if you don't). Targitzan is made up of a
    bunch of pillars, each one have some targets and some dart faces. The first column
    is easy; there's simply a bunch of targets with no darts. Shoot one egg at each
    target to take it out easily. You don't want to run around wildy; you'll want to
    strafe left and right. To do so, just use the C buttons (just like in an actualy FPS
    game). After destroying all the targets, Targitzan will lose his first column. In
    his anger, he'll call upon a baddie to take care of Banjo and Kazooie. These baddies
    are easy to kill; all you have to do is shoot three eggs and they're down. Make sure
    to grab the honey if you need it.
    Otherwise, just save it for when you lose some health. The columns get harder and
    harder as Targitzan spins faster and more dart faces appear. You have to hit each
    column four times. Even if there aren't four targets, you will simply have to hit
    one more than once. Each time you shoot away a column, Targitzan will summon a
    baddie. Each time a baddie is summoned, Targitzan halts all attacks and resumes once
    the baddies are gone. Targitzan adds one more baddie for each column you take out.
    When you take out all the columns, Targitzan will activate his Sacred Self Destruct
    (TM). Just run a little ways away and he'll blow up, ending the battle.
    Head forward and grab the JIGGY (8) that Targitzan leaves behind. Then exit the
    godforsaken temple of doom. Head to the warp pad near Mumbo's hut and then warp to
    Wumba's Wigwam. Head left, up the stairs, and then Talon Trot up the steep hill.
    High jump to the lower right hand corner of the top of the pyramid, to the only spot
    where there aren't any dry thorns. Here, you have to creep across the dry thorns
    like you did in the cave. Tilt the control stick VERY slightly as you go. When you
    get to the JIGGY (9), grab it and rush off (you notice the snake doesn't wake up no
    matter how loud you run AFTER you grab the Jiggy). You can't get any other Jiggies
    for now, but we still need some Jinjos and the Hollow Honeycombs. Head to Wumba's
    Wigman and transform back into a Stony once more.
    Now warp to the entrance. Behind the exit is a tight space with a HOLLOW HONEYCOMB
    (1). Now drop down into the small pool and rescue the JINJO (4). Warp back to Wumba
    and transform back into Banjo and Kazooie. Return to the entrance and use the flying
    pad. Fly up to the top of the kickball stadium and grab the final JINJO (5) of the
    world. Now head over to Boniva. High jump up on to of the shed, and high jump once
    more. Grab onto the ledge and pull yourself up. Grab the HOLLOW HONEYCOMB (2). Now
    head to Targitzan's assitant's place (the one where you had to find Targitzan's
    ancient relic thingy). On one of the piles of gold is the final HOLLOW HONEYCOMB
    (3). Now exit the world.
    |                      Isle o' Hags (Wooded Hollow)                    WOOD02      |
    Wow. We have a LOT we can do now, thanks to the Grip Grab. But first, we have to go
    and complete Jiggywiggy's Challenge 2. Head to Jiggywiggy's Temple, and go straight
    over to the puzzle. Press B to begin. You have to solve the Gutter Gultch Mine
    puzzle, which is probably easier than the first one, since they're all edge pieces!
    Cool. Anyway, after you complete Jiggywiggy's Challenge 2, you should still have
    enough Jiggies to attempt Jiggywiggy's Challenge 3. We're here, and we have the
    Jiggies, so why the hell not? Head back up to the puzzle and press B. You have to
    complete the Witchyworld puzzle. Again, extremely simple, and you should complete it
    within the same amount of time that you've completed the last two in. This will open
    the Witchyworld door.
    This is the third level, so we're not gonna go there for a while, but we won't have
    to return to Jiggywiggy for another puzzle. Okay, now that you have completed
    Jiggywiggy's Challenge 3, exit the temple. Head to the silo and warp to Jinjo
    |                      Isle o' Hags (Jinjo Village)                    JINJO3      |
    Turn around and head toward the sandy area. You should see some ledges to your left.
    Jump onto them and then grab onto the edge and inch your way around (attack the
    monsters that pop out on the wya). On the other side, get up and head through the
    tunnel. You should see a Banjo-Kazooie game pack. It'll start bouncing around, and
    you need to hit it. This makes the ICE KEY appear. Remember, from Stop N' Swap? No?
    Yes? Well, it is indeed the fabled Ice Key from Banjo-Kazooie. Wonder what it
    does... Anyway, now that we have the wonderful Ice Key, head back to the main part
    of Jinjo Village. From there, head down the sandy area and out of the village.
    |                            Spiral Mountain                           SP02        |
    You'll want to make your way to the top of the spiral mountain. Use the flying pad
    here to spring up into the air. Head towards the huge waterfall. Land on top of the
    waterfall and swim forward, into the little cave. Here, continue swimming and then
    jump out on the left ledge when you get there. Head to the back and use a high jump
    to reach the ledge. Grip Grab your way across and pull yourself up when you get to
    the end. Head through the cave and you'll be on the other side. Here, you'll want to
    bust open the Banjo-Kazooie game pack to get the BLUE EGG. Yes, one of the secret
    eggs of Banjo-Kazooie! Okay, now that you have the Blue Egg, you should head back to
    Jinjo Village.
    |                      Isle o' Hags (Jinjo Village)                                |
    Here, head forward and jump into Jamjars's silo. Warp to Wooded Hollow.
    |                      Isle o' Hags (Wooded Hollow)                    WOOD03      |
    Turn around and head down to the enormous egg. Enter to find Heggy, the crazy hen
    who can hatch the special eggs. Head forward and Heggy will hatch the egg. This will
    enable the homing egg ability, but you have to activate it first. So return to
    Mayahem Temple.
    |                           Mayahem Temple                             MAYA02      |
    Here, step onto the warp pad and warp to Wumba's Wigwam. Go left, up the stairs, and
    into the temple. This is Cheato's temple, where you can enter all secret cheats.
    Stand on the podium and shoot eggs at the letters to spell out "H-O-M-I-N-G." Then
    go to the Cheat Sheet on your right and activate the Homing cheat. Now your eggs
    home in on the closest enemy. Now exit Mayahem Temple.
    |                      Isle o' Hags (Wooded Hollow)                    WOOD04      |
    To your left are some stones. Jump on them and then grab onto the ledge. Inch your
    way right, defeating the enemy, and then jump onto the platform. Head forward and go
    through the door.
    |                       Isle o' Hags (Plateau)                         PLAT01      |
    Carefully Talon Trot up the wooden planks. At the top, high jump up to the top of
    the sign and get the notes (10). Yes, there are notes in the overworld now, since
    there's only eight main worlds. You'll hear a Jinjo crying for help, but we can't
    rescue it just yet. Go left, up the coal hill, and activate the silo. Now head
    right, towards the giant beehive. Collect the notes (20) in the corners, then get
    the HOLLOW HONEYCOMB (1) behind the beehive. Now you need to actually enter the
    |                         Honey B's Hive                               HONY01      |
    You'll meet Honey B, who is the queen of all bees. Talk to her and she'll tell you
    that you can get extra honeycombs added to your life in exchange for the Hollow
    Honeycombs. The first extra honeycomb costs one hollow, the second three, the third
    five, the fourth seven, and the fifth nine. You can get up to ten units of energy in
    all. Anyway, you have four honeycombs, which can raise your energy to seven units!
    Nice! After you have your energy, return to the Plateau.
    |                       Isle o' Hags (Plateau)                         PLAT02      |
    Head down the coal hill and you'll see Jamjars's hatch. Forty-five notes will let
    you learn the Fire Eggs. No new controls, you just have a new type of egg to choose
    from. If you want to switch eggs, just tap R until the egg type you want is
    highlighted. You can carry up to fifty fire eggs. Right, we have done all we can do
    for the moment so drop down in Glitter Gulch Mine.
    |                       Glitter Gulch Mine                             MINE01      |
    Head left and activate the WARP PAD (1) at the start. Now break the two Rareware
    boxes using a Beak Buster. One has Springy Shoes, which you can't use yet, and the
    other has Running Shoes. Ignore both for now and head forward. You should see a
    switch, but don't press it. Instead, Talon Trot up the hill on your right and grab
    the GLOWBO. Now jump to the coal pile in the water and enter Humba Wumba's Wigwam at
    the top. Here, activate the WARP PAD (2) and then give your Glowbo to Wumba. Jump in
    the pool and you'll transform into the Detonator. You can bounce around and if you
    press B, you'll do a self-destruct attack. This self-destruct attack is very useful,
    but it causes you to lose a piece of honey each time you perform it. So therefore,
    DO NOT use it unless I tell you to.
    Head down the hill and you should see a bunch of stones with a TNT box next to them.
    The TNT has a fuse, but is missing a detonator. Approach the fuse and you'll
    automatically make all the rocks explode. Hooray. Now take the path back to the
    start, but head right and follow the tracks when you see them. Follow the tracks
    into the Fuel Depot. Collect the notes (20) here and then jump up to the track.
    You'll see a moving box. There's a flying saucer inside that explains that it can't
    get to Witchyworld because some stupid rocks are blocking it. Follow the track to
    the rocks and locate the TNT near it. Attatch yourself to the fuse to blow the rocks
    up. The flying saucer will get up and fly over to Witchyworld (don't worry, we'll
    see him again later).
    Head back to Wumba's Wigwam. Jump into the water and swim against the current
    (you'll have to constantly jump or you won't move at all). When you near the end of
    the river, jump out on your right. Head forward to the green coal hill and go up.
    Grab the notes (40) that are there. Now head down and go towards the shed. Activate
    the WARP PAD (3) near here. Continue right. You'll see a sign point to Mine Entry 1.
    When you see it, turn right and go down a little, then turn left into a second
    tunnel. Follow it into a little cave where some more TNT rests. Again, you'll want
    to use your dentonation abilities to blow up the TNT. Once you have done that, warp
    to Wumba's Wigwam and transform back into Banjo and Kazooie. Once you've done that,
    head back down the hill.
    Enter the cave in front of you that you had to blow up. Welcome to Canary Cave. This
    is full of toxic gas, so your oxygen meter will slowly decrease. You'll meet Canary
    Mary in here, who used to be sent down to mines to check for gas. The miners would
    know it wouldn't be safe if she died. Who takes up that kind of job anyway? Rat-a-
    Tat-Rap the door and Canary Mary will fly out dropping... absolutely nothing! Watch
    as she flies over to the broken mine cart near the Fuel Depot. Quickly exit Canary
    Cave, since there's nothing interesting to see or do, and you don't want to die.
    Make your way back to the Fuel Depot area and talk to Canary Mary, who has fixed the
    handcart. Talk to her and she'll ask if you want to race so she can stretch out her
    Jump into the handcart when she's done talking. The rules here are simple; all you
    have to do is repeatedily tap A as you go along the track. Canary Mary will try to
    keep up by flapping her wings. This is a long race, so it can be pretty tiring. If
    you ever get tired, you can just pause the game. If you have Auto-Fire, then this
    becomes something you don't have to worry about at all. Anyway, once you defeat
    Canary Mary, she'll give you the shiny thing that's been stuck under her wing for
    days. It turns out to be a JIGGY (1). You sure you want this thing, even though it's
    been in a gassy cave under a Canary's wing for a few days? Anyway, after receiving
    the Jiggy, you can race Canary Mary again if you'd like. Since her wings are
    stretched out now, it gets a LOT harder.
    But if you're good at tapping A repeatedily and if you take a few breaks, you should
    be able to beat her. Once you've beaten her a second time, she'll give you a CHEATO
    PAGE (1). You should now have four pages. Only one more before you can get a cool
    cheat! Anyway, Canary Mary will leave the mine. Don't worry, you'll see her again in
    the final world, where she's as tough as hell. Anyway, once she's gone, then follow
    the track for a long time. You'll pass Mumbo's hut, which we'll come to in a second.
    Once you finally reach the JINJO (1), head to Mumbo's hut. Grab the notes (55) that
    rest on the pillars. You can also activate a WARP PAD (4). Anyway, drop off to the
    left and head past the huge boulder. Grab the GLOWBO and then head up to Mumbo's hut
    and enter it.
    Give Mumbo the Glowbo and then exit his hut after you become Mumbo. Outside, jump
    back onto the track and continue following it to the very, very end. Activate the
    WARP PAD (5) and then enter the cave. This is the "Train Station" according to the
    sign. Head inside and step on the Mumbo Pad. Press B to perform levitation magic, so
    the fallen car can get back on the tracks. Now exit the Train Station and warp to
    Mumbo's hut, where you should become Banjo and Kazooie once more. Head out and warp
    back to the Train Station. Head up to the train and climb the ladder. Inside the
    train area, jumb into the boiler and you'll see Old King Coal rise up. He's going to
    fight you for whoever gets to use the train, k?
                       BOSS: Old King Coal (Grubby Boiler Monarch)
                                   Difficulty: 3/10
    Yeah, this guy is somewhat simple, sorta like Targitzan. You're fighting in the
    boiler room, which means that it can get hot and boil. Which is bad. For the most
    part, you're running on what seems like cool lava, but there's a couple of slabs of
    stone here as well. Old King Coal will run around wildly and stop at random points.
    When he groans in frustration, the boiler will temporarily heat up. This makes the
    lava hot, which can damage you, so quickly jump up onto one of the stone slabs.
    Also, the heat can make you lose oxygen. For the most part, you should only lose
    about two oxygen before the boiler cools down again, which is all good. You'll
    notice that you have a 150 second timer. This is how long it takes for the boiler to
    charge up.
    When that timer hits zero, the boiler heats up for GOOD. This means that you'll
    slowly lose oxygen as you fight, and the lava on the floor will remain heated,
    forcing you to jump only onto the stone slabs. However, 150 seconds is plenty of
    time, and you should beat Old King Coal with at least fifty to seventy-five seconds
    left. Beating Old King Coal is easy. First, switch to regular eggs, since fire eggs
    won't harm Old King Coal. Just start shooting the eggs at Old King Coal. As you
    shoot more and more eggs, Old King Coal's arms will fall off (one at a time) and
    then his head will fall off. When you hit him enough when he only has his legs and
    part of his body, he'll give up. The timer will stop and the boiler will cool down
    (if it was hot).
    You're now able to ride the train. Aside from that, you'll get a JIGGY (2) for
    beating Old King Coal. Yeah. Now exit the boiler, and then the train. Back outside,
    exit the Train Station. Head to the warp and go back to Mumbo's hut. Become Mumbo
    once more. Now warp to the crushing shed. Head onto the Mumbo Pad and Mumbo will
    levitate the Jiggy Boulder. It'll fly up in the air and fall through the hole at the
    top of the crushing shed. Mumbo's job is done now, so warp back to his hut and
    become Banjo and Kazooie once more. Warp to the crushing shed and head inside of the
    shed. Go up the stairs and stop in front of the crushers. You have to make your way
    through this area now. It's a little tough, but the crushers slam down in a
    farmiliar pattern each time.
    Watch the shadows and memorize the pattern to get to the other side unscratched. On
    the other side, you'll see a red button. Use the Beak Barge (Z+B) to push it in.
    This stops the crushers and starts the conveyor belt. The giant boulder will roll
    forward, through the spikes. Outside, all the rocks will be spit out of the chimney.
    However, so will the Jiggy, but in three pieces. Head back out (jump against the
    movement of the conveyor belt to get across) and then exit the crushing shed.
    Collect the pieces of the Jiggy here to form the complete JIGGY (3). Okay, now that
    you have that Jiggy, go down right and into Mine Entry 1. Here, head forward and
    jump into the water. Dive down and collect the beautiful TREBLE CLEF (75) that's
    Now head up and out of the water. Do a high jump up to the platform that's near the
    Treble Clef and then climb the ladder. Jump into the water and dive down. Collect
    the CHEATO PAGE (5) that's here. Finally, you have five pages! Excellent! You can't
    do anything else in Mine Entry 1, so head back outside. Warp to the world entry and
    exit. Here, smash the Rareware box to reveal the running shoes that we saw at the
    beginning. Put them on and rush out to that switch near Wumba's Wigwam. Step on it
    and a grate will open up at the end of the river. Follow the river downstream (you
    can run on water with the running shoes) to the end, where you can rush into the now
    open entrance.
    Drop down the watefall here and then jump up onto the ledge. Grab the JIGGY (4) that
    rests here. Yeah, only six more to go (though we can only get four at the moment).
    We still haven't learned any of Jamjars's moves, have we? That'll come soon enough.
    Anyway, drop down and head through the door. We're in the Water Storage, which is
    pretty much Mine Entry 1. So head outside to find yourself in front of the crushing
    shed. Find the river path and then follow the river upstream until you pass some
    pillars with notes on them. Jump up onto all of the pillars and collect the final
    notes (100) here. At the top is another shed. Enter it to be inside the prospector's
    hut. Bill is here, and he's lost his partner. If you can find her, he'll give you a
    It turns out his partner is in the prison compound of Mayahem Temple, and we'll get
    her next. Exit the prospector's hut and then look directly across from it to see
    Jamjars's hatch. Jump to it. For 85 notes, Jamjars will teach you the Bill Drill, an
    upgraded version of the Beak Buster. Jump up and in the air hold Z to drill down
    into the ground. Okay, now that we have this, we're ready to rescue Bill's partner.
    Exit Glitter Gulch Mine.
    |                       Isle o' Hags (Plateau)                                     |
    Jump into the silo and warp to the Wooded Hollow.
    |                      Isle o' Hags (Wooded Hollow)                                |
    Head into Mayahem Temple.
    |                           Mayahem Temple                             MAYA03      |
    At the start, head forward and use the warp pad to warp into the Prison Compound.
    Here, turn right and jump into the water (we're just getting the final Mayahem
    Temple Jiggy now). Dive down and head through the pipe. When you emerge on the other
    side, jump up onto the land. Head up onto the boulder and do a Drill Bill on it.
    It'll shake and then shatter, revealing a staircase. Head down into the columns
    vault. Defeat the enemies here, then perform a Rat-a-Tat-Rap on each column.
    Eventulaly, you'll hear a sound confirming the correct column. Then do a Rat-a-Tat-
    Rap on the right column. If you don't hear a correct sound, try it on the left
    column. Which ever one you get a sound on, you continue in that direction. Keep
    doing this until the Jiggy is on the lowest column.
    The timer will continue, so quickly head up the stairs and high jump up to the final
    JIGGY (10) of Mayahem Temple. Now that you have this, dive back down under the water
    and then use the Warp Pad on the other side to warp to Wumba's Wigwam. Jump into the
    magic pool to turn into a Stony. As a Stony, return to the Prison Compound. Talk to
    the Stony that's close to the entrance/exit of the compound. He'll tell you a code,
    which you need to remember. Now return to the wigwam and transform back in Banjo and
    Kazooie once more. Head back to the Prison Compound once again and go forward.
    You'll find three switchs: a star, a moon, and a sun. Step on the switches in the
    order that the Stony told you to and you'll open the door that leads into the prison
    After talking to Dilberta, do a Drill Bill on the boulder. Dilberta will rush
    through the now open hole, and you should follow her. You'll end up back in Glitter
    Gulch Mine.
    |                        Glitter Gulch Mine                            MINE02      |
    You're back in the prospector's hut. Talk to the prespector and then Dilberta will
    come running out of the prison (even though she just did two seconds ago). The
    prospector will thank you by giving you a JIGGY (5). Once you have it, exit the
    prospector's hut. Now follow the river upstream until you get to the end. Head left
    all the way and go through the door and into the toxic gas cave. You have JUST
    enough time in here to Bill Drill all the rocks to collect the HOLLOW HONEYCOMB (1)
    and rescue the JINJO (2). You should leave with only one oxygen left. Okay, you're
    REAL close to the crushing shed. Head to that area and from there, head to the
    flooded cave entrance (you blew it up when you were a Detonator earlier in the
    Once you're inside the flooded caves, jump into the water. This is a maze of
    underwater pipes that you have to maneuver through. Jump into the water and dive
    down. Go through the pipe straight ahead. In the next section, head through the pipe
    on the right. Once you get through, go through the pipe that's located on your left.
    Now surface and swim forward. Jump onto the land and rush to the back where a JIGGY
    (6) is waiting. Now head back through the flooded caves the same way you came into
    them. Back outside, go out of the cave and the tunnel and head near the crushing
    shed once more. Warp to Mumbo's hut. Drop down and go right to find a gigantic
    boulder. Do a Bill Drill on it to shatter the boulder. You can't do anything inside
    just yet though.
    Warp to Wumba's Wigwam. Transform into the Detonator and then return to Mumbo's hut.
    Drop down into the entrance which was covered by the boulder (this is Mine Entry 2,
    by the way). Attach yourself to the TNT to blow up the prison door. Head through and
    rescue the JINJO (3) that's here. Now return to the wigwam and transform back into
    Banjo and Kazooie. Warp to the Train Station area. Fromr here, go north a little,
    left, and south down a hill into Mine Entry 3, the Gloomy Caverns. Go forward and
    left when you reach the split. You're now in the Generator Caverns. Shoot a Fire Egg
    at the generator's light to briefly light up a path. Quickly follow it to the next
    area, where you have to light up another generator. After doing this a few times,
    you'll have to switch to the Egg Aim.
    Do that and make your way across, jumping the gaps. At the end, grab the JIGGY (7)
    floating in the air and then climb down the ladder. Head through the door to the
    Gloomy Caverns, then exit the Gloomy Caverns entirely. Now warp to the entrance/exit
    of Glitter Gulch Mine. From here, make your way to the Fuel Depot entrance, and
    Talon Trot up the hill. Bill Drill on the boulder and then climb down the stairs to
    enter the Ordinance Storage Entrance. Locate Jamjars's hatch here to learn the
    Breagull Blaster, where you can use Kazooie's beak to jab at enemies. Now approach
    the Ordiance Storage. After learning about what happened to Bill's TNT, he'll let
    you in the mine. Okay, you have to defuse fifteen TNT in this stupid maze in first-
    person mode.
    But there's a catch; after you defuse the first one, a timer for 200 seconds starts.
    You have to find your way through the stupid maze within those 200 seconds defusing
    all the TNT or the mine will blow up. Yeah. Anyway, the maze is more complicated
    than Targitzan's Temple in Mayahem Temple, so it's EXTREMELY difficult to establish
    directions, sorry. To defuse a TNT, you have to use the Breagull Blaster. If you
    shoot eggs, the mine will blow up anyway. Search the ground areas first, and then
    look on the second floor. You should be able to finish with at least ten to fiteen
    seconds left. If you're lucky, you can finish with thirty or so seconds left. Once
    you defuse all the TNT, Bill will drop a JIGGY (8) in the lobby. Head out and pick
    it up, then exit the Oridance Storage.
    Now head to the pillars near prospector Bill's house. There's a huge boulder on one
    of the pillars. Do a Bill Drill to reveal a HOLLOW HONEYCOMB (2). Now head to the
    Train Station. There is a Rareware box inside. Beak Bust/Bill Drill it to reveal a
    third HOLLOW HONEYCOMB (3). Go outside and locate the blue hill near the water.
    Talon Trot up to find a boulder. Bill Drill it and rescue the JINJO (4) inside. Now,
    there's still two Jiggies, a Jinjo, and a Cheato Page to be found here but we can't
    get them just yet. So for now, exit Glitter Gulch Mine.
    |                       Isle o' Hags (Plateau)                         PLAT03      |
    Since we're here already, we might as well open the gate to the next part of the
    Isle O' Hags. Get into first-person mode and aim an egg at the fire switch. Shoot a
    fire egg at it to open the gate. Don't go through yet; we have errands to run. Jump
    into the silo and head to Wooded Hollow
    |                      Isle o' Hags (Wooded Hollow)                                |
    Head straight into Jiggywiggy's Temple.
    |                         Jiggywiggy's Temple                          WIGGY2      |
    The door to the next world is already open (well, it should be if you've been
    following this walkthrough), but why not open up the door to world four? Yeah,
    there's no reason not to. Head to the picture and begin the puzzle. This is another
    simple one, with a few more pieces. Still, none need to be rotated, which is why the
    puzzles are so easy at the moment. Once you complete it, the door to Jolly Roger's
    Lagoon will open. You have enough Jiggies to attempt challenge five. That's three
    worlds ahead of us, but let's just do it, okay? ANOTHER easy one, though it may take
    a bit long (you might finish with sixty seconds this time instead of seventy like
    you usually should do).
    The entrance to Terrydactyland will open. Yeah. What a shock, you don't have enough
    Jiggies to attempt challenge six (you're seven short), so just exit the place.
    |                      Isle o' Hags (Wooded Hollow)                                |
    Jump into the silo and head to Jinjo Village.
    |                      Isle o' Hags (Jinjo Village)                                |
    Head down to Spiral Mountain.
    |                          Spiral Mountain                               SP03      |
    There's more we can do now that we have the Bill Drill. Turn right and head down the
    path all the way and then turn right agian. You'll see a huge boulder to your left.
    Jump on it and Bill Drill. A fish is under there, suffocating (yeah, as if he
    wouldn't have suffocated earlier). After some talk, he'll ask you to take him back
    to the moat. Pick him up and run to the moat surrounding the spiral mountain. Jump
    in and the fish will thank you in two ways (to Kazooie's great dissapointment,
    neither of the ways involves a Jiggy): first, he'll give you more air bubbles. You
    now have ten, which is going to prove to be very useful in the later levels where
    there's lots of water/toxic gas. Second, he'll teach you a new move, which allows
    you to swim faster.
    While underwater, hold A and B at the same time and Banjo and Kazooie will combine
    their strokes to go double speed. Very useful. I think both of those are better than
    one Jiggy, don't you? Anyway, now you need to climb the spiral mountain. Do so and
    then fly to the entrance to Grunty's old lair. Enter the lair and go up to Cheato,
    who will give you a new cheat, "Feathers." It's time to return to Mayahem Temple to
    enter that cheat! So exit Spiral Mountain now, since we're done here for a while
    (not TOTALLY done, though).
    |                      Isle o' Hags (Jinjo Village)                    JINJO4      |
    I think it's time to get something new, don't you? We could've gotten this earlier,
    but it kept slipping my mind :) Anyway, head to the Red Jinjo house. Walk up to the
    doorway and high jump onto the arch. Do another high jump and grab onto the roof,
    then run up and grab the TREBLE CLEF (40). I'd say that's pretty nice, isn't it?
    Okay, now that we have the Clef, let's head to the silo so we can go to Wodded
    |                      Isle o' Hags (Wooded Hollow)                                |
    We have very brief visits nowandays, don't we? This is another brief one. Just go
    straight into Mayahem Temple.
    |                            Mayahem Temple                                        |
    Warp to the area near Wumba's Wigwam. Turn left and go up the stairs and into the
    cheat temple. Jump up onto the podium and enter the "FEATHERS" cheat. Head to the
    cheat sheet and turn the code on, then exit Mayahem Temple.
    |                      Isle o' Hags (Wooded Hollow)                                |
    I'm sorry to say this, but we aren't gonna be here for long. Jump into the silo and
    head to the Pleateau.
    |                       Isle o' Hags (Plateau)                                     |
    Again, we aren't here for long. Head through the gate that you opened earlier to get
    to the next area of the Isle O' Hags.
    |                      Isle o' Hags (Pine Grove)                       PINE01      |
    The next area of the Isle O' Hags is the Pine Grove. Head forward and activate the
    silo first thing. Now head into the broken wooden stump thingy to find some notes
    (50). To the right of that is Jamjars's hatch. For 110 notes, he'll teach you how to
    use the grenade eggs. These are like regular eggs except they're much more powerful
    and can blow certain things up. You can only carry twenty-five though :( To the
    right of Jamjars's hatch is a pool. Jump in and dive down to collect some more notes
    (60). Now jump back onto the land. On the opposite side is Wumba's Wigwam. Inside,
    she has a "very special transformation" but she needs the extremely rare MegaGlowbo
    for it to work. Of course, we don't have that just yet, but we'll get it later
    (Hint: Ice Key).
    Anyway, that's all for now, so head forward into Witchyworld.
    |                            Witchyworld                               WITCH1      |
    The first WARP PAD (1) is right to the left of you. Activate it and continue
    forward. You'll see some who looks like... and she is... Boggy's wife! Remember him
    from Banjo-Kazooie in Freezy Peak? Anyway, her kids have run off in this park (I
    thought it was closed until the authorities were bribed...) and she needs you to
    help find them. We'll do that in a little bit. First, we need to complete a few
    other things. There's a Shock Pad near Mrs. Boggy, so use it to get to the roof of
    the ticket booth, where you can step on a switch to open the hamburger stand (trust
    me, you need this open). Across from you is a killer electric fence. Switch to
    grenade eggs and shoot the door to blow it up. Ignore it for now and head up. You'll
    see an evil slot machine which you can't take out just yet.
    Behind it are some notes (5). Run in a complete circle around the tent, following
    the path, to get a ****load of notes (40). Now run around in another circle, but
    we're making some stops this time. If you need the energy, a beehive is in the
    corner. When you get to the fry stand, head behind it to get the fry switch. Press
    it to open the stand. Talk to the guy there, named Joe. After Kazooie and Joe argue
    with each other (in a funny, sarcastic scene), you'll get some of Joe's salty,
    limpy, limp fries. Continue going around the tent. When you get to the burger stand,
    walk up. Talk to Al a few times to get a burger. Okay, now that we got that, head up
    the hill a little. Close to the tent is a WARP PAD (2) and one of Jamjars's hatches.
    Talk to Jamjars to learn a great move: the Split Up. Banjo and Kazooie can now
    separate when needed, which is very useful during a lot of different points in the
    game. Like flying was the highlight of Banjo-Kazooie (I...think...), the Split Up
    move is the highlight of Banjo-Tooie. Don't split up just yet, 'cause we don't need
    to. Instead, you need to make your way to the top of the huge tent. Climb one of the
    ropes here. On the top is a JINJO (1). Once you have that, locate an area that has a
    huge wooden pole sticking up in the middle. Enter that area and take out the enemy.
    Behind each open door there is a note nest. Collect both nests (50) and then jump up
    and grab onto the right door. From there, jump onto the ledge that's located on your
    Inch across it. At the end, grab the JINJO (2). Now pull yourself up onto the left
    door and grab onto the ledge located on your left. Inch across, defeating the
    monster when you get to it. When you get to the end, pull yourself up. Jump up onto
    the platforms and activate the WARP PAD (3) here. Then enter Wumba's Wigwam. Seems
    like Rare ran out of good places to hide their Glowbos, because the GLOWBO is right
    here in the wigwam. Grab it and toss it into the pool, and then jump in yourself to
    turn into a... van? First a rock, then a detonator, now a van. I miss the good old
    days where you could be an alligator or walrus or bee. Anyway, the good thing about
    the van is that you can basically run over many things, and it carries many coins
    for paying tolls.
    Head out and you should see a van door to your left. Honk your horn to open it and
    you'll appear at the lower level. Head out near the tent again. Run over all four
    kill slot machines and they'll drop tickets. Each slot machine has one ticket.
    Collect all four, which will be useful later (you'll need them if you want to fight
    the boss of this world). Now locate a red looking place called the Inferno. Head
    through and go up to the coin slot. Pay a coin to open up the door. Head inside and
    you'll be in the actual Inferno. Drive left at the start and you should see another
    van door. Open it to find a CHEATO PAGE (1). Now drive right, past the entrance, and
    you'll see Mumbo's hut along with a WARP PAD (4). After activating the warp pad,
    enter the hut.
    Grab the HOLLOW HONEYCOMB (1) that's out in the open and then exit the hut (Mumbo
    won't do anything if you come up to him in a van). Step onto the warp pad and warp
    back to Wumab's Wigwam. There, transform yourself back into Banjo and Kazooie. Now
    warp back to the Inferno. Head a little deeoper into the Inferno and grab the
    GLOWBO, and then head into Mumbo's hut. Give Mumbo the Glowbo to become Mumboo.
    Yeah. Now head out of his hut and then warp out of the Inferno to the Big Top Tent.
    Locate a futuristic area that says "Star Spinner" above a big sign. Head left of the
    sign and activate the WARP PAD (5) then go left all the way and grab the notes (60)
    near the sign. Then locate the Mumbo Pad and call upon the power spell so you can
    open the dome.
    Now head through the door in the center of this area. Go forward to find another
    pad. Turn it on to activate the Star Spinner. You should notice a power box on the
    generator; smash it to hear from Grunty (it doesn't do anything, it's just fun). You
    should also hear a Jinjo screaming for help. DON'T go to it; it's really a Minjo,
    the evil twins of the Jinjos that hurt you. Exit the Star Spinner. Warp to the world
    entry and exit area and then go forward and right through the electric fence area
    (assuming you opened it earlier like I told you to). Now locate the Mumbo Pad and
    activate the Saucer of Peril. Now warp back to Mumbo's hut and become Banoj and
    Kazooie once more. It's time to go looking for Jiggies now, finally. The first one
    is in the Inferno.
    Locate the Split Up Pad near the entrance. Split Banjo and Kazooie up. As Banjo,
    head towards the Shock Pad Switch on the path to Mumbo's hut. Step on it to make a
    Shock Pad appear atop the Inferno. Now press A to switch to Kazooie. Head to the
    start of the Inferno Mountain and grab the running shoes. Run up the spiral path
    (jumping over all the flames that head by). It's a long way, so make sure you don't
    hit too many flames. At the top, head to the Shock Pad. Use it to reach the very top
    of the Inferno (don't jump over; Kazooie can jump MUCH higher without Banjo). Grab
    the JIGGY (1) at the top. Now jump off the Inferno and flutter down (Kazooie can
    flutter for a LOT longer when she's alone) to Banjo. Join up and warp to the Space
    Head to the right of the dome to find Jamjars's hatch. He'll teach you the Airborne
    Egg Aim. Up see gives you the aiming sight, press Z to shoot from height (his direct
    rhyme). Yeah. Anyway, we could go to the Big Top now, so let's do so. Warp to the
    Big Top Tent. Go around to the front and enter. If you've collected the four tickets
    with the van like I told you to, talk to our old friend. Who knew that Conga would
    get a job guarding a killer tent? Anyway, with four tickets he'll let you in, but
    you also need to know how to aim eggs while in the air. Well, we just learned that,
    didn't we? So now you can enter the Big Top. Banoj and Kazooie will start talking
    and turn to sit down on a huge lump that they mistake for seats. But then the big
    lump will... inflate?
                      BOSS: Mr. Patch (Strange Inflatable Wobbly Thing)
                                   Difficulty: 6/10
    Like the three point jump in the difficulty level? Of course you did! Okay, at the
    start, Mr. Patch will simply walk around wildly. He's just a bunch of air, so he
    can't hurt you, even if you touch him. But you can hurt him. There are twelve
    patches on Mr. Patch, each in a different location. Some of them are in extremely
    difficult spots to reach, but let me give you a hint on how to reach them: you
    learned how to aim eggs in the air for a reason. Anyway, we aren't going airborne
    just yet (there aren't any flying pads around anyway). Switch to a grenade egg and
    go into first-person mode. Aim for one of the lower patches on Mr. Patch (one that
    can be easily reached). Eggs don't have a far range, so you'll have to be close to
    Mr. Patch when you shoot it.
    Shoot the grenade egg at Mr. Patch and if it hits one of his patches, it'll pop,
    deflating him slightly. This will piss him off and he'll call forth a boxing glove.
    This is a "homing" boxing glove that pops out near you while you're running. If you
    constantly move, it shouldn't be a problem (you will also be able to see the ground
    shake near the area it's about to pop up, making it even easier to avoid). He'll
    also call forth a flying pad. Rush towards the flying pad and take to the air. This
    is where airborne egg aiming comes into play. Press up C and aim at one of the
    patchers on Mr. Patch. Fire grenade eggs at the patches to blow them up. In the
    lower right-hand corner of the screen, you can see a number telling you how many
    patches are left.
    When this number reaches zero, the battle ends. Mr. Patch has found a way of
    attacking you in the air though, making the battle more difficult; he'll cough up
    beach balls, which fly in the air towards Banjo and Kazooie. If you're flying
    towards Mr. Patch when he coughs them up, chances are you'll run straight into one.
    If you go in a kind of zig-zag pattern, Mr. Patch will repeatedly miss you with his
    beach balls. When you're on the ground (to get more feathers or grab some more
    grenade egg), Mr. Patch's accuracy with his beach balls increases 99.9%. He always
    knows where you're going to move, so he can constantly hit you. My advice is to
    Talon Trot repeatedly in a zig-zag motion, so the balls will always land to the
    sides of you.
    Sometimes, you'll be too close to shoot an egg at Mr. Patch. In that case, turn
    around and Beak Bomb away from him. Mr. Patch will probably start shooting beach
    balls at you, but you can zig-zag forward until you think you're in a comfortable
    position to shoot an egg. Remember that there's on spare piece of honey on the
    ground if you get low on energy. Just one though, so use it wisely.
    Once you beat him, Mr. Patch will deflate all the way and all that's left of him
    wlil be a JIGGY (2). Grab that Jiggy and exit this tent. Now head down to the start
    and head through the gate into Area 51. Turn right and used the Shock Pad to reach
    the top of the pillar. Jump across the fence to the next pillar and collect the
    notes (65). Jump to the next pillar to get some more notes (70). Now return to the
    Wild Wild West Zone. Here, go right, up the stairs and stop in front of the bell. Do
    a Beak Buster on the switch to raise the hunk of metal. Now do a Bill Drill on the
    switch to make the metal hunk go up a little higher. Finally, spit a grenade egg out
    from behind to send the metal hunk up to the top of the bell. The bell will then
    Climb up and grab the JIGGY (3) that the bell left behind. Once you have that, enter
    the Wild Wild West zone. You'll see a deflated castle. Head right to find a Split Up
    Pad. As Banjo, head across the deflated castle to find a Minjo. Take care of it and
    talk to Jamjars. It's time to learn the Pack Whack. By pressing B, Banjo can swing
    his pack around to attack enemies. This also serves as a hidden move, the double
    jump. Jump, swing your pack, and jump again. You can go a little bit farther when
    this. It isn't required to complete the game, but it can be very useful in some
    situations. Anyway, head back to Kazooie and join up with her. You should see a
    grate near the back of the stockade. Blast it with a grenade egg to blow the thing
    Jump up and grab the HOLLOW HONEYCOMB (2). Now return to the Split Up Pad. As
    Kazooie, head to the grate you just blasted and head through. Head to the right side
    of the Pump Master 2 and step on the Kazooie Switch. Now press A to switch to Banjo.
    Head to the Pump Master 2 area and step on the Banjo Switch to the left of it. With
    the two switches pressed, the Pump Master 2 will activate and inflate the castle.
    Now press A to switch to Kazooie. Head out to the Crazy Castle Stockade and enter
    the castle. The door on the left, the Kazooie Door, will be open. Head on through
    the door. It's time for a mini-game, the Hoop Hurry Challenge. You need to score
    thirty points within sixty seconds. Jump through all the hoops here. Blues are worth
    three points, greens are worth two, and reds are worth one.
    The game is extremely simple. You should be able to get at least sixty points within
    the time limit. Once you have thirty points and the time limit runs out, a Jiggy
    will appear on the top of the castle. Exit the castle. Ignore the Jiggy for now (you
    can get it, but we're not going to just yet) and exit the Pump Storage. Join up with
    Banjo and then enter the castle once more. The door on the right, the Banjo-Kazooie
    Door, has opened. Head through. You'll enter the castle area flying. Grunty will
    tell you about the Balloon Burst Challenge. In it, you need to score fifty points
    within sixty seconds, just like the Hoop Hurry (except you have to score twenty more
    points). The similarity of this game to the Hoop Hurry makes it exceedingly simple
    to beat.
    Blue balloons get you three points (they're rare), green two points (they're
    somewhat common), and red one point (very common). You get airborne egg aim
    automatically when you start and you also have an infinite amount of golden eggs to
    use. Golden eggs fire rapidly, machine gun like. So fire eggs everywhere as you fly
    around shooting everything. You should be able to score fifty-five to sixty points
    within the time limit. Once your time is up, the game ends and a second Jiggy
    appears on top of the castle. Exit the castle and locate the Shock Pad that's near
    it. Use it to jump to the top of the castle. Collect the two JIGGIES (4 and 5) that
    are on top of the castle. Cool, two Jiggies at once. Okay, you're pretty much done
    with the Crazy Castle Stockade now.
    Exit it and return to the main part of Witchyworld (still in the Wild Wild West
    Zone). Climb the big pole using the ladder. At the top, high jump to the upper
    plank. CAREFULLY make your way across the rope to the cable car button. Step on it
    to return to the Wild Wild West Zone. Drop down onto the actual cable car and press
    B to ride to the space zone. When you reach the other side, high jump to the upper
    plank and grab the HOLLOW HONEYCOMB (3) that's there. Now jump and flutter over to
    the pipe. Grab on and inch your way right. Make sure to avoid the evil jolts of
    electricity that spit out of the pipe. When you get to the other side, Beak Barge
    the button. A door will open and the Saucer of Peril (the thing you freed in Glitter
    Gulch Mine) will fly out.
    Press the Shock Pad Button near here and then talk to the Saucer of Peril. Jump in
    and prepare for what is arguably the best mini-game in the whole game. You have to
    shoot as many targets as possible; blue targets are three points, green targets are
    two points, and red targets equal one point. You have to score 400 points to win
    second prize or 500 points to win first prize. Don't worry, you can easily get 550
    poitns on this. You ride around the whole park, and targets appear everywhere. Use
    the control stick to move your crosshair and hold Z to fire golden eggs. Once the
    ride ends, you should have over 500 points. That nets you both first AND second
    prize. You get a CHEATO PAGE (2) and a JIGGY (6) for winning. Those are all the
    prizes, but you could always try to beat your high score.
    Now drop down and enter the Star Spinner. Head to the first star and jump on. It'll
    rise up to another star. Jump onto that star to have it rise. Jump onto the next
    star and it'll rise up to the spinning Saturn. Jump on the ring and then wait until
    the actual planet is spinning away from you. Then jump on in Talon Trot mode and
    grab the JIGGY (7) at the top. Now take the stars down (if you're lazy, you can just
    fall but you'll lose lots of health; there's a bunch of enemies and a beehive though
    if you need them) and exit the Star Spinner. Now head to the Warp Pad and warp to
    Wumba's Wigwam. We need to transform back into the van for a few more errands before
    we can get the next Jiggy. So become the van and then warp back to the entry/exit
    Go into Area 51 and head to the back of the runway. Honk your horn to open the door.
    Rescue the JINJO (3) inside. Now warp to the Space Zone. Head right all the way to
    the van door. Honk you horn to open the door. Grab the TREBLE CLEF (90) inside. Now
    head to the dome and enter it. Go left and pay to open the Dogdem Dome. However,
    it's only open the Banjo and Kazooie so warp back to the wigwam and transform back
    into the bear and the bird. Warp back to the Space Zone and enter the Dogdem Dome.
    Enter door one. This is a bumper car-type mini-game where you have to collect
    Twinklies within the time limit. However, there's another opponent trying to
    constantly ram you. Avoid him as best you can as you collect the Twinklies scattered
    Reds are one point, greens are two, and blues are three. You have forty-five seconds
    to get sixty points, which is easy enough. When you win, you can try the second
    challenge. This is a lot harder, since it's two against one. If you get in a corner,
    they can trap you. This can make you lose what is easily ten seconds. Luckily, you
    only have to get fifty points this time, instead of sixty (the time limit remains
    forty-five seconds). The third challenge is much more difficult than the previous
    two. It's three on one, and they can surround you on three sides, causing you to
    lose TONS of time. However, forty is the requirement this time, and you should be
    able to get at least fifty if you constantly avoid them. Even if there's a blue
    Twinkly in the corner, DON'T get it.
    If you're cornered, you have almost no chance of escape. Once you finally beat the
    third challenge, you'll get another JIGGY (8). Once you have it, head back outside.
    Jump onto the dome and Talon Trot up. Climb up the pipe (avoiding the electricity)
    and then Talon Trot up to the very, very top of the dome where a JINJO (4) rests.
    Once you have that, head to the Inferno area (not the actual Inferno, so don't
    warp). You should see the "Dive of Death" pool. High jump into it and collect the
    final notes (100). Now climb the ladder up to the actual diving board. Head acorss
    VERY carefully and grab the JIGGY (9). We can't get the tenth Jiggy yet, but we
    still need a Jinjo and a Cheato Page (which we can now get). So enter the purple
    cavern to enter the Haunted Cavern. When the room lights up, head all the way to the
    This includes going past the door. When you reach the dead end, do a high jump
    agianst the wall on the left side to grab onto a ledge. Inch to the other side and
    grab the CHEATO PAGE (3). Now head back to the door you past. Go in to enter the
    Cave of Horrors. Here, you'll find an inncent dinosaur trapped, a Jinjo trapped,
    and... Gobi? Well, like he told you in the last game, he was going to the Lava World
    but was thrown in here. Seems like he's aged a little in the past two years
    *coughcoughbeardcoughcough*. Anyway, use a grenade egg on the LOCK of each door to
    blow it open. Gobi will run to the lava world, which you'll get to later. The
    dinosaur won't go until the Witchyworld Train arrives, which happens a little later.
    Grab the JINJO (5).
    Now return to the Saucer of Peril. Remember the door you opened to let it through?
    Head through that door to reach Glitter Gulch Mine.
    |                         Glitter Gulch Mine                           MINE03      |
    The reason we came here is because we can get another Jiggy thanks to the Split Up
    move. You're inside the Fuel Depot. Head forward and outside. Go into Wumba's
    Wigwam. We're not here to transform, we're here to warp. Warp to the area near
    Mumbo's hut. Head left, down into Mine Entry 2, the Gloomy Caverns. Go forward,
    through the tunnel, and Bill Drill the boulder at the end. In this area, drop down
    and locate the platforms with the Split Up Pad. Split up (duh). As Banjo, drop down
    and head through the door, into the Power Hut. Climb the ladder to the upper floor,
    where you should step on the switch. Doing so lights up a path. Stepping off darkens
    it once more, causing the path to the Jiggy to become a huge matter of luck. Press A
    to switch to Kazooie.
    As her, enter the Power Hut. But instead of going up, head down the stairs into the
    Power Hut Basement. CAREFULLY make your way across the wooden planks to the other
    side, with the JIGGY (9). Now head to the entrance/exit of Glitter Gulch Mine. I've
    just realized how to retrieve the Cheato Page that you shouldn't be able to get.
    Start climbing the rope of Glitter Gulch Mine. When you get about halfway up, jump
    off and flutter to the CHEATO PAGE (3). Cool. NOW exit Glitter Gulch Mine by means
    of the rope.
    |                      Isle o' Hags (Plateau)                                      |
    You have six hollow honeycombs, which is more than enough for another piece of
    energy. So visit Honey B, who is convieniently right next to you.
    |                         Honey B's Hive                               HONY02      |
    Head forwar and talk to Honey B to get another energy unit. You should now have
    eight units, which is enough for the next couple worlds (but we want those two
    remaining units, so don't stop collecting!).
    |                      Isle o' Hags (Plateau)                                      |
    Head to Jamjars's silo and warp to Jinjo Village.
    |                      Isle o' Hags (Jinjo Village)                                |
    Head to Spiral Mountain. Shortest. Visit. Evar.
    |                         Spiral Mountain                                SP04      |
    Head right, over to the area with all of the logs. Enter first-person mode and look
    up. You should see a grate. Use a grenade egg to blast it open. Now head to the top
    of the spiral mountain. Use the flying pad there to fly inside the little cave that
    you just revealed. There's yet another Banjo-Kazooie game pack in here. The fun
    never ends, does it? Bust it open to get the PINK EGG. You're STILL not done with
    Spiral Mountain (I'm not talking about visitng Cheato either; speaking of him, you
    should only need one more page before you can get another cheat), but we can't do
    anything until after world four. So return to Jinjo Village.
    |                      Isle o' Hags (Jinjo Village)                                |
    There seems to be no need for Jinjo Village anymore. Jump into the silo to the
    Wooded Hollow.
    |                      Isle o' Hags (Wooded Hollow)                    WOOD05      |
    We can do a few things here, but we need to visit Heggy first thing to get that
    stupid egg hatched! Head down over to Heggy's place. Talk to her to hatch the Pink
    Egg to get a secret move! The Breguall Basher is performed by double tapping B. I'm
    just gonna say that Kazooie is not going to like this move... While you're here, you
    might as well Bill Drill the plank covering the Split Up Pads. Even with the pads,
    you can't do anything else here yet, so head back outside. Head to Jiggywiggy's
    Temple now.
    |                        Jiggywiggy's Temple                           WIGGY3      |
    The next two worlds should already be open for us, but why not make it the next
    three worlds? You should have thirty-one Jiggies, three more than what's required
    for world six. Another easy puzzle since there's no turned pieces, though it may
    take you longer than the others to complete. Complete it to open Grunty Industries,
    which is the Rusty Bucket Bay of Banjo-Tooie (you knew they were going to have a
    hellish world like that, didn't you?).
    |                      Isle o' Hags (Wooded Hollow)                                |
    Warp to the plateau.
    |                       Isle o' Hags (Plateau)                         PLAT04      |
    We're here for more than two seconds now! First thing we want to do is free the
    Jinjo, which I have constantly forgotten to do. Head towards the giant boulder and
    samsh it with the Bill Drill to free the JINJO (2). You should have gotten at least
    two Jiggies from the Jinjos now (you should definitely have one). Unfortunately, the
    Jinjo color you find it places are random, so I can't tell you when you'll complete
    a family. Continue heading right to find a Split Up Pad. As Banjo, go up the small
    hill and stand on the Banjo Switch. Switch to Kazooie and head up the hill to step
    on her switch. The door will open. Join up with Banjo and head through the door.
    |                       Isle o' Hags (Cliff Top)                       CLIFF1      |
    First thing you'll want to do is head forward and talk to Jamjars. You can learn the
    Ice Eggs, which is the fourth type of egg in the game. Now we need to locate the
    silo before we take a plunge causing us to go back to Jinjo Village. You should see
    a ledge behind Jamjars. Head up to it and use the high jump. Inch over to the other
    side and step on the switch to open the trian doors (these allow you to warp from
    level to level easily). Okay, that wasn't the silo, shut up. Locate the winding path
    near the entrance. Head up it all the way, past Mumbo's Hut (we'll visit him later),
    and then up to the big open area. Activate the silo here. Continue forward and then
    go down the steps. At the bottom is a switch. Step on it to make a bridge extend to
    Hailfire Peaks, the seventh world (so we won't enter it for a while).
    But there's still something on the other side of the bridge that we can grab. Head
    across and grab the notes (20) surrounding the door. At the back is a vine. Climb it
    and grab the GLOWBO. Even though we have the Glowbo, Mumbo can't help us yet. So
    continue heading up the path and enter Jolly Roger's Lagoon.
    |                         Jolly Roger's Lagoon                         JOLLY1      |
    Jolly my ass, this level can be hell if you don't figure out a way to breathe
    underwater (which can be done in this level ONLY... what a shock!). Anyway, another
    interesting thing here is that you have to find some money for different things.
    First thing you want to do is head behind the treasure chest in the center of town
    and blast it to hell with a grenade egg. This reveals a Split Up pad, which we
    aren't going to activate just yet. Turn around and tough the WARP PAD (1). Now go
    right, to the dirt mound. Bill Drill it to reveal a DOUBLOON (1). This is the only
    type of money in Jolly Roger's Lagoon, and you use it for the shops. There are three
    more dirt mounds near here. Two have Shock Pads, and the third has another DOUBLOON
    There's another dirt mound that is hidden off to the side of the entrance, which has
    a DOUBLOON (3). There are two shops on the left and right sides here. Grab the notes
    (10) in front of them. Now go down the stairs behind the warp pad. Take all the
    DOUBLOONS (9) on the pillars. Was someone planning a treasure hunt or something? Why
    would money be left out in the open? Anyway, grab the notes (15) in front of the
    shop and then enter the shop. Look! It's Captain Blubber from Treasure Trove Cove.
    He's had a bit of a hard time, since is boats are all wrecked and he's broke. Buy
    his last possesion for one doubloon (he suddenly gets all happy... it's just a
    doubloon) and he'll run off. Grab the notes (30) in here and then break the crate to
    reveal Blubber's last possesion: a pair of Running Shoes.
    We'll use these in just a second. Jump behind the counter and use the Shock Pad to
    reach the rafters. There's a JINJO (1) here. Now use the running shoes and rush
    outside. Head onto the water and run to the back of it. Jump into the little cave
    that has a JINJO (2). Now press B to take off the runnign shoes. Dive under (by the
    way, let me establish this: you'll be swimming a LOT in this level, so it's useful
    that you use the fast swimming move. Remember, it's A+B). In the back, underwater,
    are four DOUBLOONS (12). Now head out of the water and over to the crying pigs. Talk
    to them to learn that their pool is both extremely cold and polluted. You can't do
    anything at the moment, so jump in and dive down to collect the DOUBLOONS (16). Let
    me add that this pool does no damage to you whatsoever, despite its condition.
    Now head up the stairs and then toward Mumbo's hut. Enter it and grab the DOUBLOON
    (20) that area there. That's all we came for, so leave quietly. Head to the Shock
    Pad near Jolly's place. Use it to reach the roof. Talon Trot up to the chimney,
    where there's a Shock Pad. Use it to reach the ledge. Inch across it, defeating the
    two monsters. Drop down onto the pipe at the end and grab the HOLLOW HONEYCOMB (1).
    Now grab onto the ledge once more. You should've seen a little alcove with a sign.
    Standing above that, drop down into the alcove. Then drop down onto the pipe. Bill
    Drill into the waste desposal area. Head forward and then left, into an open area.
    Head around the side (ignore the Jinjo screaming, it's really a Minjo) and jump over
    the pipe.
    Here, Beak Barge the switch. The polluted water will stop, making the water clear.
    Head outside again and into the main part of town. You can't get a Jiggy because of
    the temperature, but we'll get it soon enough. Head to the Split Up Pad and become
    Kazooie. Go to the Shock Pad near the hut and use it to reach an alcove with
    DOUBLOON (23). Join up again with Banjo and enter Jolly's place. Talk to Jolly Roger
    to learn that his partner has gone missing. After some talk, he'll offer you a room.
    To hell with that, we can get in for free in a second. After talking some more, jump
    behind the counter and up onto the shef to get the notes (45). Then go right. You'll
    spot a jukebox that's out of order. We can fix it, but not until the very end of the
    game. Continue into the next room.
    Hey, is that a poster of Treasure Trove Cove? I believe it is! Anyway, go left and
    talk to Blackeye four times to get some DOUBLOONS (25). Now exit this room. To your
    left should be a grate. Blast it with a grenade egg. Jolly will make a huge fuss
    about how you smashed his door, but he won't charge a thing. Inside is Jamjars, who
    will teach you Sub Aqua Aiming. After learning it, head near Jolly's counter. Jump
    on the stool near here and look through the little window. You should see some gun
    powder. Blow it with a grenade egg to blow a hole in the side of Jolly's. Wow,
    you're really wrecking the place, aren't you? Leave Jolly's (ignore the hole for
    now, we'll come back later). Go to the Pawn Shop that's across the town. Inside,
    collect the notes (60) and then the GLOWBO up on the shelf behind the counter.
    Now talk to Pawno, the pawn shop owner. Pay up twenty doubloons and he'll give you
    your first JIGGY (1). Exit and re-enter the shop. Pawno has just gotten a Cheato
    Page. After Banjo and Kazooie try to convince him that it's worthless (and fail,
    might I add), he'll tell you the price is five doubloons. You have five doubloons
    with you, so pay up to get the CHEATO PAGE (1). You have another five pages, which
    means another cheat! Okay, now exit and return to Mumbo's hut. Talk to Mumbo to
    become him, and then exit. Head to the water, but don't go in. Stand on the pad to
    activate sunlight, which gives you oxyginated water. Now that the water has oxygen,
    you don't need to hold your breath! That's the coolest spell that Mumbo has conjured
    so far.
    Return to Mumbo's hut and become Banjo and Kazooie again. Now that the water has
    oxygen, we can explore. Jump in and dive down into the hole. There are three killer
    corals here. Shoot any type of egg at their eye to stun them temporarily. Two of
    them have notes (70). To the left of the U.F.O., there's a green tunnel. Swim
    through. Uh-oh, it's guarded by a killer octopus. Stay back and shoot an ice egg at
    the octopus's eye when you have a clear shot. You'll temporarily freeze it, so
    quickly swim past. The next area is Atlantis. To the left is another killer coral.
    Stun it and grab the TREBLE CLEF (90) it was guarding. Now swim to the right. The
    final notes (100) are located on both sides of a pillar. Now locate a pillar that
    has a WARP PAD (2).
    Return to the start of Atlantis. There's so many paths, it'll be better for me to
    explain them this way. Behind the coral that held the treble clef is a cave. Swim to
    it and stop, because another stupid octopus is in the way. Again, wait until you
    have a clear shot and then freeze it. Swim past and you'll come to a sunken ship. At
    the top of the ship is a WARP PAD (3). Now head into the ship. To your right is a
    cave. Head through to get to the Sea Bottom. Freeze ANOTHER octopus and swim past.
    Keep swimming until you enter a big open area. First, locate the pillar with the
    WARP PAD (4). Now locate Davy Jone's Locker, which is on the sea floor. Blow it open
    with a grenade egg and swim through. In the locker, Banjo and Kazooie will notice a
    Jiggy in the end, but then Lord Woo Fak Fak rises up.
    Kazooie, being the honest bird she is, will admit to Fak Fak that they were going to
    steal the Jiggy and drain the water so Faky here would die. This doesn't go over too
    well with Fak Fak, as you might've guessed.
                   BOSS: Lord Woo Fak Fak (Self-Important Anglerfish)
                                   Difficulty: 5/10
    A somewhat difficult boss, like Mr. Patch. Lord Woo Fak Fak is a boss that is fought
    in two phases. Lord Woo Fak Fak has twelve HP in total, six HP per phase. Lord Woo
    Fak Fak has two attacks. The first one is found in both phase one and two. After a
    little bit, Fak Fak will turn to face you. From his glowing light, he'll spit out a
    ball of electricity. This is EXTREMELY easy to avoid as long as you keep moving
    around him. The second attack is only found in phase two, and it is extremely
    annoying. Lord Woo Fak Fak will spit out bubbles from his mouth (they can be any
    number). If you touch one, you'll be automatically caught inside. This makes you
    trapped, so Fak Fak can spit out electric balls to easily hurt you. Okay, phase one
    should remind you of the battle with Mr. Patch, because the first part is quite
    You have to shoot the boils on the sides of Fak Fak. There are six boils, and each
    one requires a hit with a grenade egg. However, you can't just hit the boils in any
    random order. No, you have to hit the glowing boil. Luckily, the boil remains
    glowing until you hit it (unlike other games where the target constantly changes).
    Once you hit it, another boil will light up. There are three boils on each side of
    Fak Fak, so if you can't find it on one side, look on the other. Don't try to hit
    Fak Fak when he's shooting electric balls at you, because that can be extremely
    dangerous. If you run out of grenade eggs (which happens often; it can be real
    difficult to hit Fak Fak with an egg even if you're reall close by), there's some at
    the bottom of the locker.
    Just swim into the corners to get them. Only grenade eggs are in the nest (it
    doesn't keep changing like most nests do), and you can get as many as you need.
    After you take out all of Fak Fak's boils, he'll open his eyes to see you better (I
    didn't know they were closed in the first place...). Don't worry, this doesn't mean
    his accuracy will improve or anything. It's just that his new target is his eyes.
    Phase two is actually easier than phase one, since the target doesn't keep changing.
    But remember, this is where the bubbles come in, so keep swimming. The best way to
    fight this battle is to wait in one place until Fak Fak turns to face you. Charge
    forward and shoot a few grenade eggs at his eyes. When you score a hit, quickly swim
    away to avoid the bubbles and electric balls.
    After you do that six times, Fak Fak will go belly up (not dead though).
    Fak Fak will drop a JIGGY (2). Grab it and then swim out of this evil locker. Turn
    around when you exit to find a tunnel. Swim through and freeze another octopus. Swim
    past to enter a huge cave with an enormous fish. Ignore the fish for now and locate
    the underwater ledge with the WARP PAD (5). Then surface and find land. Climb up the
    stairs to enter the Seawwed Sanctum. Make your way over to the crying JINJO (3) then
    return to the cavern with the giant fish. Jump into the water and equip your normal
    eggs. Head into first-person mode. Ready to bring back memories of Clanker's Cavern?
    It's time to shoot out the teeth of the gigantic fish. Three hits per tooth will do
    the trick, and there's five teeth. This can use up lots and lots of eggs (I wasted
    about fifty first time) because the damn fish keeps moving and you gotta be
    extremely accurate.
    Once you take out all the teeth, swim inside. Welcome to Jabu Jabu's Bel.. er, I
    mean inside the big fish. Swim out of the water and defeat the two monsters. You now
    have a choice of paths. Take the righthand path first and rescue the JINJO (4). Now
    take the left path to meet Maggie. ARGH! MY EYES! After some talk she'll leave, and
    that's what you should do also. Use the warp pad to return to the town, and enter
    Jolly's. Talk to him to get a JIGGY (3). Now head out and go to the Split-Up pad.
    Become Kazooie and head to the right of Blubber's shop. Enter the cave and get the
    DOUBLOONS (4) if you wish, though they are no longer needed. Talk to Jamjars to
    leaern the Wing Whack. Now Kazooie can attack with her wings. Stand still and press
    B to swipe.
    Move and press B to spin them around. Like Jamjars said, a useful attack. Head back
    to Banjo and join up. Now use the Warp Pad to warp to the Sunken Ship. Forgot to do
    something here. Enter the ship and blast the crate with the Jinjo on it using a
    grenade egg. Grab the JINJO (5) there. Now warp to Atlantis. You should see four
    statues holding pots. Shoot an egg into the one on your right, then go north and
    shoot an egg at the next one. Go diagonally left and shoot an egg into the next pot,
    and then shoot an egg into the fourth pot. Now shoot an egg into the first pot once
    more and then into the second pot to open a door. Head through that door. Here, swim
    to the surface. You'll meet Chris P. Bacon (LOL). He wants to take pictures down
    underater, but the fish keep attacking.
    After telling him you'll help, dive down, pick a corner at the very bottom, and STAY
    THERE. The fish will start to come from three different directions. For the first
    time in the game, you'll probably be glad that you have the homing eggs. Shoot them
    at the fish as they come, and don't let any get near Chris. If one gets him, then
    he'll go back up and you have to start over. You have to do this for sixty seconds,
    which is pretty simple as long as you are quick to shoot the fish. Once you have
    shot them all, Chris will leave, but drop a JIGGY (4) as thanks. Grab it and leave
    this area. To your right is a temple. Head inside to be in the Electric El's Lair.
    Surface and climb the stairs to find Jamjars. Talk to him to learn a useful move,
    the Talon Torpedo.
    This move is somewhat like an underwater Beak Bomb. Press Z underwater and Kazooie
    leaves the pack. You have twenty seconds to move around. Press A to head fast and B
    to cancel the move. This uses up feathers, so be quick with what you need to do.
    Once you have the move, exit the lair. In Atlantis, use the Talon Torpedo. Locate
    the door with Kazooie's face (it should be across from you) and smash into it to
    break it. There's nothing you can do in there at the moment. Now, there's a somewhat
    difficult Jiggy to get that's here. It's in a random spot underwater, but the most
    common place is Atlantis. You'll find a transparent fish swimming around with a
    Jiggy. Use the Talon Torpedo to fly through the fish and get the JIGGY (5). Now
    return to town.
    Head into the water and dive down. In this area, use the Talon Torpedo to bust open
    the UFO. Head on inside. Talk to the alien in the back here. They want to leave this
    evil place, but they need ice crystals in order to do so. We have ice crystals!
    Stand in the very center of the UFO and get into first-person mode. There's a little
    hole in the UFO. Shoot an ice egg at it. You now have twenty seconds to shoot ice
    eggs at three more holes. Do so and the ship will be powered up. After asking you to
    leaving and promsing a reward, they'll take off (well, you have to leave first).
    After they go (you'll see them later in Hailfire peaks though), grab the JIGGY (6)
    that was below them. Okay, we can only get one more Jiggy after this because we need
    some more stupid moves.
    Now head back to town and warp to Atlantis. Enter the silvery pipe near the warp pad
    and swim through the tunnel. On the other side, grab the GLOWBO on the bottom of the
    sea and then swim up. Enter Wumba's Wigwam, which is submerged in water. Toss the
    Glowbo into the pool and swim down into it to be transformed into a sumarine. Wow,
    lots of machienery transformations in this game now. Exit the submarine and return
    to Atlantis. Warp to the the Locker area. Locate a big hole behind a pillar and swim
    down. Grunty will ask if you want to take her shooting challenge (you do). You need
    to blow up the mines to socre some points. Blues are worth three, greens two, and
    reds one. You have to score sixty points within the time limit to win, but that's
    extremely easy.
    At the start, get into first-person mode. All the mines have already been placed,
    and they won't disappear, so you can shoot rapidly anywhere (there's a _TON_ of
    mines) and you'll score points. Use your torpedos to blow up the minies. You have to
    keep tapping Z if you want to fire rapidly, unfortunately. You should be able to
    score at least seventy points by means of this mini-game. Once you have all the
    points required and the time runs out, you'll get a JIGGY (7). Return to Atlantis
    and transform back into Banjo and Kazooie. Head back to the main part of Atlantis.
    Two more hollow honeycombs and a Cheato Page and then we're outta here. To the right
    of the Temple of the Fishes (the place where you protected Chris from the killer
    fish) there's a hole.
    It's located deep down near the bottom of the floor and it's tiny. Inside is a
    HOLLOW HONEYCOMB (2). Now warp to Locker's Cavern. Here, there's a transparent fish.
    Use the Talon Torpedo to head through that fish and grab the HOLLOW HONEYCOMB (3).
    Now warp to the center of the town. Enter Jolly's through the hole you blasted
    earlier. In here, climb the stairs down to the Smuggler's Cavern. There's a Jiggy
    here, but we can't reach it yet. Talon Torpedo through the hollow fish to grab the
    CHEATO PAGE (2). You also need to Talon Torpedo the pipe grate here. It leads to
    another part of Grunty Industries, so head through there.
    |                          Grunty Industries                           GRUNT1      |
    This is two worlds ahead of us, but there's something we can do now. There's a bunch
    of killer propellors here. If you touch them, they will hurt you. Kazooie can go
    through as a Talon Torpedo but she can't head through the door at the end. So what
    to do? The answer is simple: ice eggs. Freeze the center of the propellers to freeze
    them completely. Do this for the three propellers and go through on the other side.
    Your oxygen has appeared. Remember, infinite air was only in the Lagoon? Rescue the
    JINJO (1) here and then head back into the pipe area. Swim through them again to
    reach the Lagoon once more.
    |                         Jolly Roger's Lagoon                         JOLLY2      |
    Head out of Smugger's Cavern, and then out of Jolly's. Now warp to the Sunken Ship.
    Head into the ship and Talon Torpedo the pipe grating.
    Head through to get to Glitter Gulch Mine.
    |                         Glitter Gulch Mine                           MINE04      |
    Like you did in Grunty Industries, you'll need to use ice eggs to freeze the
    propellers. Freeze them one at a time, then quickly swim past. Repeat that until you
    get to the end. You're in the Water Storage area. Resuce the JINJO (5) and then high
    jump onto the chain and climb back up into the pipe. Head back through the
    propellors again to reach the Lagoon. Here, warp to the town's center. Now exit
    Jolly Roger's Lagoon.
    |                        Isle o' Hags (Cliff Top)                                  |
    Nothing we can do now, so return to the Plateau.
    |                       Isle o' Hags (Plateau)                                     |
    We have to go into Glitter Gulch Mine. Not for a Jiggy, not for a Honeycomb, not for
    a Cheato page but for... one MegaGlowbo please.
    |                         Glitter Gulch Mine                           MINE05      |
    Return to the Waterfall Cavern (located at the end of the river). Drop down the
    watefall, and then drop down into the water below. Use the Talon Torpedo on the
    Kazooie stone. Now head through to enter Hailfire Peaks.
    |                          Hailfire Peaks                              PEAKS1      |
    Welcome to Hailfire Peaks, three worlds ahead of us. Head out of the water and
    locate the icy door. Time to use our Ice Key! It'll unlock the door, revealing a
    massive Glowbo. Grab it to get the legendary MEGAGLOWBO, with mystical powers. Yeah.
    Okay, that's all we can do with Hailfire Peaks until we get through the next two
    worlds, so exit.
    |                         Glitter Gulch Mine                                       |
    Exit the mine. Simple, isn't it?
    |                       Isle o' Hags (Plateau)                                     |
    Warp or simply walk to the Pine Grove (I haven't decided which is quicker; warping
    or walking).
    |                      Isle o' Hags (Pine Grove)                       PINE02      |
    Head left, into Wumba's Wigwam. Talk to Wumba, who is surprised that you have the
    legendary MegaGlowbo. Give it to her and jump into the pool and guess what! Nothing
    has changed. But then Kazooie emerges. Holy crap, what happened? Kazooie is now a
    dragon. She has a new move (hold B to breath fire for as long as you'd like) as well
    as infinite fire eggs. Unfortunately, I miss the old Kazooie, but the dragon is
    pretty useful. You can keep Kazooie a dragon for the rest of the game if you'd like.
    If you want to transform, just jump into the pool as usual. Exit this area. We have
    a few more errands to run, but you might as well open the path to the next part of
    the Isle O' Hags as you're here. Head across to the other side, where you should
    jump into the water.
    Talon Torpedo Kazooie towards the giant boulder to break it. This opens up the
    Wasteland area. For now, jump into the silo and head to Jinjo Village.
    |                      Isle o' Hags (Jinjo Village)                                |
    Head to Spiral Mountain. Surpsied at the brief visit? I know I was.
    |                           Spiral Mountain                              SP05      |
    You can do two things here. Head left, into the pool. Dive down and use the Talon
    Torpedo on the giant Kazooie rock. Inside is a JINJO (1). Now head up the spiral
    mountain and fly to Gruntilda's Lair. You should have five Cheato Pages with you. If
    not, then you obviously haven't been following this guide close enough!
    |                          Gruntilda's Lair                              GR03      |
    Talk to Cheato to get a new cheat. "Eggs." Got it? That's your next code. So head
    out of Gruntilda's Lair.
    |                           Spiral Mountain                                        |
    Okay, now we're done with Spiral Mountain, except for returning to Cheato for pages.
    So that means that we are pretty much done. Yeah. Anyway, head to Jinjo Village.
    |                      Isle o' Hags (Jinjo Village)                                |
    Warp to Wooded Hollow.
    |                      Isle o' Hags (Wooded Hollow)                                |
    Two things we can do now. One, we can open up the entrance to world seven, although
    that is three worlds ahead. And two, we need to enter Mayahem Temple to activate
    that cheat we just got. Let's open up world seven first, shall we?
    |                         Jiggywiggy's Temple                          WIGGY4      |
    Things have gotten tougher in the puzzle, though no turned pieces means no huge
    challenge. A lot more pieces are missing, but you should be able to get it easily.
    Just do all the edges first, and then do the middle ones (to save time). Hailfire
    Peaks is accessable to us now, since it's in the Cliff Tops, but we need a lot more
    moves to be able to get the majority of the Jiggies. You need forty-five Jiggies to
    attempt challenge eight, and you don't have forty-five Jiggies. So head back out of
    the Temple.
    |                      Isle o' Hags (Wooded Hollow)                                |
    Mayahem Temple. Now.
    |                           Mayahem Temple                                         |
    Again, you'll want to warp to Wumba's Wigwam area. Go left, into the Code Chamber.
    Enter the "EGGS" cheat and then head to the Cheat Sheet to turn it on. Egg capacity:
    doubled. Sweet, now you can carry 200 normal, 100 fire (although with the dragon you
    have infinite), fifty grenade, and 100 ice. Soon, you'll be able to carry 20
    Clockwork. What are Clockwork eggs? You'll see... Anyway, exit Mayahem Temple.
    |                      Isle o' Hags (Wooded Hollow)                                |
    Warp to the Pine Grove. It's time to get to the new area of the Isle O' Hags.
    |                       Isle o' Hags (Pine Grove)                                  |
    Jump into the water and swim through the cave.
    |                     Inside Another Digger Tunnel                       DIG2      |
    Head out of the water and past the open gate. It'll suddenly close on you. Gulp.
                        BOSS: Klungo (Revenge-Seeking Minion)
                                   Difficulty: 3/10
    Look whos back to join us! Klungo and it looks like Grunty taught him a lesson for
    letting you teach him a lesson. Again, it's extremely easy. He'll take a different
    potion this time (out of the three). I'll tell you the strategy once more (it's the
    If he takes the Red Potion, then he grows to a supergiant minion. Despite the fact
    that he's huge, it still takes only three hits to bring him down. He likes to jump
    up in the air and try to squash Banjo and Kazooie. You can tell by his shadow where
    he'll land. If you roll when he lands on you, he'll suffer a hit. You can also
    charge at him with the Wondering (invulnerability move: Z+Right C-Button) if you
    have golden feathers with you. However, the best move to use agianst him is the Rat-
    a-Tat-Rap. It's accurate (well, any more is accurate with Klungo at the size he is),
    and can deal good damage (though all moves do the same amount of damage in this
    If he takes the Green Potion, he'll become partially invisible. This can be
    frustrating, but it's still very easy to tell where he is. Just follow what you can
    see of Klungo and do the Wonderwing or Rat-a-Tat-Rap on him. After you hit him and
    he's done attacking you, he starts to disappear again. This is the best time to hit
    him, when he's becoming invisible. Try to hit him there the last two times (since he
    starts the battle invisible) to make the battle easier than it already is.
    If he takes the Blue Potion, he'll devide into two Klungos. This is still very easy,
    since you can easily tell who the real Klungo is. One, he is a different color than
    the fake Klungo. Two, he always moves AFTER the fake Klungo does. So just hit the
    Klungo that always moves last and you'll be okay. More and more fake Klungos will
    appear as you hit him, so make sure to always focus on the one leaving last or the
    one that's a different color.
    After you hit him once (no matter what potion), he'll spawn a shield similar to the
    one Grunty used when you fought her in Banjo-Kazooie. If you touch the sheild,
    you'll just be knocked back (don't worry, you won't suffer damage or anything).
    While Klungo's behind the shield, he'll throw yellow potions at you. Just run in a
    circle around the shield without stopping and none of the potions will hit you.
    After he throws a few potions, the shield will disappear and he'll either grow big,
    become invisible, or multiply depending on what potion he took at the beginning.
    Remember, three hits does Klungo in.
    Once you've defeated Klungo, he'll run to get more beatings. Follow him into the
    |                       Isle o' Hags (Wasteland)                       WASTE1      |
    First things first, go left. Talk to Jamjars to learn the final egg, the Clockwork
    Kazooie eggs. A remote controlled bomb, that's what these are. And they are VERY
    handy. Shoot them and you'll automatically be in control of the bomb. Move it around
    with the control stick, jump with A, and detonate with B. Try it out now, just for
    fun. You only have twenty of them (ten if you didn't enter the "EGGS" cheat that you
    just got), so use them wisely. Now continue left, up the small hill and through the
    crack. You're at the entrance to the eighth world, but that's a ways away. Instead,
    just collect the notes (90) here. Now head back and locate some tall steps. Climb
    them and collect the final notes (100) of the Isle O' Hags. At the top, there's a
    Jinjo and a Minjo.
    Which is which is randomized, so shoot eggs at each one. Whichever one is actaully
    hurt by the eggs is the Minjo, so kill it before grabbing the JINJO (3). Now enter
    |                          Terrydactyland                              TERRY1      |
    Welcome to the biggest world so far, and certainly the most complicated. At the
    start, head left. RIGHT next to the entrance/exit is the WARP PAD (1). A little
    hidden, considering most people just run straight at the start of worlds. Now head
    forward and defeat the dinosaur. Head right, and then you should see some grassy
    steps next to you. First, collect the notes (10) on either side of the cave. Then
    high jump up the steps, collecting the notes (15). On the second step, you'll see
    Jamjars. Considering the fact that you should have 515 notes and this move costs
    only 390, I'd say that it's a bargain. Talk to Jamjars to learn the wonderful
    Springy Shoes move. It's like a portable Shock Pad. You pick them up and can walk
    When you've chosen a spot you like, press A to leap high into the air. I MADE A
    RHYME! YES! Anyway, now that you have learned the Springy Shoes, return to the
    entrance area. Head left this time and collect all the notes (30) on the slopes. Now
    jump into the water. You should see a Hollow Honeycomb in a small alcove. Before you
    tell yourself how stupid Rare must've been to "hide" it there, jump up and you'll
    realize you can't reach it. But that's okay, since we'll soon get to a place that
    allows you to reach it. Head underwater and locate a Kazooie switch. Use the Talon
    Torpedo to activate the switch. This opens a cage that has a trapped JINJO (1) in
    it. After grabbing the Jinjo, exit the water (but don't exit by means of the way you
    Go up the slope and defeat the dinosaur. Look to your left and you'll see two
    alcoves, one with running shoes and one with Wading Boots. Grab the running shoes
    first and rush onto the water. Run to the HOLLOW HONEYCOMB (1) and then return to
    the location you were just at. Grab the Wading Boots to enter the extremely thick,
    swampy water. Walk across to Mumbo's hut. Activate the WARP PAD (2). You'll hear a
    Glowbo giggling, but where it is? Go behind the hut to find the GLOWBO. Now enter
    Mumbo's hut. After giving Mumbo the Glowbo, head outside. Drop down a few steps and
    stand on the Mumbo Pad. This is the Enlarge spell, which will make the stepping
    stones much larger. That means you don't have to worry about crossing with Wading
    Boots anymore.
    Okay, now you need to head back to Mumbo's hut to become Banjo and Kazooie once
    more. Exit Mumbo's hut and cross the gigantic stepping stones. On the other side,
    take the narrow path to your left. When you get across, go left and high jump up to
    the tall ledge with the boulder. Use the Bill Drill on the boulder and grab the
    TREBLE CLEF (50). Wow, we certainly got the Clef a lot earlier in the world than we
    usually do, didn't we? Anyway, to forward now, and then high jump onto the left
    ledge. Press the switch to open the train gates for Terrydactyland. Now go right, up
    all the ledges, to the area near Wumba's Wigwam. It seems Wumba sorta messed up her
    wigwam, seeing as how it's half the size as usual. Activate the WARP PAD (3) near
    the wigwam and the Mumbo Pad.
    Now go left and behind the wigwam. High jump up to the little cave entrance. Talon
    Trot up the hill (has anyone noticed that the only move used constantly throughout
    B-T that was in B-K is the Talon Trot?) and then grab the GLOWBO to your right when
    you emerge from the cave. Head back to the wigwam and grab the set of Springy Shoes
    in front of you. Head right, past the wigwam, and up the hill. Press A when you get
    to the "PATH TO NEST" sign. Fly up to the next ledge. I'm suddenly reminded of
    climbing a tall tree in a certain Banjo-Kazooie world. Enter the cave in front of
    you. Welcome to Unga Bunga's Cave. Remember it? I do. Anyway, step on the switch to
    open the door. If you talk to Jamjars, he'll tell you that only "Flagirl" needs to
    learn the next move (to Banjo's dissapointment).
    Jump up the ledges and you'll meet a killer beehive. This thing tries to attack you,
    so you're basically forced to destroy it. The Split Up Pad is here, so become
    Kazooie and return to Jamjars. It's time to learn how to hatch eggs. When on an egg
    (and you'll see a lot) hold Z and B to make it hatch. Return to Banjo and join up
    with him, then exit the cave. Continue forward. If you try to enter the tunnel,
    you'll be blocked by a caveman. You can't do anything about him yet so you'll have
    to take the other path, jumping across the ledges. Collect the notes (65) on the
    way. You'll see a Jiggy in a cage, but it can be opened only when the "secret code
    of the dinosaurs" is heard. So simply continue forward. Grab the Springy Shoes and
    leap up to the top of the ledge.
    Jump the gap and then head down the path. Walk along this path, grabbing the notes
    (80). Continue along the mountain, passing all caves you see. At the end, you'll be
    at a big lake with a waterfall. Jump into the lake and swim left, into the large
    cave. You're now in the River Passage. Swim forward and you should enter a large
    area with an eel. Dive down and get the final notes (100) underwater. Now swim back
    a little, and then left. Jump up and grab onto the ledge. Cross over to the end and
    pull yourself up, then head over to the Split Up Pad. As Banjo, locate the ledge
    here and high jump up to it. Inch your way left, but slow down when you get to the
    area where the snapper is. You can't attack on ledges anymore, so you'll have to get
    past the snapper quickly.
    Approach it slowly and when it comes out, quickly get back a little. When it stops
    snapping, quickly rush past it. At the end of the ledge, you'll have to drop down
    and grab onto another ledge. You'll have to get past another snapper. When you get
    across, talk to Jamjars to learn the Taxi Pack. This is a way of carrying things
    around in your pack when you need to. Now return to the Split Up Pad and join up
    with Kazooie. Now exit this evil place. Damn, it was WAY too dark. Head to the cave
    that you passed earlier. A caveman is guarding the passage, but you can still grab
    the Springy Shoes. Head back to the "PATH TO NEST" sign and jump up. Suddenly, a
    terrydactyl will shout at you for stealing her eggs. What? Anyway, she starts
    throwing purple crap you.
    Whoa, time to go. Rush up the mountain, jumping the gaps. Activate the WARP PAD (4)
    when you see it and continue up the mountain. Terry will dare you to go up the
    stairs because she wants to seriously hurt you. After she says that, go up the
    stairs. Head left, and then go through the small hole to meet Terry. Kill dinosaur.
    Yeah. My ass.
                      BOSS: Terry (Disgruntled Pterodactyl Parent)
                                   Difficulty: 5/10
    Terry is extremely fun to fight, and she's not that difficult either. At the start,
    you'll have a view of Terry from above. She'll start shooting that purple glop crap
    at you agian. She has pretty good accuracy, so when she spits out a glop, quickly
    change directions so the glop will miss you. After she fires a bunch of glop, she'll
    fly to a different area to get a better viewpoint. At this time, switch to first-
    person mode and shoot grenade eggs at Terry (they do the most damage). Keep shooting
    them rapidly (you have fifty, it's not like you'll run out anytime soon) and Terry
    will eventually fly down into the clouds to rest. Before she does, she'll spit out
    some mucoids (do we even want to know where they came from) to deal with Banjo and
    Use a Rat-a-Tat-Rap to take out the mucoids. The last mucoid should drop a piece of
    honey. You should have full health but if you don't, grab the honey. Otherwise, save
    it for later in the battle. Terry will rise up again, ready to fight (after accusing
    you of also stealing her mucoids). Again, she'll shoot the purple glop at you, which
    you should trick running to one side then switching to the other side to avoid.
    Again, she'll fly to get a better view. First-person once more, and then blast away
    with the grenade eggs. She'll retreat into the clouds for another rest, but not
    before spititng out more mucoids then before. Again, Rat-a-Tat-Rap them to take them
    all out. Terry will rise from her rest once more and the battle will continue. This
    should go on for a few more times.
    The strategy should always remain the same. Each time, Terry will shoot more glop
    and spit out more mucoids before resting. But keep shooting grenade eggs and Terry
    will drop onto the nest, giving up.
    She'll complain on how she'll never find her eggs. Then Banjo will tell her that
    they DIDN'T steal the damn things. Terry believes him instantaneously and then
    apologizes. Banjo and Kazooie will offer to keep a lookout for the eggs. She'll give
    you half of the reward now, which is a JIGGY (1; what a shock) and then half the
    reward later. She'll also spawn a flying pad for future use (it helps you get her
    eggs back). Once all that's done, Bill Drill the stone slab in the middle and then
    drop through the hole to automatically grab another JIGGY (2). Wow, that was
    incredibly simple, wasn't it? Now use the Shock Pad to get back out of this little
    area. Back at Terry's nest, head out of it and then head down the mountain until you
    get to the third warp pad.
    Warp to Mumbo's hut. From here, make your way back to the small lake that had the
    Jinjo and the Hollow Honeycomb. There's a cave entrance here. Enter it and you'll be
    inside the mountain. Look to your right to see a Split Up Pad. Become Kazooie and
    exit the mountain. Now head to the area near where you learned the Springy Shoes.
    This is near the pillar with the flying pad. Jump onto the ledge near the pillar and
    then float to the grassy area near the Springy Shoes. Use the Springy Shoes and
    appraoch the pillar's base. Press A to jump up to the pillar (like with Shock Pads,
    you can jump a LOT higher with these). Get on the flying pad here and fly over to
    the lake that you were just at. In the back is a ledge with the first egg. Land and
    jump onto the egg.
    Press Z and B and Kazooie will hatch it. Now jump into the water and head into the
    cave where you split up. Don't join with Banjo just yet though; we can hatch another
    egg inside the mountain. Jump in the water and swim forward. To your left is a ledge
    with a flying pad. Get on it and fly up high in the mountain. You should see a
    little alcove with another egg. Land next to the egg, then jump up onto it and hatch
    it. You're halfway done, but we're going to get another Jiggy since we can. Join up
    with Banjo again and return to the flying pad. This time, fly to the base of the
    center pillar. Locate a stone switch in the pillar here and Beak Barge it to make a
    bridge rise up. Now use the Spring Shoes to jump up to the top of the pillar. Damn,
    here's some bad news.
    Chomposaur will rise up and swallow you whole. Yeah. You'll instantly switch to
    first-person mode, ready for action. Chomposaur will call to you. He won't digest
    you if you help him ease the pain that he has. A bunch of viruses have invaded his
    stomach, and they really hurt. He wants you to take out as many viruses as you can
    within sixty seconds. You have golden, rapid fire eggs with you. You need to score
    seventy-five points to ease the pain. Okay, let me establish the difficulty:
    .0000000000000001/10 (that's 'cause I can't go negative). Seriously, this is what
    you do. Run to the center of the arena. Hold Z. Hold the control stick right. Do
    this for sixty seconds. When you finish look at your total and whoah! You should
    have 110+ points (I got 134 the first time).
    Told you it was easy. Now take the strange biscuit thing, which is a JIGGY (3) and
    get out of the Chomposaur's stomach. Okay, now return to the Unga Bunga Cave (near
    the start of the mountain). Head to the Split Up Pad near the back. As Kazooie, head
    left. There's a crack in the red part of the wall (it's pratically camelflouged).
    Head through and you'll find the third egg. Hatch it and return to the Split Up pad
    to join up with Banjo. You have one more egg left, and it's the hardest one of them
    all. But first, we're going to take a detour to get yet another Jiggy. Head back to
    Wumba's Wigwam. Talk to Wumba and give her the Glowbo. Jump into the pool to
    transform into a Baby T-Rex.
    Seems like all you can do is move, but that's not true. Locate a dinosaur, any
    dinosaur (there's one down the steps, near the beehive). Talk to it and it'll teach
    you how to roar. Tap B for a short roar and hold B for a long roar. With that in
    mind, head to the dinosuar door behind Wumba's Wigwam. Do a long roar at it to scare
    the stone away, revealing the entrance to a cave. Head inside and grab the CHEATO
    PAGE (1) then read the sign. This tells you the secret code of the dinosaur (of
    course, the FAQ will tell you when you need it as well). Head out thorugh the same
    way you went in. Now start to climb the mountain, but go through the T-Rex door as
    you pass it. You'll emerge at a higher part of the mountain. Jump the gaps to reach
    the caged Jiggy.
    This is where the secret code of the dinosaur comes in. Stand in front of the cage
    and do the following roars: short, short, long, short, long, long. This opens the
    door to the JIGGY (4). Now head back to Wumba's Wigwam and transform back into Banjo
    and Kazooie. We're gonna take one more detour to get a Jiggie and one of the harest
    to get Jinjos in the game (think: propeller Jiggy from Rusty Bucket Bay in Banjo-
    Kazooie *shudder*). Warp to the top of the mountain. Now you'll have to cross the
    narrow path. Tred carefully 'cause it's a long way down if you fall. When you reach
    the other side, head into the cave. Go down to the bonfire and use an ice egg to put
    it out temporarily. Jump to the next platform and do the same to the second bonfire.
    Now head up the path and out of the cave.
    Welcome to the Stomping Plains. You'll soon find out how it got its name. For now,
    activate the WARP PAD (5). Head forward to find Stomponadon (Triassic Steamroller).
    All he is is a giant dinosaur foot. The first part is easy as Banjo and Kazooie. Use
    the Wonderwing to get across the plain. Stomponadon's foot is useless when you're
    using the Wonderwing (remember how it was used a few times a world in B-K, and in B-
    T this is like, what, the first time we've used it in three or four worlds?). You
    need at least ten gold feathers to get to the other side safely. Step on the Banjo-
    Kazooie switch to reveal a JIGGY (5). Now Wonderwing back across to the other side
    (if you run out, there are feathers in the footprints. Back at the start, there's a
    Split Up Pad. Split up and become Kazooie.
    You're about to learn why the developers decided to place a Warp Pad here, of all
    places. As Kazooie, quickly head forward into the first footprint. Stomponadon will
    continue to stomp, but he won't hurt you. RIGHT when his foot begins to life,
    IMMIDIATELY rush forward to the next footprint. Do this for a couple of times. When
    you get to a split, take the right path. If Stomponadon's foot hits you, then you'll
    lose all but the last honeycomb, regardless of how much energy you have. When you
    get to the other side (as Kazooie) head to the Kazooie Switch to free the JINJO (2).
    You can't get across as Banjo yet, since he's too slow, so just join back up and
    exit this hellhole. Now return to the start. We're gonna get one more Jinjo before
    we grab that last egg.
    At the start, head into first-person mode and look up to find a switch. Shoot it
    with a grenade egg to open a cage. Now head to the flying pad that you used earlier
    to get the first egg. Use it to fly to the alcove with the JINJO (3). Now warp to
    Mumbo's area. We need to use Mumbo, but why not get the Cheato Page close by? Head
    left of the warp and high jump up onto the ledge. Inch across (defeat the snapper on
    the way) and climb up into the alcove at the end. Use a Bill Drill to destroy the
    boulder and get the CHEATO PAGE (2). Now head to Mumbo's hut and become Mumbo. As
    him, warp to Wumba's Wigwam (head inside for Wumba to yell at Mumbo). Anyway, use
    the Mumbo Pad near Wumba. This will enlarge Wumba's Wigwam, allowing for a bigger
    transformation to take place.
    Now warp back to Mumbo's hut and become the bear and bird once more. Warp to Wumba's
    Wigwam and head inside. Jump into the pool to become the Daddy T-Rex. Move with the
    control stick and roar with the B button (tapping does the same roar as holding). We
    can get a Jinjo now, but it involves both the dino and the bear and bird. Step on
    the dino switch near Wumba's Wigwam. You have thirty-five seconds to head back into
    the wigwam and transform into Banjo and Kazooie, then rush to the cage and rescue
    the JINJO (4). Now transform back into the giant dino once more. You're invincible
    as a dino and you can kill enemies just by touching them. Anyway, head to the area
    NEAR the flying pad. You might've notied a cavemen guarding a cave entrance. He
    won't let the bear and bird in beacuse the Oogle Boogles are there.
    According to him, the Oogle Boogles are "bad men" because they want to share
    Terrydactyland and the Unga Bunga's want to keep it for theirselves. Head as close
    to the cavemen guarding the cave as you can and roar to scare the crap out of him.
    He'll run off, leaving the cave entrance open. Now return to Wumba and become Banjo
    and Kazooie once again. I just noticed something... it seems like Wumba has gotten
    big as well! Holy crap, you're in a room with a giant! Get outta there as fast as
    you can and return to the cave entrance that the Unga Bunga was previously guarding.
    The Oogle Boogles are cold and hungry, but you can't do anything about their problem
    until you've learned some moves from later levels. Split up using the Split Up Pad
    to the right and then go forward.
    Jump up some ledges and use the Shock Jump Pad to reach the egg. Hatch to reveal a
    very fat dinosaur. Terry will say that she will work out an exercise program for the
    baby terrydactyl if you can bring it back. Switch to Banjo and use the vine to climb
    to the baby. Use the Taxi Pack (Z+left C+B) to put her in your bag. Now head outside
    of the Oogle Boogle cave. Return to the start and use the warp pad there to warp to
    the top of the mountain. From here, head to Terry's nest. Take the baby out and
    you'll get another JIGGY (6). Now return to the cave and join up with Kazooie. Ready
    to take a LONG adventure (I mean LONG) for another Jiggy? Okay, cool. From the Oogle
    Boogle's Cave, drop down. Across from the pillar with the flying pad is a steep
    Talon Trot up and enter the cave. Welcome to the Styracosauruses Family House, and
    what a jolly family there is! Head up to the mother to learn the situation. The
    first child is very sick, and needs tending. The second child has shrank, and needs
    to get back to normal size. And the third child has gone missing. I told you this
    was a jolly family. Anyway, locate the boulder near the Split Up Pad and Bill Drill
    it to reveal a Shock Pad. Don't get on it just yet. There's another boulder in front
    of the the shrunken dinosaur which you need to Bill Drill. Now head to the Split Up
    Pad and become Kazooie. Use the Shock Pad to reach the HOLLOW HONEYCOMB (2). Now
    join back up again. First, we're bring the shrunken dino back to size. Head out and
    warp to Mumbo's.
    Become Mumbo (I didn't need to say that) and then warp to Wumba's Wigwam (since
    Mumbo can't get up the steep ledge, we have to take another route). Drop off the
    ledges and then go right, into the red tunnel. Walk across the narrow ledge to reach
    the Styracosauruses Family House. Go up to the shrunked dino and stand on the pad.
    Enlarge the dino and the mother will thank you by giving you nothing. Great. Now
    head back to Mumbo's hut and become Banjo and Kazooie. It's time to help the sick
    child. Return to the Family House (I'm not going to bother saying Styracosauruses
    anymore; it's too much of a bother). and use the Taxi Pack on the sick dinosaur. Now
    head to the area near where you learned the Springy Shoes and enter the cave that's
    Assuming you beat Chuff in Giltter Gulch MIne (and assuming you opened up the train
    entrance in Terrydactyl land) you can call the train. Read the sign to have it
    arrive. Now, you can't actuall enter the train split up, but you can go into
    Chuffy's Wagon in the back. Do so and pull out the sick dino. Now return to Kazooie
    and join up with her, then head to the trian once more. Enter the cab and stand on
    the GO button. Press B and warp to the Isle O' Hags.
    |                       Isle o' Hags (Cliff Top)                       CLIFF2      |
    You can only get here if you opened the train station like I told you to. You should
    have the Glowbo that I told you to get earlier. Talk to Mumbo to get his help, then
    head outside and down to the train area. Stand on the pad and heal the sick dino.
    Now go back to Banjo and Kazooie. Leave the train where it is and warp to the Pine
    |                       Isle o' Hags (Pine Grove)                                  |
    Enter Witchyworld.
    |                             Witchyworld                              WOOD05      |
    While we're here, we might as well get the last Jiggy along with helping the final
    dinosaur. Let's get the Jiggy firs, okay? Mrs. Boggy has lost her kids and doesn't
    know where to find them. Use the warp pad and warp to behind the Big Top. Now go
    around the circle, collecting Fires and a Hamburger. Now head to the Space Zone and
    enter the Star Spinner. Inside is the first kid, and she'll leave if you give her
    fires. Do so and she'll run back to Mrs. Boggy. Now warp to the Inferno and exit the
    area. Outisde in the Inferno Zone, enter the purple cave. Go across into the Cave of
    Horrors to see the next kid. It'll run around but just hit it with one of your moves
    and it'll go quietly. The missing diosaur is here as well; ignore it for now, we
    need one more kid.
    Warp to the Space Zone once more. To the right of the dome is the final kid. Give
    him the burger and then he won't be able to move (what a shock, considering he
    weights 300 pounds). Locate a Split Up Pad and become Banjo, then Taxi Pack to Mrs.
    Bobbby. After giving her the kid, she'll hand you a JIGGY (10). Now it's time to
    rescue that missing dinosaur. Head to the Inferno Zone and enter the green door.
    Make your way to the coffin closest to the tracks. High jump and grab onto the top.
    From there, high jump up to the ledge. Head to the other side (killing the snappers)
    and activte the switch. This will cause the train doors to open. Read the sign to
    call the train. If you freed the dino like I told you to earlier, it'll rush into
    the train.
    That's what you should do as well, so jump in and head to Terrydactyland. But if you
    want to take a detour to get the final Glitter Gulch Mine Jiggy, that's what we're
    gonna do. So head to Glitter Gulch Mine.
    |                         Glitter Gulch Mine                           MINE06      |
    Make your way to upstream to the start of the river. There's a Jiggy behind the
    waterfall that you can't get by a normal jump. Break the Rareware box close by and
    use the Springy Shoes to head up and grab the JIGGY (10). Now we're gonna get
    another Jiggy from Jolly Roger's Lagoon, so head to the train and go to the Isle O'
    |                       Isle o' Hags (Cliff Top)                                   |
    Go up to Jolly Roger's Lagoon now.
    |                        Jolly Roger's Lagoon                          JOLLY3      |
    Head to the Split Up Pad and become Kazooie, then go up the stairs near Mumbo's hut.
    Enter Mumbo's hut and look to the left. You should notice a patch of green. Shoot a
    grenade egg to blow a hole in the wall. Head through and then go left to find
    TipTup. He's baby is 32 weeks late, and it needs hatching. So hatch it and TipTup
    will freak because it's tipped up (ha ha. ha.). Whack it with your wing to flip it
    over. TipTup will give you a JIGGY (9) and leave. Now it's time to return to the
    Isle O' Hags.
    |                       Isle o' Hags (Cliff Top)                                   |
    Take the train to Terrydactyland.
    |                          Terrydactyland                              TERRY2      |
    The two dinos will automatically run out to meet their mother. She'll give you one.
    Lousy. JIGGY (7). We should've gotten more than one Jiggy. It's time to take out the
    Rocknut tribe. Yeah. Warp to the start of the level, since we're gonna begin from
    there. Go directly across, into the small cave. You're now in the mountain. Go left
    and up, out of the mountain to be on a bridge. Your first rocknut is here. We need
    to take them out to get a Jiggy, but their armor is super-strong. So we need to get
    them from the back with a Clockwork Kazooie Egg. Jump up to the left and Grip Grab
    the ledge. On the other side, fire a Clockwork Egg onto the bridge and blow it up
    behind the rocknut. Four more left, so drop down off of the ledge that you're on and
    go forward.
    Near the flying pad, there's are two cages, one with a Jinjo and one with a Rocknut.
    Send a Clockwork egg into the middle hole and go left into another hole to enter the
    Rocknut cage. Knock out the Rocknut. Now for the Jinjo. Send a Clockwork egg into
    the far right hole to come out in the JINJO (5) cage. Now head to the Train Station.
    Look to your right and you'll see a Rocknut on a ledge. Fire a Clockwork to the left
    of the Rocknut and blow it up. Now head to Wumba's Wigwam and head up the mountain
    until you get to the two paths (jumpings the gaps and entering the cave). Shoot a
    Clockwork egg out and jump the gaps to reach the other side, where you should head
    thorugh the other cave entranace. Here, blow up the Clockwork egg to knock out the
    fourth Rocknut.
    Now head to the lake on the mountain. Behind the waterfall is the Rocknut. Shoot a
    Clockwork egg to the left of the waterfall and enter the hole to find the Rocknut.
    Blow it up and get the JIGGY (8). Those are all the Jiggies we can get for now, but
    we can still get a Hollow Honycomb. Head to the River Passage and swim to the end.
    Talon Trot and jump to the hill near the back (past the watefall) and grab the
    HOLLOW HONEYCOMB (3). Now exit Terrydactyland.
    |                       Isle o' Hags (Wasteland)                                   |
    Nothing we can really do at the Wasteland anymore so warp to the Plateau. Here,
    enter Honey B's Beehive.
    |                         Honey B's Hive                               HONEY      |
    You should have seven hollow honeycombs, just enough for another unit of energy.
    Trade with Honey B and get your energy. You now have nine units but with nine more
    holloe honeycombs, you can make that ten units. Head out of Honey B's Hive.
    |                       Isle o' Hags (Plateau)                                     |
    Warp to the Wooded Hollow.
    |                     Isle o' Hags (Wooded Hollow)                                 |
    Two things we can do. We can (1) head to Jiggywiggy's Temple and open the final
    world and we can (2) go to Heggy's to hatch an egg. Let's head to Jiggywiggy's
    first, shall we?
    |                       Jiggywiggy's Temple                            WIGGY5      |
    You should have at least fifty Jiggies (assuming you've saved at least three Jinjo
    familes, which you should've done), five more than what is needed to open Cloud
    Cuckooland. The puzzle is, again, simple. Still, it is more difficult than the
    others. There are only three pieces that haven't been moved, unfortunately. Again,
    edges first and then the center. When you have all of it done, Jiggywiggy will open
    cloud Cukooland in the Wasteland. Fifty-five is waht is needed for the next puzzle,
    so exit the temple.
    |                     Isle o' Hags (Wooded Hollow)                     WOOD06      |
    Go down to Heggy's place. In here, use the Split Up Pad you activated earlier to
    become Kazooie. Head up to the upper planks and hatch the yellow mystery egg. A
    Jinjo is now a multiplayer character! Nice! Now head out and warp to the Wasteland.
    |                       Isle o' Hags (Wasteland)                       WASTE2      |
    Go right and you'll see the Digger tracks going straight up a wall. Woah. Anyway, to
    your right are some Springy Shoes. Use them to reach the top of the wall, where you
    should head through.
    |                       Isle o' Hags (Quagmire)                        QUAG01      |
    Activate the silo first. There's nothing else to do here, so head into Grunty
    |                         Grunty Industries                            INDUS1      |
    Welcome to hell! I can't decide whether Rusty Bucket Bay was worse than this or not.
    Anyway, Grunty Industries should seriously piss you off. Why? Well, you should first
    notice that you can't get IN the damn Industry. Great, just great, because that's
    where pretty much all of the Jiggies are found. Well, we can't do anything standing
    around, can we? On the right side of the entrance (if you're facing it) there's a
    ladder. Climb it, ignoring the batttery bouncing around. Head down the path and
    carefully jump across the toxic waste barrels (the swampy water here will harm you
    if you jump in). At the end, Grip Grab the ledge. Carefully make your way to the
    other side, making sure to kill the snapper as you go. On the other side, climb the
    ladder up.
    Climb the other ladder down and jump to the next platform. Step on the switch to
    give the train acess to Grunty Industries. THIS is the way to get in. Exit the
    |                       Isle o' Hags (Quagmire)                                    |
    Head to the Cliff Top.
    |                       Isle o' Hags (Cliff Top)                       CLIFF3      |
    You'll want to head to the train station and call the train by means of the sign.
    Jump in and stand on the "GO" pad, then press B. You want to head to Grunty
    |                         Grunty Industries                            INDUS2      |
    Exit the train and head forward, through the door. Go up the tunnel, but DON'T
    actually enter the room yet. Shoot a grenade egg at the camera sweeping the area to
    blow it up. If it spotted you, a bunch of tintop dudes would've emerged from the
    center area and attacked you. Not good. The camera comes back, so quickly grab the
    notes (15) and head outta the train station. Welcome to Floor One. Go to your right,
    past everything, and up the stairs. At the top you'll see a Split Up Pad. Split up
    (I really shouldn't have to say that). As Banjo, head to the big steel door you
    passed and step on the Banjo Switch. As Kazooie, do the same thing except step on
    the Kazooie Switch. You've now opened the Main Entrance. Hooray, now we actually
    have a way of getting in.
    Join up and activate the WARP PAD (1). Now split up again and exit the industries as
    Banjo (just the building, not the whole level). Outside, climb up the ladder and hit
    the battery with your Pack Whack to stun it. Now scoop it up with the Taxi Pack and
    carry it into the industries. Here, head up to the Split Up Pad. Jump over the right
    rail and double jump to the platform with the ladder and white light. You can't get
    in because there is insufficient power to open the door. Place the battery in the
    slot to open the door. High jump to the ladder, climb up, and drop down through the
    hole. Head forward and talk to Jamjars to learn the Snooze Pack. Z plus right C will
    let you sleep in your back. This allows you to recover lost energy units! And at a
    fast rate too.
    Now that we have this great move, drop down to the bottom of the basement and
    collect the notes (25). Now high jump up to the ladder on the left and return to
    Floor One. Don't drop down just yet. High jump up to the pipe and Grip Gab across.
    Drop down and collect the notes (35). Now join up with Kazooie and jump over the
    back rail, onto the large pipe. Talk to Jamjars to learn how to use the Claw Clamber
    Boots. When you see Kazooie's footprints, you can use a pair of these boots to get
    to places up high. If you try to take the Service Elevator, you'll ntoice how it
    isn't working. Locate the footprints to the right, and then grab the Claw Clambers
    close by and climb up the footprints. Head into the little caveish area and use the
    Shock Pad to reach Floor Two.
    Drop down off the ledge and kill the enemy, then go through the tunnel on your left.
    Wumba's Wigwam is here. Go behind the pipe on your right to grab the GLOWBO. Now
    enter Wumba's Wigwam. Give her the Glowbo to transform into... a washing machine?
    Isn't that the spell that Mumbo used to "accidentaly" cast on you in the last game?
    Anyway, we don't need it just yet, I just wanted to show you (by the way, Z as a
    washing machine is the attack... see it, it's funny). Now exit the wigwam [make sure
    you activated the WARP PAD (2)]. You should see a grate near her Wigwam. Blow it up
    with a grenade egg and head to the other side. Blow the other side up with a grenade
    egg. To get into the Electromagnetic Chamber, you'll need a battery. Cross the pipe,
    collecting the notes (40). Don't split up when you get to the middle. Head onto the
    other two pipes and get the notes (50) there.
    You can't get the Jinjo yet, so split up. As Banjo, head across the pipe leading to
    another smaller pipe attatched to the wall. High jump up to that pipe and head
    across (avoiding the electricity). Drop down at the end and take out the battery
    with your Pack Whack. Place it in your bag and then drop down and use the pipe
    (avoid the electricity) to climb up to the main pillar. Head to the battery slot
    near the Electromagnetic Chamber and place the batttery in to open it. Now join up
    with Kazooie and head into the Electromagnetic Chamber. Here, climb the stairs and
    then Beak Barge the button near the door to open the door. The Service Elevator is
    now active. Now head back to the previous room and head to the Split Up Pad, where
    you need to become Kazooie. Drop down onto the grate and head out into the other
    STOP and shoot the camera to your right to avoid being destroyed be the tintops. Now
    collect the notes (60) around this area. In one of the "FRAGILE" boxes (smash them
    with grenade eggs) there's Claw Clamber Boots. Use them and enter the toxic room,
    then climb the footprints. When your reach the top, follow the ledge to Jamjars, who
    will teach you the Leg Spring. Hold Z+A for your own high jump, and this lets you
    jump as high as the Shock Pad does (when you're B-K; you can still jump much higher
    with only Kazooie). Now flutter over to the Split Up Pad but don't join up yet. Head
    to the crying Jinjo and use the Leg Spring to reach the JINJO (2; remember, you got
    one when you were in Jolly Roger's Lagoon?). Join up with Banjo and return to the
    room that had the Claw Clambers.
    Head into the room across from you and head down this cave. Use the grenade eggs on
    the box next to you to reveal more Claw Clambers. Use them to climb the wall that's
    on the opposite side of the pillar you're near. Now jump to the pipe on your left
    and Grip Grab across (avoiding the electricity, of course). Climb the ladder up to
    Floor Three. Drop down and head forward, then start climbing the boxes on the left.
    Grip Grab across the yellow pole when you see it. On the other side, go right, and
    then jump to the box with the GLOWBO. Return to the start of Floor Three and go
    right (assuming you're facing the exit). Head through the large doorway and enter
    the next room, but STOP near the start. To your right is the camera. Blast it with a
    grenade egg.
    Now continue forward and activate the WARP PAD (3) in front of Mumbo's. All we went
    here for was to get to the Warp Pad, so return to the box room. Again, climb the
    boxes to your left and cross the pipe. But this time, head through the door. You're
    inside the Boiler Plant. Head left for a while and Beak Barge the switch to open up
    the path to the Sevice Elevator for Floor Three. Return to the box area and use the
    Split Up Pad near Mumbo's entrance to become Banjo. Head into Mumbo's area, but
    sneak along the left wall to avoid being caught by the camera. Knock out the battery
    and grab it in your pack, then return to the box room. You have to go to the Boiler
    Room. When you try to high jump to a box you can't reach, you'll have to take
    another route.
    Use the double jump to reach the box diagonally across from you and continue the
    Boiler Room from there. Inside the Boiler Room, head to the area between the two
    boilers and use the battery to open the Packing Room. Although we aren't done with
    the tour, we can take a detour to a Jiggy. Head back to Kazooie and join up with
    her, then return to the Packing Room entrance where you should go inside. Time to
    play a mini-game. You need to pack as many Twinklies as you can into the chutes that
    are on the wall. Blue Twinkiles are three points, green are two, and red are one (as
    usual). You simply have to run into a Twinkly to pick it up. The more you have, the
    slower you move, so it's best to unpack them quickly. You simply need to run up onto
    the podium in front of the chute to unpack the color that matches the shoot.
    You have sixty seconds to get forty points, which is easy enough. You should be able
    to get at least fifty within the time limit. At the start, head to the northeast
    corner and grab the running shoes. The mini-game becomes a whole lot easier now.
    Once you win, you'll get a JIGGY (1). Now it's time to continue our tour through
    Hell, er, I mean Grunty Industries. Head back to Floor Three. In the corner, there's
    a pipe you can use to get up to a higher area. Use that to maneuver around some
    boxes so you can make your way to a pipe leading up to a ledge. This ledge sticks
    out of the wall and has some notes on it. When you get to the boxes, climb the pipe
    and grab the notes (70). Now jump to the suspended platform. Ignore the Jinjo
    calling, it's a Minjo.
    In the corner, there's another pipe. Climb it and head out of the Fire Exit. Make
    your way up the ladders to Floor Four. Drop down in this strange, shaky area. Head
    to your right, through the tunnel. When you get to the end of the tunnel, make your
    way to the _VERY_ front of the next room. Look up to see a camera. If you were to go
    any farther, it would've spotted you. Take out the camera with a grenade egg. Now go
    forward and activate the Flying Pad Switch to make two flying pads appear outside
    the industries. Now exit this area through the wide opening. There's a giant
    conveyor belt here. Activate the WARP PAD (4) first thing. Touching the huge
    crushers means loss of all but one honeycomb, so I suggest NOT touching them if you
    don't want to get hurt.
    In the corner are some boxes. Climb them and jump onto the suspended platform.
    Locate the "FRAGILE" box and blast it with a grenade egg to reveal a Mumbo Pad. Use
    the Warp Pad to return to Mumbo. You want Mumbo's help, so talk to him. As Mumbo,
    warp to the fourth floor. Climb the boxes and get up to the Mumbo Pad. Mumbo will
    cast an... EMP? Where's that from? Anyway, this electromagnetic pulse halts the
    crushers. The auto-recovery program is about to reactivate the crushers in forty-
    five seconds. Uh-oh, time to go. Quickly warp to Mumbo's hut and become bear and
    bird again. Quickly warp back to the wall crusher and head down the conveyor belt.
    Activate the Banjo-Kazooie switch to switch the wall crushers off. Yipee. Now go
    Hey, another tintop room! The camera is in a little hole to your left. Blast in and
    enter the room. Climb up the pipe and head left to find the elevator. Beak Barge the
    button to open the Service Elevator. You have to open a battery-operated room now,
    so warp back to floor three. Head to the Split Up Pad and become Banjo, then climb
    the ladder and drop down to floor two. Here, drop down to the bottom of the room.
    Head into the open, tintop room. Run straight across, avoiding the tintops, and
    capture the battery. Now use warp pads to return to floor four. Head into the tintop
    area you were in and climb the pipe, but this time go left. Head through the tunnel
    and then open the door by means of the battery. Okay, we've been everywhere but the
    fifth floor.
    I have concluded that this is ten times worse than Rusty Bucket Bay. It took me two
    and a half hours to type up this stupid tour and it took about an hour and a half to
    type up the Rusty Bucket Bay guide for B-K. Lucky me. Now stand in the warp cloud
    and switch to Kazooie. Use her to warp to where Banjo is (when you get to the tintop
    room, use the Shock Pad instead of the pipe) to reunite. Now get the hell outta the
    industries (not the level... we still have a friggin nine Jiggies, three Jinjos,
    three hollow honeycombs, three Cheato Pages, and thirty notes left... *sigh*). Back
    out at the main entrance, go left onto the toxic barrels (you can just jump to them;
    you'll lose a honeycomb, but it's a much faster way). Jump across the barrels and
    Grip Grab the pipe at the end (we did this MUCH earlier, remember?).
    Climb the ladder at the end and use the flying pad to fly to the roof of the
    industries. Locate the glass window in the center part here and Beak Bust it. Fall
    through to get to Floor Five. Drop down here and rescue the JINJO (3). That's all we
    can do at the moment, so use the Shock Pad and boxes to get to the roof of the
    industries once more. Now locate the glass window on the side roof and head through.
    Drop down and locate the part of the floor with screws. Do a Bill Drill on each of
    the screws to make a vent on Floor Four open up. Drop down through that vent. Head
    forward and locate the Split Up Pad. Become Kazooie and return to the vent you just
    dropped through. Use the Shock Pad to get up. Jump to the box on your right. Use the
    Leg Spring to high jump up, then flutter towards the box with the JIGGY (2).
    Yipee. Okay, now that you have that, drop back through the vent and reunite, then
    return to floor one of the industries. Split up and then have Banjo drop down. Enter
    the Trash Compactor, which is the tunnel with the still conveyor belt. A tintop will
    sound and yell that an intruder is in the Trash Compactor. I'm sure he yells that
    often. Anyway, head forward and you'll be smashed by a giant crusher, which will
    reduce you to one health. Continue forward onto the conveyor belt, and then go left
    into the doorway. Here, use the Snooze Pack to recover to max health. Then continue
    forward. Another crusher will try to kill you. If you have more than one health,
    you'll surive long enough to go forward and step on the switch. Once you've done
    that, use the Snooze Pack again.
    Head back across and you'll be crushed by the crusher. On the conveyor belt, go left
    and grab the JIGGY (3). With three Jiggies, we seem to be progressing. Now head up
    the stairs to get to the top of the Compactor. Reunite with Kazooie. Head to the
    entrance of the Trash Compactor and turn around. You'll see some stairs down to your
    right. Head down them to enter the Air Conditioning Room. Collect the notes (80) on
    both the left and right sides of the entrance. Now exit and warp to Wumba's Wigwam,
    where you need to transform into a washing machine. Time to head to the
    Electromagnetic Chamber once more! Go through the tunnel leading to the chamber.
    Inside, you should see a giant red switch. Banjo and Kazooie were much too light to
    stand on it, but the washing machine is heavy enough.
    Head forward to the switch and back away from the switch... wait, the game backs you
    away already. Why are we running away from the switch? A giant magnet is pulling us.
    Last I checked, washing machines were metal. Crap. There's a cut to a Mumbo Pad
    hanging from a rafter in some other place. Hmm... can you say EMP? I can. EMP.
    Anyway, head back to Wumba and become Banjo and Kazooie again. Now warp to the third
    floor. Make your way to the box room. Here, head to the Boiler Room. In the Boiler
    Room, drop down and go right, to the part of the floor with the screws. Unscrew the
    four screws with the Bill Drill to make the Mumbo Pad fall down to the bottom of the
    Electromagnetic Chamber. Now return to Mumbo's hut. Exit the hut as Mumbo and warp
    to floor two.
    Make your way to the Electromagnetic Chamber. Climb up to the second floor and use
    the EMP on the Mumbo Pad to deactivate the magnet. Crap, auto-recovery initiated. So
    you have ninety seconds to warp to floor three, become Banjo and Kazooie, warp to
    floro two, transform into the washing machine, head to the Electromagnetic Chamber,
    and then press the button. This sends a charge through the wire, opening the Repair
    Depot in the Air Conditioning Plant. Head back to Wumba and change into Banjo and
    Kazooie once more. Now return to floor one and head down into the Air Conditioning
    Plant again. Go left and high jump up to the ladder, then climb it and inch across
    the pipe. At the end, enter the Repair Depot. Drop down to the bottom. Despite the
    fall, you're not gonna get hurt at all since a huge "toilet clearner" will come out.
    It's Welder, the Visually-Impaired Welding Torch. He'll say that it says bears can't
    get into the building, but Banjo isn't a bear (according to him). Welder will
    believe him, telling himself that he needs to wear his glasses. But he'll just
    attack you all the same.
                     BOSS: Welder (Visually-Impaired Welding Torch)
                                   Difficulty: 8/10
    Welder is fought in six different parts, since each time you hit him he changes his
    stratgegy. This can make the boss fun to fight, since it'll keep changing. Welder
    has six HP, which means six grenade eggs are needed. Fire them one after the other
    at him to end the battle. No, just kidding, it's a little more complicated then
    that. At first, Welder will start shooting balls of electricity at Banjo and
    Kazooie. Run and jump as they get near you to avoid them (running in a circle works
    best). After trying (and hopefully failing) to hit you with his electricity, Welder
    will attempt to suck you up, a popular tactic among many bosses in video games. A
    popular defense to this is to run away. A popular offense is to shoot something into
    the boss's mouth.
    Don't let Welder suck you up as you fire a grenade egg into the open mouth. Welder,
    being somewhat blind, will swallow the greande egg. Something will explode inside of
    him. Had this been a real life situation, a massive explosion would've followed
    (well, it's a welding torch after all). But it's a video game. By the way, you don't
    need to go into first-person mode to shoot the egg, since Welder kneels down to your
    level when he tries to suck you up. Next, Welder will try to defeat you by sending
    nuts n' bolts out. These are extremely simple to defeat. A single Rat-a-Tat-Rap can
    take care of them. The last one will drop a piece of honey, which you can use if you
    have lost any honeycombs. Following the nuts n' bolts attack, Welder will try to
    suck you up once more.
    You know what to do. After a second hit, Welder will try to leap up in the air. What
    is it with bosses having these unbelieveable hangtimes? Anyway, Talon Trot around as
    the shadow beneath you grows and grows until Welder finally lands. He'll try to
    chase after you. If you aren't Talon Trotting, he'll hit you. Eventually, he'll jump
    to the center, where he'll try to suck you up again. Three hits down, this battle
    isn't so hard? Why'd I turn the difficulty to eight though? Welder realizes that his
    plan isn't working (Plan? What plan?) so he'll turn on the emergency switch. Gulp. A
    grid of electricity will come on. Now it becomes quite a bad idea to step on the
    cracks of the floor if you value your life.
    Welder will start shooting electricity at you. Dodging is made harder thanks to the
    electric grid. Jump while being as nimble as possible. You get into a difficult
    siutaiton when he starts to suck you in. If you shoot an egg, he'll pull you into
    the grid. If you try to jump away, you'll land on the grid. Unless you're in a
    corner (where he can't reach you), you'll have to take a hit if you want to hurt
    Welder. Welder will then shoot the nuts 'n' bolts out at you. Let them come to you
    and use the Wonderwing so you don't risk running into the grid. Again, shoot an egg
    into Welder's mouth. It's best not to Talon Trot as Welder is in the air since you
    jump a little too far sometimes and might land on the grid. Let him hit you when he
    lands and he'll automatically run towards the middle.
    One more egg and his welding days will come to an end.
    Welder will explode and Banjo will run over to his head. He'll offer you a Shock
    Jump Pad to get out of the Repair Depot. Of course, Kazooie will be outraged at the
    fact that he won't give you a Jiggy. But then he'll tell you that his Jiggy is
    behind a fan. Anwyay, when Welder exploded he knocked out the power, halting all
    mechanical objects. Use the Shock Pad to climb the HUGE ladder and then carefuly
    make your way across the now still pipe. At the end is a CHEATO PAGE (1). Head back
    across and exit. Cross the pipe bridge here and head through the tunnel. Jump to the
    JIGGY (4) at the end. That was a ****load of work just for one stupid Jiggy. Okay,
    from where you are, head to the warp pad and warp to floor four. Time for another
    annoying maze.
    Head to the tintop room (past the crushing shed) that had the Service Elevator for
    floor four. Climb up the pipe and go right, past the elevator. Grab the Claw
    Clambers and continue, heading up the footprints when you reach them. Now enter the
    Sewers. Go forward to learn that the Clinker's are blocking the vents, causing toxic
    air to rise. The door will open, so continue into Clinker's Cavern (remind you of
    any place?). You have two-hundred seconds to maneuver through the maze and take out
    all the Clinkers. The problem with this is that most Clinkers can be in hard to see
    places, like high up on walls (by the way, Clinkers are the brown sludge on the
    walls). If you hear a sort of squishy noise, you'll know a Clinker is close to you.
    There are twenty to take out.
    Start with the lower floors, and then head out and take out the Clinkers on the
    upper floors. If time runs out, then first your oxygen will start to deplete
    rapidly. After that, your health will slowly start to deplete. While those meters
    are depleting, you can still search for Clankers, so don't give up if you only have
    one or two left. Once you take out all the Clankers head back to the entrance and
    get your reward: a JIGGY (5). Once you have that, exit. Well, we're so close to the
    cable room, so why not head there and get the Jiggy that's located in that area?
    Drop down out of the sewers and climb the pipe once again, but go left this time. Up
    at the top is the Cable Room. Enter it to find that it's quite dark and electric
    wires are everywhere.
    Jump over the wires to Quality Control (don't touch the wires or you'll be shocked).
    In Quality Control, you should see a bunch of toxic barrels with a single Rareware
    barrel in the middle (ignore the Jinjo, it's really a Minjo). You have to shoot a
    grenade egg at the Rareware barrel, but you can't hit toxic barrels or the room will
    suddenly fill with poisonous gas. The first few barrels are easy, but the conveyor
    belt then speed up and the Rare barrel gets closer and closer to the toxic barrels.
    Eventually, they'll all be shoulder to shoulder and be going super fast, making it
    quite difficult. If the room does fill with gas, exit and turn the fan switch on
    back in the Cable Room (it's to the right of Quality Control). Once you take out all
    the barrels, a Jiggy will drop.
    Head to Wumba and turn into a washing machine. The Jiggy dropped into an area that
    can be accessed only by the machine. Head to the Service Elevator and take it to the
    fourth floor. Drop down and go through the tunnel, then enter the machine-only door.
    Grab the JIGGY (6) here then become Banjo and Kazooie once more. Return to the very
    start of the level (outside). Outside, get on top of the exit to the level. Look
    forward and you should see a window. Shoot it with a grenade egg to shatter it. Now
    head to a flying pad outside (either one works). Fly up and you should see another
    glass window. Beak Bomb it and head inside. Grab the CHEATO PAGE (2) that's here.
    Now head out and fly past the first window you opened. On the other side is another
    glass window which you should Beak Bomb. Inside, unscrew the floor. This is needed
    to get the next Jiggy. Head outside and take flight again. Head toward the window we
    opened, but land on top of it. Grab the TREBLE CLEF (100) to get the final notes.
    Now drop down and go into the main entrance. Head to the Split Up Pad and become
    Kazooie. Locate the Claw Clambers on this floor. Grab them and VERY QUICKLY run
    outisde. Jump to the platform on your left with the Claw Clamber footprints. Head up
    and jump to above the window. From here, drop down and head into the window. Take a
    flying leap and flutter to the Jiggy, which disappears. You have to fight six
    tintops, which is easy enough. When they open their hatches, shoot a grenade egg
    into them to blow it up. Don't get too close, since they can shock you with
    electricity. Once you have defeated them, you'll get the JIGGY (7). Reunite with
    Banjo now. Head outside. We need to activate the Warp Pad on the roof now, since we
    haven't done that for a while.
    There's nothing else up there, but what the hell. Fly up and activate the WARP PAD
    (5) near the smokestacks. Okay, now it's time to attempt a difficult Jiggy. But
    first, a Cheato Page. Head into the Worker's Quarters, which is to the left of the
    Service Elevator. Here, blow open the men's room with a grenade egg. Talk to Loggo
    here, who was ripped out of Grunty's mansion (I hated that place). He's blocked with
    paper. Bill Drill him to unblock him. The paper was a CHEATO PAGE (3)! What a
    surprise! Anyway, NOW it's time to take a quest for a difficult Jiggy. Okay, warp to
    floor three. Make your way to the big box room and climb the ladder. Drop down to
    the end of floor two. Here, climb the pipe on your left. On the other side, rush
    past the Skivvy.
    Go down the vent and hit the switch at the end. Now go to Wumba's and transform into
    a washing machine. Hell yeah. Time to clean up all the Skivvy's here. What is a
    Skivvy? You may have heard some rabbits crying around the place. Talk to them to
    find that their uniform is all dirty. So we need to clean them! Head down to floor
    one. Go left and jump onto the crate you dropped earlier. Use that to get to the
    Skivvy. Talk to him and have his overalls cleaned, and then enter the Worker's
    Quarters. Go into the room on your right and clean the Skivvy's overalls. Now head
    to floor two. Go forward into Wumba's area, and then head into the next room, the
    tintup area. Go through the door you opened a couple minutes ago. There's a Skivvy
    on the platform.
    After cleaning his uniform, take the elevator up to floor three. From the elevator,
    head straight across to find a box blocking a "BOILER ROOM" sign. Shoot underwear at
    the box to smash it. Then enter the mechancial-only room, where another Skivvy needs
    an overall washing. Head up to the fifth floor (by elevator, of course). Enter the
    mechanical-only door here. In the next room, head up the ramp to the Skivvy. There's
    just one more left, and it's outside. We have to take a mini-adventure to reach it.
    Hooray. Head down to the second floor, and report to Wumba's Wigwam (don't go
    inside, just head to the area). From here, head into the tintop area (where you went
    through the vent a minute or so ago). Locate the box blocking the "DOWN TO FLOOR 1"
    Smash it and head down the stairs that are revealed. Here, press the button to open
    the fire escape exit. Now head outside, through the exit. Make your way across the
    swampy water (you won't be harmed by whatever is down there) to the area covered by
    vines. The last Skivvy is here. Talk to it and clean his overalls to get a JIGGY
    (8). Now transform back into Banjo and Kazooie. We still need to get two Jiggies
    (which we can't get right now). We can still get the Jinjos and the Hollow
    Honeycombs though. Return to floor one and split up. As Banjo, head to the second
    floor. You have to go down the stairs that you just went down as the washing
    machine. When you get back outside, head down the stairs and look to your left to
    see a Rareware box.
    Smash it and step on the switch. Now switch to Kazooie. Have her take the same path
    as Banjo and the washing machine did. DON'T reunite when you get outside. Head along
    the narrow path sticking out and smash the box at the end to reveal Claw Clambers.
    Grab them and quickly head past the stairs and up the footprints (it's a long way).
    At the top, rescue the JINJO (4). Now reunite and then head to one of the flying
    pads. Fly to the very, very top where you should Beak Bomb the chimney window
    (there's only one). Head inside to be in the Boiler Room. Go across and grab the
    JINJO (5). Kill me if you wish, but I think we need to wait to get the Hollow
    Honeycombs until we have better moves. They become easier to get that way. So for
    now, head out of Grunty Industries.
    Now. Another minute in this place and I'll kill myself.
    |                       Isle o' Hags (Quagmire)                                    |
    Warp to Wooded Hollow.
    |                     Isle o' Hags (Wooded Hollow)                                 |
    Head to Jiggywiggy's Temple.
    |                        Jiggywiggy's Temple                           WIGGY6      |
    Ready to take Jiggywiggy Challenge 9? You should have
    at least fifty-five Jiggies, which is the requirement for entering the door.
    Caudlron Keep is the puzzle you're solving this time. All but two pieces have been
    removed, so it should be a much bigger challenge than before. Still, as long as you
    do edge pieces first, you should be able to take care of this easily. This oepsn the
    final "world," Caudlron Keep. You need a whopping seventy Jiggies for challenge ten
    (which we can get easily), so leave now. Warp to Jinjo Village.
    |                     Isle o' Hags (Jinjo Village)                                 |
    Spiral. Mountain. Now.
    |                         Spiral Mountain                                          |
    You should have six Cheato Pages, more than enough for a new cheat. So head up the
    spiral mountain and fly into the old lair.
    |                         Gruntilda's Lair                               GR04      |
    Talk to Cheato to get the most useful cheat so far: FALLPROOF. It's time to go to
    Mayahem Temple to learn it.
    |                         Spiral Mountain                                          |
    Head to Jinjo Village.
    |                     Isle o' Hags (Jinjo Village)                                 |
    Go to the Wooded Hollow.
    |                     Isle o' Hags (Wooded Hollow)                                 |
    Mayahem Temple.
    |                          Mayahem Temple                              MAYA04      |
    You know what to do. Head to the Code Chamber and enter "FALLPROOF" as your code.
    Activate it and you won't suffer ANY damage from falls. Awesome!
    |                     Isle o' Hags (Wooded Hollow)                                 |
    Head to the Cliff Top.
    |                       Isle o' Hags (Cliff Top)                       CLIFF4      |
    Before we head to Hailfire Peaks, we're gonna get the final Jinjo of the Isle O'
    Hags. Head behind the Hailfire Peaks entrance. Grab the Claw Clambers and go up the
    footprings on the wall right of Mumbo's. The JINJO (4) is here. Now enter Hailfire
    |                         Hailfire Peaks                               PEAKS2      |
    Hailfire Peaks is interesting in a way that Click Clock Wood was (from Banjo-
    Kazooie). You might've wondered about the oxymoron in the world name, hailfire. Wel,
    we're there's hail there isn't fire and where there's fire there isn't hail. You
    come out on the Lava Side of Hailfire Peaks. You can enter the other side, which is
    the Ice Side. You have to go to both sides if you want to get all of the Jiggies.
    Luckily, there's no extended tour we have to take since we can take care of
    everything as we get the Jiggies. Go forward, up the stairs, and a dragon will
    suddenly shout at you. You didn't pay for a tour, so he wants to roast you alive.
    Guess what? You've got a fireball problem until you take care of the dragon! Hell
    Anway, activate the WARP PAD (1) in front of the sign. The sign says trespassers in
    the water are likely to be cooked. At this point, head left. Start climbing the
    large mountain. You'll see cracks in the wall. As you appraoch them, a giant, firey
    hand will come out. You can either kill them with Ice Eggs (negative) or wait until
    they come out and retreat (positive). As you head up the first part, avoiding the
    hands, get the notes (10). Continue up the mountain, passing the door. Pass Mumbo's
    hut and jump to the ledge. Defeat the snapper and inch over to the other side. The
    dragon will start hurling fireballs at you once more. Quickly climb up and enter the
    cave. Out here, head forward and the dragon will roar. Remain in your place to see a
    fireball heading down.
    It'll hit the crack and blow the roof to pieces (don't worry, you won't be hit).
    Drop down and go right. The floor looks like lava, but it isn't, so safely go
    forward and grab the GLOWBO. Now head to the flying pad you were just at. Go to the
    left of it. There's a small island with a switch. Jump to it to create a shortcut
    beetween the very start of the level and here. Now you don't have to go through the
    tercherous mountain again (they could've just placed a Warp Pad...). Anyway, return
    to the flying pad once again and head into the air. Fly up to the volcano and locate
    the peak with the flying pad. Get on and enter the alcove, then climb up to the top
    of the mountain. Meet Chilli Billi. You're the pizza guy, according to him. But you
    don't have a pizza.
    Instead, Chilli will decide to eat you. Yeah yeah, kill the messenger...
                         BOSS: Chilli Billi (Hot 'n' Spicy Dragon)
                                   Difficulty: 7/10
    This is the first of the two dragons you have to fight, Chilli Billi. This dragon is
    gonna try to roast you with his fireballs, but it seems he hasn't noticed the
    cannons that can defeat him so very easily. Trying to shoot a regular, fire,
    grenade, or Clockwork egg inside won't pierce the firey scales of Chilli Billi, but
    an ice egg will do the trick. How to get your ice eggs up onto the dragon when he's
    shooting fireballs and you need super accuracy? The answer is simple: the cannons.
    There are four cannons in the area, and you'll need to use at least two. There's a
    hole in the cannon near the back. Aside from being the only weapon you can use
    against Chilli Billi, the cannons make great cover. Chilli Billi's fireballs can't
    touch you while you're behind a cannon.
    Shoot an ice egg into the hole and it'll come out gigantosized (is that a word?).
    This will Chilli Billi right in the face. Ouch, that must sting. His anger boils up
    as the cannons lower temporarily. He's decided to lick you up. Notice how you're
    fighting at the top of a narrow platform. Let me say that you can be knocked off the
    edge and to your death at the moment, which isn't good for your health. If Chilli
    Billi's thounge (is that how you spell it?) hits you, there's a chance you'll be
    knocked off. Remain in one place and jump as the tongue passes over you. After a
    little bit of this, the cannons rise again. You can use each cannon three times, so
    you'll only need two for this battle (he has six hit points). When you've used the
    first cannon three times, it'll shatter.
    After he tries to lick you up, head left. You'll have to jump over a gap of lava.
    The difficult part here is that he's spitting fireballs, and if you're hit there's a
    chance you'll fall into the lava watefall and head to your death. Even if you're
    hit, there's a chance you might NOT fall, so just hope that you get lucky. You'll
    reach another cannon. Again, three icy shots at Chilli Billi and he'll give up.
    Chilli will leave to get some of Al's burgers. As for you, you need to find his
    brother, Chilly Willy. Use the flying pad to head down to the first warp pad (use a
    Beak Bomb as you're flying down to dive bomb forward, making the journey much
    quicker). When you get to the warp pad, turn to face the sign. Head right, and climb
    up the ledges. Enter through the door. Outside, go around the ledge and head into
    the blue cave.
    Welcome to the Ice Side. You'll see a cut-scene of one of the aliens falling from
    their UFO (from the Lagoon, remember?). They'll die. Great, fourth dead thing you've
    seen in the game. When you get in conrol, go forward, up the small hill, to meet
    Biggafoot. He has an enormous foot. Yeah. And he's guarding some Claw Clambers. If
    you try to get too close, he'll kick you with his foot. So wander around the snow
    until Chilly Willy schreeches. You're trespassing, according to him, so he'll throw
    ice balls at you. Head to Biggafoot to see a cut-scene of an ice ball slamming into
    Biggafoots foot. It'll turn red and he'll run off for the first-aid kit. Grab the
    Claw Clambers and follow the ice path. When you pass under the arch, go right and
    head up the wall.
    Continue forward to the next footprint set. Climb this large one. When you get to
    the top, enter the cave. Climb the ladder to meet Chilly Willy. He wants pizza too,
    but you don't have it. Sorry Chilly.
                         BOSS: Chilly Willy (Cold 'n' Icy Dragon)
                                   Difficulty: 7/10
    This is the second of the two dragons you have to fight, Chilly Willy. This dragon
    is gonna try to freeze you with his balls of ice, but he, like his brother, hasn't
    noticed the cannons that can defeat him so very easily. Trying to shoot a regular,
    grenade, ice, or Clockwork egg inside won't pierce the icy scales of Chilly Willy,
    but a fire egg will do the trick. Again, you have to shoot the ice eggs into the
    cannons. There are four cannons in the area, and you'll need to use all four this
    time, because Chilly Willy has twelve HP. There's a hole in the cannon near the
    back. Aside from being the only weapon you can use against Chilly Willy, the cannons
    make great cover. Chilly Willy's iceballs can't touch you while you're behind a
    Shoot a fire egg into the hole and it'll come out gigantosized (is that a word?).
    This will hit Chilly Willy right in the face. Ouch, that must burn. His anger boils
    up as the cannons lower temporarily. He's decided to lick you up. Notice how you're
    fighting at the top of a narrow platform. Let me say that you can be knocked off the
    edge and to your death at the moment, which isn't good for your health. If Chilly
    Willy's thounge (is that how you spell it?) hits you, there's a chance you'll be
    knocked off. Remain in one place and jump as the tongue passes over you. After a
    little bit of this, the cannons rise again. When you've used the first cannon three
    times, it'll shatter. After he tries to lick you up, head left. You'll have to jump
    over a gap of ice.
    The difficult part here is that he's spitting iceballs, and if you're hit there's a
    chance you'll fall into the icy watefall and head to your death. Even if you're hit,
    there's a chance you might NOT fall, so just hope that you get lucky. You'll reach
    another cannon. Again, three firey shots at Chilly Willy. You have to repeat this in
    two more cannons before you can finally shut Chilly Willy up.
    Once Chilly Willy is defeated, he'll surrender the JIGGY (1). You no longer have to
    endure balls of fire and ice being thrown at you from above. Now we're gonna go and
    get the two moves that Jamjars gives you, because it'll make the level a LOT easier.
    Drop down off the cliff (if you entered the FALLPROOF cheat you should suffer no
    damage by falling; otherwise, use the Claw Cambers to get down). To your left is an
    oil rig. Why is an oil rig here? Anyway, approach it and turn left before you reach
    it to find a cave. Inside is the Icicle Grotto. Start Talon Trotting up the path,
    since the killer icicles are FAST. Anyway, continue through the tunnel and shatter
    the right ice block. Use the Shock Pad to get up to the next level, where you need
    to shatter another ice block with a Shock Pad.
    Up on the next level, activate the WARP PAD (2) in the center. Now turn left and go
    up the narrow path, shattering the icicles as you go. At the end, head all the way
    forward to reach a Split Up Pad. Split up and become Kazooie. Look up and you'll see
    eight icicles atop the ceiling. Use a grenade egg on each of them and they'll fall
    in front of a ledge. How they stop in midair, I have no idea. Anyway, after busting
    all eight, carefully make your way across them (with Kazooie's large jump and
    somewhat difficult controls, it's easy to fall). When you get to the other side,
    head through the tunnel. Take the left exit when you reach the open cave. For 660
    notes, Jamjars will teach you the Glide maneuver.
    This allows you to... well, glide through the air for a while. It's very efficient
    for getting to hard-to-reach places. Anyway, re-enter the Icicle Grotto and then
    look at one of the floating pillars. There's a block of ice on it. Shatter the ice
    block and glide to that pillar to grab the TREBLE CLEF (30). Now climb the icile
    path once more and turn aroun dand face it once you reach the top. You should see a
    Jinjo calling for help in a little alcove. However, gliding at your current height
    won't let you reach it. Instead, Leg Sprinig and then glide at the top of your jump.
    You'll reach the JINJO (1). Now head to the Warp Pad that you previously activated.
    Warp to the start of the Lava Side.
    From the Warp Pad, go down to the Split Up Pad. Become Banjo and return to the Warp
    Pad, where you should turn right. Head up, past the cave, and then start climbing
    the ledges (it's easy, although at first it might look like Banjo can't do it).
    Enter the huge door when you get there. You'll emerge high up on the Lava Side.
    Carefully make your way around the edge. When you get to the end, head left. You
    have no way of defeating the fire hands, so just carefully make your way past the
    first two. Make sure to grab the notes (35). Heal yourself with the Snooze Pack if
    you sustained any damage from the first two fire hands. Activate the WARP PAD (3)
    here as well. Now continue forward, past two more fire hands, grabbing more notes
    When you get to the other side, you'll be near a hot lake again. Head left, jumping
    the gaps while avoiding the evil fire hands. When you reach a small cave, ignore it
    and continue. Head past all the fire hands, grabbing the notes (50). Tilt the camera
    left as you reach the curve. There's a fire hand here that can surprise you and
    knock you off if you're not careful. Past that fire hand is Jamjars. For 640 notes,
    you'll learn the Shack Pack. Z+Bottom C lets you fit through tight spaces and move
    around in dangerous liquid (that opens up a LOT more paths). Okay, now return to
    Kazooie and join up with her. Head up the first set of stairs and go right, onto the
    pillar. Cross the pillars in the lava. On the other side, head through the big door.
    You're now in another kickball lobby, like in Mayahem Temple.
    Head forward, onto the orange path (the Jinjo is really a Minjo, so ignore it). Turn
    left and climb the set of stairs, then turn left once again after you reach the top.
    Head forward, up another set of stairs, and step on the switch at the end. This
    raises platforms so you can get a Jinjo, which we'll do in just a second. Return to
    the orange path and go straight, up the stairs, to find a Stony. Great, we have to
    become a Stony now if we want to play. Climb the right stairs and look right to see
    a door. Jump to it. Head through and you're out in Hailfire Peaks again. The pillars
    that you just made are here. Jump to the first one, then jump across to reach a lava
    waterfall guarding a Jinjo. Touching it results in honeycomb loss. Just use the
    Wonderwing to jump through, rescuing the JINJO (2).
    By now, you should have almost all families complete, so the Jinjos that you're
    rescuing should give you lots and lots of Jiggies. Return to the kickball lobby and
    back to the orange path. Go forward and stop in front of the stairs. To the right of
    them, there is a huge crack. Smash it with a grenade egg and head through.
    |                         Mayahem Temple                                           |
    Well, we're back in the Mayahem Temple lobby. In front of you is a Warp Pad, so warp
    to Wumba's Wigwam. After transforming into a Stony, warp back to the kickball lobby
    and head back to Hailfire Peaks.
    |                         Hailfire Peaks                                           |
    Wow, you actually crossed worlds without transforming back into bear and bird. Head
    up the stairs and talk to the Stony. Apparently, kickball is played in a different
    way. The LOWEST score will always win now, so you have to make sure that you don't
    score any points. The Stony will open the door to the quarterfinals for you...
    The easiest one, the quarterfinal. Again, you can move a lot faster than the other
    Stonies here, so use that power to your advantage. The AI of the Stonies is low, so
    they'll usually avoid kicking balls into your goal. Just kick balls into the other
    goals in this pattern: left, bottom, right. That way, the people playing will all
    have high points, instead of two having high points and one having low points.
    You'll also want to clear as many balls away from your goal as possible. If one
    appears near your goal, grab it and quickly kick it away (preferably into somebody
    else's goal but as long as it isn't near your goal, you'll be fine). The round is
    short, so you should easily win by at least eight or so points. Once you beat the
    quarterfinal, the semifinal door opens.
    Climb the stairs to the right and head through the door to begin the semifinals.
    This time, everyone will start with fifty points. Also, red balls now appear. You
    should remember that the red balls always deducted points from your score, so you'll
    WANT to kick the red balls in. This is also extremely easy, although the enemy AI
    gets a little more pumped up in this round. Solid red balls take off only a point
    from your total. However, flashing red balls will take off two points, so grab those
    whenever you can. If you start to get way ahead, the other Stonies will try to
    prevent you from getting any more goals. This can be hard to get around, but since
    you're the faster runner, you should be able to continue scoring goals easily. Once
    that's done, the final door opens. Climb up the two sets of stairs and enter the
    The difficulty level goes WAY up in the Final, and it can be hard to adjust to the
    new rules. This time, there are five different balls: red, flashing red, yellow,
    flashing yellow, and bombs. The three Stonies will try to kick the yellow balls into
    your goal the most (although they sometimes kick them into other goals). Therefore,
    you'll want to capture ANY yellow ball and hurl it into another goal. At the same
    time, you'll need to get as many red balls as possible and hurl them into your goal
    so you can keep your score at zero. If you hit zero points, then don't bother
    hurling more red balls into your goal; the points don't go negative. Instead, make
    sure to throw yellow balls into other goals to increase their score. On your first
    try, it's very likely that you'll lose.
    However, you should be able to get zero points on your second try (since you'll be
    used to the rules). Remember, the bombs stun the Stonies. Let them get in a group,
    then hurl a bomb at them to stun the three (make sure you're not stunned too
    Once you win, you'll get a JIGGY (2). Yippe. Okay, now it's time to return to the
    Ice Side to revive an old Rare hero but before we do that, let's rescue another
    Jinjo. First, head to Mayahem Temple and transform back into the bear and bird. Now
    return to the start and become Banjo, then warp to the Lava Side (Upper Side). From
    there, get across the two fire hands and then use the Shack Pack to drop into the
    lava water. Collect the fish (I'll explain later) and then grab the JINJO (3). NOW
    it's time to rescue an old Rare here. Head through the main entrance to the ice
    Use the Claw Clamber boots to, once again, get up to the large set of footprints.
    Don't climb them, but take off the boots. Look to your right to find two ice blocks.
    Grab the notes (60) inside of them. Now go forward, up the large step. Smash the ice
    blocks here for more notes (70). Now turn around and drop down, then go left down
    the steep, narrow path. You're in a totally new area of the Icy Side. Make your way
    to the dead alien. Now head to the shore of the icy water. Look left to see a ledge.
    Grip Grab it (be careful, there's an out-of-sight Snapper ready to chomp you) across
    and grab the GLOWBO on the other side. Now head away from the icy water. Back on the
    snow, jump up some ledges to the left. Break the ice block and grab the notes (75)
    Jump to to the second ledge and grab more notes (80). Now jump up one more ledge and
    activate the WARP PAD (4). From here, drop down to the other side. Head to the back
    and go left, up the ledges, grabbing the notes (90). At the top, talk to the ice
    cube. Her husband is lost, and she wants you to find him. Screw that. Shatter her
    and she'd dead, so you can now grab the JINJO (4) that was inside. You'll see an
    enormous igloo here. Go inside to find... Boggy! He's gotten fatter, just sitting
    around watching his damn widescreen TV. He's really hungry, and needs a hot fish.
    When you grabbed the third Jinjo, you also grabbed a fish. Give it to him and he'll
    give up a JIGGY (3). Wow, that was easy. Anyway, that was just a detour to get an
    easy Jiggy.
    Exit the igloo and then continue down the path. Carefully cross the icy bridge and
    shatter the ice block at the end to reveal a Mumbo Pad. Remember this spot, we'll be
    back in a sec. Jump down to find a frozen character. Who is it? Why, it's Sabreman
    of course, made in 1984 by Rare. Well, he's in a bit of a bad state, seeing as how
    he's frozen solid. Using your fire breath won't help, unfortunately. Neither will
    fire eggs. Hmmm....... Return to the Lava Side.
    From the start of the level, head forward and then go left when you reach a pillar.
    Cross it and go around the tent. A while ago, you opened up a shortcut. Behind the
    tent, there are some stairs. Take them to a flying pad. Here, fly to Mumbo's hut and
    enter it. Toss one of your two Glowbo's to Mumbo. After becoming him, make your way
    to the start of the level. From there, warp to the Ice Side (Lower Area - Wumba).
    Remember, I told you to memorize the path to the Mumbo Pad? Well, if you forgot, the
    strategy is a few paragraphs above. Once you get to the Mumbo Pad, perform Life
    Force on Sabreman. He's alive, but freezing. So you have to get Banjo and Kazooie to
    warm him up. Head to the warp pad and warp to the Lava Side (Lower Area - Mumbo).
    Head right and start up the mountain, destroying the fire hands with your wand
    thingy. When you reach Mumbo's hut, become Banjo and Kazooie once more. Warp to the
    Icy Side (Lower Area - Wumba).
    Drop down to the lower area. Here, go forward and when you reach the end, head left,
    along the shoreline, to reach Sabreman. Three fire eggs will warm him up. Now he's
    tired, and needs to return to his home back on the Lava Side. Return to the Warp
    Pad. Near it, there's a Split Up Pad. As Banjo, return to Sabreman. Use the Taxi
    Pack on him to put him in your bag. Now warp to the beginning of Hailfire Peaks.
    From the Warp Pad, head down and cross the pillar to the tent. Take Sabreman out of
    your pack and he'll give you the treasure he found as a reward. What a shock, it's a
    JIGGY (4). Well, now that we have the Jiggy, it's time to head back to the Icy Side
    to reunite with Kazooie.
    We can get another Jiggy on this side while we're still here. But we need Mumbo yet
    again, so return to the Lava Side.
    Head to Mumbo's hut. I shouldn't have to tell you where it is now, should I? Good.
    Anyway, before you become Mumbo, we're creating a mega shortcut that'll help us out
    in getting the next Jiggy. To your left (inside the hut) there's a green part of the
    wall. Blast it with a grenade egg to reveal a path to Wumba's Wigwam. NOW become
    Mumbo, and head through the door that you just created. Although he isn't welcome in
    her wigwam, we had to go through Wumba's Wigwam anyway. Exit through the main door
    Outside, go left to climb up a thin ramp. Now carefully cross an icy bridge. Smash
    the ice block on the other side and then use the Mumbo Pad to revive the dead alien.
    After some talk, the dad will reveal where his three kids are hiding. Two are below
    ice, and the baby is scared to death on a little ledge way up high (how'd it get up
    there in the first place?). Anyway, head to Wumba's Wigwam to get to Mumbo's hut
    again, where you should become Banjo and Kazooie once more. Once you're the bear and
    bird, return to Wumba's Wigwam and then head outside. Here, go left, past the hill,
    to find an ice sheet with an alien under it. Bill Drill on the ice sheet to bust it.
    The alien is dead, but we're not gonna revive it now. Let's find the others first,
    From here, climb the ledge where the Warp and Split Pads are. Go left, jumping over
    the gap, and then drop down to the other side. Here, Bill Drill the ice sheet to
    free the kid. Now return to the Split Pads and become Kazooie. As her, warp to the
    Icicle Cavern. Exit it the moment you get there (it's the quickest way to reach our
    destination... well, the easiest way I could explain it actually). Outside, jump up
    all the ledges. In the oil rig area, head to the back. Stand next to the large shed
    and Leg Spring up to the top. Now head left along the path until you get to a ledge
    where a Jiggy is trapped behind you (which we aren't getting just yet). Locate the
    big blue ledge sticking out of the wall and glide to it. The baby alien rests on
    this ledge.
    It's way too cold to go back to its parents, so you have to warm it up. Fire eggs
    don't do anything (strange) but hatching it (???) will warm it up. So do that and
    it'll leave. Okay, before we revive the final baby, look out at a tall, snowy
    pillar. There are ledges sticking out of it. Do a Leg Spring and then instantly
    glide to the top of it, where a CHEATO PAGE (2) rests. Once you have that, return to
    Banjo. Now head to Wumba's Wigwam, and from there, go to Mumbo's hut. As Mumbo,
    return to the Mumbo Pad that you used to cure the alien father. Use Life Force once
    more to revive the dead girl. Now all three alients have been found, so the
    spaceship will rise agin.
    The alien thanks you, but then threatens to kill you for taking so long. Damn him.
    He left his laser on the ship, so you're spared for now. As they rise, they'll drop
    a JIGGY (5). I don't think that Jiggy was dropped on purpose... Anyway, head back to
    Banjo and Kazooie and become them once more. Now it's time to get a Jiggy by means
    of the transformation. Head to Wumba and give her the Glowbo, then jump in the pool.
    You'll transform into... a snowball? Great, just great... anyway, you start out with
    one health, and you only have five honeycombs. You're at your smallest size. Go
    outside and roll around in the snow, and you'll grow in size and get more health.
    When you're at your biggest size, you'll weight a lot, but you won't be able to fit
    through some things.
    IF you get stuck in the hole, then hold B and go forward to begin a roll attack.
    After a little bit, jump as high as you can and you should roll out. Now, from
    Wumba's Wigwam, you'll have to work your way through a little hole across from you
    if you want to get to where we have to go. To do that, hold B and start rolling
    forward, jumping as much as you can (while holding B). Otherwise, you'll grow too
    big and you won't be able to fit. If, by any chance, you DO get too big, touch the
    fire next to the wigwam to slowly go back to a regular snowball. Anyway, once on the
    other side, get to your biggest size. Now carefully head up the ramp and onto the
    Warp Pad. Warp to the upper area of the Lava Side.
    Well, in the upper area, we're close to where we need to go. But a snowball in a
    firey place... not good. After a while, you'll slowly lose health. Hold B and charge
    right through the firey hands. When you reach the steaming water, go right, up the
    hill, and into the Icy Side.
    If you lose any health, carefully roll all the way left, up to the snow, and go in a
    circle until you're massive again. Don't fall, or you have to do the WHOLE thing
    again. Now roll right, to the top of the shed. There's a rusty switch that requires
    a lot of weight. As the biggest snowball, you can press it. This will activate the
    oil rig, and it'll dig up a Jiggy that's inside Grunty Industries (bom bom
    bommmmmmmmmmm!). From here, drop down and make your way to Wumba's Wigwam, where you
    should transform back into Banjo and Kazooie (you can't fit into the wigwam unless
    you're the tiny snowball, so burn yourself with the fire if needed). Back outside,
    head to the Split Up Pad and become Banjo. Snooze Pack to heal yourself, then warp
    to the Icicle Caverns.
    Exit them and you'll find yourself near the oil rig. High jump up the ledges and
    then head to the pipe, where you saw the whole. Shack Pack inside. In the Waste
    Desponsal Plant, go forward and collect the JIGGY (6). Now it's time to grab Kazooie
    and exit Hailfire Peaks completely.
    |                     Isle o' Hags (Cliff Top)                                     |
    Jump into the silo and warp to the Wasteland.
    |                    Isloe o' Hags (Wasteland)                                     |
    Enter Terrydactyland.
    |                         Terrydactyland                               TERRY3      |
    We need to do two things here. One, get another Jiggy for Terrydactyland. Two, get
    another Jiggy for Hailfire Peaks. We're getting the Terrydactyland Jiggy first. From
    the start, go left, jumping up the ledges. Continue left, up a circular hill, and
    you'll see a cave. Enter it to be inside the Oogle Boogles' cave. We've been here
    once before, but now we're here for a lot longer. Go forward to find a freezing
    Oogle Boogle. It hasn't been able to leave the cave because the Unga Bungas won't
    let them. It is very cold and very hungry. We can solve the cold problem easily, but
    the food problem is a little more difficult (as in you have to travel through
    different worlds). Fire some fire eggs into the fireplace near the Oogle Boogle to
    warm him up.
    Now continue straight and jump up the ledges. Head down into the darkness. Continue
    running straight and you'll see light again (if you aren't getting anywhere, use
    fire eggs to briefly light the area up). There's a switch down here, which opens a
    path between Witchyworld and Terrydactyland. Now head back to the main part of the
    cave. Go left and jump up the rocks to find another Oogle Boogle. Light up the torch
    next to him and he's suddenly nice and warm. Now return to the first part of the
    large cave. Behind the Split Up Pad, there is a boulder. Bill Drill it to reveal a
    Shock Pad. Use that to leap up into the air, where you should inch left to another
    part of the cave. Warm up the final Oogle Boogle that's there. Now return to the
    main part of the cave.
    Head down the stairs and enter Witchyworld.
    |                           Witchyworld                                WITCH3      |
    You should know what to do here. Head to the two food stands, one with fries and one
    with burgers. Grab some of both and then climb a rope to the top of the Big Top.
    Grab the Claw Clambers there and rush to Area 51. On the left side are footprints.
    Take them back up to Terrydactyland.
    |                         Terrydactyland                               TERRY4      |
    Here, give food to each of the Oogle Boogles. They'll be greatful because you saved
    them of extinction, and they'll give you a JIGGY (9). Now exit the cave. Outside,
    return to the start and warp to the Stomping Plains. Remember this area? Of course,
    it's your favorite place! Previously, it was impossible (literally) to get across
    with Banjo. With the Snooze Pack, it's now possible! So split up and become Banjo.
    As long as you have at least two honeycombs, Stomponadon can't kill you. Head to the
    first footpring. Inside, use the Snooze Pack to recover at least one honeycomb, then
    make your way to the next footprint. Again, get at least two honeycombs and
    continue. Do this until you reach the other side. DON'T head into the swap cloud
    Instead, step on the Banjo switch. Now switch to Kazooie. With her speed, you can
    easily get across without being hit (we've crossed with her before anyway). When
    both are on the other side, reunite and head through the door that Banjo just
    |                         Hailfire Peaks                               PEAKS3      |
    Grab the JIGGY (7).
    |                         Terrydactyland                                           |
    Head to the exit and go to the Wasteland.
    |                      Isle o' Hags (Wasteland)                                    |
    Warp to the Cliff Top.
    |                      Isle o' Hags (Cliff Top)                                    |
    Head into Hailfire Peaks.
    |                         Hailfire Peaks                               PEAKS4      |
    It's time to meet Gobi again, along with taking a difficult journey. Yeah. First
    off, you DID free Gobi back in Witchyworld like I told you to, right? If not, refer
    to the end of the Witchyworld guide to figure out how. Anyway, head up to the Warp
    Pad and warp to the upper part of the Lava Side. Go right, defeating/avoiding the
    firey hands. At the end, you'll see a lava pool. Jump to the pillars in the lava and
    head through the door. Of course, the doors are locked 'cause you haven't pressed
    the switch. Exit the train station. Back outside, jump across the pillars once
    again. Now, the easiest way to get to the switch is to head to the flying pad (use
    the shortcut by Sabreman's tent). Fly up near the lava pool. To the right of it,
    there are two alcoves.
    Head into the second one and press the switch down to open the train doors. NOW head
    to the train station. Call Chuffy over to the train station. We don't need to go
    anywhere at the moment, so head outside and warp to the area near Wumba's Wigwam.
    You have to turn into a snowball again. Yipee. You have to sprint across the snow
    field to fit through that tiny space once more. If you don't remember how to do
    this, refer to the upper part of the Hailfire Peaks guide, where I first describe
    the snowball transformation. Anyway, grow to your biggest size on the other side and
    climb up the ramp. Instead of warping, head across the narrow path. There's a train
    switch here, and a heavy one. Step on it to open the doors to the Icy Train Station.
    Now we have to get to it, but how? Well, become Banjo and Kazooie again and then
    warp to the upper part of the Lava Side once more.
    Head right, past the hands again, but this time DON'T go around the circle of lava.
    Just continue forward, and head through the door on your left to reach the Icy Side
    once more.
    Head forward, up the path, and grab the Claw Clambers that Biggafoot was guarding.
    Now quickly return to the cave entrance you just came through. There are footprints
    to the right of the cave. Follow them up, then enter the Lava Side.
    Carefully make your way forward, avoiding or defeating the firey hands. Enter the
    cave on the other side. You're at a higher point in the Train Station. Head across
    the bridge to find Gobi. Time to depreive him of his precious water. Beak Bust on
    his back and he'll spit water into the boiler, cooling it. With the boiler cooled,
    it's now possible to enter the Icy Train Station. So take the train to the station
    Now that you're here, head out and climb the broken track. Go forward to the second
    part of the train station, where a JIGGY (8) awaits. We can, miracuously, get all
    ten Jiggies here before we have to go, so don't give up just yet! There is,
    unfortunately, no other way to escape the train station then by heading back to the
    Lava Train Station. So do just that.
    We can get a Hollow Honeycomb inside the Train Station now, so don't leave just yet,
    okay? Jump and Flutter to the pillar on your right. From there, jump and flutter to
    the back of the tracks. Now you should see a ledge that you can Grip Grab onto. Do a
    full-height long jump and Flutter to the ledge to grab it (it's difficult). Defeat
    the Snapper as you inch across. On the other side is a HOLLOW HONEYCOMB (1). Now
    exit the Train Station. Now jump across the pillars, go right, and head down the
    mountain. Go past the Warp Pad until you reach the steamy lake. Talon Trot up the
    steep hill to your right. Now high jump up to a ledge. Inch across (defeating the
    Snapper) and grab the HOLLOW HONEYCOMB (2) there. Wow, two in less than three
    Anyway, jump back down to the front of the steamy pool. Go left, down the big path,
    and you'll reach some stairs. Climb down and enter the very red cave to get into the
    volcano. Immidiately your oxygen appears. You have only a limited time to complete
    the puzzle in here and grab the Jiggy. Jump to the right and step on the "I" switch.
    This makes a path rise. Follow it to a "II" switch. Again, another path will rise.
    Repeat this, stepping on the "III, IV, V, and VI" switches. Finally, a Jiggy switch
    will appear. Step on it to make a Jiggy appear in the middle of the volcano. Grab
    the JIGGY (9) and head out of this volcano. Now it's time to get the final Jiggy. I
    just realized we're getting all the Jiggies before getting all the notes. We can't
    have that, can we?
    From where you are, climb back up the stairs you used to get to the volcano
    entrance. From there, go right all the way and enter the small cave. Slide down the
    hill and then drop down into the lower area. Grab the final notes (100) here. Now
    make your way to the front of the Kickball Stadium. Enter the stadium. Inside, head
    straight and climb the stairs that leads to the Stony. From there, climb the right
    stairs. Now jump to the ledge with the door and the Split Up Pad (to the right of
    the door). Shoot the gargoyle with a grenade egg to take it out. Now split up and
    become Banjo. After sleeping to recover your health, drop down to the lower part of
    the stadium. Locate the big chain on the giant pillar to your right (as if you just
    came in) and climb it to the top.
    If you didn't take care of the gargoyle, there's a big chance it'll hit you while
    you're climbing the chain and knock you to the bottom. When you reach the top, jump
    to your left and hold left as you fall. You'll grab a ledge (this took me like
    fifteen minutes to find 'cause I thought the ledge would be RIGHT next to you at the
    top). Head around it and drop down, then head through the door. Outside, step on the
    Banjo Switch to open a gate. Now switch to Kazooie. As her, exit the Kickball
    Stadium and make your way to the flying pad all the way on the other side of the
    level (remember the shortcut by Sabreman). Use it to fly to the alcove that's now
    available thanks to Banjo's switch. Step on the Kazooie switch here to open another
    Now switch back to Banjo. Carefully make your way across the ledge and step on the
    final switch. This opens a gate to a Jiggy. Switch back to Kazooie and fly to that
    gate and grab the final JIGGY (10). We still need a Jinjo, a Hollow Honeycomb, and
    two Cheato Pages so we're not done yet. Head back to the Kickball Stadium, and climb
    the first set of stairs to your left. To your left is a cracked wall. Blow it up
    with a grenade egg to reveal Claw Clambers. Grab them and drop down. On the pillar
    nearest you, there's a set of footprints. Climb them to the top, where you should
    head through the door. There's the second CHEATO PAGE (2) here. Now return to the
    start and warp into the Icicle Grotto.
    We're here for a while this time. Head up the path to your left and climb the icicle
    path. At the top, head through the cave. Go through the right door when you get to
    the top and grab the HOLLOW HONEYCOMB (3) inside the volcano. Now return to the Warp
    Pad and start to make your way to the front of the Icicle Grotto. Don't actually
    exit though! To your left should be a long, green icicle. Climb it up to the top,
    where there's a small hole. Shoot a Clockwork-Kazooie egg into the hole and guide it
    up into a small cave with a CHEATO PAGE (3). Now we just need the final Jinjo and
    we're ready to roll. Exit the cave completely and return to Wumba's Wigwam. Turn
    into our favorite transformation, the snowball, and then exit Wumba's Wigwam. We
    don't have to do the sprint across the snow this time.
    Head forward and then right, up a steep hill. At the top, go left, and drop down the
    hills. Here, turn around and head to the back of the area, where a strong wind is
    blowing. Even as the heaviest snowball, you can't go into the wind directly. Hug the
    right wall and hold B as you slowly make your way to the JINJO (5). I have to ask
    two things here. One, why does the Jinjo not get blown by the gust? And two, why the
    hell does the wind instantly stop once you have the Jinjo? Anyway, we are totally
    DONE with Hailfire Peaks now, so transform in Banjo and Kazooie and exit the
    ISLE O' HAGS (Cliff Top)
    Head across the bridge, past the silo, into Jolly Roger's Lagoon.
    |                        Jolly Roger's Lagoon                          JOLLY4      |
    We can get a Cheato Page and a Jiggy here, two things that we despartely need.
    First, the Jiggy. Go to the town's center and become Kazooie. Now go forward and
    enter Jolly's through the side entrance (the one on the left of the place). In here,
    head down the stairs to the Smuggler's Cavern. Run forward, jump, and glide to the
    JIGGY (9). Now exit and reunite with Banjo. Now warp to Atlantis. Here, one of the
    temples leads to the Ancient Swimming Baths. When you find it, head forward, out of
    the water. Go up all the stairs to the Split Up Pad, where you should become
    Kazooie. Now face the entrance/exit, and high jump. Glide to the other side, where a
    CHEATO PAGE (5) awaits.
    Now reunite, head to Atlantis, and warp to the town's center. Now get outta this
    |                      Isle o' Hags (Cliff Top)                                    |
    Warp to the Wooded Hollow.
    |                     Isle o' Hags (Wooded Hollow)                                 |
    You SHOULD have at least seventy Jiggies now. Since Jinjo colors are random, you may
    have more. You should have rescued at least two families though, so that puts you at
    seventy Jiggies, which is what we need to complete the final puzzle of the game. So
    now, head to Jiggywiggy's Temple.
    |                         Jiggywiggy's Temple                          WIGGY7      |
    The hardest puzzlea waits. ALL pieces are removed, and you only have 100 seconds to
    clear them all out. Again, EDGE PIECES FIRST!!! This makes it a LOT easier. Of
    course, I shouldn't have to tell you to do corners first, but I'll tell you anyway:
    do corners first. THEN do the edges, and THEN the middle. This saves lots of time.
    Once that's done, you'll open the final, final door. If you wanted to, you could
    skip Cloud Cuckooland entirely and just finish the game right now. But that wouldn't
    be cool? Anyway, there's one final, final puzzle. No reward for it, but it's super
    hard. All pieces are cleared out and turned different ways. You have to turn pieces
    to put them in. Consider yourself a puzzle master if you complete the final
    Jiggywiggy challenge.
    Anyway, that's it. We're done with Jiggywiggy's Temple now. So head out of the
    |                      Isle o' Hags (Wooded Hollow)                                |
    Warp to Jinjo Village.
    |                      Isle o' Hags (Jinjo Village)                                |
    Head to Spiral Mountain.
    |                           Spiral Mountain                                        |
    You should have five Cheato Pages, so it's time to return to Cheato to get what is
    arguably the best cheat you can get without actually... well, cheating. Anyway, head
    up to Gruntilda's Lair. If you don't know the way by now, then how the hell did you
    get this far?
    |                          Gruntilda's Lair                              GR05      |
    Talk to Cheato to get cheat four out of five: HONEYBACK. Can you guess what this
    does? Hint: it does NOT give you infinite health. Anyway, exit Gruntilda's Lair.
    |                           Spiral Mountain                                        |
    You know where to go.
    |                     Isle o' Hags (Jinjo Village)                                 |
    Again, you should know where to go.
    |                     Isle o' Hags (Wooded Hollow)                                 |
    You know where... ah, screw it.
    |                         Mayahem Temple                               MAYA05      |
    You've done this four times now. Do I really have to tell you again? Warp to Wumba's
    Wigwam. Code Chamber. Enter "HONEYBACK" as your cheat. Cheat Sheet. The "HONEYBACK"
    cheat automatically restores energy over a short period of time. It's the best thing
    you can get by actually working for your cheats. You're pratically invincible now. I
    can understand if you don't want to use this cheat, but I highly recommend it if
    this is your first time through the game (which I doubt, since it's been out for
    four years). I suppose the only irritating thing about the "HONEYBACK" cheat is that
    you'll constantly hear the little sound made when you recover a honeycomb. It can
    get very annoying, you know.
    |                     Isle o' Hags (Wooded Hollow)                                 |
    Warp to the Wasteland, where we can get to the final world.
    |                      Isle o' Hags (Wasteland)                        WASTE3      |
    From the silo, go left, up the path, and through the crack in the cliff. Jump into
    the bubble to be sent to Cloud Cuckooland.
    |                         Cloud Cuckooland                             CUCKOO      |
    First thing: step on the WARP PAD (1) in front of you. Anyway, this place has a
    whopping two Warp Pads, and one huge hub area called the Central Cavern, with many
    passage to it. There are nine different passages, and I'll assign each passage a
    number (yeah, King Kool's FAQ gave me the idea of numbers but hey, it's the best way
    to keep things in order!). After touching the warp, head forward and jump into the
    flower. These flowers are found all over the place, and they blast you across large
    gaps (well, of course there are gonna be large gaps in the place, you're in the
    sky!). When you take the first cannon and cross to the other side, you'll see a
    bunch of dirt. There are eight dirt patches here. Bill Drill them all to get some
    good things.
    Most of the items under there are useless but the ones that are important are: a
    pair of Springy Shoes, two SEEDS (2) that we'll need later, and your first HOLLOW
    HONEYCOMB (1). Ten seconds into the level and we already have a Hollow Honeycomb!
    Nice. Now go straight, through the passage. This is PASSAGE ONE. Welcome to the
    gigantinuouslying Central Cavern. Really, it's HUGE! Collect the notes (5) right in
    front of you at the start. Drop down to the left and dive down into the water to
    find a little passage marked as PASSAGE 2. Grab the notes (10) in front of it.
    Continue left (get out of the water) and head past some evil paper enemies that
    randomly pop up. High jump up the ledge to find a red passage. This is PASSAGE 3 as
    you might've guessed.
    Be sure to collect the notes (15) in front of the passage. Now go left to find a
    giant safe, known as the Superstash. How can a safe be a Superstash if it has only
    10000 different combinations? That can be cracked by an expert easily. Anyway,
    you'll want to be on the lookout for the different combinations. Go to the right of
    the safe and climb the land strip. You'll see footprints leading up a wall, along
    with a legde going to your left. High jump onto the ledge and head left, defeating
    the Snapper. On the other side, it seems that there's nothing. But if you look into
    the red wall, you should see a hole. Fire a Clockwork-Kazooie egg into that hole and
    maneuver it to the other side. There's a switch here. Of course, the Clockwork-
    Kazooie is much too light to press it.
    But if you blow up on it you can activate it. This will reveal the second of the
    safe's four numbers (it's a 9). We're not actually gonna find the rest of the
    numbers yet. Now you have to climb up the footprints, but how to do it? If you look
    at the center of the Central Cavern, you'll see a platform with some notes. Make
    your way there (there's so many different ways to get there, it's impossible to
    describe them all). Anyway, once there, gather the notes (30). Activate the WARP PAD
    (2) here. This is the biggest level, but it only has two Warp Pads. Why is Rare so
    cruel to us? To make matters worse, the only Split Up Pad rests here as well (and
    you'll be splitting up quite a bit). Anyway near the Warp Pad, there's a ledge
    sticking out with Claw Clambers.
    Grab them and QUICKLY drop down and climb up the land strip to the footprints. You
    have a VERY short time to do this, so be quick. Up here is PASSAGE 4. Nothing else
    but some notes (35) so grab them and drop down. Now go right, hugging the wall, up
    the steps. Take the very narrow path to the notes (40) at the end. PASSAGE 5 is also
    found here. Now drop down into a small pool. Dive down to the bottom and grab the
    GLOWBO. Brilliant. Jump out of the pool and jump down into yet another pool. Dive
    down to the bottom, collecting the notes (45). Oh yeah, here's PASSAGE 6. Now emerge
    from the pool and jump out. Go left PASSAGE 7 with the usual notes (50... already).
    Now continue left, past the ledge, to yet another passage, PASSAGE 8. After getting
    the notes (55) you'll notice that we've done a circle.
    But there's another passage. This one is well hidden, and is the hardest to get to,
    which is why I saved it for last. Turn around and jump up the ledges, then head out
    onto the ledge with the Springy Shoes. Grab the shoes and drop down. Appraoch
    Passage 8 but turn left and climb up to the ledge. In between the egg nests, jump.
    You should leap up to PASSAGE 9. After getting the notes (60). Now return to Passage
    3 and go through it. Head forward to find a pink Mumbo hut. Of course, we've been to
    this place so many times, Rare doesn't bother to tell us where we are. Or maybe
    there's another reason... First off, grab the JINJO (1). Now head up the path to
    find Mumbo. He's snoring louder than usual. A little weird, don't you think? I think
    Approach Mumbo and he'll automatically wake. He has a big surprise for you. Banjo
    likes surprises, and so do I. Wonder what it is... WOAH! I don't think I like a
    surprise that involves being blasted by a magic staff. YOU FOOL! It's Mingy Jongo
    who's in the chair, the crafty shaman impersonator. But you were too stupid to
    realize that, so now you have to fight him!
                       BOSS: Mingy Jongo (Crafty Shaman Impersonator)
                                   Difficulty: 8/10
    The best boss fight (other than Gruntilda, of course) is Mingy Jongo, although it
    can give you hell with his stupid staff if you aren't careful. Mingy Jongo won't
    actually electrifying you with its staff, unlike Mumbo's attack. No, it'll use its
    staff to shoot balls of fire at you (why can't Mumbo do that when we play as him?).
    The fireballs can home in on you if you're close to Mingy Jongo. However, if you're
    far away, it fires in a straight line, making them extremely simple to avoid. So
    stay back away from it at first, moving to avoid its fireballs. Once it fires four
    fireballs, its staff will fail. Mingy Jongo, having limited robot intelligence, will
    refuse to retreat to a safe spot as it tries to power up its staff once more. Now's
    the time to strike!
    Rush toward it and perform a Rat-a-Tat-Rap on it to make it lose one piece of health
    (Mingy Jongo has eight health bits, by the way). The battle will continue in the
    same way, although Mingy Jongo will teleport (WHY CAN'T WE TELEPORT WITH MUMBO?) to
    a different location in the room. This location can be near the windows, on a
    pillar, on the chair, in a corner, etc. The camera always shifts so that you are
    facing Mingy Jongo, so you won't have to waste time looking for it. Anyway, dodge
    more fireballs and Rat-a-Tat-Rap it once more. Repeat this two more times. When
    Mingy Jongo gets down to four health bits, the strategy will change a little. First
    off, accuracy. Mingy Jongo has homing fireballs no matter where you're standing, so
    they can be hard to avoid.
    It's the homing fireballs that make this battle so difficult; without the Honeyback
    cheat, you're in trouble. Try to jump and move to the left or right as it fires
    them. Anyway, Mingy Jongo will shoot one fireball at you, then teleport. It'll shoot
    one more, then teleport again. Each time it fires a fireball, it'll teleport. After
    a fourth fireball is shot, the staff will run out of juice again. Rat-a-Tat-Rap
    Mingy Jongo once more. Try not to get hit with the fireball as you're running toward
    Mingy Jongo to hit it; if you are, then Mingy Jongo's staff will power up again and
    you won'y have time to score a hit. Each time you hit it, a piece of its disguise
    will fall off. Eventually, the whole disguise will fall off, revealing its metal
    This is when Mingy Jongo is defeated. It'll explode, leaving you in peace.
    Well, now that we have toasted Mingy Jongo, its JIGGY (1) will appear in the chair.
    Word. Now head back to the Central Cavern and go to the center. Use the Warp Pad to
    warp to the start of the level. Turn around to find Mr. Fit. You need to beat him in
    three events and he'll give you his Fitness Medal. Anyway, turn around and jump into
    the flower to be blasted to the main hunk of floating land. Grab the Springy Shoes
    that you revealed and jump into the flower to be blasted back. Quickly head to the
    front of the high jump marker and use the shoes to jump over it. Cheater. Anyway,
    Mr. Fit will rush over to another area where we can do his next event. For now,
    we're gonna get another (difficult) Jiggy. Once again, blast yourself across the gap
    with the flower.
    Go left, defeating the Zubba, and jump into the second flower. You're blasted to
    Wumba's Wigwa, but that's not why we are here. Go left, up the path. If you go the
    Cheato Page from Canary Mary in Glitter Gulch Mine, she'll be here... crap. She's
    had a great time to stretch out her wings, so she's ready to race you once again.
    Jump into the Clockwork Mouse and start pressing A EXTREMELY fast. Look at it this
    way: at least they didn't have you rotate the control stick *shudders at memories
    from Mario Party 1*. Anyway, Canary Mary is a LOT harder now. If you thought she was
    hard while getting the Cheato Page... whew. Even if you're an expert masher, this is
    gonna take a mass bash. Pound the button as hard as you can. When you get tired,
    Let your hand rest for ten to fifteen seconds, then resume. If your hand gets tired
    once again, don't hesitate to pause once more. Just keep your hand rested so you can
    beat her. This is a race around the whole damn level, so it might take some time. By
    the way, if you have auto-fire, the difficulty on this goes from 11/10 to 0/10.
    Auto-Fire is so powerful you can easily stay ahead. Anyway, once you win, you get a
    JIGGY (2). Okay, let your hand rest for about a minute, then challenge Canary Mary
    once again. She wants to have another race. This time, it's for a Cheato Page. Holy.
    ****ing. ****. She is so. damn. hard. It's almost impossible to do this unless
    you've been praticing for a LONG, LONG time. Again, Auto-Fire makes it extremely
    easy, but without it...
    Once you FINALLY beat her (if that ever happens... it took me at least an hour to
    get the page... and that doesn't include the time it took to rest my hands), she'll
    hand over her CHEATO PAGE (1). One final, final note on this is that if you're too
    slow, you'll have to start over (you have no idea how much that's gonna happen).
    Okay, when you've beaten Satan, er, Canary Mary twice, it's time to get. the hell.
    away. Head to the start of the level, and use the Warp Pad to warp to the center of
    Central Cavern. It's time to learn the final move of the game, the Sack Pack. It
    sorta sucks that the final move is Banjo-only. It would've been cool if Banjo and
    Kazooie could've both learned something... ah well. Use the Split Up Pad to become
    As her, you should spot a strang egg VERY close. Hatch it to reveal Floatus Floatium
    (Latin for... what?) creature, a very, very rare thing according to Jamjars. Now
    become Banjo and Taxi Pack the Floatus Floatium. You'll start hovering in the air.
    You have fifteen seconds to take Banjo across the gap, near the red wall. On the
    other side, drop down. On the right side of the wall, there's a hole. Shack Pack
    your way inside. Collect the notes (70) and talk to Jamjars to learn the Sack Pack.
    Z+Up C will have Banjo crawl into the pack. You can hop around on dangerous surfaces
    without fear of damage. That's good, 'cause it's required for most of the Jiggies in
    this world. Anyway, return to Kazooie. Don't reunite just yet though; instead,
    switch to Kazooie.
    As her, glide across the gap and over to the red wall that Banjo was just at.
    There's a Shock Pad here. Use it to jump up to the high alcove with the JINJO (2).
    Now glide back and reunite with Banjo, then head through Passage 6 (the first
    underwater one). Here, use the Talon Torpedo on the stone. This will empty the water
    and it'll fall all the way down to Terrydactyland. Watch the cinema scene, where
    Dippy is all happy because her pool is suddenly filled with water. She thanks you
    and gives you Terrydactyland's final JIGGY (10; remember, this is for
    TERRYDACTYLAND. NOT for Cloud Cuckooland.). Anyway, with that done, exit this part.
    Back in the Central Cavern, head out of the pool. Go left, into Passage 7. Defeat
    the flower here.
    You should notice the Pot o' Gold in the distance. We're gonna use that in just
    second. For now, jump on the golden coins and hit the switch. A hole appears in the
    Pot o' Gold, but you have twenty seconds to get to it before the hole closes up. At
    the moment, that's not possible. So head back into the Central Cavern. Here, you'll
    want to head through Passage 8. Head into the blue Mumbo hut. Defeat the Minjo and
    climb the path. Toss Mumbo your Glowbo to get his help. As Mumbo, head out and back
    into the Central Cavern. Make your way to the Superstash and climb the land strip to
    the right. Now go right, across the thin wall, and head through the passage.
    Outside, head forward and go right when you see a ledge sticking out. There's a
    Mumbo Pad here.
    Use it and you'll cast the final spell of the game: Rain Dance. This will make a
    bunch of rain fall into the lake. Of course, where there's rain, there's a rainbow.
    And where there's a rainbow, there's a Pot o' Gold. Hmmmmm... Anyway, we're done
    with Mumbo for the momemnt (we'll need him later) so head back to his hut and become
    Banjo and Kazooie once more. Now exit into the Central Cavern and go left, into
    Passage 7. Step on the switch once more. Quickly Talon Trot acrosss the rainbow and
    jump down through the hole (you only have twenty seconds to do this). Inside the Pot
    o' Gold, defeat the Minjo. Now look at the sides of the podium you were just on.
    There's an egg color on each of them. Fire the appropriate egg into the hole (the
    colors are for normal, fire, grenade, and ice eggs) and do this for all four holes.
    The whole room lights up with Jiggy panels and golden, machine gun eggs apppear in
    the center. Grab the golden eggs and Grunty will explain that you're in her shooting
    gallery. You have to hit the Jiggy panels on the wall, and there's 100. Get 75 for
    second prize and 90 for first prize. At the start, position yourself at the top row
    and hold Z as you hold the controls tick all the way to the right. You'll go in a
    circle as you hit the top column. A few Jiggies will be missed here and there, but
    ignore them for now. When you come to a complete circle, move to the column below
    and do the same thing. Keep doing this until you do a complete circle on all of the
    columns. By now, you should have your Jiggy count in the 80s, but we still need a
    few more.
    Go back to the Jiggies you missed in the previous circles and shoot those as fast as
    possible. When the timer runs out, you should have 90 Jiggies. Grunty will be forced
    to give you a CHEATO PAGE (2) and a JIGGY (3). Now exit the Pot o' Gold. Inside the
    Central Cavern, make your way to the center and become Banjo. As him, exit through
    Passage 8. Turn left outside and climb the vine. Now use the flower bud to be shot
    to a jelly castle. Drop down and locate a hole in the castle. Shack Pack inside and
    grab the JIGGY (4). Okay, that was easy. Now return to Kazooie and reunite. Head
    through Passage 2 (the underwater one; it should be the ONLY one underwater now if
    you empited the other lake earlier).  Swim through. Outside, grab the GLOWBO
    bouncing around.
    Now emerge from the water. Defeat the flower and you'll find an ice cube. This is
    George, the wife of Mildred (remember, the ice cube you killed to get the Jinjo?).
    George thinks he's above the Icy Side of Hailfire Peaks, but if you look down,
    you'll notice you're above the Lava Side. Guess what, we're pushing him anyway. Rat-
    a-Tat-Rap him down and he'll fall into the Lava Side, into one of the steamy pools.
    He'll melt and cool the water, which we need to do for the final Jolly Roger's
    Lagoon Jiggy. Anyway, now that you've murdered George, use the flying pad that he
    was above to fly to Wumba's Wigwam (to your right). Head inside and hand her your
    Glowbo. She transforms you into a bee (a.k.a. Blatant Ripoff of the Year). Anyway,
    the bee in this game has some new stuff.
    If you press and hold Z, you can shoot rapid-fire stingers. Again, fly high with A.
    Exit and fly up as high as you can to the top of the Central Cavern, where there's a
    target. Shoot it once (NOT in first-person mode; you can't do rapid fire then) and
    then you have to shoot it nineteen more times within the next ten seconds, which is
    easy if you line up correctly before your first shot. Once you do that, the hive
    door will open. Head through. It's the Zubba's from Click Clock Wood. They survived
    Banjo and Kazooie's massacre and they've arranged a little mini-game to celebrate
    the arrival into their new home. The rules are simple: shoot as many colored Zubbas
    as you can. Blues are three, greens are two, and reds are one. Yeah, I know, you're
    40 points wins you second prize, while 50 nets you first prize. Anyway, you can
    shoot rapid-fire while not in first-person mode, and you want rapid fire. At the
    start, all the Zubbas are close to the bottom. Hold Z as you fly around, and you'll
    hit more Zubbas than you think you will. Eventually, they'll appear higher and
    higher so you'll have to fly up a little. When the time limit runs out, you should
    have at least sixty (yeah, the game is pretty simple). You'll get a CHEATO PAGE (3)
    and a JIGGY (5). Now we can get one more Jiggy with the bee. Anyway, outside, drop
    down to your right and you should land on a red platform. Head through the door and
    you're up HIGH above the Central Cavern. Grab the notes (75) in front of you.
    Halfway through the narrow bridge is the TREBLE CLEF (95).
    On the other side, there are the FINAL notes (100) of the game. Great job! You now
    have all 900 notes in the game! Awesome! Anyway, now exit. Now drop down and fly to
    the starting platform. From here, fly to a green platform northwest of you. There's
    a flower with an eyeball here, guarding a Jiggy. Hit it with a stinger to burst it
    open, revealing the Jiggy. But then it's suddenly passed to another eyeball flower.
    Damn. Head into the Central Cavern and drop down into the dried up lake in front of
    Passage 6. Head through the passage and fly up to find another eyeball flower. Kill
    it and the Jiggy will be sent to an area high up, to the left of the red platform
    you used to get the notes. Defeat the eyeball flower and the Jiggy will be sent to a
    final flower in front of the giant block of cheese.
    After killing it, you'll get the JIGGY (6). Now head back to Wumba's Wigwam and
    become the bear and bird again. Back outside, head to the Central Cavern. Dive into
    the water and head through Passage 2. Outside, look left to find a ledge. Shoot a
    Clockwork-Kazooie egg up there and drive it through the crack. Blow it up on the
    switch to reveal the first number, a 1. You now have 1-9-x-x so we still have two
    more numbers. Now locate any of the flying pads in the levels and use them to fly to
    the trash can. Head behind the trash can and then shoot a Clockwork-Kazooie egg into
    the hole. Inside, blow up the switch (1-9-x-4). The final one is difficult to get.
    We have to locate a flying pad once again (there's one right in front of the trash
    Fly up to the red platform with the path to the high up area in the Central Cavern.
    Carefully cross the bridge. On the other side, shoot a Clockwork-Kazooie egg into
    the hole. Now drive the egg to the switch. The code is revealed: 1984. Any Rare fan
    should know what that date means. Now drop down to the bottom of the Central Cavern
    and grab the JIGGY (7) inside the now open safe. Now head to the center and become
    Kazooie. Locate any flying pad you wish and fly to the trash can. Step on the
    Kazooie switch in front of the can to open it. Head inside. Go up to the trash can,
    who will tell you that he's about to be kicked out because of the fiflth. He wants
    you to help him out with the little trash problem he has. He's supposed to kill
    fifty points worth of germs.
    Not surprisingly, blues get you three, greens get you two, and reds get you one. You
    have sixty seconds to get rid of fifty points worth of germs. Use your wing whacks
    as you run around in one area to get rid of all the germs. They'll keep popping up
    in the same area, so you shouldn't have to leave. Just keep spinning while moving
    around and you'll easily get sixty or so points. Fifty plus will get you a JIGGY
    (8). Now there's a Jinjo that we should only be able to get with Banjo with us, but
    hey, we can get it with Kazooie, so why not? Head to one of the cans next to the
    milk carton, then leg spring up to the top of the milk carton. From here, face the
    box with the Jinjo. Leg spring up and glide towards the box. Rescue the JINJO (3)
    By now, you're going to be getting all Jiggies from these Jinjos unless by some
    freakish way a whole family was left here. So you SHOULD have 83 Jiggies with you at
    the moment. Good, good only seven more left in the game. Anyway, now exit and head
    to the Central Cavern. It's time to travel into that stinky wedge of cheese.
    Yahoo... Anyway, as Kazooie, put on the Springy Shoes. Now make your way to Passage
    9, spring up to it, and go through. Outside, hatch the egg to reveal a Floatus
    Floatium. Now switch to Banjo and take him through door eight. Outside, climb the
    vine to your left. Use the Sack Pack to get across the thorny area. On the other
    side, Taxi Pack the Floatus Floatium. Float across the gap to the floating platform
    on the other side.
    Here, head to the back and toss one of your seeds into the hole. Now return to the
    previous platform by means of the flower bud. Drop down the vine and enter the
    Central Cavern. Because Mumbo is so (actually, I think the word is TOO) damn caring,
    he won't help unless both Banjo and Kazooie are safe in his skull. So reunite, then
    head to Mumbo to get his help. Outside, return to the Mumbo Pad. If you don't
    remember how to get to it, then refer some paragraphs back, where I tell you how.
    Cast Rain Dance to make a HUGE vine grow up. After the vine has grown, return to
    Banjo and Kazooie. You have to become Banjo again, so head into the Central Cavern
    to split up. Again, go through Passage 8, climb up the vine, and Sack Pack across
    the thorns.
    Cross the gap and then climb the huge beanstock. Up at the top, enter the giant
    chees block. Well, who would argue that a giant, stinky piece of chees wouldn't be
    safe? Your oxygen meter shows up as it slowly begins to deplete. With ten bubbles,
    you're fine as long as you don't hestiate for too long. Anyway, spiked onions
    (spiked onions?) float along here. Use the Sack Pack to survive the spikes. The
    first onion will come down, so jump to it. It'll take you to a stationary onion,
    which you need to jump to. Jump to the next onion, and then wait as it takes you to
    the final onion. Jump onto it, then jump onto the ledge. Rescue the JINJO (4) first
    to get a Jiggy (well, only if you've been rescuing all the Jinjos so far). Now use
    the Shack Pack to fit into the hole.
    Outside, head through the little hallway and Shack Pack into the second hole. Grab
    the JIGGY (9) here. Now exit the block of cheese. It's time to get the final Jiggy
    of Cloud Cuckooland. With one event of Mr. Fit's triathalon done, you only need two
    more. The second one is sack racing, and it can be hard to get to, since you have to
    do lots of things involving both Banjo and Kazooie. First, head to the Central
    Cavern and become Kazooie. Behind the Warp Pad, there are some Claw Clambers. Grab
    them and head forward, up the strip of land and then up the footprints near the red
    wall. At the top, go through. Outside, hatch the egg to reveal another Floatus
    Floatium. Kazooie has done her part so return to the Central Cavern and switch to
    Go through Passage 3, the passage on the bright red wall. You're in front of Mingy
    Jongo's hut right now. Jump and use the Pack Whack to your left to cross the gap
    (double jump if needed). Climb the vine and then carefully jump across the ledges
    (don't fall or you'll die). On the other side, Taxi Pack the Floatus Floatium and
    use it to reach the hovering platform. Plant your second seed in the dirt here, then
    take the flower bud back to the previous platform. From here, make your way back to
    the Central Cavern. Reunite with Kazooie and then head through Passage 8. Enter
    Mumbo's hut. Exit as Mumbo and make your way to the Central Cavern again. We have to
    go through Passage 5 once again (if you don't remember how to get there, it's at the
    beginning of the Cloud Cuckooland guide).
    Anyway, locate the Mumbo Pad once more and cast Rain Dance on the second seed. Now
    return to the skull and become the bear and bird. Head into the Central Cavern and
    become Banjo, then head through Passage 3 and make your way to the platform with the
    beanstock you just grew. Climb the beanstock to find Mr. Fit. Time for sack racing.
    Use the Pack Sack and you'll start the race. There's two paths, one thin one that's
    a MAJOR shortcut and the main one. Mr. Fit takes the main one and unless you take
    the shortcut, you can't beat him. So take it and you'll win this easily. Mr. Fit
    runs off to get ready for Event 3. Head back to the Central Cavern and become
    Kazooie. Go through Passage 5 to find Mr. Fit. This is a race, and Mr. Fit is super-
    So what to do? In the Central Cavern, go to the right of Passage 5. There's some
    running shoes. Grab them and run out to Mr. Fit, then start the race. Even with your
    shoes, you can't hesitate for a second or Mr. Fit will get ahead of you. Once you
    win, he'll run off to train, leaving his JIGGY (10) behind as a reward. We need one
    last Jinjo, as well as two more Hollow Honeycombs. All three of those things are
    extremely simple to get. And you can get them with just Kazooie if you wish. From
    where you are, look left. You should see the trash can. Leg spring and glide over to
    it. Get on the flying pad here and fly up to the top of the trash can, where the
    HOLLOW HONEYCOMB (2) rests. Now you have to drop down and get on the flying pad once
    Fly to the Pot o' Gold and go behind it to find the second HOLLOW HONEYCOMB (3).
    Okay, now we need the last Jinjo. The best way to get to where we need to go is to
    kill yourself. You'll appear at the start of the level. From there, you can easily
    make your way to Wumba's Wigwam. Inside, climb one of the poles. Jump to the JINJO
    (5) here. Now exit Cloud Cuckooland.
    |                      Isle o' Hags (Wasteland)                                    |
    Wow! You only have three Jiggies, one Cheato Page, and three Hollow Honeycombs left!
    The first thing we're gonna do is get the Cheato Page. Head into Terrydactyland.
    |                         Terrydactyland                               TERRY5      |
    At the start, head left, up the ledges. Remember the pillar with the flying pad?
    Head towards the Springy Shoes and use them to leap to the top of the pillar. Here,
    use the flying pad. Fly straight, Beak Bombing to make the journey shorter. At the
    end, you'll see a giant pool of water with a hole in the wall. This is Dippy's pool,
    where you made her water fill up again. Jump into the pool and dive down. Go through
    a hole and at the end, collect the final CHEATO PAGE (3) of the game. Now head back
    out to the Isle.
    |                      Isle o' Hags (Wasteland)                                    |
    Warp to the Cliff Top.
    |                      Isle o' Hags (Cliff Top)                                    |
    Enter Hailfire Peaks.
    |                         Hailfire Peaks                               PEAKS5      |
    At the start, use the Split Up Pad to become Banjo. Go forward, into the not-so-
    steamy pool. Since George fell into the water and cooled it, we can jump in without
    fear. Dive down and touch the Banjo Switch to open the floodgate. All the water will
    pour out into Jolly Roger's Lagoon. If you solved the toxic waste problem way back
    like I told you to, you'll get Jolly Roger's Lagoon's final JIGGY (10). Yipee. Now
    exit Hailfire Peaks.
    |                      Isle o' Hags (Cliff Top)                                    |
    Warp to the Quagmire.
    |                      Isle o' Hags (Quagmire)                                     |
    Head into Grunty Industries.
    |                         Grunty Industires                            INDUS3      |
    We're back here for the final, final items of the game. WHY did they have to be
    here? WHY? Why couldn't they be in a different world? Anyway, we have to live with
    it. Head into the actual industry. First, the two Jiggies. Go forward, and then up
    the stairs to your left. Continue forward and jump over the railing. High jump up to
    the ledge in the corner, then high jump up to the ladder. Drop down into the Waste
    Desposal Plant. First off, hit the button on the top of the pipe to raise the level
    of the toxi waste. Now locate the Split Up Pad and become Banjo. As Banjo, use the
    Sack Pack to hop across the toxic waste. On the other side, hit the Banjo Switch and
    collect the JIGGY (9). One more Jiggy left! Now return to the main area of floor one
    by means of the Springy Shoes.
    Head across diagonally to the other side of the room. Here go left, down the stairs,
    and into the Air Conditioning Plant. Here, go right, up the ladder, acros the ledge,
    and drop down in front of the door. Cross the pipe bridge and head through the
    little vent on the other side. Drop down to the bottom of this large room. Head
    right, into another part of the Waste Desposal Plant. Use the Split Up Bad to become
    Banjo. Now use the Shack Pack to drop into the toxic waste. Down here, grab the
    final JIGGY (10) of the game. Yahoo! Now all we need are three Hollow Honeycombs and
    we're done! I suggest killing yourself to appear back at the start, since it's the
    easiest way to go. Head left (you can take a hit in the swamp water, can't you?)
    onto the ledge.
    From there, jump across all the barrels. Grip Grab the ledge at the end and climb
    the ladder. Use the flying pad up here. Fly up to the very top of the industry. One
    one of the chimneys, there's the first HOLLOW HONEYCOMB (1). Now Beak Bomb your way
    down to the front of the level once more and head into the industry. Go to the other
    side of the room to find the Train Station entrance. Head past the room with the
    tintops. In the main room, climb the stairs and go around the ledge. At the end is a
    "FRAGILE" box. Smash it to reveal a Shock Pad. Use that to jump up to the beam at
    the top. Grip Grab along it and grab the HOLLOW HONEYCOMB (2) in the center. Now
    return to the front of Floor One and warp to Floor Three. Head past the tintops in
    the first room.
    In the box room, use the Split Up Pad to become Kazooie. Now make your way to the
    Boiler Room entrance. In front of it, look left to see a box in the corner. On top
    of the box is a crate. Shoot a grenade egg at it, then jump and glide to that box.
    Grab the HOLLOW HONEYCOMB (3) that was inside the crate. Well played! You now have
    everything in the game! It's time to kick Grunty's ass a second time!
    |                      Isle o' Hags (Quagmire)                                     |
    Well, we have to do a few more things before heading to Cauldron Keep. It doesn't
    involve collecting any more items, but we have to do SOMETHING with our Hollow
    Honeycombs and Cheato Pages, right? Warp to the Plateau.
    |                      Isle o' Hags (Plateau)                                     |
    Head into Honey B's Hive.
    |                         Honey B's Hive                               HONY04      |
    Once more energy unit now, and since we have the nine Hollow Honeycombs needed, we
    can get it. Talk to Honey B to get the final energy unit in the game, ten units.
    Although you have ten pieces of honey, Grunty is still going to be a MASSIVE
    challenge. I wish we could get sixteen like in Banjo-Kazooie... oh well. Anyway,
    there are no more honeycombs Honey can give you. It turns out she isn't the Mistress
    of Honey at all. She's only a stupid apprentice. Then where's the mistress? Ah well.
    Anyway, now head back out.
    |                      Isle o' Hags (Plateau)                                     |
    Warp to Jinjo Village.
    |                     Isle o' Hags (Jinjo Village)                                 |
    This seems like a happy place now that all the Jinjos are back... no wait, King
    Jingaling is still dead, nevermind. Anyway, head to Spiral Mountain.
    |                          Spiral Mountain                                         |
    If you don't know where to go now, you're hopeless.
    |                          Gruntilda's Lair                              GR06      |
    Cheato's new cheat: JUKEBOX. What's that do? Hint: Something was broken at Jolly's
    |                          Spiral Mountain                                         |
    |                     Isle o' Hags (Jinjo Village)                                 |
    Warp to the Wooded Hollow again.
    |                     Isle o' Hags (Wooded Hollow)                                 |
    Yep, we're entering Mayahem Temple.
    |                         Mayahem Temple                               MAYA06      |
    Of course, you know what we need to do. Head to the Code Chamber and enter "JUKEBOX"
    as your cheat. The "JUKEBOX" cheat fixes the jukebox at Jolly's place, allowing you
    to do a sound test. Pretty cool. After turning the cheat on, exit the temple.
    |                     Isle o' Hags (Wooded Hollow)                                 |
    Warp to the Quagmire.
    |                      Isle o' Hags (Quagmire)                         QUAG02      |
    It's time to go to Cauldron Keep. By following the Digger tracks, you'll relize that
    it went straight up a wall again. This time, it's too high to use Springy Shoes
    (besides, none are in sight). So what to do? Footprints rest on the pipe to the left
    of the tracks. On the complete opposite side of the pipe, there are Claw Clambers.
    Grab them and quickly rush to the footprints. Climb them up to the top, where the
    Cauldron Keep entrance lies. However, don't go just yet. Head left, past the pipe,
    and step on a switch. A Shock Pad appears, making it much easier to get to the
    Cauldron Keep entrance. Anyway, enter Cauldron Keep.
    |                         Cauldron Keep                                FWORLD      |
    I wouldn't necessarily call Cauldron Keep a world, but it comes pretty close to
    being one. Go up the left or right path and activate the WARP PAD (1) at the top.
    Okay, you have to get IN to the Keep, but there's no visible entrance. Have no fear!
    There's a Split Up Pad near! Okay, that was pathetic, sorry... Anyway, split up and
    become Banjo. Toxic water is the only obstacle separating Banjo from the Banjo
    Switch. Use the Sack Pack to bounce across to the other side, where you can hit the
    Banjo Switch. Now switch to Kazooie. As Kazooie, jump and glide across the toxic
    waste. Hit the Kazooie Switch on the other side. This drops a bridge, but the
    entrance is still guarded by a laser grid. Wonderful. Reunite with Banjo after the
    bridge drops.
    Head around to the other side of Cauldron Keep, where a Banjo and Kazooie switch
    lies (I shouldn't have to tell you that the Jinjo is really a Minjo, should I?).
    Step on it to deactivate the laser grid. And that's it. No timer's or anything.
    Simple, isn't it? Anyway, head on through into Cauldron Keep. Welcome to The
    Gatehouse. Head on through. According to Banjo, this room is completely empty. But
    Kazooie reminds him that the music has changed, and that means that there's a fight.
    Sure enough, Klungo is back. He looks REALLY beat up now, and Grunty is threatening
    to feed him to a monster. So he's invented a new potion to try and beat you. Beat
    us. Yeah right.
                       BOSS: Klungo (Career-Questioning Minion)
                                   Difficulty: 4/10
    Well, it seems like Klungo is a little angry at you, so he's going to use his final
    potion. Whichever potion he hasn't used yet, he'll use it now. He's a LOT faster
    this time, and he has extreme accuracy with his throwing potions. You'll have to be
    on your guard a lot this time. Also, the best weapon now are eggs. Eggs can get
    Klungo from a distance, although they are slow so you might miss. You could always
    Talon Trot to catch up with Klungo, but you can't attack him then.
    If he takes the Red Potion, then he grows to a supergiant minion. Despite the fact
    that he's huge, it still takes only three hits to bring him down. He likes to jump
    up in the air and try to squash Banjo and Kazooie. You can tell by his shadow where
    he'll land. If you roll when he lands on you, he'll suffer a hit. You can also
    charge at him with the Wondering (invulnerability move: Z+Right C-Button) if you
    have golden feathers with you. However, the best move to use agianst him is the Rat-
    a-Tat-Rap. It's accurate (well, any more is accurate with Klungo at the size he is),
    and can deal good damage (though all moves do the same amount of damage in this
    If he takes the Green Potion, he'll become partially invisible. This can be
    frustrating, but it's still very easy to tell where he is. Just follow what you can
    see of Klungo and do the Wonderwing or Rat-a-Tat-Rap on him. After you hit him and
    he's done attacking you, he starts to disappear again. This is the best time to hit
    him, when he's becoming invisible. Try to hit him there the last two times (since he
    starts the battle invisible) to make the battle easier than it already is.
    If he takes the Blue Potion, he'll devide into two Klungos. This is still very easy,
    since you can easily tell who the real Klungo is. One, he is a different color than
    the fake Klungo. Two, he always moves AFTER the fake Klungo does. So just hit the
    Klungo that always moves last and you'll be okay. More and more fake Klungos will
    appear as you hit him, so make sure to always focus on the one leaving last or the
    one that's a different color.
    After you hit him once (no matter what potion), he'll spawn a shield similar to the
    one Grunty used when you fought her in Banjo-Kazooie. If you touch the sheild,
    you'll just be knocked back (don't worry, you won't suffer damage or anything).
    While Klungo's behind the shield, he'll throw yellow potions at you. Since it's the
    third battle, it's become more difficult. You have to run back and forth in one tiny
    area to avoid the potions now and even then you might get hit.After he throws a few
    potions, the shield will disappear and he'll either grow big, become invisible, or
    multiply depending on what potion he took at the beginning. Remember, three hits
    does Klungo in.
    Once you've defeated Klungo, he'll run out of Cauldron Keep. According to him, he's
    retiring from serving Grunty because he has troubles with her because he's lost to
    you three times. Well, at least he's a good soul now... sorta. Anyway, once you're
    done, the doors open. Head through the one you haven't been through yet to reach the
    Tower of Trivia.
    |                         Tower of Trivia                              TofTRI      |
    Welcome to another quiz show, just like in Banjo-Kazooie. I haven't figured out
    whether Grunty's Furnace Fun or the Tower of Trivia is the better one... ah well.
    Anyawy, this time it's a little different. You're up with Blobbelda and Mingella,
    who are also playing the game. Above you is a dangerous one ton weight. Anyway, this
    is how the rules work: it plays just like a regular quiz show that you see on TV all
    the time. Grunty will ask a question, and you have to buzz in to give the answer. If
    you get it right, you'll get two points. If you get it wrong however, you'll lose
    two points. And yes, you CAN go negative on the points. There are some points in the
    quiz show where you WON'T get two points for a correct answer; instead, you'll get
    only one.
    How to get one, you ask? Well, if Blobbelda or Mingella buzz in before you and
    answer a question incorrectly (which doesn't happen often), you can buzz in and give
    a correct answer. However, since it's now only a 50-50 chance, you'll get only a
    single point. It's the rules. Live with it. Likewise, you can get a question wrong
    and Blobbelda or Mingella can get it right, but they'll only get one point for their
    answer. You can view the amount of points you have below you. There are three three-
    minute rounds. Each time Grunty asks a question, you can do one of the following:
    either buzz in before she finishes (only do this if you already know the answer) or
    wait until she's done, when the answer choices appear. After she finishes the
    question, a five second timer begins.
    If no one answers the question within those five seconds (and that's really rare,
    since one of the two sisters will eventually figure it out if you don't) then Grunty
    will move on to the next question. When you buzz in, you have five seconds to pick
    an answer choice, so pick quickly. About half of the questions require you to look
    at a screen with a picture of one of the worlds. Unlike Grunty's Furnace Fun, you
    don't always have to identify the area. Sometimes you have to figure out what was
    wrong with the picture. Other times, you'll be asked to identify the one thing out
    of the three answer choices that is true. I HIGHLY recommend you don't buzz into
    until the question starts to be asked; the type of question can be different each
    Okay, to buzz in, press B. To answer, press A when you have selected your answer
    choice. In the first two rounds, you'll be competing against Blobbelda and Mingella.
    When the first round ends, the contestant with the lowest score will get killed
    (yeah, Grunty kills her own sisters when they save her from the boulder). For round
    two, you'll only have to face off against one sister. In round three, everything
    changes because both sisters are dead. Grunty will ask a question, but she won't
    give you the answer choices until you buzz in. That should be no problem; we've
    explored every nook and cranny of the game, so you should be able to answer anything
    halfway through the question. You have to get over fifteen points in the third round
    to win.
    Once you do, Grunty will take off to the top of the tower after Kazooie suggest that
    she does so. Watch the credits roll and then you'll see another cinema scene. Banjo
    and Kazooie run to B.O.B. and after some talk, Kazooie will reverse the control of
    the B.O.B. First person to be revived is King Jingaling. Next, Bottles is revived.
    Great, you've saved your two friends. Everyone comes to Bottles house to party
    (except you). If you try to come, they'll send you away because you haven't beaten
    the witch. Banjo will try to avoid beating the witch (although he was the one who
    wanted to chase after her in game one) but Kazooie will talk him out of it. When you
    gain control, go forward and talk to an old friend... Dingpot. Jump into him to have
    all eggs and feathers sent to max.
    Now head out through the hole where the laser sticks out.
    |                       Showdown (Cauldron Keep)                       SHDOWN      |
    Outside, go up left. Activate the WARP PAD (2). Now you can warp from the bottom of
    the tower to the top. You should have already gotten seventy Jiggies and completed
    the puzzle. Take a deep breath and go through. Ready to face Grunty?
                      BOSS: HAG 1 (Monstorous Mechanical Mud-Muncher)
                                 Difficulty: 10/10
    NOTE: me frog thinks you're a dirty little pathetic cheater if you do this with the
    HONEYBACK or HONEYKING cheat on. Since you've gotten this far, me frog thinks that
    you should try it WITHOUT any cheats helping you (but me frog does admit that he
    used the "EGGS" cheat during the battle). me frog shall say that anyone who does
    cheat is a horrible little creature who deserves to shrivel up. Well, not that
    extreme... but try it without the cheats, please...END NOTE
    Yes, you're reading right. A ten in difficulty. I'd give this an eleven, but I don't
    want to freak you out too much. Grunty in the HAG 1 makes her much harder than the
    fight in Banjo-Kazooie, and that was hard enough! Grunty goes through and astounding
    ten phases (unlike the five in the last game) before she finally blows. Anyway,
    Banjo and Kazooie come out to find that no one is resting in the dome area. They
    turn around to admire the view, while the HAG 1 sneaks up behind them. Grunty
    screams, "Revenge time!" and the fight is on.
                             Phase 1 (Simple laser blast)
    First off, let me explain the order of events. First, the attack will follow, the
    main attack. It's different for each phase. Once that's done (it takes a little
    while), she emerges from the hatch and pulls out a quiz card. Though the quiz was
    done, right? She took her questions with her, and she'll now ask you one of several
    questions (let me note that these questions will never appear in the Tower of
    Trivia). If you get the correct answer, she'll throw fireballs at you slowly. Get it
    wrong and she'll go fast. Again, you have the five-second time limit to answer, so
    be quick. They ARE simple questions, so you should always have the slow fireballs
    shot at you. When she's out of the hatch, you get the chance to hit her. I'll
    explain how to do that in just a second.
    Now, the attack for the first phase. Apparently, Grunty doesn't have that much
    experience with the HAG 1 because she doesn't know how to turn the lasers on. After
    locating the manual, she'll turn two lasers on. Wow. Hard. The HAG 1 will remain in
    the center of the dome and start rotating. The blue lasers rotate as well, so
    they're going to approach you. The lasers move slowly so you have one of two
    options: one, you can try to Talon Trot in the direction the lasers are going. Since
    they aren't going that fast, you'll be able to stay ahead of whatever laser is
    chasing you. After a little of this, Grunty pops out and asks her first quize
    question. Answer it correctly (or incorrectly) and the battle continues. Grunty will
    spawn a bunch of fireballs.
    She'll start hurling them at you. The speed of the fireballs depends on whether you
    answered the question correctly or not. You'll enter Beak Breagull mode, so it's
    time to do some first-person action! Switch to your grenade eggs as you strafe left
    and right (remember, strafing is the left and right C buttons). Use the up C button
    to aim at Grunty as she's firing spells at you. Keep strafing while doing this. Now
    fire a grenade egg. Grenade eggs have a slightly larger blast radius, and they take
    off three hit points. Shoot her with four grenade eggs and her health will stop at
    ninety (no matter what eggs you use, she'll always retreat at ninety health).
                          Phase 2 (Not-so-simple laser blast)
    Grunty realizes that she needs to sorta step on the gas (not literally though...
    that's later) and make it more difficult for Banjo and Kazooie. She'll turn on more
    lasers and increase the speed of the HAG 1 as it, again, rotates in a circle. Talon
    Trotting is not recommended, though if you're close to the HAG 1 you can keep the
    pace of the lasers. I don't recommend that. Instead, I recommend running AGAINST the
    force of the lasers. Whenever one comes toward you, jump. Don't try to Flutter over
    the second one, since you'll probably just land on it. And don't Talon Trot toward
    the lasers. Just run with Banjo and do a simple, normal jump and that'll be all
    that's required. Once this has gone on for a little, Grunty will ask you a quiz
    Again, you'll go into Breagull Blaster mode. Get her down to eighty hit points and
    she'll retreat into the HAG 1 once more.
                         Phase 3 (Bombs, er... missles away!)
    Although her brain is missing, Grunty figures out that the lasers aren't gonna cut
    it. She shuts down all the lasers and brings out a lovely Mortar Cannon. This Mortar
    Cannon is a red cannon that sticks out of the back of the HAG 1. The HAG 1 will
    rotate for a little while, then stop. When it stops, a missle will be shot out of
    the cannon. This missle can be easily dodged, but there's a catch. When the missle
    explodes, it splits into two smaller missles. These will fly in opposite directions,
    so one will approach you no matter what direction you're running in. So how to avoid
    this? Talon Trot to the left, and make sure you're running as fast as you can while
    Talon Trotting. When the cannon shoots out, continue to Talon Trot and the main
    missle will miss.
    When the smaller missle comes at you, jump (while continuing in the same direction)
    and you should avoid the missle. It may look like she's going to hit you, but she
    won't so don't worry. Once that's over with, it's another round of Breagull
    Blasting. Get her down to seventy points with the grenade eggs to enter phase four.
                 Phase 4 (Two trouble times two trouble equals lots of trouble)
    At seventy, it will occur to Grunty that she needs additional firepower. So she
    brings out a second Mortar Cannon. Since two cannons are firing, the strategy will
    change a little bit. Again, the missles will (simoltaneously) land and then they
    will both spit out two missles, one in each direction. So now you have two missles
    coming at you. Talon Trotting and jumping works SOME of the time, but  you'll
    sometimes get hit. So you'll want to run with regular Banjo and when the two missles
    approach you, jump and use the Flutter move. You'll hover in the air as the missles
    pass under you. Quickly land and continue running. With Banjo's slow run it may be a
    little more difficult to get away from the missles, but you should manage. After
    that, it's Breagull Blasting.
    Get her down to sixty hit points to enter phase five.
                    Phase 5 (Wow! The HAG 1 actually knows how to move?)
    Well, the name of the phase should sorta give you the idea. Yeah, the HAG 1 is going
    to start moving towards you. This is where it gets a little harder. The drill will
    turn on AND Grunty will switch two lasers on. The HAG 1 will charge toward you,
    spinning in a circle at the same time. You NEVER want to stay in front of the HAG 1
    for two reasons: one, the drill is there. Two, we'll need to get to the back to
    complete this phase anyway. Okay, get into Talon Trot mode. As the HAG 1 starts to
    spin, head to the back of it by jumping over the lasers. When you get to the back,
    start heading in the same direction the HAG 1 is heading in. Since the HAG 1 moves
    slowly, it's easy to stay in the back. Eventually, Grunty will pop out and give you
    the usual trivia question.
    Okay, when you get it right/wrong, you will NOT want to start shooting spells at
    Grunty. It won't work. Instead, stay in the back, facing the back of the HAG 1 at
    all times. You don't even have to look up. Just strafe left or right when the
    fireballs come at you, keeping your eye on the back at all times. The lasers are
    still on, so don't stray TOO far. While strafing, switch to Clockwork-Kazooie eggs,
    because we'll need them in a second. After lots and lots of fireballs, the HAG 1
    will have a brief engine stall. When this happens, quickly send a Clockwork-Kazooie
    egg out and have it head through the hole below the liecense plate. You are now
    inside the HAG 1. A minion rests here, as well as two batteries. Avoiding the
    minion, choose a battery and blow it up.
    That's one of two batteries destroyed, so she'll make you life a bit tougher after
                   Phase 6 (You like your honeycombs? Say goodbye to them.)
    The HAG 1 increases the speed of the Digger, and all the lasers are switched on.
    It'll approach you faster, so you'll REALLY have to Talon Trot quickly if you want
    any hope of getting away from the HAG 1. You need to somehow locate the back and
    stay as close to the back as possible. You won't be able to stay to it for the whole
    time now, since the HAG 1 is faster than you. Jump the lasers as they pass and
    follow the back. Sometimes, Grunty will throw in a nasty trick of having a sudden
    change of direction. If you're really focused on sticking to the back and don't pay
    attention, you'll charge straight into the laser. You have to follow it in the other
    direction now. Continue to do this for a while, making sure not to get backed into a
    Otherwise, you'll be sliced up by either the drill or the lasers. After a long,
    torturous time, Grunty will finally pop up and ask her trivia question. Once that's
    over with, head to the back once more. Again, strafe left and right while facing the
    back. The fireballs go on for a while, so keep strafing until you finally exit the
    Breagull Blaster mode. The engine stalls once more, as fire another Clockwork-
    Kazooie egg out and head into the Digger machine. Avoid the minions as you make your
    way to the remaining battery. Blow it up to have the power of the Digger fail
                   Phase 7 (If you can't beat this phase, you're hopeless)
    Well, since Grunty has no more power in the HAG 1, she has to go as low as simply
    shooting lots and lots of fireballs. Oh yeah, she also abandons the triva questions,
    and just fires the fast fireballs constantly. However, if you keep strafing left and
    right, the fast fireballs won't be any more difficult to avoid than the regular
    fireballs. Oh yes, let me mention one more thing: you're in Breagull Blaster mode
    for the rest of the battle now, and you'll need to be an expert at aiming for the
    later phases. Be ready for some difficult parts. Anyway, you simply need to fire
    grenade eggs at Grunty until she hits thirty hit points.
                    Phase 8 (Wait, you've made it this far? Cheater.)
    Grunty wonders if there's any other tricks left for her to do. Right after that, she
    realizes that she DOES have something, a pathetic something. Another hatch will open
    and out comes a minion. It looks like the HAG 1 can only carry six or seven minions,
    but you can kill as many as you want and they'll STILL come out at you. So you have
    to avoid the minion. The strategy changes here; you can no longer strafe left and
    right unless you want to minion to kill you instantly (you should only have two or
    three honeycombs left). Instead, aim up at Grunty and start strafing left, going in
    circles around the HAG 1. The minion will chase you, but it won't be able to catch
    up. Make sure to keep your aiming sight on Grunty at all times because if you have
    to adjust, the minion might get a shot at you.
    Fire five grenade eggs at her to get her down to her last fifteen units of health.
               Phase 9 (If she did this at the start, she'd have a guaranteed win)
    Yeah, Grunty will realize that there's toxic gas stored in the bottom of the HAG 1.
    She'll then release the toxic gas, which can deplete your oxygen. Okay, you have to
    deal with a minion, fireballs, AND you have a limited time before that gas is
    released and takes you out of the battle. We've miracuously made it this far, so we
    do NOT want to have to start everything over again. Continue to strafe in a circle
    around the HAG 1 while keeping your aiming sight locked onto Grunty. Shoot her with
    five grenade eggs quickly, before your oxygen runs out. If it does, you'll start to
    lose health very quickly. NOT a good thing. When she gets to one final hit
                    Phase 10 (Getting a little desparate, eh Winkybottom?)
    That's right, Grunty reveals accidentaly that her last name is Winkybottom. Uh...
    okay then. Anyway, she's abandoned the toxic gas so you can breathe again. She's
    conjured up a super-fast spell that you can BARELY avoid by strafing. You should be
    at VERY low health (I'm betting one or two honeycombs) so we can't afford to get
    hit. Hitting Grunty after she fires the spell does no good. Here's what to do: make
    sure you continue to strafe in a circle, because that's the best way to avoid this
    fast fireball. When Grunty begins to charge the spell (as in she has it in her
    hands) fire a grenade egg. She'll drop the fireball into the HAG 1. Before she is
    able to find it and throw it out, it'll explode. This completely blows up the HAG 1,
    along with Grunty.
    Whew... that was one of the toughest boss battles in history.
    |                               Ending                                    END      |
    Grunty blows up, and Banjo and Kazooie instantly return to Bottles' House to find
    that the party has ended. Jmajrs will blame Kazooie for taking so long with Grunty,
    and Kazooie will respond by saying that Jamjars hid in his hole the whole time.
    Mumbo turns on Wumba and accuses her of hiding out in her wigwam, and Wumba
    threatens to turn Mumbo into a frog. Mumbo threatens to summon the giant golden
    statue to kick Wumba's butt. After a little more aruging, Banjo and Kazooie will get
    an idea and tell Jamjars, Wumba, and Mumbo to follow them. Cut to the top of
    Cauldron Keep, where they're playing a hackey sack game with Grunty's head
    (according to Kazooie, it's a "kick around"). Grunty threatens to get revenge on
    Banjo in Banjo-Threeie.
    That'd be AWESOME... if it existed. Banjo-Threeie has didn't exist, doesn't exist,
    and never will exist. Sorry guys...
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%       Secrets        %%%%%|         SECRET      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    Here are the secrets to the game. Thanks to the GameFAQs Codes and Secrets page for
    this information.
    NOTE: Some of the cheats here can be gotten by playing thorough certain parts of the
          game. If you won't want to get through those parts, then you'll have to spell
          the code backwards. When there's a code that can be spelled both forward
          (because you already received the cheat) and backward (because you didn't
          receive the cheat but want it anyway) I'll list both ways.
    This will open up all of the worlds. Really no point, since you have to learn lots
    of moves before actually being able to do something in the world.
    If you want to make the game easier, but don't want it to be TOO easy, then this is
    the cheat for you. This cheat makes Banjo run faster.
    This will double your egg count. You only need five pages to get this, so why don't
    you just get the damn pages instead of being lazy?
    This will double your feather count. Usefule code.
    If you want to make the game harder, but don't want it to be TOO hard, then this is
    the cheat for you. This cheat makes baddies run faster.
    This will open up the sound test at Jolly's. You have to get all of the Cheato Pages
    to get this from Cheato, so I don't blame you if you type the code in backwards.
    This makes your eggs homing. You have to give Heggy a mystery egg before she gives
    this cheat to you.
    Again, Cheato gives this to you. You won't suffer any damage form falls.
    This plays the cast list of the game. Meh, it's an okay list...
    To get this honorably, you have to enter Madame Grunty's Fortune Telling Tent in
    Witchyworld about 405938404938 times. She'll eventually get the fortune that tells
    you this secret cheat. It's VERY rare, so you may want to enter it backwards. All
    the signs in Jiggywiggy's Temple tell you how to get the Jiggies now. Useful... IF
    This cheat will slowly replenish your energy. It's pratically infinite health, since
    it replenishes so fast.
    If you get extremelly desparate, this cheat will you both infinite health and
    infinite oxygen. How sad and pathetic you are :)
    You have to answer the riddle behind Jiggywiggy's Temple for this cheat. Otherwise,
    just type it backwards. This will give you unlimited feathers and eggs.
    This lets you see all the cinema scenes in the VCR
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%      Legal Info      %%%%%|           LIFO      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |MAJOR NOTE: This FAQ will be hosted by ONLY GAMEFAQS.COM, IGN.COM,          |
    |matter how many times I say don't, WAY too many people take my FAQs without |
    |my permission. I have grown to trust only these four sites, who haven't     |
    |actually stolen any type of work from people. Even if you want my FAQ, sorry|
    |but thanks to some certain sites, only these four are allowed to host it.   |
    Note that if you DO steal my FAQs, you will regret it. Seriously regret it.
    Stealing someone's work without asking is something that FAQ writers get really
    pissed off at. Stealing someone's work and crediting someone else for it is
    PLAGIARISM! That is a SERIOUS violation and I assure you, you'll pay dearly if
    you plagiarize any of my work.
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    |                     |%%%%%        Contact       %%%%%|           CIFO      |
    |                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                     |
    AIM Contact
    I tried, I really did, for nearly a year to allow people to IM me for questions.
    However, people seem to not respect the rules. I understand that there were many
    that did, and I'm sorry this had to happen, but I am moving to a closed list.
    There have been many pointless IMs, including people who bash, advertising
    people (0_0), spammers, and people who "wnt to maek convursashon bye tlking liek
    thiz" which gets incredibly annoying. So it's only e-mail now, sorry.
    E-mail contact rules
    My e-mail address is cskull@frogdesign.com. There are a few things that
    you can e-mail me about, and few things that you can't. First the
    things that are okay.
    Information on the game. No this does NOT mean full world guides,
    because if it isn't there I haven't gotten to them yet but I will. It means
    additional TIPS on beating a world or correcting information that I messed up.
    Secrets are _TOTALLY_ accepted.
    Praise mail. I used to be against this, but now I realize how rare praise really
    is. Just don't send me things like, "Yer faq is kewl, lol!!!"
    Suggestions for the FAQ. Something like, "Why don't you add such and
    such in your FAQ. NOT "Why don't you totally re-do your FAQ because it
    sucks!" That is just plain rude and annoying. If you don't like my
    FAQ, tell me things to make it better!
    The things that you CAN'T e-mail me about are...
    Spam. This is the NUMBER 0NE thing that you must not send. I get at least twenty
    spam e-mails a day and I don't need yours it doesn't help. Please don't send any.
    Asking permission to use this FAQ. No, you can't, so don't bother. Only four
    sites, which I have listed at the top of the guide, can use this FAQ.
    Hate mail. No I don't appreciate it if you send me an e-mail saying, "Your FAQ is
    the biggest piece of **** ever created! It sucks!" That just
    fills up my inbox and it really annoys me.
    Spelling/Grammar mistakes. I used to get about ten e-mails a day
    saying, "You spelled these two words wrong." or something like, "You
    used inappropriate grammar in this chapter." Please people! I can find
    those on my own!
    And that wraps up the contact. Once again my e-mail is:
    |                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                    |
    |                      |%%%%%    Credits/Closing   %%%%%|          CRCL      |
    |                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                    |
    CJayC: His awesome game site, and for posting this guide on it.
    shoecream: he created that cool ASCII art at the top.
    GameFAQs Codes and Secrets page: for the codes I couldn't track down, I was able to
    use this page as a referance.
                       / _|
     _ __ ___    ___  | |_  _ __   ___    __ _
    | '_ ` _ \  / _ \ |  _|| '__| / _ \  / _` |
    | | | | | ||  __/ | |  | |   | (_) || (_| |
    |_| |_| |_| \___| |_|  |_|    \___/  \__, |
                                          __/ |
    You can check out all of my other work at:
    This FAQ is copyright 2004-2005 Colin Scully.

    View in: