FAQ/Walkthrough - Guide for Banjo-Tooie

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         ||____    ____||  __  \\  //  __  \\ _____  ||  ______||
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                 ~An FAQ/Walkthrough Created By: Croco~

________________________________________________________________________

This Document is Copyrighted 2000-2001 by Croco. Any reproduction of this
document in part or in whole without the author's consent is strictly
forbidden. If the reader wishes to use the FAQ for their personal and private
use only, then a printed copy may be made.

This complete FAQ/Walkthrough to the Nintendo 64 game Banjo-Tooie
Includes the Following Features:
     *All the Levels Covered in Full
     *Where to Find Collectibles Such As Jiggies, Jinjos, and More
     *Lists of Enemies, Items, Objects, and Transformations
     *Guide to the Multiplayer Mode
     *Guide to the Game's Secrets
     *More! Read On...

Contact Me: [email protected] (See Part 4, Section 5 for details)


-VERSION HISTORY-
------------------------------------------------------------------------
This is currently the Final Version of the Croco FAQ/Walkthrough for
Banjo-Tooie, Created 4/21/2001.

Final Version - Created 4/21/01
Wow, who'd have thought that I'd actually finish this FAQ? After those couple
months of no progress, I bet you didn't think it would ever be complete. See,
your good friend Croco doesn't let you down... at least not all the time.
Anyway, I've wrapped up the last remaining parts in the FAQ, of most interest
the Cloud Cuckooland and Cauldron Keep Walkthroughs. The last thing I've added
is a few samples for the Tower of Tradgey Quiz Questions. Well, this is it.
Th-th-th-that's all folks!

Version 1.6 - Created 4/9/01
Due to the whining and nagging of all you readers (Croco! Please update the
FAQ! Croco! Please update the FAQ!... yech), I've decided to fulfill all of
your wishes and put some more stuff in the FAQ you've come to know and love. As
expected, this update includes a walkthrough to the Hailfire Peaks stage, but
there's also some new things, such as codes that allow you to get the secret
items in Banjo-Kazooie and a history of the connection between the two games.

Version 1.5 - Created 2/4/01
Gee, it's nearly been a month... where does the time go? If you're wondering
what wily shenanigans I've been doing throughout January, I'll let you know
that I didn't update due to laziness. Well, actually, after a year of hard work
on my FAQs (yup, my 1st FAQ Writing Anniversary was on the 11th!), I decided
that I've earned a little break. After a few weeks of doing nothing, I'm back
and ready to write. This update includes everything you need to know about the
incredibly-complex level, Grunty Industries.

Version 1.4 - Created 1/5/01
Well, since the webmaster of GameFAQs (CJayC) took a little time off (good for
him), I didn't get to update right before Christmas like planned. But I
probably wouldn't have anyway, knowing my work habits. Anyway, after having a
nice long break, I'm back for the first update in 2001! Terrydactyland is
complete.

Version 1.3 - Created 12/18/00
Hey hey! Sorry for taking almost a week for this update, but there was another
FAQ that I wanted to update (still haven't, but getting closer to updating it).
But I bet you don't care about that other FAQ, just this one. So what's new?
Like usual, a new level has been added to the Level Walkthroughs, this time
Jolly Roger's Lagoon. I still haven't gotten around to getting some of the
Tower of Tragedy Questions here, but I hope to within the next couple updates.

Version 1.2 - Created 12/12/00
Only 13 days until Christmas. Wow, I'd better get some of my shopping done.
Stupid greedy pigs! Nonetheless, I've managed to come out with another update,
which seems to be beginning a trend of an extra day added on between updates.
My first update was three days after the first version, this one is four days
after Version 1.1, and I expect to update again in five days. Woe is you, being
forced to wait longer and longer for more of my magnificent work (ahem, of
course it is). Take a look at the new WitchyWorld guide, as that's pretty much
all I've added this time around.

Version 1.1 - Created 12/8/00
Hey, it's Friday, the beginning of the weekend! Why not celebrate with another
update? I know, incredible, aren't I, getting by my severe laziness and having
an update in three days? So, wondering what's new? This update includes the
Glitter Gulch Mine Walkthrough, the complete Transformations Guide, and updates
to the Secrets Section (including a new section, the Code Guide).

Version 1.0 - Created 12/5/00
Another new FAQ, another first Version. How nice, I got this one out earlier
than I expected. I was planning at first for this to come out on the fifth, but
then decided the tenth would be more realistic. Strangely, progress was faster,
so I got it out by the original date of the fifth. Crazy. Anyway, since I did
get this out sooner, it's less than complete. Level 1 is the only one completed
as of now, but also in this FAQ is Spiral Mountain and some of the Isle O'
Hags. Some more sections that are complete include the Multiplayer Mode, The
Secrets, Parts 1 and 5, and much of Part 2. Updates are sure to follow shortly,
so stay tuned.

------------------------------------------------------------------------

UPDATE NOTICE: New to this Version is the Cloud Cuckooland and Cauldron Keep
Walkthrough, as well as updates to the Spiral Mountain and Isle O' Hags
Walkthroughs. Also included are a few samples of the Tower of Tradgedy Quiz
Questions.

FINAL VERSION ADDITIONS: As we all know, even with the Final Version around,
sometimes additions need to be made. This isn't an official update, but there's
a lot of new things put in here. In this minor update, I've gotten the entire
FAQ copy edited by Trevor Covert. What a job it was for him to not only do it,
but for me to make the corrections! Of most importance is a new section devoted
entirely to answering how you can beat that dastardly Canary Mary in Cloud
Cuckooland. Also included are a few new FAQs to satiate your question needs.

________________________________________________________________________

~TABLE OF CONTENTS~

I. Part 1- Introduction
   1. Introduction
   2. The Story Behind This FAQ
   3. Game Story
II. Part 2- Basics and Guides
   1. Controls & Play
   2. Characters
   3. Collectibles/Items
   4. Special Objects
   5. Basic Moves
   6. Advanced Moves
   7. Enemy Guide
   8. Transformations
III. Part 3- Level Walkthroughs
   1. Training Area: Spiral Mountain
   2. Overworld: Isle O' Hags
   3. Level 1: Mayahem Temple
   4. Level 2: Glitter Gulch Mine
   5. Level 3: WitchyWorld
   6. Level 4: Jolly Roger's Lagoon
   7. Level 5: Terrydactyland
   8. Level 6: Grunty Industries
   9. Level 7: Hailfire Peaks
  10. Level 8: Cloud Cuckooland
  11. Level 9: Cauldron Keep
IV. Part 4- Multiplayer, Secrets, and More
   1. Multiplayer
     a. Characters/Options
     b. Games
   2. Secrets
     a. Secret Items
     b. Cheato's Cheats
     c. Code Guide
     d. Banjo-Kazooie Codes
   3. Jinjo/Empty Honeycomb Guide
   4. Tower of Tragedy Questions
V. Part 5- Miscellaneous
   1. Additional Tips
   2. Rare Connections
   3. Frequently Asked Questions
   4. How to Beat Canary Mary
   5. Contact Info
   6. Credits/Other
   7. Closing Statement

_______________

*: This symbol indicates that this section has been started on, but is
currently under completion. Expect more in future updates.
**: This symbol indicates that this section has not been started on at all.
When it will be started on is usually based on the order it is on the list.
 : No Marks indicate the section has been completed.

Where Should You Go?
Part 1- Generally just an Introduction and not much information that
   will help you beat Banjo-Tooie or collect items. Look here for fun,
   not for info.
Part 2- This describes the basics, but also has some guides to other
   things such as transformations, enemies, and characters, which could
   be helpful, and at the very least interesting to read.
Part 3- If you're stuck finding something on one of the Levels, look
   here. The walkthrough includes Jiggies, Jinjos, Jamjars' Moves,
   Cheato Pages, Empty Honeycomb Pieces, Notes, and more, as well as
   where the levels are located and what it takes to get in.
Part 4- This section not only covers the Multiplayer Mode, but also
   secrets found in the game. You can also find a guide to how many
   Jinjos you need to complete the families and how many Honeycomb
   Pieces are needed for a new energy piece. The last section goes over
   some of the questions on Grunty's Tower of Tragedy Quiz.
Part 5- If you've looked in the other sections and haven't found
   anything, this is where some additional tips are located. If they
   don't help you, feel free to send in an e-mail, but first check this
   part for details on how to do so. Also, there's a section on
   connections between Banjo-Tooie and other Rare games, which is very
   interesting. Finally, I wrap up the FAQ here.



________________________________________________________________________
 ____                                                             _____
| __ \===========================================================|_   _|
|   _/******************* PART 1: INTRODUCTION ********************| |
| __ \=============================================================| |
|____/                                                             |_|

              =============== INTRODUCTION ===============

     Banjo-Kazooie... Rare's Mario, released over two years ago in the summer
of 1998. For those of us that played it for hours and collected all the
Jiggies, a special ending was shown. That crazy shaman Mumbo Jumbo fell down
from the coconut tree with pictures... pictures of the sequel.
     While it took a lot of us a while to get it through our heads that this
"Banjo-Tooie" Mumbo talked about was a sequel, when we did discover the meaning
of these things we were overjoyed. We would get to play another Banjo, a
sequel. This sequel to the first game was announced already, and was something
to look forward to. And those pictures that Mumbo showed of the places that
were impossible to reach, we would finally be able to get the items shown when
the new game would come.
     Well, finally we'll get a chance to go back and do those things. Or can
we? It seems that the gaming community is having a hard time deciding whether
or not you can either go back or at least access new areas in Banjo-Kazooie
with information gained in Banjo-Tooie. As great as it would be to do this (and
after disappointedly getting the Ice Key and Mystery Eggs), it's much more
exciting to have this great new game to play. Is it as good as Kazooie? That's
up for you to decide. I can tell you, though: it's an excellent game.
Banjo-Tooie is a game filled with wonders, wonders that all should experience.


________________________________________________________________________

        =============== THE STORY BEHIND THIS FAQ ===============

     I'll get to the point: I hope to make this one of my biggest (not size,
but in quality and popularity) FAQs yet. That's not an easy task for someone as
incredibly talented as me (of course I am, you know it), but I like a
challenge. In all seriousness, though, it's going to take a bit of work to make
this FAQ great. So, I've decided to do things a little differently. In all of
my previous FAQs, there are four main parts, each relatively the same. In this
FAQ, there are five. I felt another part as needed, because some things just
didn't go in the others. Not only does this organize things better, it allows
me to go into things that I probably wouldn't have incorporated elsewhere in
more detail. For those of you that will read more of my FAQs, you might be
wondering whether the five-part FAQ will stay. I'm not sure myself, but I can
tell you one thing: it's gonna help make this FAQ one of my best yet!

________________________________________________________________________

               =============== GAME STORY ===============

     For those that are interested about how Banjo-Tooie is set up (hmm...
perhaps you fell asleep during the opening cutscene?), here's the game's story.
For those that are lazy, I sum it up at the end.

~THE STORY OF BANJO-TOOIE~
     _
    /-\
   /_|_\ midnight storm raged outside, and Banjo the bear nodded ruefully as he
observed the varying fortunes of the players huddled around the card table. His
breegull partner, Kazooie, was losing badly, and Bottles the mole was about
even. It had been a good night, however, for Mumbo Jumbo, the shaman who was
shaking excitedly as he dealt the next hand.

"S-Stop rocking the t-table-you're s-spilling our d-drinks!" Kazooie squawked
accusingly at the shaman.

"N-Not Mumbo. W-Whole h-house s-shaking," Mumbo replied unsteadily.

He was right, Banjo's house was shaking, but it suddenly ended just as abruptly
as it had begun.

"I wonder what that was? Perhaps someone should go and take a look," Bottles
blinked nervously.

"Mumbo much brave. Me go outside," declared the shaman confidently, striding
toward the door and out into the howling storm.

As rain pattered down on his bony head, Mumbo noticed two witches hurrying
toward where Banjo's arch enemy, Gruntilda the witch, had been buried two years
before. By the time he found a suitable hiding spot close to the action, the
two witches were standing in front of the boulder that covered Grunty's grave,
mumbling in a strange language. Suddenly the large boulder rose into the air
and vanished!

As the smoke cleared, a figure slowly emerged from the freshly-opened grave-it
was Gruntilda! But it wasn't the Grunty they all remembered. The two years she
had spent underground had taken their toll on her warty body, reducing her to a
mere skeleton! Grunty looked down at her bony body in disgust.

"Nice Grunty looks. Lost weight you have," the thin witch grinned.

Grunty glared at her sisters. "I hate bones, a body I need. Can you help me
with this little deed?"

Just then, Mingella, the thin witch, turned in Mumbo's direction and pointed a
long, crooked finger toward him. "Arrgghh! Seen us, bony man has!" she
screeched.

"Leave it to me-he's no hassle. I'll kick butt, then off to the castle!"
cackled Grunty as she lumbered after him.

Mumbo fled frantically from his hiding place and crashed through the front door
of Banjo's house. "Grunty spell coming! Quick, must all run!"

Gruntilda watched gleefully as the bright light of her spell slammed into the
side of Banjo's house, reducing it to a pile of smoking rubble. Cackling
maniacally, she hurried across to where her sisters were waiting.

The three of them climbed into the giant digging machine Mingella and Blobbelda
had used to tunnel their way to Spiral Mountain. As they headed back to their
castle, the two fleshy sisters described a machine they had created.

They explained to the skeletal Gruntilda that it could suck the life force from
the ground itself and from any creatures standing on it. Once enough of that
life force had been collected, they could use it to restore her former bloated
body. Grunty couldn't wait to give it a try!

Some time later, a very groggy Banjo sat up on the grass where he'd been thrown
when the spell struck. Kazooie emerged from the safety of his backpack and
watched in amusement as Mumbo rubbed his bruised skull gingerly.

"Ooooh, Mumbo's head hurt," the shaman groaned.

Banjo surveyed the smoldering wreckage of what used to be his house. "Well, at
least everyone got out safely..." he sighed.

"Hang on. Where's Goggle Boy?" trilled Kazooie.

Everyone turned to look as a blackened shape stumbled out of what was left of
the house. Bottles wobbled and staggered toward his friends, then collapsed to
the ground and lay there motionless. Banjo and Mumbo rushed to help the
stricken mole.

"Grunty's killed poor Bottles!" the bear gasped.

Kazooie screeched excitedly. It seemed like such a long time since their last
adventure. "Those witches are gonna pay! C'mon, Banjo, let's go!"

~TO SUM IT UP~
Gruntilda is freed from her grave, destroys Banjo's house, and kills Bottles.
As you can imagine, Banjo might not be too happy. But there's more trouble to
come...



________________________________________________________________________
 ____                                                             _____
| __ \===========================================================|_   _|
|   _/***************** PART 2: BASICS AND GUIDE ******************| |
| __ \=============================================================| |
|____/                                                             |_|

             =============== CONTROLS & PLAY ===============

     Here I'll go over how to control the game, as well as a few special
controlling tricks that may be helpful to know. After that, I'll explain the
game basics, such as how to open levels and what Jinjos are for.

~CONTROLS~
-Control Stick: This moves Banjo, and he will move at different speeds
 depending on the pressure applied.
     *Very Slight Push: Banjo will tiptoe. This is helpful for sneaking
      up on sleeping characters.
     *Moderate Push: Banjo will walk. This is good for places where you
      need to move carefully, such as when you are high in the air on a
      rope.
     *Full Push: Banjo will run. This is the best way to get around.
-A Button: This makes Banjo jump.
     *Tap: Banjo will jump.
     *Hold: Banjo will jump higher.
     *Press While in Air: Kazooie will help slow the decent.
-B Button: This is the action button. When standing still in front of a
 sign or character, Banjo will read/talk. In any other location, Kazooie
 will attack when standing still and Banjo will roll while running.
-Z Button: This makes Banjo duck.
     *Z+A: Banjo will do the Flip-Flap jump, which allows him to jump
      higher than usual.
     *Z+B: Banjo will do the Beak Barge, which is a charging attack.
-Top C: Switches to first person view (Banjo cannot move).
-Bottom C: Makes camera zoom out. There are three camera distances.
-Left C: Moves camera to the left. Hold it to continue camera movement.
-Right C: Moves camera to the right. Hold it to continue movement.
-R Button: This has several functions.
     *Hold: The camera will move behind Banjo.
     *Tap: Brings up egg list. Press R again to select a different egg
      type.

-WHILE SWIMMING-
-A Button: Banjo does the flutter kick. This gives you more control of
 Banjo's movements, but is very slow.
-B Button: Kazooie does the wig stroke. This gives you good speed, but
 is harder to control.

-DURING TEXT-
-A Button: Will speed up the text.
-Z Button: Will slow down the text.
-B Button: Will cancel the text.
-Hold L & R, Press B: Will cancel even important text (though some
 cannot be canceled ever).

~GAME BASICS~
-Collecting Items: The main focus of the game is to collect certain items. The
most prized item is the Jiggy, which will allow you to progress further into
the game. Notes are another important item, as they allow you to learn new
moves. The other items, however, pretty much simply help you in your quest. For
example, collecting Empty Honeycomb pieces will raise your energy level. While
helpful, it is not necessary.

-Opening Levels: Opening levels is different from Banjo-Kazooie. To do so, you
must complete one of Jiggywiggy's Challenges. However, Jiggywiggy will only
allow you to attempt these challenges once you have enough puzzle pieces. If
you do, you can either walk into his temple or transport there from the yellow
Jiggy statue outside the level's entrance.

-Jinjos: Jinjos are scattered throughout the Isle O' Hags and the levels. In
the Jinjo Village, there are nine houses. Each contains a specific colored
Jinjo family, with a specific number of members. When all are reunited, they
will show their thanks with a Jiggy.


________________________________________________________________________

               =============== CHARACTERS ===============

     While this game is filled with a bunch of crazy and lovable characters,
the main ones are listed below, along with some information that you may find
useful... or at least interesting.

-BANJO-
Appearance: Bear wearing fashionable yellow shorts and blue backpack.
Role: Main character (along with Kazooie), i.e.- you control him
Status: Returnee from Banjo-Kazooie
Home: Spiral Mountain               Gibberish Quote: "Guh-huh!"
Description: Banjo the Honey Bear prefers a quiet life to the thrill of
   adventure that his breegull partner seeks. Unfortunately for him,
   Gruntilda's up to her old tricks, so he won't get to relax anytime
   soon. And this time around, Banjo will have to learn some new tricks,
   since his partner plans to ditch the backpack and head out alone...

-KAZOOIE-
Appearance: Red-crested breegull
Role: Banjo's partner and main character.
Status: Returnee from Banjo-Kazooie
Home: Spiral Mountain               Gibberish Quote: "Bree!"
Description: This red-crested breegull is ill-mannered, foul-mouthed,
   and proud of it! She's the attacking force behind the formidable
   bear-and-bird partnership, but Banjo's steady head makes too many
   sensible decisions for her liking. Kazooie can't wait to see what
   kind of trouble she can get herself into once she's free from his
   backpack!

-BOTTLES-
Appearance: Short-sighted Mole
Role: Reviews Moves from Banjo-Kazooie, One Reason for Quest
Status: Returnee from Banjo-Kazooie
Home: Isle O' Hags (Bottles' House)
Description: This timid mole's moves enabled Banjo and Kazooie to
   defeat Gruntilda in their first adventure. But he chose the wrong
   night to visit his old friends as the recently-exhumed witch blasted
   him with her fatal spell. Will Bottles ever see his family again? The
   bear and bird are his only hope...

-JAMJARS-
Appearance: Rhyming Military Mole Sporting Sunglasses
Role: Teaches Advanced Moves
Status: New Character
Home: Unknown                       Gibberish Quote: "Hey-huh!"
Description: As different from his brother as chalk is to cheese,
   Sergeant Jamjars joined the mole military when he was just a nipper.
   Those years of rigid rodent discipline may explain his lack of
   manners and nonexistent sense of humor, but his advanced ability
   training will be essential if Banjo and Kazooie are to stand any
   chance of defeating the evil coven.

-MUMBO JUMBO-
Appearance: Shaman with Skull on his Face
Role: Best Shaman in All Game (will perform magic)
Status: Returnee from Banjo-Kazooie
Home: Various Skulls                Gibberish Quote: "Oobalaka!"
Description: This skull-headed shaman has spent the last two years at
   witch doctor school, so his mysterious powers have never been
   greater. Mumbo hopes that this time he'll get a chance to leave the
   safety of his skull hut to show Banjo and Kazooie what he can really
   do with his newfound skills.

-HUMBA WUMBA-
Appearance: Sexy Native American with No Mouth
Role: Best Magic Person in All Game (transforms Banjo and Kazooie)
Status: New Character
Home: Various Wigwams               Gibberish Quote: "Han-na!"
Description: The Isle O' Hags' resident magic user takes none too kindly
   to the intrusion of Mumbo Jumbo and his supposed reputation. She,
   too, has the ability to transform subjects into other forms and is
   determined to expose the shaman as the amateur that he is.

-KING JINGALING
Appearance: Large Jinjo with Crown
Role: Rules Over all Jinjos
Status: New Character
Home: Jinjo Village
Description: King Jingaling is the king of all things Jinjo and the
   ruler of Jinjo Village. At least he was before Grunty and her sisters
   plowed through the peaceful kingdom with their digging machine,
   scattering his subjects to the far corners of the island.

-MASTER JIGGYWIGGY-
Appearance: Figure in Cloak with Jiggy for its Head
Role: Opens New Worlds, Controls the Power of the Jiggies
Status: New Character
Home: Isle O' Hags (Wooded Hollow)
Description: Little is known about the ancient order of the Jiggywiggy
   except that it is based in a bizarrely-shaped temple and led by a
   recluse known only as Master Jiggywiggy. Legend has it that Master
   Jiggywiggy controls the all-powerful Crystal Jiggy and that those
   seeking help must first prove their worth...

-HONEY B-
Appearance: Giant Bee
Role: Gives Banjo and Kazooie More Life Energy
Status: New Character
Home: Isle O' Hags (Plateau)
Description: She is one of the few friendly characters you're likely to
   meet on Grunty's Isle O' Hags. In exchange for the tasty empty
   honeycombs she craves, Honey B will provide passing travelers with
   much-needed extra energy. Be on the lookout for her distinctive
   home-a gigantic beehive, naturally.

-MINGELLA & BLOBBELDA-
Appearance: Thin and Fat Witches, Sisters of Gruntilda
Role: Plan to Help Grunty Get Her Body Back
Status: New Characters
Home: Isle O' Hags
Description: The comical appearances of tall, thin Mingella and short,
   fat Blobbelda disguise this pair's magical prowess. Not since
   childhood have these two been united with their sister Gruntilda, but
   now the odds have suddenly swung back to three against two in their
   favor.

-GRUNTILDA-
Appearance: Large Bony Old Witch
Role: Main Enemy
Status: Returnee from Banjo-Kazooie
Home: Gruntilda's Lair
Description: The small matter of being dead and buried isn't enough to
   finish Banjo's arch enemy. And now, thanks to her grave-robbing
   sisters, Grunty is back and almost as good as before. Her
   subterranean stay may have reduced her to a mere skeleton, but she's
   wasted no time in blasting poor Bottles into oblivion and devising
   an evil plan to restore her carcass back to its former bloated
   glory.


________________________________________________________________________

           =============== COLLECTIBLES/ITEMS ===============

    In this section I'll go over the things you'll collect in Banjo-Tooie, and
of course descriptions on what they do. Also here are items, such as feathers
and eggs that appear throughout your quest.

-JIGGIES-
Type: Collectible                   Number Per Level: 10
Jiggies are the number one item to collect. They allow you to progress through
the game and unlock new levels. They are the reward for most tasks you must
perform in levels, and ten can be found in each level you visit.

-NOTE NEST-
Type: Collectible                   Number Per Level: 16
Like most abundant items returning from Banjo-Kazooie, Notes now come in a
nest. Each Note Nest contains five notes, so now you'll always have a nice
round number of notes. These are usually fairly easy to find, as they aren't
hidden away, and two or more nests usually appear together. There are a total
of sixteen Note Nests in each level.

-TREBLE CLEF-
Type: Collectible                   Number Per Level: 1
These are like super-Note Nests, and contain twenty notes (fifteen more than
the normal note nest). There is only one of these in each world, and it's
hidden a little better than the normal Note Nests.

-JINJOS-
Type: Collectible                   Number Per Level: 5
The lovable Jinjos return, and once again they are strewn throughout the
levels. With the power these guys possess, how are they captured/frightened so
easily? Anyway, these guys are waiting for someone to find them so they can go
back to their homes and families in Jinjo Village. Once all family members for
a certain color has returned, they'll give you a Jiggy as thanks.

-GLOWBOS-
Type: Collectible                   Number Per Level: 2
In this game, Mumbo and Wumba will not use Mumbo Tokens for magic, but instead
the magical creatures known as Glowbos. These guys pack more of a wallop than
the Mumbo Tokens, and only one is needed for magic. They are always found near
the homes of Mumbo or Wumba, and thus are fairly easy to find. However, I must
note how these poor creatures are treated. They're just captured and thrown
around, their powers sucked out so you can get a few Jiggies. How cruel.

-CHEATO PAGES-
Type: Collectible                   Number Per Level: 3
After Banjo-Kazooie, Gruntilda ripped out most of Cheato's pages (how she did
this when she was buried under a rock...). Because of this, Cheato can't help
Banjo and Kazooie with the spells as they are on the pages (or maybe he's just
greedy and wants you to do tons of work when you don't have to). Anyway, he
wants you to collect five of his lost pages for each new cheat he gives you.
There are three of these in each level.

-EMPTY HONEYCOMB PIECES-
Type: Collectible                   Number Per Level: 3
Empty honeycomb pieces are what you need to increase your energy. When you give
an ever-increasing amount of these to Honey B, she'll increase your energy
meter with more Honeycombs. Needless to say, these are quite helpful.

-EGG NESTS-
Type: Item
These nests contain a certain amount of eggs, which varies depending on the
type. Once more than the standard Blue Eggs become available, these nests will
cycle through each of the types so you can stock up on whichever kind you're
low on. These are very common and are found in abundance in each level. The
number of eggs for each type is listed below.

   Blue Egg: 20 per Nest
   Fire Egg: 10 per Nest
   Grenade Egg: 10 per Nest
   Ice Egg: 10 per Nest
   Clockwork Egg: 1 per Nest

-FEATHER NESTS-
Type: Item
These nests, much like Egg Nests, contain a certain amount of Feathers
(depending on the kind displayed). They will usually cycle between Red and Gold
Feathers, allowing you to stock up on whichever is low. Like Egg Nests, these
are quite abundant. The number of feathers for each type is listed below.

   Red Feather: 20 per Nest
   Gold Feather: 2 per Nest

-HONEYCOMB-
Type: Item
Honeycomb pieces are usually found when an enemy is defeated. These tasty
little hexagons will refill one Honeycomb on the energy meter. They will stick
around (he he) after they first appear, but sometimes will disappear if you
take your eyes off them.

-SKILL HONEYCOMB-
Type: Item
Skill Honeycombs look just like regular Honeycombs except they have a "!"
in the center.  When collected, the Honeycomb segments on your energy meter
will flash in order. When it gets to the top, tap B and you'll have full
energy. If you tap it anywhere else, that's what you get. While incredibly easy
to get at the beginning of the game, stopping it at the top gets harder as the
game progresses. Avoid these if you have full energy, because there's nothing
you can gain from it.

-MYSTERY HONEYCOMB-
Type: Item
Mystery Honeycombs are much like Skill Honeycombs, only instead of flashing in
order, they flash randomly. This makes things a little trickier, but it still
shouldn't be hard to get the full energy you need.

-WADING BOOTS-
Type: Item (Kazooie Footwear)
Wading Boots, a returning item from Banjo-Kazooie, allow you to tread in murky
waters and swamps or over other places that would normally bruise your poor
little feet.

-TURBO TRAINERS-
Type: Item (Kazooie Footwear)
Also returning from Banjo-Kazooie, the Turbo Trainers (the white tennis shoes)
give Kazooie incredible speed. She's so fast with these on, in fact, that she
can even run across water (don't slow down though, or you'll fall in).

-SPRINGY STEP SHOES-
Type: Item (Kazooie Footwear)
A new shoe for Kazooie to wear in Banjo-Tooie, the Springy Step Shoes
unfortunately don't let you bounce around the entire world. Instead, their
super-springiness can only be used once, but the height from the leap is
humongous.

-CLAW CLAMBER BOOTS-
Type: Item (Kazooie Footwear)
The second new shoe for you to u...se (sorry, I had to keep the rhyme going) is
the Claw Clamber Boots. These allow you to climb up the steepest of walls,
providing that there are footprints going up there.


________________________________________________________________________

             =============== SPECIAL OBJECTS ===============

     This section will go over some special objects you'll encounter. These
aren't items or collectibles, but rather things like switches and special pads.
Read on to find out more.

-SHOCK SPRING PADS-
If you've played Banjo-Kazooie, you'll already know all about these. when you
stand on one and hold A, Kazooie will perform a jump that'll go much higher
than a normal jump or even the Flip-Flap Jump.

-FLIGHT PADS-
Flight Pads, strangely, make you fly. Crazy, huh? Press A while on one and
you'll take to the skies.

-WARP PADS-
A new Special Object in Tooie, Warp Pads allow you to quickly warp to other
Warp Pads so you don't have to trek through the same territory over and over.
Once you walk onto a Warp Pad for the first time, it'll activate and you can
warp to others. Simply stand still on one and Press B, then choose the one you
want to go to and you're off.

-MUMBO PADS-
Since Mumbo Jumbo is now a controllable character, there are certain things
that he and only he can do. One of the main (and usually only) things he's
useful for is to provide his magic at the point indicated by a Mumbo Pad. Stand
on one and press B, and Mumbo will perform his magic.

-SPLIT-UP PADS-
Once you learn how to split up from Jamjars, when you see one of these Pads you
can break the two characters apart for some separate exploration. Just stand on
one of the pads and Press A. To change characters, press A while on the
Split-Up pad or a special swap point (they aren't specified, but it may be
apparent when you need to do swaps).

-SWITCHES-
Switches do all sorts of things, from raising blockades to opening doors.
Sometimes both Banjo and Kazooie must stand on separate switches, causing you
to find a Split-Up Pad first.

-MOLEHILLS-
Bottles' Molehills are only found in Spiral Mountain, which is the only place
that you've already been to in Banjo-Kazooie. Bottles will help you re-learn
some of the old moves from the last game when you stand on these and press B.

-JAMJARS' HATCHES-
These Hatches work just the same as Bottles' Molehills, but they're found on
the Isle O' Hags and teach you new, advanced moves. Stand by them and press B
to have the rhyming Jamjars teach you what you want to know.

-JAMJARS' SILOS-
Jamjars not only teaches you new moves, but he also gives you easier
transportation around the Isle O' Hags. These are the same as Warp Pads, but
allow you to warp around the Isle instead.

-BEEHIVES-
Beehives are a welcome sight to the weary traveler. Inside are three
Honeycombs. Handy indeed, and there are usually a few in each level.

-SIGNPOSTS-
Signposts give out helpful hints or tell you some information needed. They can
be on a wide variety of subjects, and will usually help you complete some
nearby task.

-JIGGYWIGGY'S ALTARS-
One of Master Jiggywiggy's mystical altars is located by the entrance to each
world. They will tell you how many Jiggies are required to enter, and if you
have enough, will warp you to Jiggywiggy's Temple to open the level.


________________________________________________________________________

               =============== BASIC MOVES ===============

     These moves should be familiar to those that have played Banjo-Kazooie. To
review, I've placed them in this section. They're oldies, but are still used
frequently. You'll start out being able to perform all of these moves.

RAT-A-TAT RAP: Jump and Press B
This attack is one of the most commonly used in the game, because it has decent
range and is quite powerful. When A then B are pressed, Kazooie will perform
three short pecks. While this move is intended for enemies in the air (as you
jump first), you can also hit most enemies on the ground by jump tapping A for
a small hop.

BEAK BUSTER: Jump and Press Z
The Beak Buster is a slow but powerful attack. After leaping into the air,
Pressing Z will cause Kazooie to smash into the ground beak-first, destroying
anything there and also sometimes activating stuck switches. This isn't very
useful for enemies, because it takes longer to perform than most attacks and
the enemy must be directly under you.

TALON TROT: Hold Z and Press Left C
The Talon Trot is Kazooie's way of getting around. She comes out of the
background and carries Banjo until you let go of Z. Kazooie can go up steeper
slopes than Banjo, and also moves faster (though more recklessly).

EGG SHOT (FORWARD): Hold Z and Press Top C
The Egg Shot is a commonly used attack, which will fire eggs forward. While
this is good for shooting things with eggs, it is rather weak and won't hurt
enemies much. However, you can fire from a distance, so it may be worth it.

EGG SHOT (BEHIND): Hold Z and Press Bottom C
While the forward Egg Shot will fire quickly, an Egg Shot from Behind will
bounce around. It's not very useful unless you have no time to react. Even
then, it takes longer than turning around and attacking. It's not much use
unless there's something on the floor you need to hit.

FLYING: Press A on Flight Pad
Flying is very helpful, as it will allow you to reach place normally
inaccessible. Flying is a quick and easy way to get around the world.

BEAK BOMB: Press B while Flying
The Beak Bomb is a very powerful attack, which sends Kazooie at top airborne
speed through the air, and I pity whatever is in her way. It also is a good way
to get around quicker while flying.


________________________________________________________________________

             =============== ADVANCED MOVES ===============

     The moves in this section are all new to Banjo-Tooie, and are learned
throughout your trek through the Isle O' Hags. Also listed here is where they
are found, which character(s) learns it, and how many notes you need to learn
them.

-EGG AIM-
Level: Mayahem Temple
Notes Needed: 25                    Perform: Top C, Then Z to Fire

This move will allow you to aim with accuracy. Whenever you switch to the
first-person view, crosshairs will appear. Target what you want to shoot with
an egg, then fire. After you learn this move, you'll never go back to using
eggs any other way.


-BREEGULL BLASTER-
Level: Mayahem Temple
Notes Needed: 30                    Perform: When Enter Specific Areas

When you learn this, you can use Kazooie as a gun, so you move around like in
Perfect Dark or Goldeneye (a First-Person Shooter). You won't be able to do
this whenever you want, but when you enter certain areas, you'll automatically
switch.


-GRIP GRAB-
Level: Mayahem Temple
Notes Needed: 35                    Perform: Jump to Ledge

The Grip Grab allows you to hang onto ledges, and also to shimmy across them.
Simply jump to a ledge and you'll grab on to it. While on ledges, you can
attack to the left or right by moving the control stick in the desired
direction then pressing B.


-FIRE EGGS-
Level: Isle O' Hags
Notes Needed: 45                    Perform: Press R to Switch

Fire Eggs are the first type of special eggs you'll learn to use. Fire eggs can
be used for a variety of purposes, including lighting fires, warming someone
up, or just in attacking an enemy. You can access the Egg Menu by tapping R,
then switch by pressing it again.


-BILL DRILL-
Level: Glitter Gulch Mine
Notes Needed: 85                    Perform: Jump and Hold Z

This is one of the most common moves you'll use in Banjo-Tooie, and it's
especially useful in the first two levels. Large rocks, special patches of
ground, ice, and more can be broken with the Bill Drill. The Bill Drill is much
like the Beak Buster, but drills into the object, causing it to shatter if it's
the right kind.


-BEAK BAYONET-
Level: Glitter Gulch Mine
Notes Needed: 95                    Perform: B (while in 1st-Person)

This attack will become your main attack when in 1st-Person mode, as it is an
attack that doesn't use up any eggs. By simply pressing B, Kazooie will smash
enemies with her beak. While it doesn't have the range of eggs and takes a
second to pull her back, it is useful.


-GRENADE EGGS-
Level: Isle O' Hags
Notes Needed: 110                   Perform: Tap R to Switch

Yipee, another type of egg! This is a very commonly used egg, not only for
destroying things with cracks in them but also for damaging enemies severely.
Jamjars' Hatch is located just under the ride where the log cars are falling
out, right on the beach. Tap R to bring up the Egg Menu, and select this egg by
tapping R again and again until you reach it.


-PACK WHACK-
Level: WitchyWorld
Notes Needed: 120                   Perform: B (while Banjo)

This is Banjo's main attack when he's separated from Kazooie. When performed,
Banjo takes off his backpack and swings it around twice, whacking any enemies
that get in the way. It's quite slow to start and ends sooner than you'd think,
so you must time it just right if you want to do any damage. It can also be
used for getting across larger pits, as Banjo floats while doing this.


-SPLIT UP-
Level: WitchyWorld
Notes Needed: 160                   Perform: Press A on Split up Pad

Splitting Up is one of the main features of this game, and you'll be doing it
quite a bit throughout the course of your adventure. Simply stand on a Split Up
Pad and Press A. You'll now only control one character. The characters can
perform attacks they could normally; for example Kazooie can still shoot eggs.
However, moves requiring both members of the team (which is most of them) can't
be performed. New, single-character moves can be learned, however, and is one
of the main reasons for Splitting Up.


-AIRBORNE EGG AIMING-
Level: WitchyWorld
Notes Needed: 180                   Perform: Top C to Aim (while Flying)

While you can shoot eggs normally, you can't while flying... and this move will
now let you do just that. It's handy to be able to hurt enemies while flying
around, but you won't use it all that much.


-ICE EGGS-
Level: Isle O' Hags
Notes Needed: 200                   Perform: Tap R to Switch

Add another egg type to your repertoire. Ice Eggs, like Fire Eggs, aren't used
all that much. However, they are useful for putting out fires and freezing
things. When shot at an enemy, they will not harm them. Instead, they freeze
them in their tracks. This makes it a rather worthless attacking egg. Tap R to
bring up the Egg Menu, and select it by tapping R until you reach it.


-WING WHACK-
Level: Jolly Roger's Lagoon
Notes Needed: 265                   Perform: B (while Kazooie)

This move is one of Kazooie's few attacks when she's separated from Banjo.
While standing still, Kazooie will slice the air (or an enemy) with three
chops, and while running, she'll spin around. A good attack, and helpful for
dispatching baddies when away from the backpack. Just press B.


-SUB-AQUA EGG AIMING-
Level: Jolly Roger's Lagoon
Notes Needed: 275                   Perform: Top C while Underwater

You can shoot eggs on land, you can shoot eggs in the air, now learn to shoot
them underwater. This is an incredibly useful move to know, especially in Jolly
Roger's Lagoon, a level that's almost entirely underwater. You'll fire eggs
like you normally do; just press Top C.


-TALON TORPEDO-
Level: Jolly Roger's Lagoon
Notes Needed: 290                   Perform: Z while Underwater

This attack is one of the few ways you can choose to attack underwater, and
it's good in some cases while not so good in others. When Z is pressed
underwater, Kazooie will shoot out from the backpack and swim around at high
speeds. This is most useful for destroying things with her picture on it, but
it can also be used to hurt enemies or steal items from the Seemee (transparent
fish) in Jolly Roger's Lagoon. There's a time limit and also a cost of five Red
Feathers each time you use it.


-CLOCKWORK KAZOOIE EGGS-
Level: Isle O' Hags
Notes Needed: 315                   Perform: Tap R to Switch

The final type of egg you learn how to use is the Clockwork Kazooie egg. While
its explosion is identical to that of the Grenade egg, Clockwork Kazooie eggs
have a special feature. When they hit the ground, they will break open and a
controllable bird will come out. While it can only run and perform small jumps,
you can take it anywhere you want, including small openings. If it hits a wall
with force or an enemy/character, it'll explode like a Grenade egg. After you
take the bird to where you want it to go, press B to detonate it. It can also
collect items.


-SPRINGY STEP SHOES-
Level: Terrydactyland
Notes Needed: 390                   Perform: A While Wearing S.S. Shoes

Jumping on the Shock Spring Pads allows for increased jumping height, and
jumping on them with only Kazooie allows for even more. But a jump while
wearing the Springy Step Shoes surpasses both. These shoes are found just like
Running Shoes or Wading Boots are, but instead of gaining speed or
swamp-treading powers, the Springy Step Shoes gives Banjo a huge jump. The best
part is that you can use them wherever you want, so long as you can reach the
location before time runs out. For the highest jump in the game, wear the shoes
while only Kazooie, and you'll rocket incredibly high into the air.


-TAXI PACK-
Level: Terrydactyland
Notes Needed: 405                   Perform: Hold Z, Press Left C

The Taxi Pack is one of Banjo's most common uses of his backpack. When Kazooie
is gone, Banjo can use his backpack to hold other characters and transport them
places. When you hold Z and press Left C, Banjo takes off his backpack. He can
then grab certain characters and put them in his backpack, then drop them off
at a certain location.


-HATCH-
Level: Terrydactyland
Notes Needed: 420                   Perform: Hold Z, Press Left C (Kaz.)

This move is learned by Kazooie and is used to hatch eggs. By holding Z and
then pressing Left C, Kazooie will sit down on any kind of egg and will use her
bird instincts to hatch it open. There are many different kinds of eggs found
throughout your quest, so this move will be used often.


-CLAW CLAMBER BOOTS-
Level: Grunty Industries
Notes Needed: 505                   Perform: Run Up Walls

The last type of shoe you'll learn, and one you've likely needed to learn for a
while, are the Claw Clamber Boots. With these you can run up walls. Sounds
pretty sweet, doesn't it? Well, you can't run up any wall, just areas with
footprints going up. Still, there are quite a few of these places in the game.
A basic name for these is the "suction cup shoes".


-SNOOZE PACK-
Level: Grunty Industries
Notes Needed: 525                   Perform: Hold Z and Bottom C

This is one of Banjo's most useful moves. When Kazooie's away, Banjo can hop
inside his backpack and take a quick nap. This nap refills his energy. Yup, it
really does. This makes being careless with Banjo a whole lot easier.


-LEG SPRING-
Level: Grunty Industries
Notes Needed: 545                   Perform: Hold Z and Press A

The Leg Spring is an incredibly powerful jumping move that Kazooie learns by
herself. This jump will allow Kazooie to leap much higher than even the Flip
Flap Jump, though not as high as a Shock Spring Pad. Still, having a great jump
at your disposal to use anywhere is very handy.


-SHACK PACK-
Level: Hailfire Peaks
Notes Needed: 640                   Perform: Hold Z and Press Bottom C

Another move that Banjo performs with his famous blue backpack is the Shack
Pack. Banjo throws the backpack over his head, squeezing himself into the tight
space. This not only protects him from hot and toxic liquids, but it also makes
him smaller and allows him to enter small holes.


-GLIDE-
Level: Hailfire Peaks
Notes Needed: 660                   Perform: Press Z While in Air

Kazooie's Glide move allows you to fly at any time without the use of red
feathers, but is very limited. You cannot fly higher than your starting
position, and you will gradually lose height. You will also not be able to
perform the Beak Bomb attack. However, being able to fly anywhere is very
handy. Simply press Z while at the top of a jump, during a drop, or any other
time you're in the air. Gliding does offer more precise maneuverability than
flying, though it is slower. This move is very useful because performing a Leg
Spring to gain height then gliding at any spot is quite handy.


-SACK PACK-
Level: Cloud Cuckooland
Notes Needed: 765                   Perform: Hold Z and Press Top C

The final move you'll learn is Banjo's Sack Pack, which is vital in completing
the game. When alone as Banjo, hold the Z button and press Top C. Banjo will
get inside his backpack from the top, as if it were a sack. He can then hop
around without getting injured by thorns, toxic water, or anything else beneath
his feet.



________________________________________________________________________

               =============== ENEMY GUIDE ===============

     Here you'll find a long list of all the enemies found in Banjo-Tooie,
including what you can do to beat them, where they're found, how they attack,
how to get extra Honeycombs from them, and descriptions.

---~KEY~----------------------------------------------------------------
1. Name: What I refer to the creature as. In most cases, this is the
   official name Rare gave these characters, though some of them are
   names I've made up myself.
2. Level: This is where the enemy can be found.
3. Attack: This is how the enemy attacks, how it hurts you.
4. Defeat: This is how you can defeat the enemy.
5. Croco's Name: In the cases where an enemy has a known official name,
   I've also included my name for it. Since the FAQ was written without
   the knowledge of these enemies' names, they're referred to as the
   Croco Name throughout the rest of the FAQ.
------------------------------------------------------------------------

-GRUNTLING-
Level: Spiral Mountain, Isle O' Hags
Attack: Ground Smash
Defeat: Any Attack (Peck, Roll, Rat-a-tat Rap, etc.)

Gruntlings are the common ground troops of Grunty's army, and patrol the Isle
O' Hags and have recently invaded Spiral Mountain. They're quite easy and they
must be right next to you before they attack, so defeating them shouldn't be a
problem.


-GRUNTYDACTYL-
Level: Spiral Mountain, Isle O' Hags
Attack: Dive
Defeat: Any Attack (Beak Bomb in Air)

Gruntydactyls inhabit the same areas as Gruntlings, but they attack from the
air. Most of the time they hang around near the ground and dive down to attack,
but there are instances where they fly high above the ground in the clouds. The
Rat-a-tat Rap is the easiest way to defeat them.


-MOGGIE-
Level: Mayahem Temple
Attack: Club
Defeat: Any Attack (Beak Barge, Rat-a-tat Rap work well)
Croco's Name: Moggy

Moggies are the tiger warriors found across the jungle of the Mayahem Temple.
They're quite easy to defeat, and are slow to attack. The only time you'll
probably get hurt by them is when you accidentally run into them.


-SPUT SPUT-
Level: Mayahem Temple
Attack: Dart Shot
Stun: Shoot Jewel On Head with Egg
Defeat (x2 HC): Kick with Golden Goliath
Croco's Name: Dart Statue

Sput Sputs are the dart-spitting statues that are found in many places around
the Mayahem Temple. Though immobile, they pose a threat as their darts shoot
quickly and far. Always stay on the run when you're near these guys. Shooting
the jewel on their head will stun them for a little while, but the trouble
usually isn't worth it. You can destroy them completely with a swift kick from
the statue, Golden Goliath.


-SNAPDRAGON-
Level: Mayahem Temple, WitchyWorld, Jolly Roger's Lagoon,
   Terrydactyland, Grunty Industries, Hailfire Peaks
Attack: Chomp
Defeat: Grip Grab Beak Attack, Grenade Egg
Croco's Name: Grip Grab Plant

Snapdragons live inside small, tan, circular hives either above or below places
where you use the Grip Grab to go across a ledge. You'll have to get near them
to get them to come out and attack, but don't get so close that they'll hurt
you. Once they're out, Press B to use the Beak Attack and kill them. They come
in the green variety (which is slower) and the blue variety (which is faster
and waits until you're very close before attacking).


-BILLY BOB-
Level: Glitter Gulch Mine
Attack: Punch
Defeat: Any Attack
Croco's Name: Gulch Miner

These guys like to surprise you. From a distance, all that you can see of them
is their hat. When you come near, they pop up, yell "Yeeha!", and attack. While
they're jumping out of the ground, you should attack.


-TNT CRATE-
Level: Glitter Gulch Mine
Attack: TNT Throw, Explosion
Defeat: Eggs (Any Attack Defeats But Causes Explosion)

TNT Crates are menacing items. When approached, they hurl sticks of explosive
dynamite at you. While they can be destroyed with pretty much any attack, they
will explode and hurt you. Therefore, the only safe way to take them out is
from a distance with eggs.


-KLANG-
Level: Glitter Gulch Mine
Attack: Hop
Defeat: Any Attack
Croco's Name: Shovel

Shovels are an unlikely enemy, and that's why it's so surprising when one first
attacks you. They are always found near piles of dark, black coal, so be on
your guard if you come across them. Their small size makes Klang somewhat
harder to hit than other enemies.


-JIPPO JIM-
Level: WitchyWorld
Attack: Mallet Smash
Defeat: Any Attack
Croco's Name: Rat Employee

The rat employees are very common throughout WitchyWorld, and they patrol each
of the zones. To make the themes of each zone more apparent, they wear masks or
clothing that represent it, such as an alien mask for the Space Zone and a
Cowboy outfit for the Western Zone. They're a bit quicker than the usual enemy
at attacking, but are still quite easy to defeat.


-FRUITY-
Level: WitchyWorld
Attack: Coin Shot, Handle Smash
Defeat: Grenade Eggs, Money Van
Croco's Name: Jackpot

This is one of the more difficult enemies that you'll face early on. These guys
are like living slot machines, running around and, of course, try to kill you.
They're impervious to normal attacks, but a Grenade Egg or running over them
with the Money Van will defeat them. Inside each one is a ticket to Conga's Big
Top. It's best to just run by these guys.


-MINJO-
Levels: WitchyWorld, Jolly Roger Lagoon, Terrydactyland,
   Grunty Industries, Hailfire Peaks, Cloud Cuckooland
Attack: Energy Charge
Defeat: Any Medium-Strength Attack (rolling is too weak)

By far the most annoying enemies in the game, the Minjos also take the prize
for being the most common. I'll bet your superior intellect made you notice the
connection between the name "Minjo" and "Jinjo". Minjos are in fact the evil
counterparts of the Jinjos, and love playing pranks on people... then killing
them. They look and act just like normal Jinjos, even yelling "Help!" and
whistling. But behold, the second you walk up to these guys thinking you've
found another Jinjo, ZAP! They growl at you and use their energy powers to deal
damage. You can identify them by shooting an egg at them. If it goes through,
then it's a real Jinjo. These guys are also usually in easy to find places, so
that is also a good indication.


-HOTHEAD-
Levels: WitchyWorld, Hailfire Peaks
Attack: Flame Charge
Defeat: Rat-a-Tat Rap, Eggs
Croco's Name: Flame Carpet Riders

These lively little guys come in two variations. The first, found in
WitchyWorld, rides down the Inferno slide, running into anyone who tries to
ascend it. The more dangerous kind is found in the Hailfire Peaks. This kind
floats around in the air, then dives down to attack. Not only are they hard to
hit, but they'll likely knock you into the lava. It's best just to leave these
guys alone.


-BLUBBUL-
Levels: Jolly Roger's Lagoon
Attack: Tentacles
Defeat: Stun with Egg in Eye/Talon Torpedo
Croco's Name: Sea Anemeny (he he... isn't that great?)

These giant sea anemones can't be killed. However, if you shoot an egg into its
eye or run into it with the Talon Torpedo, it'll collapse for a few seconds,
allowing you to get the item that it was guarding with its tentacles.


-OCTOPUS-
Levels: Jolly Roger's Lagoon
Attack: Tentacle Whack
Defeat: Invincible

These guys guard narrow underwater passages in Jolly Roger's Lagoon, furiously
waving their tentacles up and down. While it's difficult to get by, I've
managed to do it unscathed by staying against the far wall and right in between
the ceiling and the ocean floor. It's much easier, however, if you freeze them
with an Ice Egg (shoot them in the mouth). This is one of the worst enemies
you'll come across.


-ELECTRIC EEL-
Level: Jolly Roger's Lagoon
Attack: Electric Shock
Defeat: Grenade Egg

Another underwater baddie is the Electric Eel. These guys swim around somewhat
slowly, and are only a threat if you're swimming directly in their path.
They're easy to avoid and not all that common, so they shouldn't be a big pain.
A Grenade Egg, however, will defeat them.


-PUFTUP-
Level: Jolly Roger's Lagoon
Attack: Enlarge
Defeat: Grenade Egg, Talon Torpedo
Croco's Name: Blowfish

This blowfish is the most common enemy in Jolly Roger's Lagoon, and an annoying
one to boot. Its body is covered with spikes. It remains flat from a distance,
but swells up when you get near in an attempt to poke you with its spikes. A
Grenade Egg or Talon Torpedo will defeat it.


-SAILOR GRUBLIN-
Level: Jolly Roger's Lagoon
Attack: Club
Defeat: Any Attack
Croco's Name: Pirate

This is the basic land trooper of Jolly Roger's Lagoon, though there isn't much
land to be found in the level. Sailor Grublins resemble pirates. They are very
easy to defeat; any attack will take care of them quickly.


-SPINNING SEAWEED POT-
Level: Jolly Roger's Lagoon
Attack: Seaweed Spin
Defeat: Any Attack

Inside the Seaweed Sanctum of the Atlantis area, there are several pots of
Seaweed-like plants (most likely seaweed). Some just sit there like the good
seaweed they are, while others are possessed by some evil magic and come
spinning at you. A quick attack will destroy them.


-BARGASAURUS-
Level: Terrydactyland
Attack: Charge
Defeat: Strong Attack (or Weak Attack x2)
Croco's Name: Stegosaurus

The stegosaurus look-alike, Bargasaurs are the common enemy of Terrydactyland
and they can be found patrolling around the base of the mountain. Their thick
skin makes them harder to defeat than most enemies, as a roll won't defeat them
in one hit. Use the Rat-a-Tat Rap to defeat them quickly. They're pretty slow,
so you don't have to worry about them too much.


-DRAGUNDA-
Level: Mayahem Temple, Terrydactyland, Grunty Industries
Attack: Chomp
Defeat: Invincible
Croco's Name: Swamp Monster

These annoying guys live in swamps or sludge and will attack if you so much as
set a foot inside their territory. After taking a bite, they come up for a few
seconds, giving you a chance to get out. These guys are very annoying, but can
be avoided quite easily (see the Additional Tips section).


-SOARASAURUS-
Level: Terrydactyland
Attack: Dive
Defeat: Any Attack
Croco's Name: Terronodon

Another dinosaur and very common enemy of Terrydactyland is the Soarasaurus.
These guys can be a bit of a nuisance, especially in areas where you don't want
to be knocked off a small path into swamps or the sky below. They, of course,
inhabit these areas most frequently and dive to try and knock you off. Respond
with a well-timed Rat-a-Tat Rap and you'll defeat them.


-MUCOIDS-
Level: Terrydactyland
Attack: Blob Walk
Defeat: Any Move

Mucoids help Terry in the great boss battle in Terrydactyland. These green guys
vary in size and speed and are dangerous in large numbers. Be sure to defeat
them on your first try, or they'll likely do some damage.


-TINTOPS-
Level: Grunty Industries
Attack: Electric Shock
Defeat: Grenade Eggs

Say hello to one of the most annoying enemies in the game. Tintops are round,
hovering robots that serve as security at Grunty Industries. The backbone of
their functionality is a camera that will sound off if it spies any intruders,
signaling the Tintops to come out. If you want to avoid the Tintops altogether,
you can find and blast the camera (though it will regenerate). Tintops
themselves can be defeated with Grenade Eggs, but are quickly replaced by
another. It's best just to avoid these guys.


-WRENCH WORKERS-
Level: Grunty Industries
Attack: Wrench Swing
Defeat: Any Attack

Wrench Workers carry huge wrenches, and won't hesitate to smack you across the
head with it. They react slowly, mainly due to the fact that they gasp/scream
whenever they see you. They're pretty easy to take out.


-DRUMBLE-
Level: Grunty Industries
Attack: Charge
Defeat: Powerful Attack (x2)
Croco's Name: Toxic Waste Barrel

The barrels of toxic waste in Grunty Industries have mutated into some living
creature that only thinks to attack you. They sometimes blend in with other
barrels, but you can usually tell the difference if you give them a good look.
They're pretty strong, and can take a large beating before smashing into
pieces. Even when they're gone, you're not safe. A green cloud of toxic gas
will chase you, depleting your air (and possibly honeycomb) supply. Jump and
run to get it off. The gas is more of a threat than the barrels, so hit them
once, then leave while they're stunned.


-BOLTS/SCREWS/WASHERS-
Level: Grunty Industries
Attack: Charge
Defeat: Any Attack

The three enemies mentioned above are all similar, so I've listed them all
under the same enemy. They lie on the ground until Banjo approaches, then jump
up and attack. They're easy to defeat.


-HOTHAND-
Level: Hailfire Peaks (Fire Side)
Attack: Hand Swing
Defeat: Ice Eggs, Snowball Roll
Croco's Name: Flame Hands

Hothands, also known as Flame Hands, rely on surprise and trickery. They come
out of small holes in walls on the Fire Side of Hailfire Peaks, and swing
themselves around trying to hit you. Their reach is further than you might
think, so keep a safe distance. You can also jump over them, but this is more
risky than just waiting a second for them to retreat back into the hole.


-FIREBALL GARGOYLES-
Level: Hailfire Peaks (Fire Side)
Attack: Fireball
Defeat: Grenade Egg

Fireball Gargoyles are a large nuisance. They shoot Fireballs at you from their
stationary position, meaning you can't stand still while you're in range of
their attack. You can defeat them with Grenade Eggs, but they re-materialize
quickly.


-BIGGYFOOT-
Level: Hailfire Peaks (Ice Side)
Attack: Charge, Kick
Defeat: Strong Attack (x2)
Croco's Name: Bigfeet

Bigfoot, Yeti, the Abominable Snowman... whatever you call them, this enemy
resembles it. They patrol the Ice Side of Hailfire Peaks and are quick and
sturdy. It'll take two strong attacks to defeat them. Other than that, there's
nothing really special about them.


-ICICLE CRYSTALS-
Level: Hailfire Peaks (Ice Side)
Attack: Charge
Defeat: Any Attack

Icicle Crystals inhabit the Icicle Cavern of Hailfire Peaks' Ice Side. They are
quite fragile, and any attack will defeat them. The only thing that makes them
somewhat dangerous is that they blend in with their surroundings and other
icicles. However, you'll hear their cry whenever they're about to attack.


-CUT-OUT CREATURES-
Level: Cloud Cuckooland
Attack: Object Swing
Defeat: Any Attack

These paper-thin denizens of Cloud Cuckooland's Central Cavern can be menacing,
but fortunately they're not hard to defeat. These guys pop out of the ground
when you come near, and shortly thereafter swing the object they hold at you.
Your biggest danger is running in to them when they suddenly appear out of
nowhere. Thankfully, these guys are easy to defeat (they're about as thick as a
piece of paper, what do you expect?).


-POWER FLOWERS-
Level: Cloud Cuckooland
Attack: Spin Charge
Defeat: Any Attack

These flowers look stationary at first, but then they come spinning at you...
slowly. You'll have plenty of time to react and put these flowers to rest with
a quick attack or two.


-ZUBBAS-
Level: Cloud Cuckooland
Attack: Sting Dive
Defeat: Any Attack

The Zubba swarm has moved from Click Clock Wood to Cloud Cuckooland, and
they're as feisty as ever. These wasp-like creatures are rather hard to hit, as
they fly up rather high above the ground. The real chance you'll have to hit
them is when they come diving down. Of course, this is assuming they don't hit
you first.


-CURSED BEEHIVE-
Level: Many
Attack: Charge
Defeat: Any Attack
Croco's Name: Evil Beehive

The Beehives have never been too happy with Banjo breaking them into a million
pieces and stealing their honeycombs, but these guys have decided not to take
it anymore. Evil Beehives look normal enough from a distance, but when Banjo
approaches, their eyes glow red and they charge. Taking them down yields the
normal honeycomb amount.


________________________________________________________________________

             =============== TRANSFORMATIONS ===============

     In every level, Humba Wumba will transform you into some object or
creature. Here's a complete list of the transformations, including the
strengths and weaknesses of each.

-STONY-
Level: Mayahem Temple
Advantages: Can Talk to Other Stonies, Can Fit in Small Places
Disadvantages: Low Jump
Attack: Charge

Wumba's first transformation changes the bear and bird into a Stony, which
looks like a small statue of Banjo's head (with feet and arms, of course). The
Stony moves a tad more slowly than Banjo and also can't jump as high. His only
real advantage is that he can understand the Stony language and can also fit
into small openings. He's also the only guy who can enter the kickball
tournament.


-DETONATOR-
Level: Glitter Gulch Mine
Advantages: Can Detonate Explosives
Disadvantages: Can't Do Much Else
Attack: Explode (-1 Energy)

This is one of the most peculiar transformations. As a Detonator, Banjo will
hop around with little bouncing jumps. The only reason to transform into this
bizarre thing is to find a barrel of TNT or dynamite and explode. Everything
that can be blown up with the Detonator will have a fuse leading out of it.
Stand on it and explode, which will cause the fuse to light and will clear
whatever's in the way.


-MONEY VAN-
Level: WitchyWorld
Advantages: Frightens Enemies, Money Supply, Can Enter Van Doors
Disadvantages: Low Jump
Attack: Runs Over

Not a very creative transformation, but a useful one. Not only can the Van run
over enemies, but it also has a stash of money in the back that can pay entry
to some of the star WitchyWorld attractions. Finally, there are certain doors
throughout WitchyWorld that have a van sign on them, and you can only enter
while transformed into the Van.


-SUBMARINE-
Level: Jolly Roger Lagoon
Advantages: Missile, Fast Movement, Can Withstand Severe Water Pressure
Disadvantages: Cannot Leave Water
Attack: Missile (Sonic Ping with B)

The Submarine is a useful transformation. It can go as deep as it wants in the
water, it can fire explosive missiles, and it moves at a decent speed. This is
one of the most fun transformations, and it even has a Sonic Ping attack, which
emits green sound waves (which can damage enemies and also makes a cool "Ping!"
sound).


-T-REX-
Level: Terrydactyland
Advantages: Daddy- Roar, Weight
            Child- Roar, Small Size
Disadvantages: Few Attacks, Poor Jumping, Sink to Bottom of Water
Attack: Roar

This is my favorite transformation, more because of the coolness of being a
T-Rex than the advantages of it. Nonetheless, the roar from an adult T-Rex is
enough to blow away, or even defeat enemies, and it will even freak out
cavemen. By using Mumbo to change the size of Wumba's Wigwam, you can either
turn into an adult T-Rex or a baby T-Rex. The only difference between the two
(besides size) is that the adult T-Rex can push down large switches with his
heavy body, while the baby can fir into small holes marked with a T-Rex.


-WASHING MACHINE-
Level: Grunty Industries
Advantages: Can Wash Clothes, Throw Undergarments at High Speed, Can
   Enter Machine-Only Areas, Can Use Service Elevator
Disadvantages: Very Low Jump
Attack: Underwear Shot

The Washing Machine changes from a bonus in Banjo-Kazooie to a useful
transformation in Banjo-Tooie. In Kazooie, the Washing Machine was pretty much
the same as Banjo and Kazooie, while in this game it's entirely different. Not
only can it wash clothes (you wouldn't expect a washing machine to be able to
do that, would you?), but it also can fling Underwear from inside, which do
about as much damage as an egg. The most useful, feature, however, is its
ability to enter places that are restricted to Banjo and Kazooie. It's also one
of the most drastic changes, as its jump can barely be considered one, causing
you to switch back frequently.


-SNOWBALL-
Level: Hailfire Peaks
Advantages: Weight, Can Increase in Size, Gain Energy
Disadvantages: Poor Jumping, Melts on Lava Side
Attack: Roll

Perhaps one of the unexpected (and most useless) transformations is the
snowball. Of all the cool snow things you could be, why a snowball? Oh well.
The Snowball's only purpose is to use its weight to push down large switches.
When rolling through the snow, it increases its size and energy, which is good
if you're low but bad if you want to enter a small opening (you'll need to melt
yourself down to get in). You won't be using it that much on your visit to the
Hailfire Peaks


-BEE-
Level: Cloud Cuckooland
Advantages: Fast Flying, Fast Ascent (Flying), Stinger
Disadvantages: Slow Walking, Light Weight
Attack: Stinger Shot

Perhaps the best transformation from Banjo-Kazooie returns, and this time it
has a couple new features. Not only can the Bee fly forward faster, but it also
fires unlimited stingers at a fast pace. It's fun flying around as the Bee, but
not as fun as it was in Click Clock Wood.




________________________________________________________________________
 ____                                                             _____
| __ \===========================================================|_   _|
|   _/**************** PART 3: LEVEL WALKTHROUGHS *****************| |
| __ \=============================================================| |
|____/                                                             |_|

     If you need help finding a Jiggy, Jinjo, Cheato Page, Empty Honeycomb,
Move, or anything else in any of the levels, look no further. This section
holds the complete guide to everything in Banjo-Tooie (besides Multiplayer &
Secrets, see the next section for that). Enjoy!

---~LEVEL WALKTHROUGHS KEY~---------------------------------------------
1. Level Information: Each level will start out with basic information
  on it. This includes where on the Isle O' Hags the level is found,
  how many Jiggies are needed to get in, the number of moves taught to
  you, enemies found, characters found, Mini-Games, and the
  Transformation.
2. Things To Do: This is the first section, as this is top priority
  stuff. The stuff here is stuff that you should do right away (if
  possible), because it'll help you greatly and is sometimes needed in
  several situations. You won't get an item directly out of it, but
  it'll help you get items later. For the Training Level and Overworld,
  this will be replaced by a "Beginning Walkthrough", which takes you
  through the first things you need to do.
3. Jiggies: This is what everyone wants, right? Since Jiggies are so
  important, they get to be the first of the items presented.
4. Notes: Notes are generally easier to find than other items, but their
  importance is quite significant so they get to be second. This also
  includes the location of the hard-to-find Treble Clef.
5. Empty Honeycombs: While easier to find than some of the other items,
  Empty Honeycombs are next.
6. Jinjos: Jinjos are usually well hidden, so look here to find them.
7. Cheato Pages: The hidden Cheato Pages are next in the order.
8. Moves: The moves you learn in the level are listed here, including
  how many notes you need to get them.
9. Glowbos: Glowbos are the easiest collectible to find, so they get to
  be last.
11. Boss: Look here for information on how to beat the Boss of the level.
  While they usually yield a Jiggy, the Jiggy Description will simply tell
  you how to get there and such, not how to beat them. Look here for that.
12. Mumbo Pads: Mumbo will do several things in each level that will
  help you out. Find out where the Pads are where he performs his magic.
13. Warp Pads: Warp Pads are very helpful in transporting across the
  level, so be sure you've found them all.
14. Area Descriptions: Each of the areas listed at the beginning of the
  Level Walkthrough is listed here. Make sure you've been to every
  place. Since you probably have, this comes last in each Level
  Walkthrough.
------------------------------------------------------------------------


________________________________________________________________________

     =============== TRAINING AREA: SPIRAL MOUNTAIN ===============
________________________________________________________________________

Areas: Spiral Mountain, Gruntilda's Lair, Behind the Waterfall,
   Banjo's House
Characters: Bottles, Cheato
Enemies: Gruntling, Gruntydactyl
Boss: Klungo
Moves Learned: All Basic Moves

   Spiral Mountain, Banjo's beautiful and quiet home. It's filled with lush
fields, a sparkling river, and a spiraling mountain (thus the name). At least
it was until Gruntilda destroyed most of it with her spell, ripping the
picturesque landscape to shreds. This should be familiar territory to players
of Banjo-Kazooie. Not much of the game takes place here, but it will be
beneficial to revisit it every so often.



          =============== BEGINNING WALKTHROUGH ===============

     The game will start out with Banjo outside his house after Bottles has
collapsed. If this is your first time playing a Banjo game (i.e.- you never
played Banjo-Kazooie), then you'll want to visit each of the Molehills found
throughout the ruins of Spiral Mountain to learn all of the Basic Moves. If
you've already played Kazooie, and remember all the moves, you can skip this.
After you're sure you know all the moves, head on into the tunnel that
Gruntilda and her sisters escaped through. Inside is poor Klungo, Gruntilda's
assistant, whom she left behind. He'll be a little angry, and you'll go into a
battle. See this area's Boss Walkthrough for how to beat him. Once you've
trounced him, the exit to the Isle O' Hags will open.

~INCREASE AIR SUPPLY/LEARN NEW STROKE~
    After you've learned the Bill Drill in Glitter Gulch Mine, return to Spiral
Mountain. As you may remember, Banjo's Goldfish was stuck under a large
boulder. Use the Bill Drill to clear the rock from him, then take the goldfish
to the moat around the mountain. He'll be so happy to be alive that he'll
increase your air meter and also teach you a new Stroke (Hold A & B) that will
allow you to swim even faster with the combined efforts of the duo.



              =============== BOSS: KLUNGO ===============
                        ~MINION WITH A MISSION~

     Klungo is simple, despite his new potion that he thinks is so great. His
attacks are simple and, like most of the bosses, follows a consistent pattern.
He'll start out by drinking (then eating) his potion. Klungo's potion will do
one of the following three things.

1. This potion will create clone images of Klungo, and to proceed you must find
the real Klungo and attack. You can tell him apart from the others by his
slightly whiter lab coat. He's also the last one to start moving when the
clones appear. After you attack the real Klungo (the Rat-a-tat Rap works well),
he'll form a protective shield and will start hurling beakers of poisonous
chemicals at you. Run around him in a circle until he stops throwing. He'll
begin again with making clones, but this time they will be two. The last time
there's three. After hurting Klungo three times, he'll flee in pain.

2. The second potion variation makes Klungo grow to monstrous proportions. Soon
after, he will leap into the air and come crashing down. Simply attack when he
stands still, then he'll activate his protective shield and throw beakers of
potion at you. He'll then start over with growing large and will repeat the
process until you've hit him three times. He'll run away after the battle.

3. The third potion turns Klungo invisible. After a short period of time,
Klungo's potion will wear off and you'll be able to see him. Attack him then.
He'll go into his regular routine of throwing chemicals, then back to
invisibility. Two more hits and he's beaten.



                  =============== JINJOS ===============

-JINJO: UNDER THE WATERFALL-
Area: Spiral Mountain               Location: Waterfall Lake
Moves Needed: Talon Torpedo         Magic Needed: None

Though one of the easiest Jinjos to get, this guy is easy to miss because you
don't think about looking here later in the game. The Jinjo is waiting under
the large waterfall, in a small cave underwater. You'll need to have the Talon
Torpedo move in order to demolish the Kazooie boulder blocking access to him.



              =============== CHEATO PAGES ===============

-CHEATO PAGE: SHOCK SPRING CAVE-
Area: Spiral Mountain               Location: Near Gruntilda's Lair
Moves Needed: None                  Magic Needed: None

This is one of the two collectibles found in Spiral Mountain, and with three
Cheato Pages in each world, it makes an even 25 pages to be found (just enough
for five cheats). This page is found in the northern part of Spiral Mountain,
between the entrance to Gruntilda's Lair and the stream that flows into the
moat around the mountain. On a rock around here is a Shock Spring Pad. Jump up
to a cave above that contains a Cheato Page. You can also get to this cave by
flying.



            =============== AREA DESCRIPTIONS ===============

SPIRAL MOUNTAIN:
This is the main area, including the stream, fields, and the mountain itself.
You'll start out here.

GRUNTILDA'S LAIR:
You can fly into what's left of Gruntilda's Lair by taking off from the flight
pad at the top of Spiral Mountain or by doing a flip-flap jump up to the
hanging bridge (which serves as a ladder). Inside is Cheato, Grunty's helpful
spellbook.

BEHIND THE WATERFALL:
This isn't behind the main waterfall, but the smaller one next to it. If you're
flying around, you can see the entrance at the top where the water comes out.

BANJO'S HOUSE:
You can go back in to Banjo's demolished house, but there's not much to see.




________________________________________________________________________

         =============== OVERWORLD: ISLE O' HAGS ===============
________________________________________________________________________

Areas: Jinjo Village, Mole's House, Wooded Hollow, Plateau, Pine Grove,
     Clifftop, Quagmire
Characters: Bottles' Family, King Jingaling, Honey B, Master Jiggywiggy
Enemies: Gruntling, Gruntydactyl
Moves Learned: Fire Eggs, Grenade Eggs, Clockwork Kazooie Eggs

     The Overworld is set in the humongous Isle O' Hags, which Banjo arrives at
from an underground tunnel. This island is where the Jinjos, Bottles, and
others live, as well as Grunty's two ugly sisters. All of the levels are
connected to this Island. You'll encounter a variety of terrains here, ranging
from the lush valley of Jinjo Village to the murky lakes of the Quagmire. There
are notes, moves, and even an extra honeycomb piece to be found here, though
it's not an official level.



          =============== BEGINNING WALKTHROUGH ===============

     You'll arrive at the once-peaceful town of Jinjo Village when you come up
through the tunnel from Spiral Mountain. It seems that the digger Grunty,
Mingella and Blobellda were riding through the Village and scared all the
Jinjos away, and even crushed the Grey Jinjo house and family. You'll need to
go see King Jingaling, the ruler of the Jinjos that is the only of his kind
that hasn't fled. His palace is in the center of the Village area. He'll tell
you how he needs to get all the Jinjos back in order for the Jinjo/Mole
kickball game coming up. The Jinjos are hiding throughout the levels and the
Isle O' Hags, and the only way to get them to go back is by taking upon the
arduous task of finding each and every one. Each Jinjo family has a certain
number of members, and once all members are reunited, they will give you their
family treasure, a Jiggy (see Part 4, Section 3 for the Jinjo Guide). To help
you out in your quest, the Jinjo King will give you a Jiggy and open up the
passage to Jiggywiggy's Temple. Tragically, the moment you leave the palace,
Gruntilda and her sisters suck the life out of Jingaling and the palace
grounds, turning him into a zombie (and another incentive to trounce Grunty).
When you leave the Palace, you'll be right in front of Bottles' House, where
the passage to Jiggywiggy's Temple is located. In Bottles' House, talk to his
wife and kids, and Goggles (Bottles child with the room on the left) will give
you the Amaze-O-Gaze Glasses, which allow you to zoom in and out (with Left and
Right C) while in the first-person view. In Speccy's Room (down the right path)
is the exit to the Wooded Hollow, where Jiggywiggy's Temple can be found. Talk
to the doorman and he'll let you enter. Inside, you'll have a brief
conversation with Jiggywiggy, then be asked to attempt Jiggywiggy's Challenge
one. Approach the altar to the right and press B. You'll have to assemble a
puzzle (similar to the one in Bottles' Challenges in Banjo-Kazooie) in order to
open up the first level. Only a few pieces are missing, so this should be a
piece of cake. When the puzzle is completed, Jiggywiggy will open the door to
Level 1, Mayahem Temple.

~ACTIVATE TRAIN SWITCH~
     After you gain access to the Clifftop, go over by the hatch where you
learn how to use the Ice Eggs (by the Train Station). Nearby is a ledge. Climb
across it and you'll reach the Train Switch.

~FORM BRIDGE~
     Also in the Clifftop, go near the entrance to Jolly Roger's Lagoon. Nearby
are steps that go down along the face of the cliffside. At the bottom of the
stairs is a switch that forms a bridge to the Hailfire Peaks entrance.



             =============== NOTE LOCATIONS ===============

-TREBLE CLEF-
Area: Jinjo Village
Location: Near Spiral Mountain Entrance
Moves Needed: Grip Grab             Magic Needed: None

The Treble Clef is on top of the Red Jinjo house near the entrance to Jinjo
Village from Spiral Mountain. Use a Flip-Flap Jump to get above the doorway,
the another to grab onto the rooftop (with the Grip Grab). Pull yourself up and
run to the center to get the rare note.


-10 NOTES-
Area: Plateau                       Location: Entrance Sign
Moves Needed: Grip Grab             Magic Needed: None

Two Note Nests sit above the "Glitter Gulch Mine" sign near the entrance to the
Plateau. Use the Flip-Flap Jump and the Grip Grab to reach them.


-10 NOTES-
Area: Plateau                        Location: Beehive
Moves Needed: None                   Magic Needed: None

Two more Note Nests reside on the Plateau, in front of the two front legs of
the gigantic beehive that Honey B lives in.


-20 NOTES-
Area: Pine Grove                    Location: Log Cars
Moves Needed: None                  Magic Needed: None

The Pine Grove has a few log cars thrown from WitchyWorld, and inside two of
them are ten notes. The first can be found on land, the second underwater.


-10 NOTES-
Area: Wasteland                     Location: Left of Center
Moves Needed: None                  Magic Needed: None

In the Wasteland, head to the center from the entrance (leading from the Pine
Grove) and go left to find a few notes. They're in a rocky area.


-10 NOTES-
Area: Wasteland                     Location: Near Cloud Bubble Ride
Moves Needed: None                  Magic Needed: None

Head through the Wasteland and toward the entrance to Cloud Cuckooland. When
you go out of the small tunnel and into the sky area, look to the left and
right. There will be two note nests there.


-20 NOTES-
Area: Clifftop                      Location: Outside Hailfire Peaks
Moves Needed: None                  Magic Needed: None

After forming the bridge across the clifftop to the Hailfire Peaks entrance
you'll be able to obtain these notes surrounding the entrance to the level.



                 =============== JINJOS ===============

-JINJO 1: IN THE DIGGER TUNNEL-
Area: Wooded Hollow                Location: Digger Tunnel
Moves Needed: None                 Magic Needed: None

This Jinjo is pretty easy to find, and you don't need to do anything fancy to
get him either. He's simply waiting at the back of the tunnel that the Digger
made, which is down past the entrance to the Mayahem Temple and Jiggywiggy's
Temple. Follow the treads' imprints.


-JINJO 2: SMASHED BY THE DIGGER-
Area: Plateau                       Location: Digger Entrance
Moves Needed: Bill Drill            Magic Needed: None

This Jinjo was probably walking around on the Plateau happily, only to have a
rock thrown up from the Digger entering land on its poor colored body, trapping
it there. Free it by using the Bill Drill on the rock. The rock is located near
the entrance sign to the Plateau, where the Digger tracks begin.


-JINJO 3: THE GOOD, THE BAD... AND THAT'S IT-
Area: Wasteland                     Location: Rocks
Moves Needed: None                  Magic Needed: None

Above the notes in the rocky area of the Wasteland, there's two Jinjos... or is
there? One is real, and one is a Minjo. Take out the baddie and collect the
real one.


-JINJO 4: CLIFFTOP CLAW CLAMBER-
Area: Clifftop                      Location: Near Silo
Moves Needed: Claw Clamber Boots    Magic Needed: None

Near Jamjars' Silo on the Clifftop is a cave with a Jinjo at the top. Leading
up to it are Kazooie footprints. So, where are the Claw Clamber Boots you're
gonna need? Go across the bridge to the Hailfire Peaks entrance, then go behind
the building. You'll find a pair of the suction cup shoes that you can use to
scale the wall and grab the Jinjo.



            =============== EMPTY HONEYCOMBS ===============

-EMPTY HONEYCOMB 1: BEHIND THE BEEHIVE-
Area: Plateau                       Location: Honey B's Hive
Moves Needed: None                  Magic Needed: None

This is the only Collectible besides notes (and the Jiggies from the Jinjos and
Jingaling) on the Isle O' Hags. It's located underneath Honey B's hive, behind
one of the legs. It's not hard to find if you know where to look.



             =============== JAMJARS' MOVES ===============

-FIRE EGGS-
Area: Plateau                       Location: Dirt Mound Near Mine Entr.
Notes Needed: 45                    Perform: Tap R to Switch

Fire Eggs are the first type of special eggs you'll learn to use. Fire eggs can
be used for a variety of purposes, including lighting fires, warming someone
up, or just in attacking an enemy. You can access the Egg Menu by tapping R,
then switch by pressing it again.


-GRENADE EGGS-
Area: Pine Grove                    Location: Beach
Notes Needed: 110                   Perform: Tap R to Switch

Yipee, another type of egg! This is a very commonly used egg, not only for
destroying things with cracks in them but also for damaging enemies severely.
Jamjars' Hatch is located just under the ride where the log cars are falling
out, right on the beach. Tap R to bring up the Egg Menu, and select this egg by
tapping R again and again until you reach it.


-ICE EGGS-
Area: Clifftop                      Location: Near Train Station
Notes Needed: 200                   Perform: Tap R to Switch

Add another egg type to your repertoire. Ice Eggs, like Fire Eggs, aren't used
all that much. However, they are useful for putting out fires and freezing
things. When shot at an enemy, they will not harm them. Instead, they freeze
them in their tracks. This makes it a rather worthless attacking egg. Tap R to
bring up the Egg Menu, and select it by tapping R until you reach it.


-CLOCKWORK KAZOOIE EGGS-
Area: Wasteland                     Location: Center Area
Notes Needed: 315                   Perform: Tap R to Switch

The final type of egg you learn how to use is the Clockwork Kazooie egg. While
its explosion is identical to that of the Grenade egg, Clockwork Kazooie eggs
have a special feature. When they hit the ground, they will break open and a
controllable bird will come out. While it can only run and perform small jumps,
you can take it anywhere you want, including small openings. If it hits a wall
with force or an enemy/character, it'll explode like a Grenade egg. After you
take the bird to where you want it to go, press B to detonate it. It can also
collect items.



              =============== BOSS: KLUNGO ===============
                        ~REVENGE-SEEKING MINION~

     You'll encounter Klungo again on your way to the Wasteland. Klungo, though
bruised (either from your beating or Grunty's), is back for more and will fight
just as hard as the last time you saw him. This time, Klungo will perform one
of the other attack variations from the one he did when you first met up with
him. Like before, it's easy and you should be on your way to the Wasteland in
no time.

1. This potion will create clone images of Klungo, and to proceed you must find
the real Klungo and attack. You can tell him apart from the others by his
slightly whiter lab coat. He's also the last one to start moving when the
clones appear. After you attack the real Klungo (the Rat-a-tat Rap works well),
he'll form a protective shield and will start hurling beakers of poisonous
chemicals at you. Run around him in a circle until he stops throwing. He'll
begin again with making clones, but this time there will be two. The last time
there's three. After hurting Klungo three times, he'll flee in pain.

2. The second potion variation makes Klungo grow to monstrous proportions. Soon
after, he will leap into the air and come crashing down. Simply attack when he
stands still, then he'll activate his protective shield and throw beakers of
potion at you. He'll then start over with growing large and will repeat the
process until you've hit him three times. He'll run away after the battle.

3. The third potion turns Klungo invisible. After a short period of time,
Klungo's potion will wear off and you'll be able to see him. Attack him then.
He'll go into his regular routine of throwing chemicals, then back to
invisibility. Two more hits and he's beaten.


                =============== GLOWBOS ===============

-MUMBO'S GLOWBO-
Go behind the entrance to Hailfire Peaks (found in the Clifftop area) and climb
up the vine. On the roof of the building is the Glowbo.

-WUMBA'S GLOWBO-
See the Secrets section (Part 4) for directions on how to find the Mega-Glowbo
Wumba needs (see the Ice Key information).


             =============== JAMJARS' SILOS ==============

     Jamjars' Silos are the Warp Pads of the Isle O' Hags. I don't know why
these are here instead of Warp Pads, but they get you around just as well.
Here's where they are.

-SILO 1: JINJO VILLAGE-
The first Silo is found in the center of the Jinjo Village, near where the
entrance from Spiral Mountain is.

-SILO 2: WOODED HOLLOW-
This is near Jiggywiggy's Temple, Heggy's Egg, and the entrance to Level 1.
It's right on the path, so you can't miss it.

-SILO 3: PLATEAU-
Silo #3 is on the dirt-covered mounds of the Plateau. This will let you come to
Honey B's Hive and Level 2 quickly.

-SILO 4: PINE GROVE-
The Pine Grove is where Wumba's Wigwam and Level 3 are located, and the Silo
connecting to this place is easy to find.

-SILO 5: CLIFFTOP-
This Silo is on the far part of the Clifftop, away from the train station and
closer to Mumbo's Skull and the entrances to Levels 4 and 7.

-SILO 6: WASTELAND-
The Wasteland is where Levels 5 and 8 are. The Silo is near the entrance to
Level 5.

-SILO 7: QUAGMIRE-
This Silo is on a hill in the middle of this area. Activating it will allow you
to go to Level 6 and 9 quickly.



           =============== AREA DESCRIPTIONS ===============

JINJO VILLAGE:
You'll arrive here from Spiral Mountain. This place includes the Jinjo Houses,
King Jingaling's Palace, and a sandy area.

BOTTLES' HOUSE:
Bottles house can be accessed from across the path from King Jinaling's Palace.
Inside is Bottles' Family.

WOODED HOLLOW:
This area can be entered from Speccy's (Bottles' son) bedroom. You can find
Jiggywiggy's Temple, Heggy's Egg, and the entrance to Level 1 here.

PLATEAU:
The heights of the Plateau can be reached only after you have the Grip Grab.
Climb across the ledge near the back entrance to Bottles' House in the Wooded
Hollow. The Plateau includes Honey B's Hive and the entrance to Level 2.

PINE GROVE:
Enter the Pine Grove by shooting a Fire Egg at the switch above the western
part of the Plateau. The Pine Grove is home to Wumba's Isle O' Hags Wigwam and
Level 3.

CLIFFTOP:
Also accessible from the Plateau , the Clifftop can be opened by splitting up
Banjo and Kazooie on the eastern part, then taking them to their respective
switches in front of the door. The Clifftop is loaded with things, including
the Isle O' Hags Train Station, Mumbo's Skull, and the entrances to Levels 4
and 7.

WASTELAND:
The Wasteland is where you can find the entrances to Levels 5 and 8. To get
there, smash the rock with Kazooie's face on it in the Pine Grove's lake.

QUAGMIRE:
The final area on the Island is where the Entrances to Levels 6 and 9 are. You
can get here from the Wasteland using the Shock Spring Shoes.




________________________________________________________________________

         =============== LEVEL 1: MAYAHEM TEMPLE ===============
________________________________________________________________________

Isle Area: Wooded Hollow            Train Station: No
Jiggies Needed: 1                   Moves Learned: 3
Characters: Officer Unogopaz, Bovina, Chief Bloatazin, Dilberta,
     Ssslumber the Snake
Enemies: Moggies, Dart Statues, Grip Grab Plants, Swamp Monster
Boss: Targitzan
Transformation: Stony
Mini-Games/Shootouts: Targitzan's Temple
Levels Connects To: Glitter Gulch Mine, Terrydactyland, Hailfire Peaks


     The first level, the Mayahem Temple, is a jungle filled with ruins,
temples, and quicksand. It's not quite as large as some of the later levels,
but there's still plenty to see and do, such as entering the kickball
tournament, finding lost treasure, and transforming into a statue.



              =============== THINGS TO DO ===============

-OPEN SKULL DOORS-
There are two large doors with giant skulls on them, one near the entrance and
another up the hill a ways. Use the Golden Goliath (see Mumbo Pads) to smash
one open and the other open an opening.

-OPEN CODE CHAMBER-
The Code Chamber is where you will put in Cheato's Codes that will give you
special abilities. While a Stony can fit in through the hole, you'll need to go
in as Banjo and Kazooie to enter the codes. Blast the door open with a Grenade
Egg (found before Level 3) to gain access to the special room, or if you don't
feel like waiting that long, a kick with the Golden Goliath will smash it open
too.

-UNCOVER THE FLIGHT PAD-
There's a flight pad at the beginning of the level, resting under a giant
boulder. It will make travel across the world much easier (plus you'll need to
fly to get some items), so destroy the boulder as soon as you've learned the
Bill Drill from Level 2. You can also do this earlier by using the Golden
Goliath to smash the boulder.



                 =============== JIGGIES ===============

-JIGGY 1: THE TOP OF THE TEMPLE-
Area: Mayahem Temple                Location: Targitzan's Temple
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

This one is easy enough to get. It's just sitting at the top of Targitzan's
Temple, the large pyramid structure at the top of the hill. Go up the temple
steps, but instead of entering the temple, go around the back behind the door.
Talon Trot up the ramps to the top, where the Jiggy waits.


-JIGGY 2: BOVINA'S FIELD-
Area: Mayahem Temple                Location: Bovina's Field
Characters Involved: Bovina
Worlds Traversed: None
Moves Needed: Egg Aim               Magic Needed: None

Take the bridge across from the base of the temple to Bovina's field, where a
swarm of flies is destroying her crop. She'll do anything to get rid of them,
even parting with her beloved Jiggy. Shoot down the four flies using the Egg
Aim technique, and she'll reward you with a Jiggy. Now you're moo-vin' on up!
He he... I can make bad jokes like her, too.


-JIGGY 3: GOLDEN QUICKSAND-
Area: Jade Snake Grove              Location: Quicksand Field
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Mumbo Spell

Getting this Jiggy requires the magic of Mumbo Jumbo the shaman. Head up to his
skull near the Treasure Chamber, near the top of the hill. Once you've acquired
his services, run down to the Mumbo Pad near the Kickball Stadium and perform
some magic. This will cause the Golden Goliath statue to rise, and you can
control it. Walk down to the bottom of the hill, kick open the large door, and
go in. Now you're in the Jade Snake Grove. Go left into the quicksand, and as
the Golden Goliath you will not be hurt by the monster dwelling there. Walk to
the island at the end and collect the Jiggy in the air.


-JIGGY 4: SSSLUMBER'S TREASURE-
Area: Jade Snake Grove              Location: On Top of the Code Chamber
Characters Involved: Ssslumber the Snake
Worlds Traversed: None
Moves Needed: Grip Grab             Magic Needed: None

Head down to the ruins of a temple in the Jade Snake Grove to begin getting
this puzzle piece. Use the Talon Trot to run up the side of the temple, then
jump until you're just below the top level. You'll see Ssslumber the Snake
above, sleeping. If you make too much noise, he'll swallow the Jiggy right next
to him. To get the Jiggy, jump up to the bottom right corner of the top level.
You'll see that this spot is clear of debris, allowing you to stand there. The
rest of the level is covered with sticks and other noisy material, so you'll
have to tiptoe to the Jiggy. Ssslumber won't wake up if you tread softly, so
the Jiggy is yours.


-JIGGY 5: WADING ACROSS THE QUICKSAND-
Area: Prison Compound               Location: Quicksand
Characters Involved: None
Worlds Traversed: None
Moves Needed: Grip Grab             Magic Needed: None

The next Jiggy to find is across the quicksand pit in the Prison Compound. Get
to the top of the prison via some large steps to the right. When on top, use
the Grip Grab to go across the ledge on the left. At the end is a pair of
Wading Boots. Jump down to the quicksand, which you can go across in the boots.
On the other side is a Jiggy, and also another pair of boots for your return
trip.


-JIGGY 6: TARGITZAN'S SLIGHTLY SACRED CHAMBER-
Area: Targitzan's Temple            Location: Slightly Sacred Chamber
Characters Involved: None
Worlds Traversed: None
Moves Needed: Breegull Blaster      Magic Needed: None

Now it's time to enter the FPS (first-person shooter) area, Targitzan's Temple.
Simply go inside the entrance at the top of the temple after learning the
Breegull Blaster. Inside, you must find ten statues to get into Targitzan's
Slightly Sacred Chamber. Statue locations are shown below:

  *2 Statues rest in the alcoves on either side of the entrance door.
  *To the right of the beehive in the entrance room is a door. Go into
   the tunnel inside to find 2 Statues.
  *5 Statues are in the main, central room, in front of the Dart Statue.
   While on the walkway above, shoot the gem on the Dart Statue's head,
   then scurry over to collect the Statues.
  *3 Statues can be found in the blue-colored pillar room.
  *Under the Grip Grab Monster (or near the entrance to the Slightly
   Sacred Chamber) is a door. Enter to find 3 Statues.
  *In the orange and green-colored pillar room, there's 3 more Statues.
  *2 Statues are located in the room near the entrances to the two
   Sacred Chambers.

After the door to the Slightly Sacred Chamber opens, enter to find a Jiggy.


-JIGGY 7: TARGITZAN'S REALLY SACRED CHAMBER-
Area: Targitzan's Temple            Location: Really Sacred Chamber
Characters Involved: None
Worlds Traversed: None
Moves Needed: Breegull Blaster      Magic Needed: None

To get into Targitzan's Really Sacred Chamber, you must find all 20 Statues.
Consult the guide in the description for Jiggy 6 for their locations. When you
enter the Really Sacred Chamber (the entrance is near the entrance to the
Slightly Sacred Chamber), Targitzan will challenge you to a battle. Defeat him
to win a Jiggy.


-JIGGY 8: THE KICKBALL TOURNAMENT-
Area: Kickball Stadium              Location: Kickball Stadium Lobby
Characters Involved: Officer Unogopaz
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Stony Transformation

Officer Unogopaz, the tiger guard at the kickball stadium, will not allow
anybody but a Stony to enter. To solve this problem, go visit Humba Wumba and
have her transform you into a Stony. Unogopaz will let you in, and you can play
in the tournament. The series of challenges you'll have to go through is listed
below. A good basic strategy is to steal any beneficial balls from the other
players by charging them.

  *Quarter-Finals: In a quarter-final match, there are only yellow balls
   and the Stony competitors aren't very aggressive. It won't be hard
   to win, just remember to kick the ball into your goal, not bring it.
  *Semi-Finals: Semi-final matches add the red ball into the game. A
   red ball will give -1 points to whomever's goal it goes into. This
   isn't intended as an item to avoid, but rather one you shoot into
   other players' goals to hurt them. Use it to your advantage.
  *Finals: The last round of the kickball tournament features tough
   opponents that won't hesitate from stealing a ball out of your hands.
   Also added is the bomb, which will stop a player from moving for a
   few seconds. Even with the harder competition, it won't be too hard
   to emerge victorious.

After you complete all of the matches, you'll be given your prize: a Jiggy, of
course.


-JIGGY 9: TARGITZAN'S TREASURE
Area: Treasure Chamber              Location: Treasure Mound
Characters Involved: Chief Bloatazin
Worlds Traversed: Terrydactyland
Moves Needed: Grip Grab             Magic Needed: None

If you enter the Treasure Chamber near Mumbo's skull, you'll meet up with Chief
Bloatazin, who's missing a priceless relic of Targitzan's. Help him find it
before the totem god gets angry. He'll open the door to the top of the Treasure
Chamber, which you can easily fly to if you have the Bill Drill. It's actually
easier (and you can do it if you know the Grip Grab) if you simply climb up the
ledge on the side of the chamber. Go up the mound to the left when you enter
the door, then jump up to the ledge. Proceed down, killing the Grip Grab
Plants, Shock Springing, and climbing until you reach the tunnel. Go down and
hit the switch that will open the gate. Enter the room and you'll arrive in
Unga Bunga's cave, a part of Terrydactyland (Level 5). It seems the caveman has
stolen the relic, and has put crunchy sticks around the item so if anyone comes
he can hear them. Simply tiptoe across the sticks to the relic, pick it up,
then go down the tunnel behind it. When you come out, you'll bypass going
across the sticks again and simply have to go back to the Treasure Chamber and
give the relic to Chief Bloatazin. He'll give you a Jiggy for your trouble.


-JIGGY 10: STONE PILLARS-
Area: Prison Compound               Location: Pillar Clearing
Characters Involved: None
Worlds Traversed: None
Moves Needed: Bill Drill            Magic Needed: None

Right next to the Prison Compound is a beautiful lake. Dive in and swim through
the underwater tunnel to come to a beautiful clearing filled with tall pillars.
Unfortunately, they're too tall for you to jump up. Instead, you'll need to
bump the Jiggy down. This requires using the Bill Drill to clear the rock from
the stairs leading down. Underground, you must Beak Barge the pillars' bases to
make the Jiggy hop down to where you can reach it. You will have 45 seconds to
do this, which is more than enough time to smash into all of the pillars. Just
be sure to hit them in order after finding the first one.



             =============== NOTE LOCATIONS ===============

-TREBLE CLEF-
Area: Mayahem Temple                Location: Outside Targitzan's Temple
Moves Needed: None                  Magic Needed: None

You'll find the Treble Clef resting behind the Mayahem Temple on the ground.
It's pretty easy to get, I must say.


-80 NOTES-
Area: Mayahem Temple                Location: Hill Path
Moves Needed: None                  Magic Needed: None

On the way up the hill to the top of the Mayahem world you'll come across 75
Notes. You can find the last nest of five Notes over by the hill leading up to
Mumbo's Skull.



            =============== EMPTY HONEYCOMBS ===============

-EMPTY HONEYCOMB 1: BOVINA'S HONEY-
Area: Mayahem Temple                Location: Bovina's Field
Moves Needed: Grip Grab             Magic Needed: None

After you learn the Grip Grab, go to Bovina's Field (across the bridge from
Targitzan's Temple). Jump on top of her house (or shack or whatever it is) and
from there jump up to the small cave. If you have the Grip Grab, you'll grab
onto the ledge and can pull yourself up. Inside is an Empty Honeycomb Piece.


-EMPTY HONEYCOMB 2: BEHIND THE ENTRANCE-
Area: Mayahem Temple                Location: Entrance
Moves Needed: None                  Magic Needed: Stony Transformation

Use Humba Wumba's magic to transform yourself into a Stony, then go back to the
entrance to the level. Behind the entrance is an opening that leads to an Empty
Honeycomb piece. It's quite visible, but you'll need to be the small Stony to
fit in.


-EMPTY HONEYCOMB 3: GOLDEN HONEY ON GOLDEN TREASURE-
Area: Treasure Chamber              Location: Treasure Mound
Moves Needed: None                  Magic Needed: None

The final Honeycomb is found in Targitzan's Treasure Chamber. The golden piece
of honey rests on top of the small mound of treasure to the left when you enter
the chamber.



                 =============== JINJOS ===============

-JINJO 1: ON THE BRIDGE-
Area: Mayahem Temple                Location: Bridge
Moves Needed: None                  Magic Needed: None

This Jinjo (which I previously thought was always white) is found on the bridge
connecting Targitzan's Temple and Bovina's Field. This is the easiest to get of
them all.


-JINJO 2: DIVING FOR JINJOS-
Area: Mayahem Temple                Location: Lake
Moves Needed: None                  Magic Needed: None

Right near the entrance is a lake that the water from the river flows into from
near the top of the mountain. Waiting at the bottom is a Jinjo. You won't see
him if you walk up to the lake and don't switch the camera, because he's close
to the wall.


-JINJO 3: GRIP GRAB-
Area: Jade Snake Grove              Location: Entrance
Moves Needed: Grip Grab             Magic Needed: None

The Jinjo is conveniently right above Jamjars' Hatch that teaches you the Grip
Grab technique. After learning it, jump up to the cave above where the Jinjo
awaits. The Grip Grab will allow you to grab onto the ledge.


-JINJO 4: INSIDE TARGITZAN'S TEMPLE-
Area: Targitzan's Temple            Location: Exit Room
Moves Needed: Breegull Blaster      Magic Needed: None

If you've been inside Targitzan's Temple, chances are you've seen this Jinjo
waving at you from above the entrances to the sacred chambers. To reach him, go
up the stairs opposite the exits and go up. In the green section of the pillar
room is a door. Enter it and go down the tunnel to find the Jinjo.


-JINJO 5: WATCHING THE GAMES-
Area: Mayahem Temple                Location: Kickball Stadium
Moves Needed: Bill Drill            Magic Needed: None

The last Jinjo will require a trip to the next level to learn the Bill Drill
(or you can just use the Golden Goliath). Once you've learned it, clear the
rock off the Flight Pad near the entrance. Use the Pad to fly to the roof of
the stadium, where the last Jinjo waits patiently... well, maybe not so
patiently with all those "Help!"s and whistling.



              =============== CHEATO PAGES ===============

-CHEATO PAGE 1: GRIP GRAB FROM CODE CHAMBER-
Area: Jade Snake Grove              Location: Above Code Chamber
Moves Needed: Grip Grab             Magic Needed: None

Talon Trot to the area above the Code Chamber. To the right of the temple is a
ledge that you can shimmy across. Go across, defeating the Grip Grab Plants
along the way, and soon you'll come to the Cheato Page.


-CHEATO PAGE 2: GRIP GRAB FROM PRISON-
Area: Prison Compound               Location: Pillar Clearing
Moves Needed: Grip Grab             Magic Needed: None

Getting this Cheato Page is just like the first one, only you must scurry along
the ledge to the right of the Prison Compound. At the end of the ledge, pull
Banjo up and head through the tunnel. You'll emerge high above the Pillar
Grove, and a Cheato Page will be waiting for you.


-CHEATO PAGE 3: TO THE TOP OF THE TREASURE CHAMBER-
Area: Mayahem Temple                Location: Outside the Treasure Cmbr.
Moves Needed: Grip Grab             Magic Needed: None

From the inside of the Treasure Chamber, go to the left side nearest to the
door and shimmy up the ledges to the top of the room. Go down the tunnel, and
about halfway there will be an opening on your left. Go down and Shock Spring
Jump outside. You'll come out at the top of the tower, where a Cheato Page
awaits your arrival. You can also get this by Flying from the Flight Pad.



             =============== JAMJARS' MOVES ===============

-EGG AIM-
Area: Mayahem Temple                Location: Hill Path
Notes Needed: 25                    Perform: Top C, Then Z to Fire

This move will allow you to aim with accuracy. Whenever you switch to the
first-person view, crosshairs will appear. Target what you want to shoot with
an egg, then fire. After you learn this move, you'll never go back to using
eggs any other way.


-BREEGULL BLASTER-
Area: Mayahem Temple                Location: Vine Wall
Notes Needed: 30                    Perform: When Enter Specific Areas

When you learn this, you can use Kazooie as a gun, so you move around like in
Perfect Dark or Goldeneye (a First-Person Shooter). You won't be able to do
this whenever you want, but when you enter certain areas, you'll automatically
switch.


-GRIP GRAB-
Area: Jade Snake Grove              Location: Entrance
Notes Needed: 35                    Perform: Jump to Ledge

The Grip Grab allows you to hang onto ledges, and also to scooch across them.
Simply jump to a ledge and you'll grab on to it. While on ledges, you can
attack to the left or right by moving the control stick in the desired
direction then pressing B.



                 =============== GLOWBOS ===============

-MUMBO'S GLOWBO-
This is the easiest Glowbo to find in the game (not like any of them are
particularly hard, though). It's hopping around in the lobby of Mumbo's Skull,
inside the beam of green light.

-WUMBA'S GLOWBO-
This is another sickeningly easy Glowbo to find. It's jumping around behind
Wumba's Wigwam in the Jade Snake Grove.


             =============== BOSS: TARGITZAN ===============
                         DESPOTIC DIZZY TOTEM GOD

     Targitzan will protect his treasure (a Jiggy) from you after you enter the
Really Sacred Chamber of his temple. He's quite large, and with a few layers of
a totem pole, he'll grow even larger. Each level of the totem has four targets
that you must shoot in order to destroy it. Each totem level has a certain
number of dart shooters, and after you destroy it a certain number of Moggies
will attack. The first totem level has no dart shooters. After you shoot four
targets, the level will be destroyed and Targitzan will send a Moggy out to
attack. When you defeat it, the second level will begin its spinning. It has
one dart shooter. Preceding the attack will be two more Moggies. The next level
has two dart shooters followed by three Moggies, and the final level has three
dart shooters and four Moggies attacking after it. After all four Moggies are
killed, Targitzan will explode, sending out a wave of darts. They're not hard
to dodge, but to be safe hide behind one of the rocks before he explodes.
During the explosion, the Jiggy on Targitzan's head will fall to the ground.



               =============== MUMBO PADS ===============

-MUMBO PAD: SUMMON GOLDEN GOLIATH-
Area: Mayahem Temple                Location: Hill Path
Moves Needed: None

The Mayahem Temple's only Mumbo Pad is only a short way up from the entrance
along the Hill Path, right in front of the entrance to the Kickball Stadium.
Here there's a Mumbo Pad, which will summon the Golden Goliath statue so that
you can control it.



                =============== WARP PADS ===============

-WARP PAD 1: ENTRANCE-
The first Warp Pad greets you when you enter the temple. You can't miss it, no
matter how bad you are.

-WARP PAD 2: NEAR MUMBO'S SKULL-
For quick access to Mumbo's Skull, activate the Warp Pad in front of the crazy
shaman's home.

-WARP PAD 3: NEAR WUMBA'S WIGWAM-
You'll warp to this location several times, as it is the quickest way to get to
the Code Chamber. It also, obviously, is near Wumba's Wigwam.

-WARP PAD 4: PRISON COMPOUND-
In the field in front of the Prison Compound, there's a Warp Pad.

-WARP PAD 5: KICKBALL STADIUM LOBBY-
After gaining entrance to the Kickball Stadium by being a Stony, you can warp
there easily by activating the Warp Pad just inside.



             =============== AREA LOCATIONS ===============

MAYAHEM TEMPLE:
The main area. You'll start out in here. This leads to any other place in the
level.

JADE SNAKE GROVE:
This place is inside the large skull door near the entrance. Open it up with
the Golden Goliath.

PRISON COMPOUND:
Find the Prison Compound by kicking the middle of the door halfway up the hill
with the Golden Goliath.

TARGITZAN'S TEMPLE:
Targitzan's Temple is inside the large pyramid at the top of the hill. To get
into the maze and sacred chambers, you must first learn the Breegull Buster.

TREASURE CHAMBER:
Targitzan's personal treasure chamber is found inside the medium-sized temple
near Mumbo's Skull.

MUMBO'S SKULL:
Mumbo's Skull is near the top of the hill. It's easy to find.

WUMBA'S WIGWAM:
Humba Wumba has set up shop in the Jade Snake Grove.



________________________________________________________________________

       =============== LEVEL 2: GLITTER GULCH MINE ===============
________________________________________________________________________

Isle Area: Plateau                  Train Station: Yes
Jiggies Needed: 4                   Moves Learned: 2
Characters: Bullion Bill, Chuffy the Train, Canary Mary
Enemies: Gulch Miner, TNT Crate, Shovel
Boss: Old King Coal
Transformation: Detonator
Mini-Games/Shootouts: Ordnance Storage
Levels Connects To: Mayahem Temple, WitchyWorld, Jolly Roger's Lagoon,
     Hailfire Peaks

     After exploring the jungle, your next trip takes you down into an old
mine. There's still a few characters that inhabit this place - some willingly
and some not. This level is filled with mounds of coal and minerals, as well as
a handcart track connecting both ends of the level. This is a significant
level, as the Chuffy the Train is found here, and without him you can't get a
bunch of Jiggies or even enter one of the levels in the future. Deeper in the
mine are dark tunnels that are hard to navigate, and even a network of pipes
underwater. Exploring this level will take a good amount of time just by
itself.


              =============== THINGS TO DO ===============

           *There Are No Important Things to Do In This Level*



                 =============== JIGGIES ===============

-JIGGY 1: THE WATERFALL CAVERN-
Area: Waterfall Cavern              Location: Waterfall Pool
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

If you've visited the Waterfall Cavern in this level, you've probably seen the
Jiggy resting high above, near the pool above where the water from the
waterfall collects. To reach it, you must come from the top of the waterfall.
This is located at the end of the river in the main area, but normally a
grating covers it. Near the beginning of the level is a switch, but before you
can reach the opening, it'll close. You'll need to be faster, and the Running
Shoes in one of the crates near the rope at the level's entrance will allow you
to do this. Slip the shoes on, then run to the switch near the purple mound to
the right of the entrance. From here, follow the river (you can run on top of
the water with the Running Shoes) to the end, where the entrance to the
Waterfall Cavern is located. Go in, then jump down to the pool below. Jump out
of the water onto the sides of the pool and go to collect the Jiggy.


-JIGGY 2: THE CRUSHING SHED-
Area: Glitter Gulch Mine            Location: Crushing Shed
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Mumbo

Outside of the Crushing Shed is a large boulder with a Jiggy imprinted on the
side. In the core of the rock is a Jiggy, but you must find a way to get it
out. The Mumbo Pad next to it is the key. Visit Mumbo Jumbo and take him to the
pad, where he will levitate the Jiggy boulder and move into the Crushing Shed.
Enter the shed. Go on the conveyor belt to the back, where the big red switch
is located (watch out for the crushers above). Beak Barge into the switch,
which will take the Jiggy boulder into the spinning spiky-things (sorry for not
using very good terminology). They'll rip the boulder up and spit the pieces
outside. The Jiggy is split into three pieces, and you'll have to collect them
all to get the Jiggy. However, first you must make it back out. Use the Talon
Trot and jumping to get across the fast-moving conveyor belt, then go outside
to search for the pieces. There are no set locations, but they will always be
near the shed. Check by the river, the entrances to the mine, and on the green
hill to the right of the shed.


-JIGGY 3: GENERATORS-
Area: Generator Room                Location: Generator Room
Characters Involved: None
Worlds Traversed: None
Moves Needed: Fire Eggs Helpful     Magic Needed: None

Head to the third Mine Entrance, located near the train station. Enter the
tunnel and follow the left path to get to the Generator Room. This room is
dark, and filled with power generators. The generators, when shot (on the green
light) with a fire egg, will momentarily light up, allowing you to see the
surroundings. It really depends on the brightness of your TV and the glare in
whether or not you actually need to use these generators, though. On one of the
TVs I play on, the path was easy to see without help from the generators, but
on another I couldn't see the path at all. Anyway, the winding path goes across
and above the chasm, eventually leading above the entrance where a Jiggy waits.


-JIGGY 4: ORDNANCE STORAGE DYNAMITE-
Area: Ordnance Storage              Location: Ordnance Storage Mine
Characters Involved: Bullion Bill
Worlds Traversed: None
Moves Needed: Bill Drill, Beak Bayonet, Breegull Blaster
Magic Needed: None

To the left of the entrance is a hole leading downward to the Ordnance Storage,
but it's blocked by a large rock. Use the Bill Drill to smash the rock, and
enter. Inside, learn the Beak Bayonet, then head to the opposite side of the
entrance to strike up a conversation with Bullion Bill. 15 sticks of dynamite
have gotten loose in the mine, and if you take longer than 200 seconds after
defusing the first one, they'll explode. Because directions would be rather
tedious, I've composed a map below of the area.

 ~FIGURE 1: ORDNANCE SHED~  Entrance       _____      ~KEY~
                               |          |  [] |  [] = Dynamite Stick
                               V    _____ |___  |  A  = Connects to
    -MAP PART A-              | |  |     |    | |       Other A
                              | |  |     |    | |  =  = Raised Platform
                              | |__| []  |    |A| --> = Platform Going
         To Map Part B        |____      |              Downward
               ^      _____________|     |___
               |     |  ___________________  |
 _____________| |____| |__    __________|A|| |_  _  To
|      __ ================|  |=================|| | Map    ____
|     |  ||= (Green Room)=|__|= (Center Room) =|| | Part<--_   |
|  [] |  ||=             = __ =       []      =   |  B      |  |
|_____|  |V=    []       =|  |=               =|| | ________|  |___
         |                |  |=================|| ||               |
         |___   __________|  |_   _____________||__ = (Red Room)   |
             | |               | |_________________|=            ==|
             | |___________    |       []           =     []     =^|
             |______       |   |  _________________ =            =||
                    | []   |___| |                 |=            =||
                    |       _____|     _______     |===============|
               _____|   [] |          |  []   |_   |_______________|
              |  __________|  ______  |_______  |
           ___| |__   _______|      |         | |
          |        | |      _       |  _______| |  -MAP PART B-
          |     [] | | []  | |  []  |_|         |
          |________| |     | |       _   []     |
                     |_   _| |______| |    _____|
                       |||            |   |
                        V           __|[] |__
                  To Map Part A <-- _________ --> To Map Part A

Use the Beak Bayonet on each stick of Dynamite to defuse it. When they're all
defused, return to the entrance area to receive your reward, which is of course
a Jiggy.


-JIGGY 5: HANDCAR RACE-
Area: Glitter Gulch Mine            Location: End of Track
Characters Involved: Canary Mary
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Detonator

OK, for sure you've deduced by now that the track in this level isn't just
scenery, but something you can ride. And ride it you can, but first you must
meet up with Canary Mary. Speaking of her, why must the most annoying
characters always have larger roles than most? Thanks a lot, Rare. Anyway, the
first step in getting this Jiggy requires the transformation into the
Detonator. Visit Wumba and transform, then go down the side of the mound of
purple minerals that her wigwam is on. Conveniently, the place you need to go
is right next to her home. Near the track is a doorway covered by rocks. Stand
next to the fuse of the powder keg and detonate. Now you can go back to Wumba
and turn into Banjo and Kazooie. Go into the mine entrance you just cleared,
and you'll run into Canary Mary. Use the Beak Barge to open her cage, then run
to the Fuel Depot (by the entrance) where she flies to. She'll have fixed the
broken handcar, and she challenges you to a race. The race is pretty simple,
and you simply must Press A repeatedly (and quickly). I prefer to use my index
finger, but hey, do whatever works. Mary is a tad slow, so beating her
shouldn't be a problem. When you reach the end of the track (by the Train
Station), you'll be awarded a Jiggy (if you win... which I hope you will).


-JIGGY 6: BILL AND DILBERTA REUNITED-
Area: Prospector's Hut              Location: Prospector's Hut
Characters Involved: Bullion Bill, Dilberta
Worlds Traversed: Mayahem Temple
Moves Needed: Bill Drill            Magic Needed: Stony Transformation

Bullion Bill's House, located above the river in between Mumbo's and Wumba's
places, is where the sad prospector awaits the return of his friend, Dilberta.
Dilberta isn't anywhere near, and is actually in an entirely different level.
Head back to the Mayahem Temple and turn into a Stony. Your next stop is the
Prison Compound, where Dilberta is being held. Talk to the Stony near the
entrance to learn which of the switches (sun, moon, and star) that you have to
press to enter (this changes depending on the game, so you must talk to him).
Once you know how to get in, un-transform into Banjo and open the prison door.
Inside, talk to Dilberta and you'll see that she's trapped in this level by a
rock. Use the Bill Drill to clear it, and she'll go running into the hole. Go
in too. You'll emerge in the Prospector's Hut, but Dilberta is nowhere to be
seen. Talk to Bill, and during the conversation Dilberta will show up. The pair
is overjoyed to be reunited, so they'll give you a Jiggy.


-JIGGY 7: THE UNDERGROUND PIPE NETWORK-
Area: Pipe Network                  Location: Dark Room
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

The underground pipe network is a maze of underwater pipes, and I'll tell you
that it is very helpful to have an increased Air Supply for this (see Spiral
Mountain). There are two ways to get here. The first is by blowing up the rocks
that block the main entrance, found near the Crushing Shed. The other is by
jumping down from the pool underneath the waterfall in the Waterfall Cavern and
onto the boards sticking out on the wall. Neither way is particularly
advantageous. To get to the Jiggy from the main entrance, go forward, right,
then left. To get to it from the Waterfall Cavern entrance, go forward, left,
forward, then left. The Jiggy room is very dark, and the only thing that lights
it up is the Jiggy. Defeat the Gulch Miners before collecting the Jiggy, so
you're not left in the dark as to their location.


-JIGGY 8: OLD KING COAL-
Area: Train Station                 Location: Chuffy's Boiler
Characters Involved: Chuffy the Train
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Mumbo

Time to confront this level's boss. He lives inside the Train, but visits to
the Train Station have shown that it's turned over. No problem, especially for
the mighty Mumbo Jumbo. Bring Mumbo to the station and have him use his magic
to put the train back on the track. Now it's working just fine, and ready to
go. But when you return as Banjo, a strange monster refuses to let you use the
train. Enter the boiler of the train, and you'll initiate a fight with Old King
Coal (a coal monster, not the king of fairy tale fame). Defeat him to earn a
Jiggy and the power to use the Train.


-JIGGY 9: THE POWER SHED-
Area: Power Shed                    Location: Power Shed Basement
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: None

The Power Shed is located deep in the mine, and can be gotten to from Mine
Entrance 2 (near Mumbo's Skull). Go past the prison and soon you'll come to a
large part of the mine with a building on one side. Enter it and split up. Have
Banjo go up the ladder and stand on the switch, which will turn the lights on.
Switch to Kazooie, then go through the basement to the Jiggy. If you don't have
the Split Up ability, you can make your way through by lighting up the area
with Fire Eggs or the Wonderwing, but this is very tedious and it's much easier
just to turn on the lights.


-JIGGY 10: SPRINGY STEP SHOES-
Area: Glitter Gulch Mine            Location: Source of the Mine River
Characters Involved: None
Worlds Traversed: None
Moves Needed: Springy Step Shoes    Magic Needed: None

This is the easiest Jiggy to get, but you'll need to learn how to use the
Springy Step Shoes from Terrydactyland first. Go to the source of the river,
which is near the Crushing Shed. The Jiggy is easily seen from behind the
waterfall. A nearby crate conceals a pair of Springy Step Shoes, which you can
use to reach the Jiggy. That's it, pretty easy, huh?



             =============== NOTE LOCATIONS ===============

-TREBLE CLEF-
Area: Mine Entrance 1               Location: Dirty River
Moves Needed: None                  Magic Needed: None

The Treble Clef is found in the room with the two large water tanks. In the
center is a bridge. While it may look like a foggy pit is underneath, this is
actually water. Jump in and swim to the end near the water tanks to find the
Treble Clef.


-25 NOTES-
Area: Glitter Gulch Mine            Location: Prospector's Hut
Moves Needed: None                  Magic Needed: None

There's twenty-five notes located outside the Prospector's Hut. Follow the
river running through the main part of the mine and you'll see them.


-20 NOTES-
Area: Fuel Depot                    Location: Entrance Area
Moves Needed: None                  Magic Needed: None

Inside the Fuel Depot (near the entrance) is twenty notes, most of which are on
the barrels. Watch out for the TNT Crate as you collect them.


-20 NOTES-
Area: Glitter Gulch Mine            Location: Near Crushing Shed
Moves Needed: None                  Magic Needed: None

Next to the Crushing Shed is a mound of green minerals. Ascend it to find four
note nests.


-15 NOTES-
Area: Glitter Gulch Mine            Location: Outside Mumbo's Skull
Moves Needed: None                  Magic Needed: None

In front of Mumbo's Skull, you'll find fifteen notes.



            =============== EMPTY HONEYCOMBS ===============

-EMPTY HONEYCOMB 1: TOXIC GAS CAVE-
Area: Toxic Gas Cave                Location: Far Side
Moves Needed: Bill Drill            Magic Needed: None

After learning the Bill Drill, head into the Toxic Gas Cave, which is across
the river from the Crushing Shed. Inside, demolish the center boulder to
uncover an Empty Honeycomb.


-EMPTY HONEYCOMB 2: TRAIN STATION DELIVERY-
Area: Train Station                 Location: Near Entrance
Moves Needed: None                  Magic Needed: None

Near the entrance to the Train Station, you'll see a crate with the Rareware
"R" on the side, indicating that you can break it open. Instead of eggs or
feathers, this crate has a valuable Empty Honeycomb inside.


-EMPTY HONEYCOMB 3: PROSPECTOR'S HUT-
Area: Glitter Gulch Mine            Location: Outside Prospector's Hut
Moves Needed: Bill Drill            Magic Needed: None

This Empty Honeycomb Piece also requires the Bill Drill. Outside Bullion Bill's
cabin is a large boulder. Use the Bill Drill to destroy it and collect the
Empty Honeycomb underneath.



                 =============== JINJOS ===============

-JINJO 1: SURVIVING THE TOXIC GAS-
Area: Toxic Gas Cave                Location: Far Side
Moves Needed: None                  Magic Needed: None

Enter the Toxic Gas Cave (located across the river from the Crushing Shed) and
head to the back. Behind one of the light rocks (the ones you can't destroy
with the Bill Drill) is a Jinjo.


-JINJO 2: WAITING FOR THE TRAIN-
Area: Glitter Gulch Mine            Location: Track
Moves Needed: None                  Magic Needed: None

This Jinjo is waiting on the track that runs through the main area of Glitter
Gulch Mine. While you can follow the track the entire way to be sure to find
him, if you start from near Mumbo's Skull or the Train Station you'll find him
sooner. He's at the top of the steep hill, which is up a hill of purple
minerals from Mumbo's. He's waiting at a turn.


-JINJO 3: TRAPPED UNDER A BOULDER-
Area: Glitter Gulch Mine            Location: Near Train Station
Moves Needed: Bill Drill            Magic Needed: None

This poor Jinjo is trapped underneath a boulder on the blue pile of minerals
near the Train Station. Use the Bill Drill to get him out from between the rock
and a hard place.


-JINJO 4: GO DIRECTLY TO JAIL-
Area: Mine Entrance 2               Location: Jail Cell 2
Moves Needed: Bill Drill            Magic Needed: Detonator Trans.

Before you can rescue the Jinjo located in the jail cell, you must clear the
entrance to Mine Entrance 2 with the Bill Drill. Return as the Detonator and go
down to the jail area. Enter the first cell, and detonate at the fuse (watch
out for the Gulch Miner!). When the path is cleared, enter the adjacent cell
and grab the captive Jinjo.


-JINJO 5: FROM YE OLDE LAGOON-
Area: Mine Entrance 1                     Location: Water Tank
Moves Needed: Ice Eggs, Talon Torpedo     Magic Needed: None

This one will require further advancement in the game, at least to Level 4,
Jolly Roger's Lagoon.  Head to the Sunken Ship near the Atlantis area in Jolly
Roger's Lagoon. Swim into the pipe at the end. Inside this water pipe are
several fast-moving fans. To get them to stop, shoot them with Ice Eggs. When
you reach the end, go through the exit and you'll come above the Water Tank you
couldn't reach before. Here you'll find the last Jinjo.



              =============== CHEATO PAGES ==============

-CHEATO PAGE 1: GLITTER GULCH MINE SIGN-
Area: Glitter Gulch Mine            Location: Entrance
Moves Needed: None                  Magic Needed: None

This page is easy to miss, but whenever you enter the level it's in plain view.
It rests above the big "Glitter Gulch Mine" sign. While you can use the Springy
Step Shoes nearby, if you don't have them you can simply jump from the entrance
rope and get it just as easily.


-CHEATO PAGE 2: IN THE WATER TANK-
Area: Mine Entrance 1               Location: Water Tank
Moves Needed: None                  Magic Needed: None

Go into the first Mine Entrance and use the Flip-Flap jump to reach the lower
platform around the first Water Tank. Proceed to climb up the ladder and jump
in the tank. Swim to the bottom to find a Cheato Page.


-CHEATO PAGE 3: REMATCH RACE-
Area: Glitter Gulch Mine            Location: Near Fuel Depot
Moves Needed: None                  Magic Needed: Detonator Trans.

After defeating Canary Mary in the first race (see Jiggy 5), she'll ask you to
race again. Do it if you want another Cheato Page. She'll be a little faster
this time, but it still won't take much effort to defeat her.



             =============== JAMJARS' MOVES ===============

-BILL DRILL-
Area: Glitter Gulch Mine            Location: Across River from Bill's
Notes Needed: 85                    Perform: Jump and Hold Z

This is one of the most common moves you'll use in Banjo-Tooie, and it's
especially useful in the first two levels. Large rocks, special patches of
ground, ice, and more can be broken with the Bill Drill. The Bill Drill is much
like the Beak Buster, but drills into the object, causing it to shatter if it's
the right kind.


-BEAK BAYONET-
Area: Ordnance Shed                 Location: Entrance Area
Notes Needed: 95                    Perform: B (while in 1st-Person)

This attack will become your main attack when in 1st-Person mode, as is an
attack that doesn't use up any eggs. By simply pressing B, Kazooie will smash
enemies with her beak. While it doesn't have the range of eggs and takes a
second to pull her back, it is useful.



                 =============== GLOWBOS ===============

-MUMBO'S GLOWBO-
Mumbo's Glowbo has strayed rather far from Mumbo's Skull, and is found over by
the Mine Entrance 2.

-WUMBA'S GLOWBO-
Wumba's Glowbo hops around on the hill of minerals to the right of the
entrance.


           =============== BOSS: OLD KING COAL ===============
                          GRUBBY BOILER MONARCH

     Old King Coal is quite large, so hitting him won't be a problem. He has a
total of 50 hit points, and a Rat-a-Tat Tap will take off three, while an egg
takes off one. Periodically he will heat up the floor so it's burning hot. At
this time, stay on one of the platforms. At 40 HP he loses an arm, 30 he loses
his other one. At 15 his upper body falls off, and at 0 his lower body is
destroyed. Stand on the large platform and the middle for best results, and
wait for him to come around so you can Rat-a-Tat Rap him (the most effective).
He himself likely won't hurt you, but the burning floors might, so be careful
with your jumps.



               =============== MUMBO PADS ===============

-MUMBO PAD 1: LEVITATE JIGGY BOULDER-
Area: Glitter Gulch Mine            Location: Near Crushing Shed
Moves Needed: None

This Mumbo Pad is outside the Crushing Shed. Use it to move the Jiggy Boulder
from outside the shed to inside, ready to be smashed up.


-MUMBO PAD 2: LEVITATE CHUFFY THE TRAIN-
Area: Train Station:                Location: Near Train
Moves Needed: None

In front of the toppled train is a Mumbo Pad. Use your shaman magic to lift it
back onto the track so Banjo and Kazooie can enter.


                =============== WARP PADS ===============

-WARP PAD 1: MINE ENTRANCE-
The first Warp Pad is below the entrance rope.

-WARP PAD 2: OUTSIDE CRUSHING SHED-
This one's in plain sight, right near the Jiggy Boulder.

-WARP PAD 3: INSIDE WUMBA'S WIGWAM-
Because the hill Wumba's Wigwam is on has little room for anything more than
the wigwam itself, this time the Warp Pad is located inside Wumba's Wigwam, to
the left of the entrance.

-WARP PAD 4: OUTSIDE MUMBO'S SKULL-
Mumbo's Skull is located on the far side of the mine, about halfway down if you
follow the river. On the cliffs before it is a Warp Pad.

-WARP PAD 5: OUTSIDE TRAIN STATION-
Just in front of the entrance to the Train Station is a Warp Pad. This allows
for quick transportation to the other side of the mine.



             =============== AREA LOCATIONS ===============

FUEL DEPOT:
The Fuel Depot is located to the left of the entrance.

TRAIN STATION:
Follow the handcar track from the level entrance to the end or follow the river
and you'll arrive at the entrance to the Train Station on the other side of
Glitter Gulch Mine.

MINE ENTRANCE 1:
Find the first mine entrance near the Crushing Shed.

MINE ENTRANCE 2:
Another entrance to the mine is near Mumbo's Skull.

MINE ENTRANCE 3:
The final mine entrance is near the Train Station.

TOXIC GAS CAVE:
This cave, filled with gas that drains your air supply, is found across the
river from the Crushing Shed.

MUMBO'S SKULL:
Mumbo's Skull is halfway down the river, near the Mine Entrance 2.

WUMBA'S WIGWAM:
Wumba's Wigwam is on top of a hill of purple minerals near the entrance to the
level.



________________________________________________________________________

          =============== LEVEL 3: WITCHYWORLD ===============
________________________________________________________________________

Isle Area: Pine Grove               Train Station: Yes
Jiggies Needed: 8                   Moves Learned: 3
Characters: Mrs. Boggy, Groggy, Soggy, Moggy, Conga, Big Al, Salty Joe,
     Gobi, The Saucer of Peril
Enemies: Rat Employee, Jackpot, Minjo
Boss: Mr. Patch
Transformation: Money Van
Mini-Games/Shootouts: Dodgems, Hoop Hurry, Balloon Burst,
     Saucer of Peril
Levels Connects To: Glitter Gulch Mine, Terrydactyland

     So, ready to enter a world of many worlds? The different themes of the
areas in WitchyWorld make traveling across it a unique experience, as some are
filled with lava, while others are positioned in a wasteland. Of course, what
would be an amusement park without carnival-style rides, some food, and
employees that try to kill you? WitchyWorld is designed to hurt those that are
visiting and to benefit Gruntilda in any way possible. There's a bunch of
Mini-Games here, like the Bumper Cars and the crazy Saucer of Peril. You'll
also run into old characters like Conga and Boggy's kids, as well as his wife
Mrs. Boggy. WitchyWorld has many different themes, which makes it a unique
level.


              =============== THINGS TO DO ===============

-TRAIN SWITCH-
The Train Switch is located right in the Train Station, so it's very convenient
if you need to use it. Go over to the end opposite the entrance, and Flip-Flap
jump onto the second coffin you come across. Above it is a ledge. Scurry
across, watching out for the Grip Grab Plants. At the end is a small cave with
the Train Switch.

-OPEN THE FOOD STANDS-
Grunty has graciously given the visitors to WitchyWorld a chance to eat, and
surprisingly it's free. Perhaps it is because the food is of so low quality
that... never mind. Anyway, the stands are closed when you first enter the
park, and you'll need to open them up to receive the food items. The Hamburger
Stand's switch is on top of the Ticket Booth at the park's entrance. Use the
Shock Spring Pad behind it to get up there. The Fry Stall's switch is located
right behind the stand itself.

-BLAST GATE TO AREA 51-
Area 51 is normally closed off by a gate, but a quick blast from a Grenade Egg
will open the gate and give you access.

-ACTIVATE LIFT ACROSS PARK-
In the Western Area, climb the tower in the center. At the top, walk out on the
rope (don't fall!) to the lift, and push down the red switch on top of it. Now
the lift will be ready to take you across the park.

-INFLATE CRAZY CASTLE-
There's a couple Jiggies you'll receive from inflating the Crazy Castle in the
Western Zone, so you'll need to do this if you want to get everything. Simply
head to the Crazy Castle area and go to the back. Blast open the vent with a
Grenade Egg, then go to the Split Up Pad and split up. Take Banjo and Kazooie
into the Pump Room and have them stand on their respective switches. When both
switches are down, the pump will inflate the Crazy Castle.



                 =============== JIGGIES ===============

-JIGGY 1: THE CACTUS OF STRENGTH-
Area: Western Zone                  Location: Cactus of Strength
Characters Involved: None
Worlds Traversed: None
Moves Needed: Bill Drill, Grenade Eggs
Magic Needed: None

In the Western Zone, you'll see a large Cactus named the Cactus of Strength.
You'll have 20 seconds to make the bell ring. You must use the Beak Buster,
Bill Drill, and Grenade Eggs on the switch at the bottom to ring the bell.
Climb up to the top and grab the Jiggy afterwards.


-JIGGY 2: BALLOON BURST GAME-
Area: Western Zone                  Location: Crazy Castle
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up, Airborne Egg Aiming
Magic Needed: None

Before you can play this game, you must inflate the Crazy Castle (requires
Split Up move, see the Things To Do part of this level). Once this is done,
enter the Castle with both Banjo and Kazooie and go into the open door. Inside
is the Balloon Burst game. Your goal is to shoot as many Balloons as possible
with eggs. You can fly upward while aiming by simply pressing A. Spin around
the room searching for the high-point balloons. Never stop firing eggs, because
you have an unlimited supply. You'll have 60 seconds to score 50 points, which
shouldn't be hard. The Jiggy will appear on top of the castle. Shock Spring up
to get it.


-JIGGY 3: HOOP HURRY GAME-
Area: Western Zone                  Location: Crazy Castle
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: None

This Jiggy also is found inside the Crazy Castle, and you'll need to inflate it
(see Things To Do). After it's inflated, enter as only Kazooie, then go into
the open door. You'll now play the Hoop Hurry game. Go for the Blue and Green
rings the most, but the Green are easiest to jump through and will still give
you a good amount of points. You'll need to score 30 points in 60 seconds,
which shouldn't be exceedingly difficult. The Jiggy will appear on top of the
castle. Shock Spring up to get it.


-JIGGY 4: DROP OF DEATH-
Area: Haunted Zone                  Location: Drop of Death
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

This one is easy to get. Just go to the Haunted Zone, where in the center of
the main area lies a tank of water and a tall diving board above it. Climb up
the ladder on the side and go to the very top. Slowly walk across the board
(don't worry, if you begin to fall Banjo will most likely catch himself with
the Grip Grab) to the end. Above it is a Jiggy. Use a Flip Flap jump to get it,
then plunge down into the tank for fun.


-JIGGY 5: THE INFERNO'S SPIRAL SLIDE-
Area: The Inferno                   Location: Spiral Slide
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: Van Transformation

Enter the Inferno, then go to the Split Up Pad near the entrance. Split Up, and
as Banjo go down the lava path, circling the slide tower. Soon you'll see a
switch. This activates the Shock Spring Pad. After tripping it, switch to
Kazooie. Now, grab the Running shoes at the bottom of the slide and commence
running up it. Along the way, you'll encounter many Carpet Flame Riders. When
they begin to approach, it's easiest to stop running. Jump when they come near,
then continue on. It's harder to leap over them if you're running upward at the
same ime, so slowing down is the best approach. At the top, take off the
Running Shoes and Shock Spring up to the Jiggy on top of the tower. You can
also reach the Jiggy, and bypass tripping the switch if you know Kazooie's
super-high jump.


-JIGGY 6: STAR SPINNER-
Area: Space Zone                    Location: Star Spinner
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Mumbo

Power up the Star Spinner with Mumbo's magic, the Mumbo Pad located in the back
of the room. Come back as Banjo and Kazooie. The new power won't seem to make
much of a difference, but when you hop on the star near the ground, it'll shoot
up into the air. Hop from star to star until you reach the grey planet at the
top. The stars will only stay at each height for a few seconds, so be prepared.
Jump onto the rings of the planet when you reach it. The Jiggy is at what would
be the north pole of this planet. Because it is constantly turning, you'll need
to Talon Trot up the side of the planet. Do it quickly and you'll reach the
Jiggy. Now just be careful getting down, because a drop from this height is
sure to be fatal.


-JIGGY 7: ABUSE THE TWINKLIES: DODGEMS CHALLENGE-
Area: Space Zone                    Location: Dodgems Dome
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Mumbo, Van Trans.

It's time for those poor Twinklies to be abused again... in the first game,
countless of these cute little lights were eaten by the evil Twinklie Munchers,
and now you're running them over just for fun. Cruel, but you'll get a Jiggy
out of it... and that makes it OK. Anyway, power up the Dodgems Dome using
Mumbo's magic on the Mumbo Pad outside, then pay to play with the money from
the back of the Money Van. After visiting the two magic people's houses several
times, you're ready to play. The challenges are as follows.

  *1 VS. 1 GAME: Your goal is to collect 60 points worth of Twinklies in
   45 seconds. With only one guy trying to stop you, this goal shouldn't
   be too hard.
  *2 VS. 1 GAME: With two opponents trying to stop you from getting
   points, the point total has been reduced to 50 needed to go on, but
   the time of 45 seconds remains the same. Don't get yourself into any
   corners and you'll be fine.
  *3 VS. 1 GAME: This is the hardest of the games, with three opponents
   trying to stop you from winning. Fairly, the score you need to obtain
   has been lowered to 40 (still 45 seconds to do it in). Unfortunately,
   you'll get stuck many times, because usually whenever you go near the
   walls these guys will get you. Just try to avoid them if possible.

There are only three Twinklies on screen at once, and you should always go
after the highest point Twinklies (or clusters of Twinklies). I should also
note that whenever an opponent goes over a Twinklie, it disappears, so don't
waste time getting the good ones. Win all three games to find a Jiggy in the
lobby.


-JIGGY 8: SAUCER OF PERIL-
Area: Space Zone                    Location: Saucer of Peril
Characters Involved: The Saucer of Peril
Worlds Traversed: Glitter Gulch Mine
Moves Needed: None                  Magic Needed: Mumbo

Getting this Jiggy is a very long and complicated process, but the fun Saucer
of Peril ride and the Jiggy and Cheato Page you receive make it worth the
effort. The sequence starts out in Glitter Gulch Mine. Enter the Fuel Depot (to
the left of the level entrance) and smash open the box. It'll move to the end
of the track, but it won't be able to go further because the door to
WitchyWorld's Space Zone is blocked. Go back to WitchyWorld, and instead of the
Space Zone, the Western Zone. Climb up the center tower and take the lift
across to the Space Zone. Jump over to the wire that goes to the right, and
it'll serve as a ledge for climbing to the roof of the Saucer of Peril
building. Watch out for the sparks of electricity and move across to the roof.
Once you make it, trip the Shock Spring switch so you won't have to climb
across the wire when you come back. Now head to the closed door. Beak Barge the
switch to the right to open it up. The Saucer of Peril will come through, but
it still isn't over. The UFO now needs the power turned on. Head to Mumbo's
Skull and trade places with the shaman. As Mumbo, go to Area 51 and stand on
the Mumbo Pad and do the magic dance-thingie to power up the Saucer of Peril.
Now return to the Saucer via the lift from the Western Zone. If this wasn't
enough, to get the Jiggy you'll need to beat the Saucer's game. During the fun
and frantic ride, always aim for blue and green targets first, and always keep
firing, even when no targets are in sight. Several times you'll come across all
blue target patches and will pass them quickly. Be ready for them, as they can
help your score out. It shouldn't be hard getting the second place prize, but
it will be a bit harder to get first, which is a Jiggy.


-JIGGY 9: CONGA'S EVIL BIG TOP-
Area: WitchyWorld                   Location: Conga's Big Top
Characters Involved: Conga
Worlds Traversed: None
Moves Needed: Airborne Egg Aiming   Magic Needed: None

The big tent in the center of WitchyWorld is where Conga, the arrogant ape from
Mumbo's Mountain, has set up his very own circus. He charges four tickets to
enter, and one ticket is found inside each of the four Jackpots (the slow
machine enemies) that walk around the path outside the tent. Use Grenade Eggs
to destroy them and uncover the tickets. After you've got four tickets and have
learned Airborne Egg Aiming, go into the tent and Conga will let you in.
Unfortunately, you won't be watching a show, but battling this level's boss,
Mr. Patch. Mr. Patch is a bit more difficult than the previous bosses, so look
below for how to beat him. When he's defeated, a Jiggy will appear.


-JIGGY 10: THE BOGGY TRIPLETS-
Area: WitchyWorld                   Location: WitchyWorld Entrance
Characters Involved: Mrs. Boggy, Soggy, Groggy, Moggy
Worlds Traversed: None
Moves Needed: Taxi Pack             Magic Needed: None

Mrs. Boggy, who has been visiting the park with her three sons, is ready to go
but can't find her children. You'll need to round the kids up so that they can
all go home to the Hailfire Peaks. The location of the kids is random, but they
can be found in either the Inferno, Outside the Crazy Castle, Outside the
Dodgems, or in the Star Spinner. More than one of the kids may be found in one
area. Two of the kids are hungry, and you'll need hamburgers and fries from the
food stands to feed them. One of these two will go after you feed it, but the
other is too fat to move. Use the Taxi Pack (learned in Terrydactyland) to
carry him to the entrance. The last kid refuses to leave, but a quick peck from
Kazooie will make him go crying home. For getting all the kids, Mrs. Boggy will
reward you with a Jiggy.



             =============== NOTE LOCATIONS ===============

-TREBLE CLEF-
Area: Space Zone                    Location: Money Van Door
Moves Needed: None                  Magic Needed: Van Transformation

The prize note of WitchyWorld can only be collected while in the Money Van
transformation. Head to the Space Zone after transforming and enter the Van
Door on the Saucer of Peril building. Inside is the Treble Clef.


-40 NOTES-
Area: WitchyWorld                   Location: Path Around Big Top
Moves Needed: None                  Magic Needed: None

Follow the path circling Conga's tent and you'll accumulate an entire forty
notes! Not bad, huh?


-10 NOTES-
Area: Area 51                       Location: Electric Fence
Moves Needed: Grenade Egg           Magic Needed: None

After breaking open the gate to Area 51, use the Shock Spring Pad near the
electric fence to jump on top of it and collect the two note nests.


-10 NOTES-
Area: Space Zone                    Location: Outside Dodgems
Moves Needed: None                  Magic Needed: None

Outside the Dodgems' entrance are two note nests.


-10 NOTES-
Area: Western Zone                  Location: Near Door to Crazy Castle
Moves Needed: None                  Magic Needed: None

Look behind each side of the wooden door leading to the Crazy Castle Area in
the Western Zone to find a note nest.


-10 NOTES-
Area: Haunted Zone                  Location: Water Tank
Moves Needed: None                  Magic Needed: None

Take a dip in the water tank under the Drop of Death to find ten more notes,
finishing off the notes in this level.



            =============== EMPTY HONEYCOMBS ===============

-EMPTY HONEYCOMB 1: TO THE PUMP ROOM!-
Area: Western Zone                  Location: Crazy Castle Area
Moves Needed: Grenade Eggs          Magic Needed: None

In the Western Zone's Crazy Castle Area, you'll see a vent in the back with an
Empty Honeycomb sitting inside. Blast it open with a Grenade Egg. Not only will
this allow you to pick up the golden treasure, but you'll also have access to
the Pump Room.


-EMPTY HONEYCOMB 2: MUMBO'S SKULL-
Area: Mumbo's Skull                 Location: Lobby
Moves Needed: None                  Magic Needed: None

This one is just too easy to get. Like the Glowbo in the first level, this
Empty Honeycomb Piece is just sitting in the green light of the lobby in
Mumbo's Skull. Looks like Rare ran out of places to hide things...


-EMPTY HONEYCOMB 3: SPACE ZONE LIFT-
Area: Space Zone                    Location: On Top of Star Spinner
Moves Needed: None                  Magic Needed: None

Activate the lift over in the Western Zone and take it across the park to the
Space Zone. Above the station where you get off is an Empty Honeycomb.
Flip-Flap jump up to the top to grab it.



                 =============== JINJOS ===============

-JINJO 1: ATOP THE BIG TOP-
Area: WitchyWorld                   Location: On Top of the Tent
Moves Needed: None                  Magic Needed: None

On all sides of the Big Top are ropes. These ropes don't happen to just be
pretty scenery. Slowly walk up them as Banjo, then use the Talon Trot to get to
the top of the tent. On one of the platforms on the top is a Jinjo.


-JINJO 2: WESTERN ZONE-
Area: Western Zone                  Location: Near Door to Crazy Castle
Moves Needed: Grip Grab             Magic Needed: None

In the Western Zone, go to the door that leads to the Crazy Castle area, but do
not enter. Instead, use a Flip Flap Jump to grab onto the right door, and pull
yourself up. Jump to the wall to the right, right above the wooden ledge. Grip
Grab over to the Jinjo.


-JINJO 3: TRAPPED IN THE CHAMBER OF HORRORS-
Area: Haunted Zone                  Location: The Chamber of Horrors
Moves Needed: Grenade Eggs          Magic Needed: None

Enter the Haunted Cavern in the Haunted Zone and proceed to the back and enter
the chamber of horrors. Inside is Gobi, a dinosaur, and a Jinjo. The characters
aren't important to you yet, but the Jinjo of course is. Blast open the cell
door with a Grenade Egg and collect it.


-JINJO 4: AREA 51 VAN ACCESS-
Area: Area 51                       Location: Money Van Door
Moves Needed: None                  Magic Needed: Van Transformation

After blasting open the gate to Area 51 with a Grenade Egg, warp to Wumba's
Wigwam and transform into the Money Van. Head back to Area 51 and go into the
building. At the end is a Van Door, and inside is another lovable Jinjo.


-JINJO 5: WATCHING THE DODGEMS-
Area: Space Zone                    Location: On Top of Dodgems Dome
Moves Needed: None                  Magic Needed: None

Hey! This guy is trying to watch the Dodgems games for free! Grunty should zap
him. Then again, he is helpful in getting another puzzle piece. Save him from
impending doom by traversing to the roof of the dome. Jump on top of the brown
entrance to the Dodgems, then climb the circular pole to the top (watch out for
the sparks). The Jinjo is at the very back of the roof.



              =============== CHEATO PAGES ===============

-CHEATO PAGE 1: THE HAUNTED CAVERN-
Area: Haunted Zone                  Location: The Haunted Cavern
Moves Needed: Grip Grab             Magic Needed: None

The Haunted Cavern, located in the Haunted Zone, is a mysterious chamber filled
with glowing goblins, a path with sharp teeth, and darkness. Follow the path to
the very end (past the chamber of horrors), where you'll run into a seemingly
dead end with just a torch and some egg nests. However, if you look at the wall
closely you'll see that there's a ledge. Grip Grab onto it and inch across to
where the Cheato Page is.


-CHEATO PAGE 2: INFERNO VAN TOUR-
Area: The Inferno                   Location: Van Door
Moves Needed: None                  Magic Needed: Van Transformation

Get into the Inferno by paying the price to Grunty in the Haunted Zone (as the
Van), then enter and head to the left. There's a Van door inside. Beep to open
it and you'll get a Cheato Page.


-CHEATO PAGE 3: THE SAUCER OF PERIL-
Area: Space Zone                    Location: Saucer of Peril
Moves Needed: None                  Magic Needed: Mumbo

The Saucer of Peril ride not only has a first prize of a Jiggy, but a second
prize of a Cheato Page. If you get enough points to qualify for first place,
you'll get this prize in addition to the Jiggy. See Jiggy 8 for details on how
to activate/win the Saucer of Peril game.



             =============== JAMJARS' MOVES ===============


-PACK WHACK-
Area: Western Zone                  Location: Crazy Castle Area
Notes Needed: 120                   Perform: B (while Banjo)

This is Banjo's main attack when he's separated from Kazooie. When performed,
Banjo takes off his backpack and swings it around twice, whacking any enemies
that get in the way. It's quite slow to start and ends sooner than you'd think,
so you must time it just right if you want to do any damage. It can also be
used for getting across larger pits, as Banjo floats while doing this.


-SPLIT UP-
Area: WitchyWorld                   Location: Behind Big Top
Notes Needed: 160                   Perform: Press A on Split Up Pad

Splitting Up is one of the main features of this game, and you'll be doing it
quite a bit throughout the course of your adventure. Simply stand on a Split Up
Pad and Press A. You'll now only control one character. The characters can
perform attacks they could not normally; for example Kazooie can still shoot
eggs. However, moves requiring both members of the team (which is most of them)
can't be performed. New, single-character moves can be learned, however, and is
one of the main reasons for Splitting Up.


-AIRBORNE EGG AIMING-
Area: Space Zone                    Location: Outside Dodgems
Notes Needed: 180                   Perform: Top C to Aim (while Flying)

While you can shoot eggs normally, you can't while flying... and this move will
now let you do just that. It's handy to be able to hurt enemies while flying
around, but you won't use it all that much.



                 =============== GLOWBOS ===============

-MUMBO'S GLOWBO-
You'll find this guy in the Inferno, near Mumbo's House. Just pass it on the
main path around the spiral slide and you'll find it at the end of the land,
behind a Rat Employee.

-WUMBA'S GLOWBO-
The Glowbo is actually harder to find than most because you wouldn't expect it
would be where it is. It's simply inside of Wumba's Wigwam. Does she really
need your help finding it?


             =============== BOSS: MR. PATCH ===============
                     STRANGE WOBBLY INFLATABLE THING

     Mr. Patch, annoyed by Kazooie's taunting, inflates himself to gigantic
proportions. The way to hurt Mr. Patch is to shoot the patches on his body with
Grenade Eggs. When they burst, he'll lose some of his air. After all twelve
patches are destroyed, he'll be beaten. The patches are located all over his
body, from his nose to his back, from his stomach to his shoulders. After you
destroy the first Patch, he'll call on little boxing glove guys that pop up
from the ground. This will force you to take to the skies to finish the job.
Stay as far away from Mr. Patch as you can so you have more time to fire eggs.
Periodically, Mr. Patch will spit large beach balls from his mouth. Dodge them
when they come near. Hitting the patches precisely is the hardest part of this
battle.



               =============== MUMBO PADS ===============

-MUMBO PAD 1: POWER SAUCER OF PERIL-
Area: Area 51                       Location: Left Side
Moves Needed: Grenade Eggs

Break open the gate to Area 51 with a Grenade Egg, then return as Mumbo. On the
left side of this area is a Mumbo Pad. Use it to power up the Saucer of Peril
ride, which is very fun I might add.


-MUMBO PAD 2: POWER STAR SPINNER-
Area: Space Zone                    Location: Star Spinner
Moves Needed: None

Enter the Star Spinner Ride as Mumbo. Go to the back of the room and do some
mechanical work on the generator to power up this astronomical ride.


-MUMBO PAD 3: POWER DODGEMS-
Area: Space Zone                    Location: Outside Dodgems
Moves Needed: None

Mumbo sure has a lot of work in this level, and they all seem to be powering
the rides in the Space Zone. The last Mumbo Pad is just outside the Dodgems
ride. Use it to open up the entrance to this fun mini-game.



                =============== WARP PADS ===============

-WARP PAD 1: WITCHYWORLD ENTRANCE-
Like most levels, you'll find the first Warp Pad at the entrance so you can
leave the level quickly. It's just to the right when you enter.

-WARP PAD 2: BEHIND CONGA'S BIG TOP-
There's another Warp Pad found right behind Conga's tent, right next to
Jamjars' Hatch where you learn how to Split Up.

-WARP PAD 3: SPACE ZONE-
To the left of the Star Spinner building in the Space Zone is a Warp Pad,
connecting one of the Zones to the other Warp Pads.

-WARP PAD 4: OUTSIDE WUMBA'S-
Not only does this Warp Pad give you quick access to Wumba's Wigwam, but it
also allows you to get to the Western Zone quickly. Climb over on the left
ledge from the wooden door going to the Crazy Castle area, then up the cliff to
find it.

-WARP PAD 5: OUTSIDE MUMBO'S-
Once you gain entry to the Inferno, you'll come across Mumbo's Skull. In front
of it is a Warp Pad, as usual.



             =============== AREA LOCATIONS ===============

CONGA'S BIG TOP:
This is the big tent in the center of WitchyWorld. You'll need four tickets to
enter.

SPACE ZONE:
Going clockwise from the entrance, this is the first Zone you'll come across.
The Dodgems, Star Spinner, and Saucer of Peril are located here.

HAUNTED ZONE:
Going clockwise from the entrance, this is the second Zone you'll come across.
You'll find the Inferno, Train Station, and Chamber of Horrors in this Zone.

WESTERN ZONE:
Going clockwise from the entrance, this is the third and last Zone you'll come
across. You'll find the Crazy Castle and Wumba's Wigwam here.

CRAZY CASTLE AREA:
This is in the back area of the Western Zone. An inflatable castle is the main
attraction.

HAUNTED CAVERN:
Go into the leftmost cave in the Haunted Zone to find the Haunted Cavern, which
leads to the Chamber of Horrors.

THE INFERNO:
The Inferno is in the middle cave of the Haunted Zone. A payment of a coin from
the Money Van is required to enter.

TRAIN STATION:
The cave to the right (in the Haunted Zone) leads down to the Train Station.




________________________________________________________________________

      =============== LEVEL 4: JOLLY ROGER'S LAGOON ===============
________________________________________________________________________

Isle Area: Clifftop                 Train Station: No
Jiggies Needed: 14                  Moves Learned: 3
Characters: Pawno, Piggles & Trotty, Captain Blackeye, Jolly, Captain
   Blubber, Alph, Betti, & Gammo, Merry Maggie, Chris P. Bacon, Tiptup
Enemies: Sea Anenemy, Octopus, Blowfish, Electric Eel, Pirate,
   Grip Grab Plant, Spinning Seaweed Pot
Boss: Lord Woo Fak Fak
Transformation: Submarine
Mini-Games/Shootouts: Submarine Challenge
Levels Connects To: Glitter Gulch Mine, Grunty Industries

     Arr, ye olde Lagoon. My personal favorite level, Jolly Roger's Lagoon, is
not only huge, but it has the best music. The two parts of this level are
drastically different: the harborside town and the vast underwater zone.
There's tons of stuff hidden in the depths, such as a UFO, Atlantis, and a
sunken ship. There's also a huge number of characters... from the perfectly
named pig Chris P. Bacon to Captain Blackeye, a pirate whose picture could be
seen in Banjo-Kazooie's Mad Monster Mansion. And of course, starring in his
third Rare game, Tiptup the turtle.


              =============== THINGS TO DO ===============

-DESTROY CHEST-
The Treasure Chest in the Town Center is a local landmark... unfortunately,
you'll have to blow it up. On the back is a large crack, indicating that a
Grenade Egg will destroy it. Underneath the chest is a Split Up Pad, which will
definitely come in handy.

-COLLECT THE DOUBLOONS-
Doubloons are the currency in Jolly Roger's Lagoon, and you'll need a total of
28 if you want to get everything: a Jiggy, a Cheato Page, a new move and a
Jinjo. There's 30 of these to be found, and their locations are as follows:

  *4 Doubloons: Look in Turtle View Cave to find these.
  *6 Doubloons: Circle the harbor, and you'll find six Doubloons resting
   on those... um... gray-things. I dunno what they're called, but you
   can spot these easily.
  *2 Doubloons: Talk to Captain Blackeye four times, and he'll hand you
   two Doubloons to go get him some more water. You can use them
   yourself, though, he won't ever know...
  *3 Doubloons: It seems that the town is a popular place for pirates to
   bury their treasure. There are several odd-colored patches of ground
   in the town. Bill Drill them, and you'll see that three of these
   patches contain Doubloons.
  *4 Doubloons: Swim to the far side of the Lagoon, where a Jinjo
   waits. Below the cave are four Doubloons.
  *3 Doubloons: There's a small cave high above the town, near Mumbo's
   Skull. Bill Drill the odd-colored patch of dirt in front of it, then
   use the Shock Spring Jump found under it with only Kazooie (Split Up)
   to get enough height.
  *4 Doubloons: The green light in Mumbo's lobby usually holds
   something, and in this world it's four Doubloons.
  *4 Doubloons: The last four Doubloons in this level can be found at the
   bottom of Piggle's and Trotty's pool. Don't worry, the sewage won't
   mutate you.

-OXYGENATE WATER-
This is the most important thing for you to do in this level, and even though
it's covered in the Mumbo Pad section, I'll say it here as well. Take Mumbo to
the Mumbo Pad in the Harbor and oxgenate the water. This will allow Banjo and
Kazooie to breath for as long as they want.

-CREATE SHORTCUT TO SMUGGLER'S CAVERN-
There's an easy way to get from the town to the Smuggler's Cavern, and all it
requires is a little destruction of property. In Jolly's, look through the
small window to the left of the entrance. Inside, you'll see a powder keg. Fire
a Grenade Egg at it and it'll explode, destroying the wall. You can also
destroy the keg by coming up from the Smuggler's Cavern.



                 =============== JIGGIES ===============

-JIGGY 1: PAWNO'S JIGGY-
Area: Pawno's                       Location: Container
Characters Involved: Pawno
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

Pawno, the rodent merchant living in the town area of Jolly Roger's Lagoon, is
selling a Jiggy for a hefty price of 20 Doubloons. Take a look at the Doubloons
part of the "Things To Do" section to find their locations. Talk to Pawno after
collecting twenty golden coins and he'll let you have the Jiggy.


-JIGGY 2: SEEMEE GET A JIGGY-
Area: Random                        Location: Random
Characters Involved: None
Worlds Traversed: None
Moves Needed: Talon Torpedo         Magic Needed: None

Many of the clear fish (known as Seemee) swim throughout Jolly Roger's Lagoon
and contain items inside of their transparent bodies. Sometimes it's a
worthless egg nest, but other times it can be an Empty Honeycomb, Cheato Page,
or even a Jiggy. Use the Talon Torpedo to snatch it from their bodies. Which
fish contains what is random, so check all of the places below to find the item
you're looking for:

  *Smuggler's Cavern - Swimming Around
  *Big Fish Cavern - Swimming Around
  *Wumba's Cavern - Swimming Around
  *Atlantis - Swimming In Center
  *Sea Bottom - Near Davy Jones' Locker (2 Clear Fish Here!)

One of the Seemee fish above holds a Jiggy. Find it and steal its treasure.


-JIGGY 3: THE UFO IN THE LAGOON-
Area: Jolly Roger's Lagoon               Location: Bottom of the Lagoon
Characters Involved: Alph, Betti, Gammo
Worlds Traversed: None
Moves Needed: Talon Torpedo, Ice Eggs    Magic Needed: None

Swimming from the harbor of the town into the hole in the center of the Lagoon,
one will come across a UFO sunk at the bottom. Use the Talon Torpedo on the
door to enter. Inside, you'll hear that the aliens have a problem, and they are
stuck here until their engine is refueled. Stand in the center of the room
(where the lines meet), and look in the direction of each line. There's a hole
at the end of each line. Shoot an Ice Egg into all four in under 20 seconds
(easy if you stand in the middle of the room). When powered up, the UFO will
take off, and you can pick up the Jiggy that was buried under it when it
crashed.


-JIGGY 4: CHRIS P. BACON'S UNDERWATER PHOTOGRAPHS-
Area: Atlantis                      Location: Large Building
Characters Involved: Chris P. Bacon
Worlds Traversed: None
Moves Needed: Sub-Aqua Egg Aiming   Magic Needed: None

In the center of Atlantis, there are four statues of women holding pots, each
with a different symbol on them. The symbols are greek, standing for eta,
delta, omega, and one that looks like the pi symbol. But that's OK if you don't
know them (heck, someone had to send me the symbols for me to know them), so if
you non-genius readers couldn't understand me, then it wouldn't be nice. The
four symbols, one looking like an E, one a triangle, and another... well, sorta
like a pair of headphones, and of course Pi, are displayed in a random order
above the door to the largest building in Atlantis. Shoot the jars the statues
hold in the order shown above the door to open it up. Inside, you'll meet up
with Chris P. Bacon, the underwater photographer. He needs you to shoot all the
Nippers that approach him while he takes pictures. When he goes down, follow
him and get a position right above his cage. When the 60 seconds begin, you
can't let a single Nipper bite Chris. Spin around quickly looking for Nippers,
and remember that you can shoot through the cage. After the minute is up, Chris
will reward you with a Jiggy.


-JIGGY 5: SUBMARINE CHALLENGE-
Area: Sea Bottom Cavern             Location: Sea Bottom Cavern
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Submarine Trans.

The Sea Bottom Cavern is so deep that the pressure would cause Banjo's head to
explode. You can only enter as a Submarine. Transform at Wumba's, then head to
the Davy Jones' Locker area and into the Sea Bottom Cavern. Inside is a game.
You need to shoot 60 points worth of Shrapnel (the mines that inhabit the
cavern) in 60 seconds. Switch to first-person view as soon as you begin, and
the challenge will be simple. Just remember to hold A so you keep going and
press Z as much as you can so you keep firing. A mere 60 points is all you need
to get the Jiggy, which will appear on a small platform near a large one.


-JIGGY 6: JOLLY'S PARTNER-
Area: Jolly's                       Location: Entrance
Characters Involved: Jolly, Merry Maggie
Worlds Traversed: None
Moves Needed: Sub-Aqua Egg Aiming   Magic Needed: None

Jolly is... hmm... let's just say that he's very "jolly". Anyway, Jolly's
partner Merry Maggie is missing, and you of course must find her. If you hadn't
made the connection when Jolly said she was riding a waveracer and Blubber said
his waveracer was eaten by a fish, go to the Big Fish Cavern. The most notable
landmark of the Big Fish Cavern is of course the big fish. The fish has
swallowed Merry Maggie, so you'll need to go in after it. But you can't go in
the fish's mouth, so what's the logical thing to do? That's it! Shoot its teeth
out with eggs! Makes sense to me. Each of the five teeth take three shots with
an egg, and when they're all gone, it'll open up and you can swim in. Inside
the fish, take the left path and you'll find Maggie. Talk to her and she'll
return to Jolly's. Go back as well and Jolly will reward you with a Jiggy.


-JIGGY 7: LORD WOO FAK FAK-
Area: Davy Jones' Locker               Location: Bottom of the Locker
Characters Involved: None
Worlds Traversed: None
Moves Needed: Sub-Aqua Egg Aiming -or- Magic Needed: Submarine Trans.

You're used to facing a boss in each world, but none has been as fearsome and
difficult of the mighty Lord Woo Fak Fak, the anglerfish that resides in Davy
Jones' Locker. Yes, it's actually a Locker. Go down to the Sea Bottom and
search for the Locker. It's recognizable by the brown cover and the "D. Jones"
on the front. Blast it open with a Grenade Egg or a Torpedo. Inside you'll
confront Woo Fak Fak. If you beat him, you'll earn a Jiggy, of course.


-JIGGY 8: TIPTUP RETURNS... AGAIN-
Area: Turtle Lagoon                 Location: Beach
Characters Involved: Tiptup
Worlds Traversed: None
Moves Needed: Hatch                 Magic Needed: None

Everyone's favorite racing turtle makes another Banjo game appearance, and this
time he can be found in Jolly Roger's Lagoon. Getting there is the tough part.
Enter Mumbo's Skull, and search along the wall. If you look closely, you can
see a small crack. Blast that with a Grenade Egg to open the path to Turtle
Lagoon. It seems Tiptup has been getting some action, as a turtle egg is
sitting on the beach, and Tiptup is eagerly waiting for it to hatch. So, the
logical thing to do is to hatch it with the Hatch move learned in
Terrydactyland. When the baby turtle hatches, hit it with the Beak Barge to
flip it over. Tiptup and the baby will go into the Lagoon, mysteriously
disappearing, but leaving a Jiggy behind.


-JIGGY 9: SMUGGLER'S TREASURE-
Area: Smuggler's Cavern             Location: Platform
Characters Involved: None
Worlds Traversed: None
Moves Needed: Glide                 Magic Needed: None

After learning Glide from Hailfire Peaks, come back and go down to the
Smuggler's Cavern from Jolly's back room. You've seen that Jiggy high above on
the platform before, and now it's time to get it! Glide from the entrance all
the way to the platform, and the Jiggy will be yours. You can also get this
Jiggy using a Clockwork Kazooie egg, but it's kind of tricky getting it up to
the platform.


-JIGGY 10: PIGGLE'S AND TROTTY'S POOL-
Area: Jolly Roger's Lagoon          Location: Pig's Pool
Characters Involved: Piggles, Trotty, George the Ice Cube
Worlds Traversed: Grunty Industries, Hailfire Peaks, Cloud Cuckooland
Moves Needed: Pack Shack            Magic Needed: None

This Jiggy is very complicated and not only requires going through a bunch of
different worlds, but you'll also have to wait awhile before getting it. The
two Pigs want their pool warm and non-polluted. A picky bunch, aren't they?
First, jump from the town to the pipe spewing the toxic waste. Bill Drill the
top, and enter the pipe. In the room you go into, walk to the back and Beak
Barge the switch, turning off the sewage. Next, travel to Cloud Cuckooland.
From the entrance, shoot across to the grassy area by the flower, then jump
down the ledges until you reach the water area. Above the Flight Pad is George
the Ice Cube. Rat-a-Tat Rap him off the edge, and he'll meet his gruesome fate
in the scalding pool by the entrance Warp Pad in Hailfire Peaks. Go to the
Peaks, and Shack Pack as Banjo to the switch in the pool. It'll empty into the
Pig's pool, and they'll happily reward you with a Jiggy.



             =============== NOTE LOCATIONS ===============

-TREBLE CLEF-
Area: Atlantis                      Location: Outside Ruins
Moves Needed: None                  Magic Needed: None

If you head left from the entrance to Atlantis (if you enter from the Lagoon),
you'll come across a Sea Anenemy. Shoot it in the eye with an egg, which will
cause it to retract its tentacles, which before held the coveted Treble Clef.


-15 NOTES-
Area: Town Center                   Location: Shop Entrances
Moves Needed: None                  Magic Needed: None

In front of the entrances to Pawno's Emporium, Jolly's, and Blubber's Waveracer
Hire are note Nests. Three shops with three nests equals 15 notes.


-15 NOTES-
Area: Pawno's                       Location: Shelf
Moves Needed: None                  Magic Needed: None

In Pawno's Emporium, look up on the shelf that's opposite the entrance. There's
three note nests on it.


-15 NOTES-
Area: Jolly's                       Location: Shelf Behind Counter
Moves Needed: None                  Magic Needed: None

At Jolly's, go behind the counter and Flip-Flap jump up to the shelf above.
Resting there are three note nests, increasing your note count by 15.


-15 NOTES-
Area: Blubber's                     Location: Window Shelf
Moves Needed: None                  Magic Needed:

Like in the other shops, you'll find fifteen notes in Blubber's. They're
resting on a shelf near the window.


-10 NOTES-
Area: Jolly Roger's Lagoon          Location: Near the UFO
Moves Needed: None                  Magic Needed: None

When you dive down from the Lagoon, you'll come across a UFO and several Sea
Anenemies. Two of these creatures hold Notes Nests. Shoot an egg at their eyes
and they will retract their tentacles, allowing you to grab the notes.


-10 NOTES-
Area: Atlantis                     Location: Outside Electric Eel's Lair
Moves Needed: None                 Magic Needed: None

In Atlantis, go to the tall (but thin) building near the Warp Pad, known as the
Electric Eel's Lair. Outside are two Note Nests.



            =============== EMPTY HONEYCOMBS ===============

-EMPTY HONEYCOMB 1: GRIP GRAB TO THE PIPE-
Area: Jolly Roger's Lagoon              Location: Above Pig's Pool
Moves Needed: Grip Grab, Bill Drill     Magic Needed: None

You've likely seen a shimmering Empty Honeycomb over Piggle's and Trotty's
pool, but haven't been able to get it. It all starts in the town near Jolly's.
Bill Drill the odd-colored patch of dirt near the entrance to Jolly's, and
you'll find a Shock Spring Pad. Use it to jump to the roof. Talon Trot up to
the chimney, then jump from it to the ledge above. Climb along the ledge (watch
out for the two Grip Grab Plants, one is colored green and blends in) until
you're over the pipe, then simply drop down and claim your prize.


-EMPTY HONEYCOMB 2: THE CLEAR FISH RETURNS-
Area: Random                        Location: Random
Moves Needed: Talon Torpedo         Magic Needed: None

Many of the Seemee (the clear fishes) swimming throughout Jolly Roger's Lagoon
contain items inside. Sometimes it's a worthless egg nest, but sometimes it's a
Empty Honeycomb, Cheato Page, or even a Jiggy. Snatch it from them with the
Talon Torpedo. Which Seemee contains what is random, so check all of the places
below to find the item you're looking for:

  *Smuggler's Cavern - Swimming Around
  *Big Fish Cavern - Swimming Around
  *Wumba's Cavern - Swimming Around
  *Atlantis - Swimming In Center
  *Sea Bottom - Near Davy Jones' Locker (2 Clear Fish Here!)


-EMPTY HONEYCOMB 3: HIDDEN IN ATLANTIS-
Area: Atlantis                      Location: Near Warp Pad
Moves Needed: None                  Magic Needed: None

This Empty Honeycomb is hidden very well, and it is very easy to miss even if
you know where it is. From the Warp Pad in Atlantis, go down to the ocean floor
and start swimming towards the largest building in the underwater city. There's
a steep incline a little ways, and if you search along it, you'll find a small
cave with an Empty Honeycomb tucked away inside.



                 =============== JINJOS ===============

-JINJO 1: BLUBBER'S SHOP-
Area: Blubber's                     Location: Rafters
Moves Needed: None                  Magic Needed: None

Go down to the harbor and enter Blubber's Waveracer Hire. Behind the counter,
hidden from view is a Shock Spring Pad. Use it to spring up to the rafters at
the top of the shop, where a Jinjo is waiting.


-JINJO 2: ACROSS THE LAGOON-
Area: Jolly Roger's Lagoon          Location: Lagoon
Moves Needed: None                  Magic Needed: None

This is pretty much the only item that is actually in the Lagoon. You can see
it easily in the cave on the far side of the Lagoon, but you can't reach it
from the water. You'll need to run across the water, because jumping from the
height of the water will be enough for you to reach the cave. So, where can
Running Shoes be found? Blubber's, of course. Go to the old hippo's shop, and
Blubber will sell you the shoes for a mere 1 Doubloon (see the Things To Do
section for Doubloon Locations). Put the shoes on, run out of the shop, across
the Lagoon, and grab the Jinjo.


-JINJO 3: JINJO TREASURE-
Area: Sunken Ship                   Location: Inside Sunken Ship
Moves Needed: Grenade Eggs          Magic Needed: None

Inside the Sunken Ship, there's a lot of junk. However, in a random location is
a treasure chest with a Jinjo's picture on the side. Blast it open with a
Grenade Egg to free the Jinjo.


-JINJO 4: SEAWEED SANCTUM PILLAR-
Area: Seaweed Sanctum               Location: Top Floor
Moves Needed: None                  Magic Needed: None

Enter the Seaweed Sanctum, the building just to the right of the Atlantis
entrance from the Lagoon. Inside, go to the back and Shock Spring up a floor.
Go around and Shock Spring up again to the top floor. If you walk around,
you'll come across an exit. Continue on the path and soon you'll see a pillar,
with a Jinjo sitting on top of it.


-JINJO 5: BIG FISH'S BELLY-
Area: Big Fish Cavern               Location: Inside Big Fish
Moves Needed: Sub-Aqua Egg-Aiming   Magic Needed: None

The most notable landmark of the Big Fish Cavern is of course the big fish. The
fish has swallowed a Jinjo, so you'll need to go in after it. But you can't go
in the fish's mouth, so what's the logical thing to do? That's it! Shoot its
teeth out with eggs! Makes sense to me. Each of the five teeth take three shots
with an egg, and when they're all gone, it'll open up and you can swim in.
Inside the fish, take the right path to find the Jinjo.



              =============== CHEATO PAGES ===============

-CHEATO PAGE 1: PAWNO'S PAGE-
Area: Pawno's                       Location: Container
Moves Needed: None                  Magic Needed: None

After you purchase the Jiggy from Pawno, he'll make a Cheato Page available.
Knowing its value, Pawno won't let go of it for less than 5 Doubloons. See the
Doubloons part of the "Things To Do" section to locate the Doubloons you need
for this, then hand them over to Pawno for the Cheato Page.


-CHEATO PAGE 2: MY FISH ATE IT-
Area: Random                        Location: Random
Moves Needed: Talon Torpedo         Magic Needed: None

Many of the Seemee (the clear fishes) swimming throughout Jolly Roger's Lagoon
contain items inside. Sometimes it's a worthless egg nest, but sometimes it's a
Empty Honeycomb, Cheato Page, or even a Jiggy. You can steal the item they
carry with a swift Talon Torpedo. Which fish contains what is random, so check
all of the places below to find the item you're looking for:

  *Smuggler's Cavern - Swimming Around
  *Big Fish Cavern - Swimming Around
  *Wumba's Cavern - Swimming Around
  *Atlantis - Swimming In Center
  *Sea Bottom - Near Davy Jones' Locker (2 Clear Fish Here!)


-CHEATO PAGE 3: THE ANCIENT SWIMMING BATHS-
Area: Ancient Swimming Baths        Location: Above Entrance
Moves Needed: Leg Spring, Glide     Magic Needed: None

Enter the Ancient Swimming Baths, the building to the left of the entrance to
Atlantis from the Lagoon (use the Talon Torpedo to break the door open). Inside
you won't find much, save a Cheato Page above the entrance. How do you get it?
First, Split Up on the Split Up Pad nearby. Then take Kazooie to the pillar
sticking out of the water by the entrance. From here, perform Kazooie's Leg
Spring move, then Glide over to the Cheato Page (if you Glide from the highest
point of the jump, you'll likely soar over the page).




             =============== JAMJARS' MOVES ===============

-WING WHACK-
Area: Jolly Roger's Lagoon          Location: Turtle View Cave
Notes Needed: 265                   Perform: B (while Kazooie)

This move is one of Kazooie's few attacks when she's separated from Banjo.
While standing still, Kazooie will slice the air (or an enemy) with three
chops, and while running, she'll spin around. It's a good attack, and helpful
for dispatching baddies when away from the backpack. Just press B.


-SUB-AQUA EGG AIMING-
Area: Jolly's                       Location: Room (Costs 2 Doubloons)
Notes Needed: 275                   Perform: Top C while Underwater

You can shoot eggs on land, you can shoot eggs in the air, now learn to shoot
them underwater. This is an incredibly useful move to know, especially in Jolly
Roger's Lagoon, a level that's almost entirely underwater. You'll fire eggs
like you normally do; just press Top C.


-TALON TORPEDO-
Area: Electric Eel's Lair           Location: Hallway Above the Water
Notes Needed: 290                   Perform: Z while Underwater

This attack is one of the few ways you can choose to attack underwater, and
it's good in some cases while not so good in others. When Z is pressed
underwater, Kazooie will shoot out from the backpack and swim around at high
speeds. This is most useful for destroying things with her picture on it, but
it can also be used to hurt enemies or steal items from the Seemee (transparent
fish) in Jolly Roger's Lagoon. There's a time limit and also a cost of five Red
Feathers each time you use it.


                 =============== GLOWBOS ===============

-MUMBO'S GLOWBO-
Look inside Pawno's Emporium. Behind the counter, next to the Grunty doll is
the Glowbo high on the shelf.

-WUMBA'S GLOWBO-
Wumba's Glowbo is right underneath the Wigwam. Swim to the floor in Wumba's
Cavern, and right underneath the twisting rocks that support Wumba's Wigwam's
island hops that cute little Glowbo.



         =============== BOSS: LORD WOO FAK FAK ===============
                        SELF-IMPORTANT ANGLERFISH

     Lord Woo Fak Fak is one of the more difficult bosses in this game. While
you can face him as Banjo and Kazooie, it's much easier to fight as the
Submarine. Why? It's all because of unlimited Torpedos and smoother swimming.
As Banjo, you'll need to constantly stock up on eggs and will likely be more
conservative with your shots. As the Sub, you can shoot as much as you want.
So, what do you shoot? First, Woo Fak Fak will have six boils, three on each
side. The one you need to shoot will glow yellow. Watch out for the energy shot
from the angler. After all of the boils are gone, Woo Fak Fak will open his
eyes, indicating that you need to shoot him there now. Six shots in the eyes
will defeat him.



               =============== MUMBO PADS ===============

-MUMBO PAD: SUNLIGHT: OXYGENATE WATER-
There's only one Mumbo Pad in this level, but it's very important that you
bring Mumbo to it. This Mumbo Pad, located in the harbor of the town, will fill
the waters with oxygen so that Banjo and Kazooie can breath without air
bubbles. It's very helpful in this large underwater level.



                =============== WARP PADS ===============

-WARP PAD 1: TOWN CENTER-
This is right behind the chest in the middle of the town, in between the
entrance to the level and the harbor. It's easy to find, and a useful place to
warp to when you're deep in the underwater caverns.

-WARP PAD 2: ATLANTIS-
The Warp Pad in Atlantis is a common warping point, as Atlantis connects most
of the other underwater areas. The Warp Pad is on a large pillar, in between
the largest building and the exit to Wumba's Cavern.

-WARP PAD 3: SUNKEN SHIP-
Take the left tunnel from Atlantis to reach the Sunken Ship (left from the
entrance from the Lagoon, that is). On top of the outside of the ship is a Warp
Pad.

-WARP PAD 4: BIG FISH CAVERN-
The next Warp Pad is in the Big Fish Cavern. You can get to the Cavern by
either going through the Seaweed Sanctum or taking an exit from the Sea Bottom
(where Davy Jones' Locker is).

-WARP PAD 5: DAVY JONES' LOCKER-
Swim all the way to the deepest part of the sea that Banjo can enter, near Davy
Jones' Locker, which is either past the Sunken Ship or the Big Fish Cavern
(your choice). Near the hole going down to the Sea Bottom Cavern is a Warp Pad
in a rock formation.



             =============== AREA LOCATIONS ===============

TOWN:
This is the town you're in when you first enter. Shops located here include
Pawno's, Blubber's, and Jolly's.

JOLLY ROGER'S LAGOON:
This is anywhere in the main area of the Lagoon other than the town, including
the Pig's Pool, the UFO area, and Turtle View Cave.

ATLANTIS:
The sunken city lies in the depths. Swim here from where the UFO is.

SMUGGLER'S CAVERN:
Blow up the powder keg in Jolly's to create an entrance to the Smuggler's
Cavern. You can also get here from near the UFO.

BIG FISH CAVERN:
Get here from the Sea Bottom or Seaweed Sanctum.

SUNKEN SHIP:
Take the left path from Atlantis to find the Sunken Ship.

SEA BOTTOM:
This is where Davy Jones' Locker is. You can get here from the Sunken Ship or
from the Big Fish Cavern,

WUMBA'S CAVERN:
This is where Wumba's Wigwam is. Take a right from the Lagoon entrance in
Atlantis to get here.

WUMBA'S WIGWAM:
Obviously located in Wumba's Cavern.

MUMBO'S SKULL:
The Skull is easy to find on a small cliff in the town.




________________________________________________________________________

         =============== LEVEL 5: TERRYDACTYLAND ===============
________________________________________________________________________

Isle Area: Wasteland                Train Station: Yes
Jiggies Needed: 20                  Moves Learned: 3
Characters: Dippy, Scrotty, Scrat, Scrit, Scrut, The Oogle Boogle Tribe,
   The Rocknuts Tribe, The Unga Bunga Tribe, Chompa
Enemies: Stegosaurus, Swamp Monster, Terronodon, Faster Grip Grab Plants,
   Mucoids
Boss: Terry
Transformation: Baby T-Rex, Daddy T-Rex
Mini-Games/Shootouts: Chompa's Challenge
Levels Connects To: Mayahem Temple, WitchyWorld, Hailfire Peaks

     This world is full of creatures from the past, particularly dinosaurs.
You'll come across a wide variety of these giant reptiles, as well as cavemen
that live amongst them. In fact, there are three distinct caveman tribes: The
Oogle Boogles, the Rocknuts, and the Unga Bungas. The Oogle Boogles are pretty
helpless, the Rocknuts are fierce warriors, and the Unga Bungas are in between.
The main feature of this level is the huge mountain in the center, which even
has several water-filled caverns running through it. Also expect to encounter
lush grasses and murky swamps while you travel through this world.



              =============== THINGS TO DO ===============

-TRAIN SWITCH-
The Train Switch is located near Wumba's Wigwam, beneath Dippy's pool. It's not
hard to find, you shouldn't have any trouble spotting it.

-LEARN HOW TO ROAR-
The Baby T-Rex, unlike the adult version, doesn't know how to roar from the
start. However, if you walk up to any Stegosaurus, you'll learn how to do so.
The Baby's roar isn't as powerful as the Adult's, but you'll need it.

-MOVE OOGLE BOOGLE GUARD-
There's a guard preventing you from getting in the Oogle Boogle cave, and
you'll need to get rid of him if you want to get Jiggy 9. Walk by as the Adult
T-Rex and roar. This will scare him off.

-UNGA BUNGA CAVE SWITCH 1-
Enter the Unga Bunga Cave and walk down the path to find the switch that
connects Terrydactyland to the room where you found Targitzan's Relic in the
Mayahem Temple.

-UNGA BUNGA CAVE SWITCH 2-
Another entrance to the Unga Bunga Cave is found past the cage where you get
Jiggy 1. Simply walk into the cave at the end of the path and you'll find the
switch. This leads to a series of caves and eventually the room where you found
Targitzan's Relic.

-MOUNTAIN DOOR SWITCH-
From Terry's Nest, go down into the Inside of the Mountain and you'll find a
switch opening a gate on the upper part of this cavern.

-MOUNTAIN BRIDGE-
Inside the Mountain, fly to the center island. On the back side is a switch.
Beak Barge it to form a natural bridge from the entrance to the Island.



                 =============== JIGGIES ===============

-JIGGY 1: BABY T-REX ROARS-
Area: Terrydactyland                Location: Mountainside
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Baby T-Rex Trans.

Halfway up the mountain, there's a cage containing a Jiggy. A sign outside
reads "Only when the secret call of the dinosaurs is heard will the Jiggy be
yours". The secret call is actually just a bunch of roaring, but you need to do
it right. Transform into the Baby T-Rex, learn how to roar (talk to a
Stegosaurus), and enter the door to the right (not behind!) Wumba's Wigwam.
You'll emerge some ways up the mountain. Proceed around the mountain until you
reach the aforementioned cave. Stand in front of it and roar. There are two
different kinds of roars: a long roar and a short roar. Tap B for a short roar,
and hold it for a long one. To open the cage, do the following: Short, Short,
Long, Short, Long, Long (or, for those fluent in dinosaur, Roar, Roar, Roooar,
Roar, Roooar, Roooar). The cage will open and the Jiggy will be yours.


-JIGGY 2: THE BATTLE WITH TERRY-
Area: Terry's Nest                  Location: Nest
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

This is one of the more difficult and longer boss battles in the game. Terry is
mad at you from the moment you enter the level, filled with paranoia and
thinking that you're going to steal his eggs. The first part of getting this
Jiggy is ascending the mountain. Go up to the mountainside path and into the
Unga Bunga Cave (entrance 1). Inside, put on the Springy Step Shoes, exit, and
go to the left (if you're facing the cave) and up the stairs. A sign points to
the summit, and this indicates where you should jump. When you land on the path
above, Terry will get angry and start spitting purple goo at you. Keep moving
and it will never hit you. When you make it around the path, he'll stop
spitting and you can go up to the nest to confront him. The boss battle will
begin. If you win, he'll give you a Jiggy, and a request to hatch his eggs. To
help you, he'll also activate a Flight Pad near the cells at the base of the
mountain.


-JIGGY 3: TERRY'S EGGS-
Area: Terry's Nest                  Location: Nest
Characters Involved: None
Worlds Traversed: None
Moves Needed: Hatch, Taxi Pack      Magic Needed: None

Terry's attitude will change after you defeat him, and he'll ask you to find
the Pterodactyl children that are in eggs throughout Terrydactyland. They are
located in the following locations (use hatch to open them):

   *Island in the Lake: Use the Running Shoes to get there.
   *Oogle Boogle Cave: Use the Shock Spring Pad to jump up to this one.
   *Unga Bunga Cave: Deeper in the Cave, you'll find a Split Up Pad.
    Near it is an opening in the wall that leads to one of the eggs.
   *Inside the Mountain: At the very top of the Inside of the Mountain
    is the last egg. Fly up to it as Kazooie to hatch it.

Three of the baby Pterodactyls will fly up to the nest, but the last one you
find is too large to fly. Use the Taxi Pack to carry it up (be sure to hit the
switch beforehand to open the gate).


-JIGGY 4: THE TOP OF THE CAVERN
Area: Inside the Mountain           Location: Top
Characters Involved: None
Worlds Traversed: None
Moves Needed: Bill Drill            Magic Needed: None

This Jiggy is very easy to get. After beating Terry, if you go to the middle of
the nest, you'll see a hard piece of ground with a crack in it. Bill Drill
whatever it is to get inside the mountain. You'll land right on a Jiggy.


-JIGGY 5: CONFRONTING STOMPONADON-
Area: Stomping Plains               Location: Far Side
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

Stomponadon, the Triassic Steamroller, is a huge dinosaur that squashes those
that travel through the Stomping Plains with his foot. To get to the plains,
warp to Warp Pad 4, at the Top of the Mountain. Go across the narrow path that
goes above the world and into the cave. Inside, shoot the bonfires with Ice
Eggs to extinguish them. When you get to the other side, enter and you'll be in
the Stomping Plains. You'll need to run across the plains while avoiding
getting squashed by Stomponadon if you want the Jiggy. Luckily for you, there
are deep footprints that give you safety, but you'll need to be very quick in
getting to them. To get the Jiggy on the other side, you'll need to cross as
Banjo and Kazooie. Use the Talon Trot to make it to each of the footprints, and
jump as soon as Stomponadon's foot begins to go back up. When you reach the
other side, stand on the switch to get the Jiggy.


-JIGGY 6: CHOMPA'S BELLY CHALLENGE-
Area: Chompa's Stomach              Location: Stomach
Characters Involved: Chompa
Worlds Traversed: None
Moves Needed: Springy Step Shoes    Magic Needed: None

Chompa, the stomach-cramped carnivore, is having troubles with an illness.
First of all, though, you'll need to get into his stomach. To do so, you must
stand on the top of the island in the center of the Inside of the Mountain. You
can do this by flying, but it is much easier to use the Springy Step Shoes at
the bottom of the island. When you're at the top, Chompa will swallow you and
ask you to get rid of his cramps. To succeed, you need to shoot 75 points worth
of these viruses in 1 minute. This is quite challenging, but is much easier if
you simply stay in the center of his stomach and hold down the Z button while
spinning around the room. As usual, go for the green and blue ones first. If
you succeed, you'll get a Jiggy.


-JIGGY 7: THE ROCKNUTS TRIBE-
Area: Terrydactyland                     Location: Terrydactyland
Characters Involved: The Rocknuts Tribe
Worlds Traversed: None
Moves Needed: Clockwork Kazooie Eggs     Magic Needed: None

The infamous Rocknuts tribe rules over the other tribes with its strong armor.
They think they're unbeatable, but actually, an attack from behind will defeat
them. There are five members of the tribe, strewn throughout the level. Their
locations are as listed below:

  1. Left of the Entrance: From the entrance, look left and you'll see
   a tribe member on a platform above. To beat him, shoot a Clockwork
   Kazooie Egg and go into the cave that's straight ahead from the
   entrance. You'll come out Inside the Mountain. Go up the path and
   back outside and you'll be next to the tribe member. Detonate the
   egg behind him to defeat him.
  2. In the Cell: In the cell area, shoot a Clockwork Kazooie Egg and
   go into the middle hole. When you emerge above the cells, enter to
   first hole to the right. You'll come out in the cell with the tribe
   member.
  3. At the Train Station: When you enter the station, look to the right
   and you'll see a tribe member. Shoot a Clockwork Kazooie Egg at just
   the right angle so it lands next to him on the ledge. Now simply
   detonate it behind him.
  4. Behind the Waterfall: Look behind the large waterfall in the
   mountainside lake for this guy. On the left shore (left if you face
   the waterfall), go near the waterfall and you'll see a hole. Send a
   Clockwork Kazooie bird into it and you'll come out next to the tribe
   member.
  5. Mountainside Path: Stand near the cage where Jiggy 1 is, and
   you'll see a tunnel. Inside is the last tribe member. Shoot a
   Clockwork Kazooie Egg outside the tunnel and take it around the path
   to the other side (be careful while jumping the gaps in the path,
   taking your time is safer even with a timer). Go into the other side
   of the tunnel and detonate the bird to defeat the last member.

A Jiggy will appear where the last tribe member falls.


-JIGGY 8: STYRACOSAURUS FAMILY-
Area: Styracosaurus Cave            Location: Styracosaurus Cave
Characters Involved: Scrotty, Scrat, Scrit, Scrut
Worlds Traversed: Isle O' Hags, WitchyWorld
Moves Needed: Taxi Pack             Magic Needed: Mumbo

Helping the three Styracosaurus children is a long and arduous process,
requiring frequent travel between different worlds. The first child is sick,
and you'll need to take him to the Isle O' Hags where Mumbo can heal it. Use
the Taxi Pack and take the dino to the carriage car of the Train. Now take the
Train to the Isle O' Hags, and switch to Mumbo. Use the Mumbo Pad to heal the
child, then take it back to Terrydactyland. The second dinosaur is small (in
height, of course...), and wants to be big (in height, of course...). Use the
Bill Drill on the nearby boulder to uncover a Mumbo Pad, then come back with
Mumbo to restore him to his normal, or larger than normal size (in height, of
course...). The third and final child is missing, and is being displayed at
WitchyWorld's chamber of horrors. Go to WitchyWorld's Haunted Cavern and to the
back where the dinosaur child is locked up. A Grenade Egg will blast open the
cage, and the dinosaur will run to the Train Station. Call the train and take
it to Terrydactyland to finish what you need to do with the last child. For
helping with the family, Scrotty will give you a Jiggy.



-JIGGY 9: THE PLIGHT OF THE OOGLE BOOGLES-
Area: Oogle Boogle Cave             Location: Oogle Boogle Cave
Characters Involved: The Oogle Boogle Tribe
World Traversed: WitchyWorld
Moves Needed: Claw Clamber Boots, Fire Eggs
Magic Needed: None

The Oogle Boogles are the weakest of the tribes in Terrydactyland, and are
starving in the cold depths of their cave as a result. Helping them out, of
course, will get you a Jiggy. There are three members of this tribe: one in the
middle, one to the left down a tunnel, and one to the right. In front of each
is a fire pit or torch. Light them with Fire Eggs. Now that you've made them
warm, you must satisfy their hunger. In the back of their cave is a passage to
WitchyWorld. Enter and go to the food stands to stock up on Burgers and Fries.
Now you'll need to get back. There's a pair of Claw Clamber Boots on top of the
tent in the center. Climb up a rope on the side, then ascend to the top with
the Talon Trot. use the boots to go up the wall in Area 51 and back into the
Oogle Boogle's Cave. Give some food to each member and you'll get a Jiggy as a
reward.


-JIGGY 10: DIPPY'S POOL-
Area: Terrydactyland                Location: Dippy's Pool
Characters Involved: Dippy
Worlds Traversed: Cloud Cuckooland
Moves Needed: Talon Torpedo         Magic Needed: None

Dippy, the seeker of beverages, lives in a dried out pool near Wumba's Wigwam
(use the Springy Step Shoes to spring up to it by the Train Switch). He is
quite thirsty, and begs of you to get him some water. You'll need to travel to
Level 8, Cloud Cuckooland, to get it. Here, dive from the Central Cavern out to
the large water-filled area. At the bottom is a rock with Kazooie's face on it.
Use the Talon Torpedo, and the water will drain out. It'll fall right into
Dippy's pool, and he'll thank you with a Jiggy.



             =============== NOTE LOCATIONS ===============

-TREBLE CLEF-
Area: Terrydactyland                Location: Far Side of Mountain
Moves Needed: Bill Drill            Magic Needed: None

The coveted Treble Clef is found on the opposite side of the mountain from the
entrance. If you head left from the entrance, past the lake and past the swamp,
you'll see a boulder on a ledge to the left (near the swamp). Jump up to it and
Bill Drill the boulder to unearth the Treble Clef.


-20 NOTES-
Area: River Passage                 Location: Center Chamber
Moves Needed: None                  Magic Needed: None

Enter the River Passage and swim down the stream until you reach the center
chamber. Along the bottom (underwater), you'll find 20 notes.



-15 NOTES-
Area: Terrydactyland                Location: Near Train Station
Moves Needed: None                  Magic Needed: None

If you head to the right from the level's entrance, the first place you'll come
to is the Train Station. Right outside of the entrance are three Note Nests.
Pick them up and collect the notes.


-15 NOTES-
Area: Terrydactyland                Location: Lake Shore
Moves Needed: None                  Magic Needed: None

Head to the left of the level entrance and on the grassy shores of the lake
you'll find a total of 15 notes.


-15 NOTES-
Area: Terrydactyland                Location: Around Mountain
Moves Needed: None                  Magic Needed: None

On the way up the mountain, there's an S-shaped section of ground that you have
to go across, which is found near the Unga Bunga Cave. 15 Notes are found on
it.


-15 NOTES-
Area: Terrydactyland                Location: Around Mountain
Moves Needed: None                  Magic Needed: None

Near the cage holding Jiggy 1, there's a path leading further around the
mountain containing gaps that you must jump across. Along this path sit 15
Notes.



            =============== EMPTY HONEYCOMBS ===============

-EMPTY HONEYCOMB 1: ACROSS THE LAKE-
Area: Terrydactyland                Location: Lake
Moves Needed: None                  Magic Needed: None

A sparkling Empty Honeycomb sits in a cave across the lake, but it is too high
up to reach. It's easy to get if you have the Running Shoes, though. You'll
find a pair near the swamp that surrounds Mumbo's. Dash across the water and
into the cave to get the honeycomb. You can also get this by flying into the
cave.


-EMPTY HONEYCOMB 2: SPRING IN THE STYRACOSAURUS LAIR-
Area: Styracosaurus Cave              Location: Left Side
Moves Needed: Split Up, Bill Drill    Magic Needed: None

This Honeycomb Piece is located in the home of the Styracosaurs. Enter the
dinosaur's lair and proceed to the left side of the room. Smash the rock over
there to pieces with the Bill Drill, then Split Up on the nearby Split Up Pad.
As Kazooie, spring off the Shock Spring Pad that was underneath the large
boulder and leap up to a small cave above. Inside is an Empty Honeycomb.


-EMPTY HONEYCOMB 3: RIVER PASSAGE WATERFALL-
Area: River Passage                 Location: Waterfall
Moves Needed: None                  Magic Needed: None

If you climb up the vine from the lake or go down the entire River Passage from
the waterfall pond on the mountainside, you'll come to a waterfall leading down
into the lake at the base of the mountain. Surrounding the top of the waterfall
is a steep slope, and on the far side sits an Empty Honeycomb Piece. Talon Trot
around the slope and claim it.



                 =============== JINJOS ===============

-JINJO 1: THE DEPTHS OF THE LAKE-
Area: Terrydactyland                Location: Lake
Moves Needed: Talon Torpedo         Magic Needed: None

In the large lake near Mumbo's Skull in Terrydactyland, there's a Jinjo trapped
inside a cage that's located underwater and inside the island. To open it, go
over to the far side of the lake, near the waterfall. You'll see a switch with
Kazooie's face on it. Use the Talon Torpedo to trip it, then go back and
collect the Jinjo.


-JINJO 2: THE JINJO IN THE JAIL-
Area: Terrydactyland                    Location: Cell Area
Moves Needed: Clockwork Kazooie Eggs    Magic Needed: None

In one of the jail cells, there's a poor trapped Jinjo. There's no way for
Banjo or Kazooie to get in, but there are several small holes in this area
suitable for a Clockwork Kazooie Bird to fit in. Shoot a Clockwork Kazooie Egg
and lead the bird into the rightmost hole. It'll come out inside the Jinjo's
cell, and the bird can collect it itself.


-JINJO 3: T-REX SWITCH-
Area: Terrydactyland                Location: Near Wumba's Wigwam
Moves Needed: None                  Magic Needed: T-Rex Transformation

As the Daddy T-Rex, leave Wumba's Wigwam and head down to the right. You'll see
a large switch with a silhouette of a T-Rex on it. Press it down, and a gate
trapping a nearby Jinjo will open. You can't fit in the small cave as the big
T-Rex, but Banjo can. You have 35 seconds to transform back and get the Jinjo.
It isn't hard if you don't waste time.


-JINJO 4: STOMPING PLAINS-
Area: Stomping Plains               Location: Far Side
Moves Needed: Split Up              Magic Needed: None

You get a Jiggy by crossing the Stomping Plains as Banjo, but if you cross it
as Kazooie you'll get a Jinjo. It's easy to make it across as Kazooie, as she
can quickly run from one footprint to the next. Still, give yourself plenty of
time by jumping out of each footprint as soon as Stomponadon's foot begins to
go back up. When you reach the other side, activate the switch and get the
Jinjo.


-JINJO 5: THE ENTRANCE-
Area: Terrydactyland                Location: Near Entrance
Moves Needed: Grenade Egg           Magic Needed: None

When you enter the level, right in front of you is a pillar with a gate switch
on it. Shoot a Grenade Egg at it to lift open the gate to a Jinjo above in a
cave on the mountain. To reach it, use the Flight Pad by the cells and fly
there.



              =============== CHEATO PAGES ===============

-CHEATO PAGE 1: ABOVE THE SWAMP-
Area: Terrydactyland                Location: Near Mumbo's
Moves Needed: Bill Drill            Magic Needed: None

Head right from Mumbo's (right if you're exiting the skull) and you'll see a
ledge. Grip Grab across it, but watch out for the Grip Grab Plant. In a cave at
the other end is a large rock. Bill Drill it to uncover a Cheato Page.


-CHEATO PAGE 2: T-REX CAVE-
Area: Inside the Mountain           Location: T-Rex Cave
Moves Needed: None                  Magic Needed: T-Rex Transformation

After transforming into a Baby T-Rex and learning how to roar (approach any
Stegosaurus), roar in front of the T-Rex hole behind Wumba's Wigwam and enter.
Inside is a Cheato Page.


-CHEATO PAGE 3: FILL DIPPY'S POOL-
Area: Terrydactyland                Location: Dippy's Pool
Moves Needed: Talon Torpedo         Magic Needed: None

After you fill up Dippy's Pool (see Jiggy 10 to find out how), dive into the
water and swim into the hole at the bottom/side. In the cavern is a Cheato Page
suspended high above the floor. Before, you couldn't get it because of its
elevation, but with the water in the pool, it is easy to snatch.



             =============== JAMJARS' MOVES ===============

-SPRINGY STEP SHOES-
Area: Terrydactyland                Location: Outside Train Station
Notes Needed: 390                   Perform: A While Wearing S.S. Shoes

Jumping on the Shock Spring Pads allows for increased jumping height, and
jumping on them with only Kazooie allows for even more. But a jump while
wearing the Springy Step Shoes surpasses both. These shoes are found just like
Running Shoes or Wading Boots are, but instead of gaining speed or
swamp-treading powers, the Springy Step Shoes give Banjo a huge jump. The best
part is that you can use them wherever you want, so long as you can reach the
location before the time runs out. For the highest jump in the game, wear the
shoes while only Kazooie, and you'll rocket incredibly high into the air.


-TAXI PACK-
Area: River Passage                 Location: Center Chamber
Notes Needed: 405                   Perform: Hold Z, Press Left C

The Taxi Pack is one of Banjo's most common uses of his backpack. When Kazooie
is gone, Banjo can use his backpack to hold other characters and transport them
places. When you hold Z and press Left C, Banjo takes off his backpack. He can
then grab certain characters and put them in his backpack, then drop them off
at a certain location.


-HATCH-
Area: Unga Bunga Cave               Location: Unga Bunga Cave Entrance 2
Notes Needed: 420                   Perform: Hold Z, Press Left C (Kaz.)

This move is learned by Kazooie and is used to hatch eggs. By holding Z and
then pressing Left C, Kazooie will sit down on any kind of egg and will use her
bird instincts to hatch it open. There are many different kinds of eggs found
throughout your quest, so this move will be used often.



                 =============== GLOWBOS ===============

-MUMBO'S GLOWBO-
This Glowbo is even easier to find than most of the others (I know, you didn't
think it was possible for them to be any easier to find, but this one is). It's
just walking around behind Mumbo's Skull.

-WUMBA'S GLOWBO-
Starting at Wumba's Wigwam, do a Flip-Flap Jump into the reddish cave behind
the tepee. Talon Trot up the slope and you'll come out further up the mountain.
Right next to you will be a Glowbo.



               =============== BOSS: TERRY ===============
                     DISGRUNTLED PTERODACTYL PARENT

     Terry the Pterodactyl greets you with anger when you enter his nest, and a
battle ensues. Terry has a constant pattern: first spitting purple goo, then
flying around the nest, then leaving while leaving some mucoids to hurt you.
The number of spits and mucoids can increase to as many as six, but starts out
at a low number. For the goo, try to fake Terry out by quickly changing
directions once he spits. For the mucoids, don't get caught near too many at
once. Your chance to attack is when he flies around. Switch to 1st-Person mode
and shoot some eggs at him. 30 hits will do it. Grenade Eggs are even more
effective than normal eggs.




               =============== MUMBO PADS ===============

-MUMBO PAD 1: ENLARGE STEPPING STONES-
Right outside of Mumbo's you'll see a Mumbo Pad. Using his magic powers on this
enlarges the stepping stones across the swamp, giving both Mumbo and Banjo an
easier time getting across the dangerous bog.

-MUMBO PAD 2: ENLARGE/SHRINK WUMBA'S WIGWAM-
Outside of Wumba's Wigwam, you'll find a Mumbo Pad. Wumba may not be too fond
of Mumbo as it is, but you can mess around with her house by enlarging or
shrinking it. The different sizes allow for different T-Rex transformations.

-MUMBO PAD 3: ENLARGE SMALL STYRACOSAURUS-
The small dinosaur in the Styracosaurus Cave can be brought back to his normal
size by a Mumbo Pad, located underneath a boulder (use the Bill Drill to get
rid of it).



                =============== WARP PADS ===============

-WARP PAD 1: WORLD ENTRANCE-
When you enter the level, go immediately to the right. On this side of the
dinosaur head you walk out of, you'll find the level's first Warp Pad.

-WARP PAD 2: OUTSIDE MUMBO'S SKULL-
Trek across the swamp near the lake to Mumbo's Skull (it's easiest to use the
nearby Wading Boots) and you'll encounter the Warp Pad in front of the skull.

-WARP PAD 3: OUTSIDE WUMBA'S WIGWAM-
Wumba's Wigwam, located on the opposite side of the mountain from the entrance,
is where another Warp Pad is found.

-WARP PAD 4: TOP OF THE MOUNTAIN-
Use the Shock Spring Shoes (found in the Unga Bunga Cave) to make it up to the
higher portion of the mountainside, then run around until you reach the Warp
Pad.

-WARP PAD 5: STOMPING PLAINS-
Go across the thin path near Warp Pad 4 and through the Bonfire Cavern to reach
the Stomping Plains. At the entrance you'll see a Warp Pad.



             =============== AREA LOCATIONS ===============

INSIDE THE MOUNTAIN:
Enter the mountain from the lake. There's an opening near the waterfall.

TRAIN STATION:
The Train Station is located to the right of the entrance, and a little higher.

OOGLE BOOGLE CAVE:
This cave is near the Train Station and the cells, higher up and across from
the Unga Bunga Cave.

UNGA BUNGA CAVE:
Take the path up to the mountainside and you'll find the Unga Bunga Cave
entrance 1. Continue around the mountainside path and at the end you'll find
the second entrance.

BONFIRE CAVERN:
From Warp Pad 4, trek across the narrow path to the cave far away from the
mountain. Make it past the fires inside by shooting Ice Eggs.

STOMPING PLAINS:
This is where Stomponadon lives. Get through the Bonfire Cavern and you'll be
here.

STYRACOSAURUS CAVE:
The home of the Styracosaurs is found on the side of the mountain near the
cells and the Oogle Boogle Cave (it is under the Unga Bunga Cave, which is
higher up on the mountain). Head right from the entrance to reach it.

MUMBO'S SKULL:
The wacky shaman's home in Terrydactyland is across a deadly swamp near the
Lake (head left from the level entrance). To get across the swamp, use the
Wading Boots found in the wall to the side. When Mumbo enlarges the stones,
it's much simpler getting across using them.

WUMBA'S WIGWAM:
Wumba's Wigwam is located on the opposite side of the base of the mountain of
the entrance.



________________________________________________________________________

       =============== LEVEL 6: GRUNTY INDUSTRIES ===============
________________________________________________________________________

Isle Area: Quagmire                 Train Station: Yes
Jiggies Needed: 28                  Moves Learned: 3
Characters: Loggo, Twinklies, Rabbits
Enemies: Tintops, Wrench Worker, Toxic Waste Barrels, Bolt/Screw/Washer,
     Swamp Monster, Fast Grip Grab Plant
Boss: Weldar
Transformation: Washing Machine
Mini-Games/Shootouts: Clinker's Cavern, Packing Room
Levels Connects To: Jolly Roger's Lagoon, Hailfire Peaks

     Grunty Industries, in my opinion, is the most complex and frustrating
level in Banjo-Tooie. It's composed of four main floors, the outside area
outside, and the roof. You'll likely spend hours just managing to ascend these
floors, and then hours more trying to find all the items. The theme of this
level, as the name suggests, is a large factory.



              =============== THINGS TO DO ===============

-GET INSIDE THE MAIN BUILDING-
It doesn't seem very hard, but it is. Don't worry, I had trouble with this too
when I first played this level. However, getting in is right underneath your
nose. To the right of the entrance, behind the long building out in the swamp,
is the level's Train Switch. Many people have gotten this, but haven't thought
that they can use the train to get into the building. Just go to another world
and take the train to the Grunty Industries Station, which is inside the main
building.


-TRAIN SWITCH-
The Train Switch is found behind the long building to the right of the entrance
(it's in the swamp). To get to it, climb up above the entrance, hop across the
barrels in the swamp, Grip Grab across the side of the building, then climb up.
Climb down the ladder on the other side to find the Train Switch. By pressing
this switch, you open the Train Station, which you can then take in to the
interior building of Grunty Industries.

-BATTERY LOCATIONS-
There are a total of four Bazza (the batteries) in Grunty Industries, and each
fits into a battery chamber that it can then power up. Powering up these
chambers usually opens doors to new areas. To get a battery, you must knock it
out with an attack, then as Banjo, use the Taxi Pack to transport it to a
battery chamber. The batteries' locations are below.

  1. Bazza 1: Above the level entrance. Climb the ladder on the side
     to get up to it.
  2. Bazza 2: On Floor 2, in the room with lots of green toxic waste
     pools. It's behind the center platform, hopping around. Use the
     Grip Grab ledge above one of the pipes that leads off the center to
     get to it with Banjo.
  3. Bazza 3: On Floor 2 as well. If you enter the Tintop Room from
     Wumba's, it's to the left. The battery can be found near another
     set of Tintops in this room.
  4. Bazza 4: On Floor 3, if you look near Mumbo's you'll spot the
     last battery.

-BATTERY CHAMBER LOCATIONS-
What good are the batteries if you don't know where to take them? Below is a
list of the locations of the battery chambers.

  1. Chamber 1:  On Floor 1. Located in the back, near the entrance to
    the Train Station. It opens the hatch to the Disposal Plant.
  2. Chamber 2: In the Toxic Waste Room on Floor 2, to the right of the
    central platform. It leads to the Electromagnet Chamber.
  3. Chamber 3: In the Boiler Plant on Floor 3. It's in between the two
    large boilers/whatever they are. It'll open up the Packing Room.
  4. Chamber 4: The last chamber is on Floor 4, behind the wall
    crushers. Take a left after getting by them, then climb up the pole
    and head left again. You'll now be at the chamber, which leads to
    the Cable Room.


-OPEN FACTORY ENTRANCE-
The entrance to the factory building is closed when you first enter the level,
but after getting inside, it'll be very helpful to open it up. Split Up on the
Split-Up Pad near the elevator, then take Banjo and Kazooie to their respective
switches down the stairs. This will open up the door.

-HIT SWITCH IN WASTE DISPOSAL PLANT-
Near the entrance to the waste disposal plant, on a pipe, you'll come across a
switch. Trip it to raise the amount of toxic sludge in the tank. This will be
helpful for later when you need to get the Jiggy.

-ASCEND THE BUILDING-
Half of the level is just making your way up the floors. Below is how to get up
to the next one.

  1. Floor 2: From Floor 1, Claw Clamber up the footprints on the wall
   near the stairs to the Workers' Quarters. Up here, Shock Spring from
   the Pad in the pipe to get to Floor 2.
  2. Floor 3: If you enter Floor 2's Tintop Room from Wumba's head left
   and into the next room. Here, make your way up to the walkway above
   and around to a ladder that takes you up to Floor 3.
  3. Floor 4: The only way to reach this floor is through the outside
   Fire Exit. Climb up the pole near the solitary box, then go
   outside. Climb up the stairs, and soon you'll be on Floor 4.
  4. The Roof: You must fly to the roof, though you can also take the
   service elevator as the Washer.

-OPEN THE ELEVATOR DOORS-
While using Warp Pads is helpful sometimes, climbing up the elevator shaft can
get you to certain areas more quickly. However, you must first open the door on
each floor.

  1. Floor 2: In the Electromagnet Chamber, which is found through the
    door powered by the battery chamber.
  2. Floor 3: In the Boiler Plant, on the walkway above.
  3. Floor 4: In the Tintop Room behind the crushers. Go around the
    walkway above to find it.

-OPEN DOOR TO THE BACK-
You'll need to go out to the back of Grunty Industries, and the easiest way is
through the back exit. From Floor 2's Tintop Room, bash one of the "fragile"
boxes to find stairs leading downward. They'll take you to the door.

-OPEN VENT DOOR-
To be able to bring the Washer to one of the rabbits, you'll need to open a
vent door on Floor 2. From the room that's to the left of the Tintop Room (if
you enter from Wumba's), go up to the walkway and through the vent to find a
switch that opens it.

-ACTIVATE FLIGHT PADS-
Being able to fly outside of the building is very helpful, and you'll need to
do it to be able to get to the roof. The flight pad switch is found in the
Tintop Room on Floor 4 (near the Quality Control service entrance). Flight Pads
will appear on each of the long buildings in the swamp, and also on the roof.

-UNSCREW PLATFORMS-
There are several places in this level where a platform is held up by four
screws. If you unscrew them all (by using the Bill Drill), a platform below
will drop, allowing you to do new things.

  1. Platform 1: Found inside the room that can be reached by flying
   into the window to the left of the level entrance. This will drop a
   platform so the Washer can reach the rabbit near the Trash Compactor.
  2. Platform 2: Head to Floor 3's Boiler Room. Near the coal pile,
   you'll spy this platform. Unscrew it to lower a platform with a Mumbo
   Pad in the Electromagnet Chamber.
  3. Platform 3: This one's all the way up in the warehouse that you
   enter through the right window. It's nestled between some boxes.
   Lowering it not only lowers a Shock Spring Pad, but creates a hole
   for you to drop down to Floor 4.



                 =============== JIGGIES ===============

-JIGGY 1: PACKING ROOM-
Area: Boiler Plant (Floor 3)        Location: Packing Room
Characters Involved: Twinklies
Worlds Traversed: None
Moves Needed: Taxi Pack             Magic Needed: None

The Packing Room, found in Floor 3's Boiler Room, is located behind a battery
chamber door. Bring a battery to it to open it up, then walk in (preferably as
just Kazooie). In this game, you must pick up Twinklies (of the red, green, and
blue variety, each worth the normal number of points) and drop them off at
their respective platforms to get points. It's incredibly helpful to get the
running shoes in the corner, as well as going in as just Kazooie. This will
increase your speed substantially. You have 1 minute to score 40 points. Don't
drop off any Twinklies until there's a noticeable difference in your movement,
and, as usual, always go for the more valuable Twinklies.


-JIGGY 2: BANJO COMPACTOR-
Area: Trash Compactor (Floor 1)     Location: Halfway Down
Character Involved: None
Worlds Traversed: None
Moves Needed: Snooze Pack           Magic Needed: None

On Floor 1, that big conveyor belt-thingie near the rabbit leads to the Trash
Compactor. If you've tried going in there, you'll know that the second you step
under one of those being smashers, you'll lose all but one honeycomb on your
energy meter. However, you can still make it through in between the two
smashers. Now, if only there was a way to get more energy in between the two.
But there is! The handy Snooze Pack will refill your energy in between the
smashers so that you can continue on. The switch behind the second smasher
opens the door to the Jiggy that's in between the two. Just take a quick nap in
between each smash, and Banjo will be fine... excluding his "pounding" headache
(he he).


-JIGGY 3: TINTOP BATTLE-
Area: Floor 1                       Location: Center Platform
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: None

There are three windows outside of Grunty Industries that you can break and go
into, one of which is right above the front entrance to the building. First, go
Split Up on the Pad near the elevator, then go outside as Kazooie. Break the
window, then either Claw Clamber up the wall to the left (then jump down) or
fly into the window. Once inside, only Kazooie can make the jump to the center
platform. When you land, Tintops will come out to guard the Jiggy. Quickly jump
off the center platform and run to the end of one of the nearby pipes. From
here, you can safely target the Tintops with Grenade Eggs. After you defeat six
Tintops, the Jiggy will reappear for you to go and get.


-JIGGY 4: CLINKER'S CAVERN-
Area: Sewer (Floor 4)               Location: Clinker's Cavern
Character Involved: None
Worlds Traversed: None
Moves Needed: Breegull Blaster      Magic Needed: Mumbo

This is one of the more challenging Jiggies to find in this level. Like the
Mayahem Temple and Ordnance Shed, this is done in 1st-Person. So where is the
sewer? After stopping the crushers (see Mumbo Pad 1), walk down behind them and
go into the room on the left. Climb up the pole, around the walkway, and Claw
Clamber up the final wall. Enter the pipe and you'll be at the Sewer Entrance.
When you enter, your job is to find the 20 Clinkers and destroy them. Not to be
confused with Banjo-Kazooie's Clanker, the Clinkers situate themselves in front
of air vents, stopping any ventilation from occurring. You'll need to blast
them all within 200 seconds or they'll stink the entire place up. This is no
easy task, but perhaps their locations below will help you.

 1. Right when you come in, turn left. Through an opening, you'll spy
  the first Clinker.
 2. Head down the blue tunnel. When you come to a room, look to the left
  and up to spot another Clinker.
 3. The third Clinker is in this same room. Look to the right.
 4. Turn right and head into a blue-colored room. A Clinker is in here.
  Remember where this room is for later.
 5. Head back out of the blue room into the room you came from, then go
  into the red-colored room with ramps. To the right and far away is a
  Clinker.
 6. There's another Clinker right above where you came in.
 7. Head left again and you'll come to a green room. There's a Clinker
  in here.
 8. Take another left up the ramp. There's a Clinker up there.
 9. Go back down the ramp and up the other ramp (blue). You'll find a
  Clinker a little ways down.
 10. Soon you should come into a room with a hole in the center. Drop
  down to come across a Clinker.
 11. Head into the green path and go straight. You'll see a Clinker.
 12. Above the entrance to the room where #11 is, there's another
  Clinker.
 13. Head down the blue path after the previous room and you'll find
  another Clinker.
 14. To find the next Clinker, head up the ramp, then when you come to
  the next room, drop down. Under where you entered is a Clinker.
 15. Also in this room is a Clinker at the bottom of the far ramp.
 16. Now, head back to the blue room where you found Clinker #4. Take
  a right in this room to come to a golden room with pillars on the
  floor. There's an easy-to-spot Clinker here.
 17. Head to the back of the gold room (not down a tunnel) to find
  another one of those lovely Clinkers.
 18. Take the reddish path from the golden room to a green room (with
  pillars on the floor). There's a Clinker in here.
 19. Look above the entrance to the green pillar room to find a
  Clinker.
 20. The last Clinker is found through a small tunnel on the right side
  of the green room. Continue down the tunnel and look in a small room
  to the right to find it.

Remember that each Clinker makes a... um... "distinct" noise, so use it to
guide you. If you run out of time, you have until your air (and life) runs out
to find the remaining Clinkers. If you just have one or two left to find, and
think you can do it, by all means continue your search.


-JIGGY 5: SHOCK SPRING TO WAREHOUSE-
Area: Rooftop Warehouse             Location: Right Warehouse
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: None

The hardest part of doing this is finding and unscrewing Screw Platform 3 (see
Things to Do). If you don't know, it's in the right warehouse. Once you do,
drop down into the hole created and walk down the walkway. You'll come across a
Split-Up Pad. Separate and take Kazooie back to the rooftop warehouse via the
Shock Spring Pad. There's a Jiggy sitting atop some tall boxes right near where
you enter. A Leg Spring will boost Kazooie high enough to get it.


-JIGGY 6: KWALITY CONTROL-
Area: Quality Control               Location: Quality Control Room
Characters Involved: None
Moves Needed: Taxi Pack             Magic Needed: Washer Transformation

Though I don't understand why you'd need to test the quality of barrels filled
with toxic gas, Grunty set up a room with green and blue barrels moving by. To
get in as Banjo and Kazooie, you'll need to enter the Cable Room (it's powered
by battery chamber 4... see Things To Do). Jump across the cables and into
Quality Control. To succeed, you must destroy only blue barrels. Destroying
green ones will fill the room with toxic gas (if it does, head back to the
Cable Room and turn on the fans). The more barrels you hit, the faster the
conveyor belt moves and the space in between each barrel diminishes. After
destroying enough barrels, transform into the Washer, take the service elevator
up to Floor 4, and enter the service entrance. The Jiggy will be waiting there.


-JIGGY 7: THOSE WASCALLY WABBITS-
Area: Various                       Location: Various
Characters Involved: Rabbits
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Washer Transformation

There are six rabbits scattered throughout Grunty Industries, each sporting
dirty clothes. You'll need to help every one of these rabbits out by going to
them as the Washer and giving their suits a quick wash. The rabbits are found
in the locations below.

 1. On Floor 1, near the Trash Compactor. Unscrew Screw Platform 1 (see
  Things to Do) to lower a platform that gives the Washer the ability to
  get across.
 2. In the Workers' Quarters. He's in the farthest room.
 3. On Floor 2. In the Tintop room, after Opening the Vent Door (see
  Things to Do), go through the vent and you'll reach the bunny.
 4. Outside, behind the vines across the swamp. Go out the back door,
  then hop across the toxic waste barrels.
 5. In the Boiler Room (where there's lots of coal). Break the box
  blocking the door as Banjo, then transform and go through as the
  Washer.
 6. In the left warehouse. Take the service elevator up to the roof,
  then go through the service entrance to the other warehouse. Find
  the rabbit up a ramp to the left.

This game should have received an M rating, what with the rabbit nudity and
all.


-JIGGY 8: BEHIND THE GIANT FAN-
Area: Basement                      Location: Fan Room
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

After defeating Weldar, head back to the Air Conditioning Plant in the
basement. The rotating beam will have stopped, and you can walk across it
without any trouble (or so I would hope). At the end, an open door will allow
you to grab the Jiggy behind the giant fan, which has now stopped turning.


-JIGGY 9: SHACK PACK BACK-
Area: Disposal Plant                Location: Under Toxic Waste
Characters Involved: None
Worlds Traversed: None
Moves Needed: Shack Pack            Magic Needed: None

After learning the Shack Pack move in Hailfire Peaks, head back to the room
with the Giant Fan. There's a small passage near the fan. Enter and you'll be
in the Disposal Plant. Shack Packing will nullify the acidic effects of the
toxic waste, so drop down in. At the bottom is a Jiggy.


-JIGGY 10: SACK PACK BACK-
Area: Disposal Plant                Location: Across Toxic Waste
Characters Involved: None
Worlds Traversed: None
Moves Needed: Sack Pack             Magic Needed: None

There's another Jiggy in the Disposal Plant that requires a Banjo-only move:
the Sack Pack (found in Cloud Cuckooland). Return to the Disposal Plant from
Floor 1 after learning it, and hop across the toxic waste in your backpack. On
the other side you'll find a Banjo Switch. Press it and the case surrounding
the Jiggy close by will shatter.




             =============== NOTE LOCATIONS ===============

-TREBLE CLEF-
Area: Grunty Industries             Location: Above Entrance
Moves Needed: None                  Magic Needed: None

There are two ways to get the Treble Clef, which is located above the entrance
to Floor 1 of the Grunty Industries building. The first is to grab the pair of
Claw Clamber Boots near the stairs on Floor 1, then rush outside, and head
right to some Claw Clamber footprints that'll take you to it. You'll have to
wait until a little later to use the second method, but it's easier. Simply fly
up there from one of the Flight Pads outside (see Things to Do).


-15 NOTES-
Area: Floor 1                       Location: Tintop Room
Moves Needed: None                  Magic Needed: None

Near the train station is a room filled with the troublesome Tintops. Three of
the boxes scattered around the room have note nests sitting on top of them.


-15 NOTES-
Area: Floor 2                       Location: Toxic Waste Room
Moves Needed: None                  Magic Needed: None

In the room filled with many toxic waste pools (on Floor 2), climb up to the
top of the central platform. The pipes that lead off from it have 15 notes
waiting to be collected on them.


-10 NOTES-
Area: Waste Disposal Plant          Location: Near Waste Pool
Moves Needed: Split-Up              Magic Needed: None

In the Waste Disposal plant, drop down near the waste pool. On either side is a
total of 10 notes.


-10 NOTES-
Area: Floor 1                       Location: Above Train Station Entr.
Moves Needed: Grip Grab             Magic Needed: None

From the entrance to the Waste Disposal Plant, Grip Grab across to above the
Train Station Entrance, where two note nests rest.


-10 NOTES-
Area: Floor 2                       Location: Tintop Room
Moves Needed: None                  Magic Needed: None

On the second floor, head to the central Tintop Room (all rooms lead from it).
In there you'll find 10 notes.


-10 NOTES-
Area: Floor 3                       Location: Box Room
Moves Needed: None                  Magic Needed: None

There's a pole near the service entrance to the Boiler Room in the large room
filled with boxes. Shimmy up the pole to get to 10 notes.


-10 NOTES-
Area: Basement                      Location: Air Conditioning Plant
Moves Needed: None                  Magic Needed: None

Head down to the Air Conditioning Plant. On either side of the walkway you
enter on are note nests.



            =============== EMPTY HONEYCOMBS ===============

-EMPTY HONEYCOMB 1: AT THE TRAIN STATION-
Area: Train Station                 Location: Above Train Station
Moves Needed: None                  Magic Needed: None

After arriving in the Grunty Industries building from the train (or after
trekking back to the station), go up the stairs to the walkway that goes above
the entrance. At the end is a box marked "fragile". Break it open to find a
Shock Spring Pad, which you can use to spring up to a rafter above. Grip Grab
(or walk) across it to the middle, where a golden Empty Honeycomb waits.


-EMPTY HONEYCOMB 2: SHOCK SPRING IN BOX ROOM-
Area: Floor 3                         Location: Above Boiler Room Entr.
Moves Needed: None                    Magic Needed: None

In the large room filled with boxes, make your way over to a place where a
"fragile" box blocks the service entrance to the Boiler Room. Above this
(you'll need to head to the right to get up) is a Shock Spring Pad. Use it to
spring up to very high boxes, where an Empty Honeycomb awaits.


-EMPTY HONEYCOMB 3: ON THE SMOKESTACK-
Area: Grunty Industries             Location: The Roof
Moves Needed: None                  Magic Needed: None

After activating the Flight Pad, fly up to the top of the building. The right
smokestack has an Empty Honeycomb Piece above it.



                 =============== JINJOS ===============

-JINJO 1: FROM JOLLY ROGER'S LAGOON-
Area: Disposal Plant                Location: Behind Glass
Moves Needed: Talon Torpedo         Magic Needed: None

To get this Jinjo, you must start from Jolly Roger's Lagoon. Starting in the
Smuggler's Cavern, use the Talon Torpedo on the picture of Kazooie and start
swimming down the pipe. Use Ice Eggs to freeze the fan blades so you can get
by. After swimming by three fans, you'll arrive in Grunty Industries' Disposal
Plant, where a Jinjo can be found.


-JINJO 2: LEG SPRING-
Area: Floor 2                           Location: Toxic Waste Room
Moves Needed: Leg Spring                Magic Needed: None

After learning Kazooie's Leg Spring, Split-Up on the central platform in the
Toxic Waste Room. One of the pipes leading from this platform has a Jinjo above
the far end. Use the Leg Spring to reach it.


-JINJO 3: OUT BACK-
Area: Grunty Industries             Location: Back of the Building
Moves Needed: Claw Clamber Boots    Magic Needed: None

This is a rather complicated Jinjo to get. First, Split Up in the Toxic Waste
Room, then walk out the back door as Banjo. Under the box closest to the stairs
is a switch. When you step on it, a door opens high above to reveal a Jinjo.
Switch to Kazooie and head outside. Another box out back holds Claw Clamber
boots. After slipping them on, head towards the long building, but before you
get there, look at the wall to find some footprints. Run up the wall and you'll
arrive right next to the Jinjo.


-JINJO 4: IN THE SMOKESTACK-
Area: Boiler Plant                  Location: Atop Boiler
Moves Needed: Airborne Egg Aiming   Magic Needed: None

A sign in the level says that both smokestacks have something. Grunty must be
cutting funding from maintenance, because the left smokestack is patched up
only with a few loose boards. A Grenade Egg will get rid of them. Fly inside
and you'll plop down inside the Boiler Room. Walk out to the end of the boiler
(or whatever it is) to find a Jinjo.


-JINJO 5: ALMOST TOO EASY...-
Area: Rooftop Warehouse             Location: Left Warehouse
Moves Needed: None                  Magic Needed: None

If you can make it into the left warehouse window (left if you're facing the
smokestacks), you'll see a Jinjo near the ground. This seems to be so much like
a Minjo, but it's not, it's the real thing. I guess it's just there to taunt
you if you come up as a Washer first.



              =============== CHEATO PAGES ===============

-CHEATO PAGE 1: LOGGO IS CLOGGED-O-
Area: Worker's Quarters             Location: Men's Restroom
Moves Needed: Grenade Egg           Magic Needed: None

From Floor 1, go down the stairs near the service elevator to the Worker's
Quarters. On the wall to the left as you enter are two restrooms. Blast open
the door to the Men's Restroom with a Grenade Egg to meet up with your old
friend, Loggo the toilet. A piece of paper (which turns out to be a Cheato
Page) is clogging him, and using the Bill Drill will get it out. No good deed
goes unrewarded, as he'll let you keep the page.


-CHEATO PAGE 2: FLY TO THE WINDOW-
Area: Floor 2                       Location: From Outside Room
Moves Needed: None                  Magic Needed: None

After making the Flight Pads appear outside, go over to the building near the
Train Switch and take off. Right above this building is a noticeably different
window. Smash it, then enter to find a Cheato Page.


-CHEATO PAGE 3: DEFEAT WELDAR-
Area: Repair Depot                  Location: Across Beam
Moves Needed: None                  Magic Needed: None

After defeating Weldar, the rotating beam above the Repair Depot will stop
moving. This will allow you to walk across and secure the Cheato Page there.



             =============== JAMJARS' MOVES ===============

-CLAW CLAMBER BOOTS-
Area: Floor 1                       Location: Near Split-Up Pad
Notes Needed: 505                   Perform: Run Up Walls

The last type of shoe you'll learn, and one you've likely needed to learn for a
while, are the Claw Clamber Boots. With these you can run up walls. Sounds
pretty sweet, doesn't it? Well, you can't run up any wall, just areas with
footprints going up. Still, there are quite a few of these places in the game.


-SNOOZE PACK-
Area: Waste Disposal Plant          Location: Near Entrance
Notes Needed: 525                   Perform: Hold Z and Bottom C

This is one of Banjo's most useful moves. When Kazooie's away, Banjo can hop
inside his backpack and take a quick nap. This nap refills his energy. Yup, it
really does. This makes being careless with Banjo a whole lot easier.


-LEG SPRING-
Area: Floor 2                       Location: Toxic Waste Room
Notes Needed: 545                   Perform: Hold Z and Press A

The Leg Spring is an incredibly powerful jumping move that Kazooie learns by
herself. This jump will allow Kazooie to leap much higher than even the Flip
Flap Jump, though not as high as a Shock Spring Pad. Still, having a great jump
at your disposal to use anywhere is very handy.



                 =============== GLOWBOS ===============

-MUMBO'S GLOWBO-
After coming up from Floor 2, you'll see this Glowbo on top of one of the many
boxes. Work your way up them (you'll need to go further back) and get it. I
never thought I'd say this, but this Glowbo actually takes a little skill to
get.

-WUMBA'S GLOWBO-
Near Wumba's, there's a broken pipe. Behind it is one of those lovable Glowbos.



              =============== BOSS: WELDAR ===============
                     VISUALLY-IMPAIRED WELDING TORCH

     This guy is pretty tough, especially for a visually-impaired welding
torch. He's found in the Repair Depot, which can be opened by the electromagnet
(see Mumbo Pad 2). When you first start the battle, the mere six hits you'll
need to inflict may not seem like much. Actually, that gives Weldar more than
enough time to destroy you. After each hit, his pattern changes. Follow the
list below.

 -Prior Hit 1: Energy Balls, Vacuum
 -Prior Hit 2: Nuts/Bolts/Screw Shot, Vacuum
 -Prior Hit 3: Smash, Chase, Vacuum
 -Prior Hit 4: Energy Balls, Vacuum (with energy beam floor)
 -Prior Hit 5: Nuts/Bolts/Screw Shot, Vacuum (with energy beam floor)
 -Prior Hit 6: Smash, Chase, Vacuum (with energy beam floor)

To harm Weldar, you need to fire Grenade Eggs into his mouth when he vacuums.
It's not too convenient to do this if he's sucking you in, so to avoid the
suction, be sure to get to one of the corners before he starts, where you'll be
out of range. Fire a grenade egg into his mouth for a hit. Prior to hits 2 and
5, he'll spit out nuts/bolts/screws. The last of these will give you a
Honeycomb piece. Stock up on life if you need to (and can avoid being hurt by
the enemies). Prior to hits 4-6, he'll turn on an energy field, where there are
places on the floor that'll shock you. Be very careful. Unfortunately,
defeating this tough boss won't get you what you'd think... all you get is a
Shock Spring Pad to get out. But, it won't be long until you can get some other
much nicer items...



               =============== MUMBO PADS ===============

-MUMBO PAD 1: EMP WALL CRUSHERS-
Warp to Floor 4 as Mumbo, then ascend the boxes near the conveyor belt. On the
walkway above is a "fragile" box. Break it open with Mumbo's magic stick to
uncover a Mumbo Pad. This will cause the wall crushers to stop, but the magic
will only last for 45 seconds. Quickly warp back to Mumbo's skull, switch to
Banjo/Kazooie, warp back, and run by the wall crushers. A switch behind them
will turn them off for good.

-MUMBO PAD 2: EMP ELECTROMAGNET-
To make this Pad appear, you'll need to lower Screw Platform 2 (see Things To
Do). Once it is, head into the Electromagnet Chamber as Mumbo. How? There's a
grating near Wumba's that Mumbo's wand (or a Grenade Egg) can destroy, allowing
a path from the Wigwam to the entrance to the Electromagnet Chamber. When
Mumbo's magic goes into effect, the magnet will malfunction, and you'll only
have 45 seconds to go back to Mumbo's, switch back to Banjo/Kazooie, go to
Wumba's, transform, and head back to the switch in the Electromagnet Chamber
(only the Washer has enough weight to press it down). This will open up the
door to the Repair Depot in the Basement (Air Conditioning Plant).



                =============== WARP PADS ===============

-WARP PAD 1: FLOOR 1-
After opening the factory entrance (see Things to Do), you'll see a Warp Pad.
Activate it and you can warp to Floor 1 and the level entrance quickly.

-WARP PAD 2: FLOOR 2-
This is right outside Wumba's, which isn't far from the entrance where you come
up to Floor 2 for the first time.

-WARP PAD 3: FLOOR 3-
Look outside Mumbo's for another Warp Pad.

-WARP PAD 4: FLOOR 4-
This is near the conveyor belt and crushers. Make your way past the Tintop room
to get to it.

-WARP PAD 5: ON THE ROOF OUTSIDE-
Fly up to the rooftop to find this Warp Pad.



             =============== AREA LOCATIONS ===============

DISPOSAL PLANT:
Put a battery in Chamber 1 (near the entrance to the Train Station on Floor 1)
to open a hatch to the Waste Disposal Plant. Climb the ladder and drop in to go
there.

WORKERS' QUARTERS:
From Floor 1, go down the stairs near the Service Elevator to find this place.

TOXIC WASTE ROOM:
On Floor 2, this place is easily identified by its green pools of toxic waste.
It's found off the Tintop Room.

AIR CONDITIONING PLANT:
This is on Floor 1, right next to the front entrance. You'll need to go down a
small set of stairs to get to it.

BOILER PLANT:
On Floor 3, ascend the boxes in the Box Room. There are several ways to get
here, either through jumping or Grip Grabbing across a beam.

LEFT/RIGHT WAREHOUSE:
The warehouses are found on the rooftop. There are three sections, but only the
middle and right ones can be entered. Thus, they're referred to as the right
and left warehouse (right or left if you face the smokestacks). To enter, walk
behind them and Shock Spring up. There are two windows up here, and a Beak
Buster will smash them open.

MUMBO'S SKULL:
On Floor 3, to the left of the entrance from Floor 2.

WUMBA'S WIGWAM:
On Floor 2, near the entrance from Floor 1.



________________________________________________________________________

        =============== LEVEL 7: HAILFIRE PEAKS ===============
________________________________________________________________________

Isle Area: Clifftop                 Train Station: Yes
Jiggies Needed: 36                  Moves Learned: 2
Characters: Boggy, Mrs. Boggy, Groggy, Soggy, Moggy, Alien Family,
   Sabreman, Gobi
Enemies: Flame Carpet Riders, Flame Hands, Fireball Gargoyles, Bigfeet,
   Ice Crystals
Boss: Chili Billi and Chilly Willy
Transformation: Snowball
Mini-Games/Shootouts: Colosseum Kickball Tournament
Levels Connects To: Mayahem Temple, Glitter Gulch Mine,
     Jolly Roger's Lagoon, Terrydactyland, Grunty Industries

     Hailfire Peaks is a lava and ice world rolled into one. Kinda interesting,
really, seeing as the two themes are opposites of each other and are placed
side by side in the level. The Fire Side of the level boasts a huge tower where
the professional kickball tournaments are held. The Ice Side has more
attractions, such as an oil digger, a crystallized cavern, and the polar bear
Boggy's house. Both sides have a train station, making this the only level with
two. There's also two bosses, one fire dragon and one ice dragon. Since this
world is so huge, be prepared for a lot of going back and forth between the
different sides of the mountain.



              =============== THINGS TO DO ===============

-DESTROY LAVA HOUSE-
On the Lava Side, take a left at the lower pool of hot water and follow the
path. After you pass Mumbo's Skull, Grip Grab along the ledge and into the
tunnel. You'll emerge on top of the Lava House. Wait for the fire dragon to
spit a fireball at you. Instead of smashing you, it'll plummet onto the roof of
the house, destroying it. Inside are several feather nests and more
importantly, a Flight Pad.


-TUNNEL SWITCH-
Look around outside the Lava House and you'll spot a switch on a small island
in the lava. Jump to it to open an underground tunnel connecting the Lava House
to the outside of Sabreman's tent.


-SMASH THE BIGGAFOOT-
Biggafoot, the most respected of all the Biggafeet (you know what they say
about guys with big feet), guards a pair of Claw Clamber Boots that you need to
defeat the ice dragon and to get Jiggy 10. Whatever shall you do?! Fortunately,
the ice dragon, like the fire dragon, dooms himself by spitting balls of ice at
you. If you stand near Biggafoot (staying out of kicking range is fine) while
the spheres of ice are crashing down, one will smack Biggafoot's foot, making
him run away. The Claw Clamber Boots are yours for the taking.


-FIRE SIDE TRAIN SWITCH-
The Train Switch for the Fire Side is found on the wall of the large Colosseum.
Jump from the path that goes by the Train Station to a small alcove in the side
of the wall. From here, Grip Grab across to a second alcove that contains the
Train Switch.

-ICE SIDE TRAIN SWITCH-
Transform into a Snowball and accumulate enough snow to become the largest
possible size.  Head up the path to the Upper Area of the ice side, then go
back down the right hand path to the other side (near Boggy's house). Go up the
ramp to the Warp Pad, then up the path to the giant Train Switch. Only the
largest sized snowball can press it down.


-MAKE AN ICICLE BRIDGE IN THE GROTTO-
Deep inside the Icicle Grotto is a large pit. If you look above it, there are
many large icicles. Shoot grenade eggs at them and they'll come crashing down,
forming a bridge across the pit.



                 =============== JIGGIES ===============

-JIGGY 1: ACROSS THE STOMPING PLAINS YET AGAIN-
Area: Ice Side                      Location: Cave
Characters Involved: Stomponadon
Worlds Traversed: Terrydactyland
Moves Needed: Snooze Pack           Magic Needed: None

It's rather interesting that you have to do 99.9% of the work to get this Jiggy
in Terrydactyland, yet it counts as a Jiggy for Hailfire Peaks. Yes, this means
you'll need to head back to Terrydactyland. Actually, to be more specific, the
Stomping Plains. Chances are you saw three switches across the plains: one for
Banjo, one for Kazooie, and one for the two together. You've (probably) gotten
the latter two, but not the first. But how do you get by the smashing foot of
Stomponadon as the pokey Banjo? Well, it's a given that you're going to get a
lot of life taken off, but that's OK. Between every footprint, you will get
stomped on, and this will take off nearly all of your life. However, stop in
each footprint and use the Snooze Pack to take a quick nap and regain all your
health. By doing this, you can make it to the other side alive. Step on the
switch and it'll open the path to a cave on Hailfire Peaks' Ice Side. Inside
this cave is a Jiggy.


-JIGGY 2: THE WRATH OF THE TWO DRAGONS-
Area: Fire/Ice Sides                Location: Mountaintops
Characters Involved: None
Worlds Traversed: None
Moves Needed: Claw Clamber Boots, Fire Eggs, Ice Eggs
Magic Needed: None

I normally put the boss battles as one of the later Jiggies to collect, but
you'll definitely want to defeat these two guys as soon as possible. You know
how annoying those fire and ice balls are that come crashing down every 10
seconds when you're trying to find something, so make them stop by giving the
two dragons a beating. To get to the fire dragon, Chilli Billi, take off from
the Flight Pad (in the Lava House, see Things to Do) and fly all the way up to
the top of the Fire Side, where a small cave leads to the first boss. After
defeating him, head over to the ice side. Grab the Claw Clamber Boots (behind
Biggafoot, see Things to Do) and follow the feet up the wall near the Warp Pad.
Way up here is a cave leading to the top of the ice mountain. Defeat Chilly
Willy and he'll fork over a Jiggy.


-JIGGY 3: FRESH FISH FOR BOGGY-
Area: Ice Side                      Location: Boggy's House
Characters Involved: Boggy
Worlds Traversed: None
Moves Needed: Shack Pack            Magic Needed: None

Poor Boggy is looking a bit slim, and has nothing to eat while watching his new
widescreen TV. What a problem! Help this polar bear in need and bring him
something to eat. A suitable meal can be found in the upper pool of hot water
on Hailfire Peaks Fire Side (near the left exit to the Ice Side). Use the Shack
Pack to enter the scorching water safely. Grab the helpless fish lying at the
bottom and take it to Boggy. It turns out the fish couldn't escape because it
was weighed down by a Jiggy, which Boggy will give you for your work.


-JIGGY 4: BLACK GOLD AND GOLD GOLD-
Area: Ice Side                      Location: Oil Drilling Outpost
Moves Needed: Shack Pack            Magic Needed: Snowball Trans.

The way to get this Jiggy is pretty simple, but it'll involve a lot of
backtracking and going back and forth. The first step is powering up the Oil
Drill. The switch to do this is on top of the building in the outpost, but only
something of great weight can press it down. This is the Snowball. Transform
into the Snowball and become the largest size possible. Head up the path to the
Upper Area of the ice side, then go back down the right hand path to the other
side (near Boggy's house). Go up the ramp to the Warp Pad and warp to the Fire
Side's Upper Area. As you can guess, a snowball won't last long in a very hot
place, so you'll need to move quickly if you want to retain your size. Quickly
roll left (use the magic roll and you can go through the Flame Hands) and into
the exit to the Ice Side. If you were quick enough, you'll still be at full
size. Go along the path to the power switch. Only the largest sized snowball
can activate the drill. If it works, the drill will unearth a Jiggy that
bounces down the pipe. How to get in? Transform back into Banjo and Split Up
with Kazooie. Use the Shack Pack to enter the small hole in the oil pipeline.
You'll come out in Grunty Industries, where the Jiggy is waiting. Though you're
in Grunty Industries when you obtain this Jiggy, it'll count towards your
totals in Hailfire Peaks.


-JIGGY 5: THE SWITCHES IN THE HEART OF THE VOLCANO-
Area: Fire Side                     Location: Inside the Volcano
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

This Jiggy is found inside the smoldering volcano cavern, where lava and
noxious gases are in abundance. There are six switches in this area, the first
five having roman numerals on them and the last a Jiggy. Each switch raises a
platform and/or another switch. Be sure to watch your air supply, and if you're
running low, retreat outdoors before you lose life. When you press down the
sixth switch, a Jiggy will appear in the center.


-JIGGY 6: THE COLOSSEUM KICKBALL TOURNAMENT-
Area: Fire Side                     Location: Colosseum
Character Involved: None
Worlds Traversed: Mayahem Temple
Moves Needed: Grenade Egg           Magic Needed: Stony Transformation

Kickball seems to be very popular on the Isle O' Hags, and Hailfire Peaks
league is the prime location for viewers and players alike. To win the Jiggy,
you'll have to participate again. But those Stonies speak that weird
gibberish... so you must become a Stony yourself yet again. To the right of the
stairs leading up to the kickball stadium inside the colosseum, there is a wall
with a crack in it. Blast it open with a Grenade Egg and enter. You'll emerge
in the Mayahem Temple's Kickball Stadium. Warp to Wumba's, transform into a
Stony, then warp back. Go back to the Colosseum in Hailfire Peaks and talk to
the Stony to enter the tournament. The league in Hailfire Peaks plays a bit
differently than that of the Mayahem Temple. The variation is that the player
with the lowest score wins, not the highest. That means you'll want to shoot
yellow balls at others' goals to raise their points, while red balls at your
own to lower your score.

  *Quarter-Finals: The only ball available in the first round is the
     standard yellow ball. It will give two points to whoever's unlucky
     enough to get it in their goal. Be fast and target the winning
     player's goal.
  *Semi-Finals: The next match is different from the others in that you
     start out with 50 points, and whoever has the least points when
     the time runs out wins. The red ball is introduced, which subtracts
     one point from your score, as well as the flashing red ball that
     subtracts two. It's easier to make shots on others and boost their
     scores, but give your goal some red balls whenever they're nearby.
  *Finals: This last game of the tournament adds the flashing yellow
     ball (which adds 4 points) and the bomb, which momentarily stuns a
     player. Avoid the bombs and go for the flashing yellow balls.

Victory in the tournament will score you a Jiggy. Duh. What did you think they
were gonna give you? A banana?


-JIGGY 7: SCALING THE COLOSSEUM WALLS-
Area: Fire Side                     Location: Outside the Colosseum
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: None

Getting this Jiggy requires splitting up and taking Banjo and Kazooie to
various places solo. Outside on the Colosseum walls are several switches that
only one character can press down. You'll be switching characters a lot to get
this. The first switch is a Banjo Switch. Go inside the Colosseum and Split Up.
On the pillar that's to the right when you enter is a chain. Climb it with
Banjo. At the top of the chain, grab onto the ledge that goes around the pillar
and shimmy along to the other side. Go outside to find the switch. Activate it,
then switch to Kazooie. As Kazooie, go to the Lava House on the other side of
the Fire Side and take off from the Flight Pad. Fly to the alcove in the side
of the Colosseum that has the Kazooie switch. Press it and switch back to
Banjo. Grip Grab with the bear along the ledge to the left. You'll soon reach
the next switch. Tripping it will open a gate at the bottom of the Colosseum
that holds a Jiggy inside. Have Kazooie float down and grab the Jiggy.


-JIGGY 8: SABREMAN, BACK FROM THE DEAD-
Area: Fire Side                     Location: Sabreman's Tent
Characters Involved: Sabreman
Worlds Traversed: None
Moves Needed: Taxi Pack             Magic Needed: Mumbo

Down by the freezing ocean on the Ice Side, there's an explorer frozen stiff.
It's too late to thaw him out, but it's never too late to bring someone back
from the dead! Bring Mumbo over to the Mumbo Pad above and bring Sabreman back
to life. As you can imagine, Sabreman is a bit chilly from his 16 years frozen
in ice, so switch back to Banjo and Kazooie and warm him up with a few fire
eggs. But even that isn't enough for Sabreman. He also wants you to carry him
back to his tent. Perhaps he's not as young as he used to be, but still... he
sure is greedy. Split Up and go back to Sabreman as Banjo, and load him into
your backpack. Warp to the Fire Side and pull Sabreman out near his tent.
Finally content, he'll give you a Jiggy and hit the hay.


-JIGGY 9: THE ALIEN FAMILY-
Area: Ice Side                      Location: Near Wumba's
Characters Involved: The Aliens
Worlds Traversed: None
Moves Needed: Hatch, Bill Drill     Magic Needed: Mumbo

Remember the aliens from Jolly Roger Lagoon? If you happen to have no clue what
I'm talking about, jurry back and help them out before trying to get this
Jiggy. Anyway, there are several alien kids that have ejected into the Ice Side
of Hailfire Peaks, and it's up to you to find them. Of course, with your
earthling eyes you can't see them, so consult the Alien Dad for some help. Of
course, it is a bit of a problem that he's dead. No worry, though, as Mumbo's
patented magic can bring him back. Get Mumbo on the Mumbo Pad and he'll bring
the father back to life. This alien will now reveal the locations of the kids,
which you'll need to get as Banjo and Kazooie.

  1. The first kid is found right below the Mumbo Pad near Wumba's
     Wigwam. Bill Drill the layer of ice to get the kid out. But what's
     this? Another dead alien? Geez, they really need to learn how to
     adapt to the climate. Bring Mumbo back again (aaaggh! all this
     going back and forth!) to raise him from the dead.
  2. The second kid is near where you found Wumba's Glowbo (on the
     secluded shore near the ocean). Bill Drill the ice above it to set
     him free.
  3. The last alien is above the Split Up Pad in the Upper Area. How do
     you reach this height? Split Up and take Kazooie up to the entrance
     to the dragon's mountaintop (you'll have to Claw Clamber). From
     this height, glide down to the baby alien. The alien is cold
     though. Instead of using Fire Eggs, the Hatch move is the key here.
     Once warmed, the baby will head back to the father.

When all four aliens are together again, they'll take off, leaving behind a
Jiggy for you to collect.


-JIGGY 10: THE ICE SIDE TRAIN STATION-
Area: Ice Side                      Location: Ice Side Cave
Characters Involved: Gobi
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

If you've unturned every other stone in this level, you'll still notice two
things: there's a Jiggy behind a wall underneath Boggy's house and you haven't
been able to get to the Train Station. Rather conveniently, these two things
are both connected. The biggest trouble is cooling the train's engines so that
it can go to the Ice Side. This is where Gobi, the camel with the big Banjo
role comes in. If you freed him from WitchyWorld, he'll go to the Fire Side
train station in Hailfire Peaks (if you didn't free him, blast the lock on the
prison door in the Chamber of Horrors). Get up to where Gobi is by using the
Claw Clamber Boots on the feet of the left exit of the Ice Side. You'll get up
to a cave above, which will lead you to Gobi's elevated position in the Train
Station. Gobi's been saving up some nice, cold water. Gee, that sure would cool
something pretty well... hmmm... but of course! The engine! Use the Beak Buster
on Gobi's hump and he'll spit the water into Chuffy. You can now take it over
to the Ice Side Train Station. When you get out, climb up the track that hangs
down from above and go into the opening. You'll come out in the cave beneath
Boggy's where the Jiggy is located.




             =============== NOTE LOCATIONS ===============

-TREBLE CLEF-
Area: Ice Side                      Location: Icicle Grotto Pit
Moves Needed: Grenade Egg           Magic Needed: None

After making a bridge out of the icicles (see Things to Do), go about halfway
up and you'll see two more icicles to the left. One of them has an ice cube on
it, and frozen inside is the Treble Clef. Jump over and smash it open to get 20
notes.


-15 NOTES-
Area: Fire Side                     Location: Near Shack Pack Hatch
Moves Needed: None                  Magic Needed: None

Follow the right path after the lower pool of hot water and go through the
tunnel and up the ladder. When you come out of the tunnel, head to the right
along the narrow path with Flame Hands. Along this path is 15 notes.


-10 NOTES-
Area: Fire Side                     Location: Near Mumbo
Moves Needed: None                  Magic Needed: None

From Warp Pad 1 (near the pool of hot water), take a left and follow the path
past the cave. Along the narrow path you'll find 10 notes right before you
reach Mumbo's Skull.


-10 NOTES-
Area: Fire Side                     Location: Ladder Cave
Moves Needed: None                  Magic Needed: None

Take a right at the lower pool of hot water and follow the path into the cave.
At the bottom of the ladder you'll spot two note nests.


-10 NOTES-
Area: Fire Side                     Location: Near Warp Pad 2
Moves Needed: None                  Magic Needed: None

At the very top of the Fire Side is a path with Flame Hands everywhere and in
the middle is Warp Pad 2. Along this path you'll find two note nests.


-10 NOTES-
Area: Ice Side                      Location: Near Oil Drill
Moves Needed: None                  Magic Needed: None

On the steps going up to the Oil Drilling station, there's two ice cubes that
contain note nests.


-10 NOTES-
Area: Ice Side                      Location: Near Warp Pad 3
Moves Needed: None                  Magic Needed: None

At the upper area of the Ice Side, right next to the right path leading down to
the lower area, rests two ice cubes with note nests inside.


-10 NOTES-
Area: Ice Side                      Location: Near Wumba's Wigwam
Moves Needed: None                  Magic Needed: None

Near Wumba's Wigwam, there are steps leading up to Warp Pad 4. On these steps
are two ice cubes containing note nests.


-10 NOTES-
Area: Ice Side                      Location: Near Boggy's House
Moves Needed: None                  Magic Needed: None

The steps leading up to Boggy's House also have ice cubes, and guess what?
There's no notes inside them! Just kidding, of course there are.



            =============== EMPTY HONEYCOMBS ===============

-EMPTY HONEYCOMB 1: WALKING ALONG THE TRAIN TRACKS-
Area: Fire Side                     Location: Train Station
Moves Needed: Grip Grab             Magic Needed: None

Enter the Fire Side's Train Station and head up to the loading platform. Walk
on the train track to the right, then jump to the ledge. Move across to the
alcove where the Empty Honeycomb is hiding itself.


-EMPTY HONEYCOMB 2: ABOVE THE POOL OF HOT WATER-
Area: Fire Side                     Location: Upper Pool of Hot Water
Moves Needed: Grip Grab             Magic Needed: None

Here's a second Empty Honeycomb that you use the Grip Grab to get. Right near
the left Fire Side exit to the Ice Side (above the upper pool of hot water) is
a ledge. Grip Grab across and pull yourself up to the Empty Honeycomb Piece.
Watch out for the Grip Grab Plant, as getting hit will send you falling down
into the boiling water.


-EMPTY HONEYCOMB 3: INSIDE THE VOLCANO-
Area: Fire Side                     Location: From Icicle Grotto
Moves Needed: Grenade Eggs          Magic Needed: None

Cross the pit in the Icicle Grotto via the icicle bridge (see Things to Do). At
the other end, go into the reddish passage to come out inside the volcano,
right next to an Empty Honeycomb piece.



                 =============== JINJOS ===============

-JINJO 1: BREAK THE ICE-
Area: Ice Side                      Location: Outside Boggy's House
Moves Needed: Bill Drill            Magic Needed: None

Normally in games like these, you get things from helping people out. In this
case, you get things for doing things the easy way. This, of course, is much
smarter. When you approach Mildred the ice cube outside of the igloo Boggy is
inhabiting, she'll whine to you about her lost husband. End her misery by
performing the Bill Drill on her head. See, instead of going through all the
trouble to find George, all you had to do was perform one little move. How
nice.


-JINJO 2: SWIMMING IN HOT WATER-
Area: Fire Side                         Location: Pool of Hot Water
Moves Needed: Shack Pack                Magic Needed: None

In the same pool of hot water that contains the fish (it's near the exit to the
Ice Side, if you didn't know) is a Jinjo. Simply Shack Pack your way into the
water and grab the Jinjo.


-JINJO 3: GLIDING IN THE GROTTO-
Area: Ice Side                      Location: Icicle Grotto
Moves Needed: Glide                 Magic Needed: None

Near the beginning of the icicle bridge in the Icicle Grotto, high above in a
cave, a Jinjo is waiting for someone to rescue it and take it out of the cold.
Kazooie can't Leg Spring up there, but gliding from a higher elevation will
allow her to reach the Jinjo. You can get enough height to glide over if you
Leg Spring from the second icicle of the bridge and glide at the apex of the
jump.


-JINJO 4: BEHIND THE LAVAFALL-
Area: Fire Side                     Location: Outside Colosseum
Moves Needed: None                  Magic Needed: None

The first step in getting this Jinjo is entering the Colosseum. Tough, huh?
Head to the left, go up the stairs, and go left and up the next broken set of
stairs. At the top is a switch that makes three platforms appear in the lava
outside of the Colosseum. Head over to the right side of the inside, go up the
stairs, and use a Grenade Egg to blast the cracked wall. You'll come outside
right next to the platforms. Go across them and you'll see the Jinjo. However,
it's trapped behind a waterfall of lava... I guess that doesn't make it a
waterfall, but you know what I'm talking about. Anyway, to get through the lava
unscathed, you can either use the Wonderwing or Shack Pack.


-JINJO 5: THE WINDY VALLEY-
Area: Ice Side                      Location: Biggafoot's Territory
Moves Needed: None                  Magic Needed: Snowball Trans.

This Jinjo sits right in front of a cave in Biggafoot's territory. It seems
simple enough when you first see him; just walk up and grab him, right? Of
course, it's not that simple. When you get close to the Jinjo, the cave will
start blowing a strong wind that keeps you back. How to get by this wind? Go
see Wumba and have her transform you into a Snowball. Become the largest size
possible, then head out to the cliff in the upper area, right above the windy
valley. Roll up the wall (yes, up the wall) a little ways, then jump off down
towards the cave. If you went up the wall just enough, your immense girth will
hit the Jinjo and you'll collect it before the wind can blow you away.




              =============== CHEATO PAGES ===============

-CHEATO PAGE 1: UP THE MOUNTAIN-
Area: Ice Side                      Location: Small Mountain
Moves Needed: Leg Spring            Magic Needed: None

Split Up on the pads near Warp Pad 3 and take Kazooie to the small mountain in
Biggafoot's territory. Leg Spring up to each higher crevice in the
mountainside. Waiting at the summit is a Cheato Page.


-CHEATO PAGE 2: OUTSIDE OF THE COLOSSEUM-
Area: Fire Side                     Location: Colosseum
Moves Needed: Claw Clamber Boots    Magic Needed: None

On the left pillar when you enter the Colosseum, there are footprints. Behind
the pillar and up the stairs to the left is a cracked wall. When destroyed
(with Grenade Eggs, of course), you'll find a pair of Claw Clamber Boots. Run
up the pillar and go out the opening. You'll be standing right next to a Cheato
Page when you come out.


-CHEATO PAGE 3: ICICLE GROTTO TUNNEL-
Area: Ice Side                      Location: Icicle Grotto
Moves Needed: Shack Pack            Magic Needed: None

In the first room of the Icicle Grotto, there's a small hole in a part of the
wall. Enter as Banjo and use the Shack Pack move. Enter the hole and go down
the tunnel to find a Cheato Page.



             =============== JAMJARS' MOVES ===============

-SHACK PACK-
Area: Fire Side                     Location: Right of Ladder Tunnel Ex.
Notes Needed: 640                   Perform: Hold Z and Press Bottom C

Another move that Banjo performs with his famous blue backpack is the Shack
Pack. Banjo throws the backpack over his head, squeezing himself into the tight
space. This not only protects him from hot and toxic liquids, but it also makes
him smaller and allows him to enter small holes.


-GLIDE-
Area: Ice Side                      Location: Across Icicle Bridge
Notes Needed: 660                   Perform: Press Z While in Air

Kazooie's Glide move allows you to fly at any time without the use of red
feathers, but is very limited. You cannot fly higher than your starting
position, and you will gradually lose height. You will also not be able to
perform the Beak Bomb attack. However, being able to fly anywhere is very
handy. Simply press Z while at the top of a jump, during a drop, or any other
time you're in the air. Gliding does offer more precise maneuverability than
flying, though it is slower. This move is very useful because performing a Leg
Spring to gain height then gliding at any spot is quite handy.



                 =============== GLOWBOS ===============

-MUMBO'S GLOWBO-
This Glowbo is found on the grounds outside of the Lava House. You can drop
down there from the cliff Mumbo's Skull is on.

-WUMBA'S GLOWBO-
From Wumba's, go to the left to the ocean shore. On the wall nearby is a ledge.
Grip Grab across to a small corner of the level, where a Glowbo is jumping
around. You can also reach this area by jumping along the upper pathways.



     =============== BOSS: THE FIRE AND ICE DRAGONS ===============

     There are two bosses you'll need to defeat in this level, one for each of
the two sides of the Peak. Both of them attack quite similarly. Each of the
arenas where you fight them has four cannons. Each cannon can shoot up to three
eggs that successfully hit, then they disappear. These cannons also provide
good protection from the dragons' attacks.

-CHILLI BILLI: HOT 'N' SPICY DRAGON-

The volcano of the fire dragon should be your first stop in this boss of the
bosses. Billi only takes a mere six hits to defeat. The first thing he does is
spit fireballs. Find safety behind one of the cannons, then fire an ice egg
through the hole in the back to hit Billi. After he's hit (or after you take
too long to attack), the fire dragon will come down and try to lick you...
nasty. His tongue will move back and forth across the ground, and you'll have
to jump over it. After six ice eggs, he'll run away and you can go on to the
ice side.

-CHILLY WILLY: COLD 'N' ICY DRAGON-

Chilly Willy attacks very similarly to his brother/friend/whatever. First, he
shoots globes of ice at you, then he gets busy with his tongue. However, not
only does Willy take twelve hits (which means you'll have to use each of the
cannons to their full capacity), he also is noticeably faster than Billi.
Still, he shouldn't pose much of a threat, and with twelve fire eggs he'll be
down for the count.



               =============== MUMBO PADS ===============

-MUMBO PAD 1: LIFE FORCE ALIENS-
This Pad is on an outcropping of slippery ice, near Wumba's Wigwam. Use it to
revive the Alien dad and kid.

-MUMBO PAD 2: LIFE FORCE SABREMAN-
The second Mumbo Pad is above the ocean, close to Boggy's House. Use Mumbo's
magic stick to break open the ice cube containing the pad, then use Life Force
to bring Sabreman back from the dead.




                =============== WARP PADS ===============

-WARP PAD 1: FIRE SIDE - LOWER AREA (MUMBO)-
From the entrance of the level, head straight and go up two flights of stairs.
You'll come to the first Warp Pad, right in front of the searing pool of water.

-WARP PAD 2: FIRE SIDE - UPPER AREA-
Scale the cliffs and narrow paths of the Fire Side, and along the path at the
very top is this Warp Pad.

-WARP PAD 3: ICE SIDE - UPPER AREA-
This Warp Pad is in a small cave near a Split Up Pad, in between the Oil
Drilling outpost and Biggafoot's area. It's also underneath the entrance to
Chilly Willy's mountaintop.

-WARP PAD 4: ICE SIDE - LOWER AREA (WUMBA)-
The upper paths near the freezing ocean on the Ice Side claim this Warp Pad.
You can reach it by going up the steps near Wumba's Wigwam or up the ramp near
Boggy's House.

-WARP PAD 5: ICE SIDE - ICICLE GROTTO-
Enter the Icicle Cavern as Kazooie and run up the steep, slippery slopes. At
the top are several frozen waterfalls. Leg Spring up them to find this Warp
Pad, which you can come back to with Banjo if you'd like.



             =============== AREA LOCATIONS ===============

LADDER TUNNEL:
If you take a right at the lower pool of hot water on the Fire Side, you'll end
up in a tunnel with a ladder. This is referred to as the Ladder Tunnel.

FIRE SIDE TRAIN STATION:
The Fire Side Train Station is at the very top of the level. Head right from
Warp Pad two and you'll see several platforms going across the lava. Go across
them and you'll arrive in the train station.

ICE SIDE TRAIN STATION:
This train station can only be reached by going to it from other train
stations.

INSIDE THE VOLCANO:
After going through the Ladder Tunnel, head down the path and you'll be above a
building. Go into the building below and you'll enter the volcano.

COLOSSEUM:
The Colosseum is to the right of the Level entrance. Jump across the fallen
pillars to get there.

BIGGAFOOT'S TERRITORY:
Biggafoot's territory is the lower area where Biggafoot roams, which includes a
small mountain, the windy valley, and the left Ice Side exit.

OIL DRILL OUTPOST:
This is to the right of the main upper area of the Ice Side. The huge drill and
building are hard to miss.

ICICLE GROTTO:
The entrance to the Grotto is found near the Oil Drill Outpost.

BOGGY'S HOUSE:
Boggy's House is a large, green igloo near the Ice Side ocean.

MUMBO'S SKULL:
Mumbo's Skull is on the Fire Side, right above the Lava Building. Take a left
at the lower pool of hot water to reach it.

WUMBA'S WIGWAM:
Wumba's is on the Ice Side, near the cold ocean shore.




________________________________________________________________________

        =============== LEVEL 8: CLOUD CUCKOOLAND ===============
________________________________________________________________________

Isle Area: Wasteland                Train Station: No
Jiggies Needed: 45                  Moves Learned: 1
Characters: Mr. Fit, Guffo, the Zubbas, Canary Mary
Enemies: Cut-Out Creatures, Power Flowers, Zubbas
Boss: Mingy Jongo
Transformation: Bee
Mini-Games/Shootouts: Zubba Challenge, Trash Can Challenge,
     Pot 'O' Gold Challenge
Levels Connects To: None

     Cloud Cuckooland can best be described as "strange". Like Super Mario 64's
Rainbow Ride, Cloud Cuckooland features a bunch of out-of-place locales high in
the sky. Such places include a pot of gold, a giant trash can, and  a big wedge
of cheese. Scared yet? While Cloud Cuckooland isn't one of the most beautiful
or memorable places you'll encounter in the game, the various places you can go
makes it rather interesting and allows for a lot of different ideas to be
presented in one place. It's definitely a nonsensical place.



              =============== THINGS TO DO ===============

-DIG UP SEEDS-
There are two funny looking seeds in this level, buried in the ground. However,
they aren't in a desirable location, so dig them back up and take them
somewhere else. If you shoot across the sky from the flower right next to the
level entrance, you'll land right next to the ground where the seeds are
buried.


-HATCH THE FLOATUS FLOATII-
Floatus Floatium is singular, Floatus Floatii is plural. Yes, I wrote the book
on how to properly pluralize made-up words. And yes, pluralize is a word, I
also wrote the dictionary. Now then, onto where to find these creatures. There
are three of them in Cloud Cuckooland, waiting in eggs. You'll first have to
hatch the eggs as Kazooie, then use the Floatii as Banjo to float across the
sky or some other place. Their locations and how to hatch their eggs are below.

  1. Inside the Central Cavern: Right next to the Warp Pad and Split Up
     Pad in the center. Switch to Kazooie from the aforementioned pad
     and hatch the egg.
  2. Near the blue Mumbo's Skull: To hatch the egg, use the Spring Step
     Shoes in the Central Cavern to jump to the cave that's the second
     from the left of where the Jamjars' Hatch is.
  3. Near the red Mumbo's Skull: Claw Clamber up the wall inside the
     Central Cavern and go outside. You'll be right next to the Floatus
     Floatium egg.


-PLANT THE SEEDS-
After finding the seeds, you'll need to plant them. What grows out of them?
Why, a nice large beanstalk that you can climb. Here's the locations of the
seed holes where you plant them.

  1. Purple floating island near blue Mumbo's Skull. Use the Floatus
     Floatium (#2) or Flight to get over to it.
  2. Floating island near red Mumbo's Skull and below the Sack Race
     area. Use the Floatus Floatium (#3) of Flight to get over to it.


-TIP: SHORTCUTS-
Here's a tip for everybody that'll make travel across Cloud Cuckooland much
easier. If you need to get back to the level entrance or a Split Up Pad fast,
simply jump into the great beyond below. You'll die, but you'll come back
(hopefully) where you want to be, making for a nice little shortcut.



                 =============== JIGGIES ===============

-JIGGY 1: THE GELATINOUS CASTLE OF JELLY-
Area: Cloud Cuckooland              Location: Jelly Castle
Characters Involved: None
Worlds Traversed: None
Moves Needed: Shack Pack            Magic Needed: None

Far out and deep down in the skies of Cloud Cuckooland rests a castle made of
jelly on a small floating island. Inside the layer of jelly is a Jiggy, but the
only opening is too small to fit into. The solution lies in Banjo's all-purpose
backpack. Split Up inside the Central Cavern, then head outside to the blue
Mumbo Skull as Banjo. Climb up the vine to the left, then jump into the flower.
It'll shoot you across the sky to the Jelly Castle. Jump off the top and search
the base for the tiny hole. When you find it, use the Shack Pack to become
small enough to enter. Walk inside and grab the Jiggy.


-JIGGY 2: THE ZUBBAS' NEW HIVE-
Area: Zubba's Nest                  Location: Honeycomb
Characters Involved: The Zubbas
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Bee Transformation

The angry swarm of Zubba's from Click Clock Wood have moved to Cloud
Cuckooland, and instead of trying to kill you, this time they challenge you to
a game. But first, you'll have to find a way to enter the hive. At the summit
of the mountain in the center of Cloud Cuckooland is a statue of a Zubba
holding a target. If you shoot the target, the Zubbas will give you 10 seconds
to shoot it 20 more times. There's no way you can shoot eggs this fast, so
you'll have to use the stinger of the bee. Start far away from the target, and
shoot as you approach. If you succeed, the Zubbas will open the entrance to
their hive. Enter and they'll challenge you to a game. In this game, different
colored Zubbas (which are the standard red, green, and blue) fly from all
corners of the nest. If you shoot one, it'll give you the standard number of
points. You'll have 60 seconds, and two point goals to reach. If you get 50
points, you'll get the Jiggy. The best way to complete the game is to fly
around the center of the nest, holding down Z so you fire as fast as you can.
Keep spinning to try to locate new and better Zubbas. Also be sure to look up
and down to spot Zubbas. This challenge can be hard, but concentrate on the
Zubbas that give you more points and you'll get the Jiggy.


-JIGGY 3: EYEBALLUS JIGGIUM FLOWERS-
Area: Cloud Cuckooland              Location: Varies
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Bee Transformation

Gruntilda has planted four Eyeballus Jiggium Plants in Cloud Cuckooland, which
are designed to keep a Jiggy safe and attack Banjo. Even more diabolical, these
plants are impervious to any attacks that Banjo and Kazooie dish out. However,
Gruntilda didn't expect that you'd be able to transform into a bee with deadly
stingers, and that's where the solution is. The Bee's stingers will quickly rip
the flowers to shreds. There are a total of four flowers.

  1. Near where George the Ice Cube is/was resting.
  2. On the sides of the large pool of water that you can drain.
  3. On the purple platform above the red Mumbo's Skull.
  4. On a platform below the Cheese Wedge.

When you defeat an Eyeballus Jiggium Flower that holds the Jiggy, it'll pass it
on to another. When there are no more left, it'll pop out and you can collect
it.


-JIGGY 4: GUFFO'S GERM PREDICAMENT-
Area: Inside the Trash Can          Location: Floor
Character Involved: Guffo
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: None

The only way to get inside the giant Trash Can you most likely have seen is by
entering with Kazooie alone. Split Up in the Central Cavern and fly or glide
over to the Trash Can. Step on the switch outside and enter. In the center of
the glamorous dwelling, Guffo the can of beans will plead with you to help him
with his problem. He needs to get rid of a certain amount of germs, and fast.
You have 60 seconds to clear out 50 points worth of germs. The germs pop up all
over the Trash Can, and as you've probably guessed, come in red, green, and
blue variations. Run around frantically and use the Wing Whack to kill the
germs. If you move fast and go for clusters or bigger point values, the Jiggy
reward will be yours.


-JIGGY 5: THE TRIATHLON OF MR. FIT-
Area: Cloud Cuckooland              Location: Running Track
Characters Involved: Mr. Fit
Worlds Traversed: None
Moves Needed: Springy Step Shoes, Sack Pack, Split Up
Magic Needed: Mumbo

Mr. Fit, though he looks a little fat and not very athletic, actually proves to
be quite an opponent in the three sports events that he challenges you to.
Beating him will require a little thinking, but it won't be hard once you
figure out what to do.

 ~Event 1: High Jump~
 The first event in Mr. Fit's workout is the High Jump. Located behind
 the level entrance is a bar high up in the air. It's doubtful someone
 as large as that giant creature could get that high, but take Mr. Fit's
 word that he reached the height. Anyway, to get above the bar, you'll
 need to slip on a pair of Springy Step shoes found buried underground
 across from the floating platform you start out on. Take them back
 over, stand underneath the bar, and leap into the air to set the new
 record.

 ~Event 2: Sack Race~
 The sack race is not a usual event in most triathlons, but it's a good
 event nonetheless.. The Sack Race area is located above the red Mumbo's
 Skull, and you'll have to grow the beanstalk and hatch the Floatus Floatium
 there to reach itas Banjo alone. You'll need to only bring Banjo to use the
 sack Packmove and enter. When the race starts, you must take the
 narrow shortcut. If you don't, Mr. Fit will surely beat you. Win the race
 and Mr. Fit will go on to the final event.

 ~Event 3: Running Race~
 The last event is an all out test of speed. Unfortunately, Mr. Fit is
 so fast that he'll blaze by Banjo and Kazooie even if they have a pair
 of Running Shoes on. You'll need to get that extra weight off of
 Kazooie's back if you want to win. Split Up, then head past the Claw
 Clamber footprints to the exit from the Central Cavern. However, to the
 right of this opening is a pair of Running Shoes. Put them on and head
 outside. Winning the race as Kazooie with Running Shoes won't be very
 hard.

After completing all three events, Mr. Fit will reluctantly hand over a Jiggy
for your first place finish.


-JIGGY 6: POT 'O' GOLD JIGGY CHALLENGE-
Area: Inside the Pot 'O' Gold      Location: Jiggy Chamber
Characters Involved: None
Worlds Traversed: None
Moves Needed: Grenade Eggs, Ice Eggs, Fire Eggs
Magic Needed: Mumbo

One of the many out-of-place objects floating in the Cloud Cuckooland sky is
the Pot 'O' Gold. Across from the pot, on a small grassy area outside of the
Central Cavern, there's a switch that opens up the top of the Pot 'O' Gold,
which allows you to enter. However, the 20 seconds you get to enter isn't
enough to find a Flight Pad and go inside. So, you'll have to play with the
forces of nature. Perform the Rain Dance on the Mumbo Pad to form a rainbow
connecting the grassy area to the top of the Pot 'O' Gold. Hit the switch and
Talon Trot across the Rainbow and into the opening. Once inside, you'll have to
get the game started. The Central Platform has four different colored eggs on
the side. Each of these eggs has a hole in it. Shoot a normal, Fire, Grenade,
and Ice Egg into each of the corresponding holes to start the game. The walls
in the Pot 'O' Gold will light up with Jiggies, and it's your job to shoot as
many of them as you can (with rapid-fire eggs). There are 100 in total, but you
only have to hit 90 Jiggies to win (I guess the "only" sort of makes this sound
easier than it is). Without the proper method of firing, obtaining this score
will likely be impossible. However, it'll be simple if you do it right. Slowly
move the cursor along on a select row (not column) of Jiggies. Don't go too
fast so you miss some Jiggies, but don't go too slow so that you hit the same
place twice. If you move along at a steady pace, you'll be surprised how
accurate the eggs are. It's easiest to try this on the upper and lower rows
first, as you can make the cursor go all the way to the bottom (where it can't
move up or down anymore, only left or right). For the middle rows, you'll have
to keep the cursor steady and aligned with the Jiggies at all times. You'll get
45 seconds to do this, and if you do, a real Jiggy is the prize.


-JIGGY 7: OLD CHEESE, SPIKY ONIONS, AND JIGGIES GALORE-
Area: Inside the Cheese Wedge      Location: Room to the Left
Characters Involved: None
Worlds Traversed: None
Moves Needed: Sack Pack, Shack Pack
Magic Needed: Mumbo

That Cheese Wedge has probably caught your attention, and you've most likely
been inside the smelly thing. However, deep inside where most noses dare not go
is a Jiggy. The beginning of this daring quest begins in the Central Cavern.
Banjo will need to go solo for this one, so Split Up and head to the Cheese
Wedge (utilize the beanstalk and Floatus Floatium). When you get inside, only a
few steps from the door, perform the Sack Pack move. Soon a spiky onion will
come floating down to the ground. Jump on it (Banjo's incredible backpack will
prevent him from getting hurt). The onion will float around the wedge to
another onion, at which time you should leap over to it. Continue until you are
on the high ledge in the back of the wedge. In the very back is a small hole
that you can only enter when performing the Shack Pack. The hole will take you
to a tunnel outside the Cheese Wedge. Go down and enter the next hole. Inside
is a Jiggy.


-JIGGY 8: SUPERSTASH!-
Area: Central Cavern               Location: Superstash's Corner
Characters Involved: Superstash
Worlds Traversed: None
Moves Needed: Clockwork Kz. Egg    Magic Needed: None

The big safe in the Central Cavern, also known as Superstash Deluxe, wants to
help the bear and bird on their quest with a Jiggy, but can't remember his
combination to open his locked door. Fortunately, he's written down the four
numbers in places throughout Cloud Cuckooland. You'll have to search around and
five all four and give them to him. For all caves, shoot a Clockwork Kazooie
Egg inside and explode it on the number switch.

  1. Near Lake: One of the numbers is in a cave near the lake (you know,
    the one near George the Ice Cube's tragic suicide point... yes...
    suicide). Jump to the little ledge above the water from the side.
  2. Above Superstash: In the Central Cavern, you can Grip Grab or
    Glide above Superstash to a small clifftop on the other side.
    There's also a hole here leading into a tunnel. This tunnel will
    take a Clockwork Kazooie Egg to the next number.
  3. Top of the Central Cavern: Fly to near the top of the mountain
    outside, then enter the Central Cavern. Carefully walk across the
    narrow path, then fire a Clockwork Kazooie Egg into the hole.
  4. Behind the Trash Can: Walk behind the giant Trash Can and shoot a
    Clockwork Kazooie Egg into the hole. It'll emerge in a bottle that
    contains the last number.

With all the numbers in place, Superstash will open up. Inside is a Jiggy,
which Mr. Deluxe will gladly let you keep.


-JIGGY 9: CANARY MARY'S REMATCH RACE-
Area: Cloud Cuckooland             Location: Outside Wumba's Wigwam
Characters Involved: Canary Mary
Worlds Traversed: None
Moves Needed: None                 Magic Needed: You'll Need Lots to Win

OK, you may have thought that getting all the Jiggies so far hasn't been that
tough. If you're one of these skilled players that thinks they're so great, get
ready to meet Canary Mary... again. So, she was easy in Glitter Gulch Mine, so
it'll be cake to beat her again, right? Hold on while I laugh. This time
around, Canary Mary is extremely difficult. Perhaps the open sky or healing up
from the toxic gases in the mine have helped her, because her speed has
improved tenfold. Unfortunately, there's no easy way to beat her (you can't
make the mouse car faster). The only thing I can offer you as far as advice
goes is a little tip. Mary's speed, to some extent, reflects yours. Therefore,
if you start the race off slow, she'll be slower than normal. You can then
catch up to her a little bit, then slow down again. She'll slow down too, then
you can do it again. Keep repeating until the end of the race. Keep in mind,
though, that even with the trick it'll be incredibly hard. Good luck, you'll
certainly need it.

~NOTE: If you are still having trouble beating Canary Mary, see the section
  devoted to such strategies in Part 5 of this FAQ. It may help you win.


-JIGGY 10: MINGY JONGO BATTLE-
Area: Mumbo's Skull (Blue)          Location: Upper Floor
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

You most likely have noticed that there's not one, but two Mumbo Skulls in
Cloud Cuckooland. While everything seems all right in the one of the skulls,
something's fishy when you enter the other home of the shaman (the color and
contents of the skulls is random). In fact, when you approach Mumbo, you'll
find out that it's a trap and the devious Mingy Jombo cuts off your escape. The
only way to get out is to beat him. The small inside area of the skull makes
for a somewhat difficult battle, but Mingy isn't very good at vanquishing his
foes. Defeat him to pick up the last Jiggy in this level.




             =============== NOTE LOCATIONS ===============

-TREBLE CLEF-
Area: Central Cavern                Location: Top
Moves Needed: None                  Magic Needed: None (Bee Trans.)

The Treble Clef is located at the very top of the Central Cavern (in the center
of the narrow path). To get to the top, either fly up as a Bee or use Kazooie's
Flying and come in from the entrance high up on the outside of the mountain.


-45 NOTES-
Area: Central Cavern                Location: All Entrances
Moves Needed: Claw Clamber Boots    Magic Needed: None

There is a total of nine different ways to enter and exit the Central Cavern
(excluding the entrance from the very top), and in front of each of these
entrances is a note nest. Be sure not to miss the entrances underwater, where
you Claw Clamber up the wall, and the one you need to use the Springy Step
Shoes to reach.


-15 NOTES-
Area: Central Cavern                Location: Center
Moves Needed: None                  Magic Needed: None

In the center of the Central Cavern, or the very center of the entire level
(that's a lot of centers) are three note nests: one on top of the Warp Pad and
two on each Split Up Pad.


-10 NOTES-
Area: Central Cavern                Location: Sack Pack Cave
Moves Needed: Shack Pack            Magic Needed: None

These notes are right next to Jamjars' Hatch where you learn the Sack Pack
move. To get in this cave, you'll need to float across from the center of the
Central Cavern by using the Taxi Pack on Floatus Floatium 1 (see Things to Do).
You'll have 15 seconds to get over to the red wall. On the right side of this
wall, use the Shack Pack and enter the tiny hole. Inside are the notes and
Jamjars' hatch.


-10 NOTES-
Area: Central Cavern                Location: Top
Moves Needed: None                  Magic Needed: None (Bee Trans.)

At the top of the Central Cavern, on the narrow path, you'll find ten notes
(one nest is at the entrance from outside and one is on the other side). To get
to the top, either fly up as a Bee or use Kazooie's Flying and come in from the
entrance high up on the outside of the mountain.




            =============== EMPTY HONEYCOMBS ===============

-EMPTY HONEYCOMB 1: BEARIED UNDERGROUND-
Area: Cloud Cuckooland              Location: Buried Object Area
Moves Needed: Bill Drill            Magic Needed: None

Inside one of the patches of ground that you can break open (shoot from the
flower next to the level entrance) is an Empty Honeycomb Piece. It's easy
enough to find and collect.


-EMPTY HONEYCOMB 2: TRASH CAN LID-
Area: Cloud Cuckooland              Location: Above the Trash Can
Moves Needed: None                  Magic Needed: None

The second Empty Honeycomb is found right on top of the tall Trash Can. Fly up
and grab it from the Zubba that's guarding it.


-EMPTY HONEYCOMB 3: BEHIND THE POT 'O' GOLD-
Area: Cloud Cuckooland              Location: Behind the Pot 'O' Gold
Moves Needed: None                  Magic Needed: None

Well, if the title didn't give it away, this Jiggy is found behind the Pot 'O'
Gold. Fly over to the base of the pot, then walk around to get it.




                 =============== JINJOS ===============

-JINJO 1: HIGH UP IN THE CENTRAL CAVERN-
Area: Central Cavern                Location: Near Sack Pack Cave
Moves Needed: Springy Step Shoes    Magic Needed: None

This Jinjo can be seen in a cave located up and to the left of the cave where
you learn the Sack Pack. Getting up this high will require the highest jump
possible... Shock Springing with Kazooie alone. Split Up in the center of the
cavern, then grab the nearby Springy Step Shoes. Trot over to underneath the
Jinjo, spring up, and you've got it.


-JINJO 2: LOOKS LIKE A MINJO, BUT IT'S NOT-
Area: Mumbo's Skull (Blue)              Location: Lobby
Moves Needed: None                      Magic Needed: None

This is rather peculiar. If everything made sense, this would be a Minjo. This
Jinjo simply sits in the lobby of Mingy Jongo's Mumbo Skull. That's it. Just
walk in and pick it up. It seems that this should be a Minjo, but it isn't.
Very strange... but then again, this is Cloud Cuckooland.


-JINJO 3: HANGIN' OUT AT WUMBA'S-
Area: Wumba's Wigwam                Location: Rafters
Moves Needed: None                  Magic Needed: Bee Transformation

Jinjo number three is hanging out inside Wumba's Wigwam, but unlike the rest of
his companions, he doesn't call out to you unless you go up to get him. This
makes him all the more easy to miss, even though he's right above you.
Transform into the Bee and fly up to the rafters above and you'll see the
Jinjo. All you have to do is get him. That is, if you can maneuver yourself
well enough (it's harder than it seems).


-JINJO 4: IT'S-A VERY GOUDA-
Area: Inside the Cheese Wedge       Location: Ledge in Back
Moves Needed: Sack Pack             Magic Needed: None

This Jinjo probably is ready for you to finally save him from the foul reaches
of the stinky Cheese Wedge. There are two ways to get him. The first is easier,
as you only need to enter the cheese wedge and shoot a Clockwork Kazooie Egg up
to the ledge (obtaining the Jinjo). However, the second is more practical as
you can get the Jinjo on your way to getting Jiggy 7. Enter the Cheese Wedge as
Banjo only (be sure to grow the Beanstalk and hatch the Floatus Floatium so you
can get here as him), then use the Sack Pack to jump onto the spiky onion that
comes down near the door. Ride it to the next onions, then to the ledge and the
Jinjo.


-JINJO 5: JOLLY'S JUICE STRAW CLIMB-
Area: Inside the Trash Can          Location: On Tall Snack Box
Moves Needed: Shack Pack            Magic Needed: None

In the back of the Inside of the Trash Can, there's a straw inside the large
Jolly's Juice bottle. The straw leads to the top of the Fatty Snack Treats box,
where you can see a Jinjo. Now, if only you could get into the bottle and climb
the straw... well, as you may have guessed, you can. Split Up in the Central
Cavern and take Banjo to the flower above the Mumbo Skull near the trash can
(climb up the vine). It'll shoot Banjo over. Go around back to a small hole,
and use the Shack Pack to squeeze inside. You'll emerge inside the bottle.
Climb the straw and you'll leap over to the Jinjo.



              =============== CHEATO PAGES ===============

-CHEATO PAGE 1: THE ZUBBA CHALLENGE-
Area: Zubba's Nest                  Location: Honeycomb Platform
Moves Needed: None                  Magic Needed: Bee Transformation

If you score 40 points in the Zubbas' Challenge, you'll be rewarded with a
Cheato Page (see Jiggy 2 for details on how to get to the challenge and tips
for winning).


-CHEATO PAGE 2: POT 'O' GOLD CHALLENGE-
Area: Inside the Pot 'O' Gold       Location: Jiggy Chamber
Moves Needed: Various Eggs          Magic Needed: Mumbo

The Pot 'O' Gold's prize for hitting 75 Jiggies on the wall is a Cheato Page.
See Jiggy 6 for details and strategies on how to get in the Pot 'O' Gold and
how to get the target score.


-CHEATO PAGE 3: CANARY MARY REMATCH REMATCH-
Area: Cloud Cuckooland              Location: Near Wumba's Wigwam
Moves Needed: None                  Magic Needed: None

If you managed to beat Canary Mary the first time, guess what? You get to do it
all over again, but this time she's even faster! What fun! If you don't mind
taking the chance of giving yourself a heart attack or having a controller fly
through your TV screen, defeating Canary Mary a second time will get you a
Cheato Page.



             =============== JAMJARS' MOVES ===============

-SACK PACK-
Area: Central Cavern                Location: Cave Behind Red Wall
Notes Needed: 765                   Perform: Hold Z and Press Top C

The final move you'll learn is Banjo's Sack Pack, which is vital in completing
the game. When alone as Banjo, hold the Z button and press Top C. Banjo will
get inside his backpack from the top, as if it were a sack. He can then hop
around without getting injured by thorns, toxic water, or anything else beneath
his feet.




                 =============== GLOWBOS ===============

-MUMBO'S GLOWBO-
This Glowbo is found underwater in the Central Cavern. There's a small enclosed
pool higher up than the other two bodies of water, with a sign at its side.
Dive into this pool to find the Glowbo.

-WUMBA'S GLOWBO-
The Glowbos in this world must really enjoy swimming, as Wumba's Glowbo can be
found underwater as well. It's found in the pool outside of the Central Cavern,
near where George the Ice Cube is/was sitting.



            =============== BOSS: MINGY JONGO ===============
                       CRAFTY SHAMAN IMPERSONATOR

     Mingy Jongo, the evil cyborg that poses as Mumbo, isn't quite as hard as
you'd initially think one of such craftiness would be. Mingy's attack pattern
is quite simple. First he'll disappear, then reappear in a new location. At
this spot, he'll shoot a glowing orb of magic at you. He hangs around in this
spot for a little bit, so be sure to attack after you dodge the orbs. After
four successful hits, the glowing orbs will start to home in on you a bit.
After eight hits, Mingy's disguise will be gone and you'll smash him to
smithereens. While Mumbo's Skull's small room makes it harder to dodge the
attacks, it also makes it easier to catch up to Mingy before he goes someplace
else.




               =============== MUMBO PADS ===============

-MUMBO PAD: RAIN DANCE-
Cloud Cuckooland's only Mumbo Pad is located to the side of Mr. Fit's running
track. To get to it, enter the Central Cavern and go to where the Kazooie
footprints go up the wall. Continue to the right and exit through the first
opening you see. The Rain Dance brings rain to Cloud Cuckooland, watering
planted seeds to make beanstalks and forming a rainbow to the Pot 'O' Gold.



                =============== WARP PADS ===============

-WARP PAD 1: WORLD ENTRY AND EXIT-
This Warp Pad is right behind the bubble elevator when you first arrive in
Cloud Cuckooland.

-WARP PAD 2: CENTRAL CAVERN-
Cloud Cuckooland has a measly two Warp Pads; the first at the entrance and the
second in the middle of the Central Cavern. You won't really be using these
Warp Pads much unless you want to leave the level.


             =============== AREA LOCATIONS ===============

CENTRAL CAVERN:
The Central Cavern is a major part of this level, as it's where the only Split
Up Pad can be found (you'll be using it a lot). The cavern is inside the
central mountain, and any entrance from the side will lead in to it.

INSIDE THE TRASH CAN:
Inside the Large Trash Can. Shoot across from the Flower above the nearby Mumbo
Skull, or fly over to it.

POT 'O' GOLD:
Run across the Rainbow after tripping the switch to enter from the roof of the
pot.

CHEESE WEDGE:
High up in the Cloud Cuckooland skies, the Cheese Wedge can be flown to or
gotten to by using the beanstalk and Floatus Floatium.

MUMBO'S SKULL:
The real Mumbo skull is the red-tinted one. It's higher up the mountain than
the blue one.

WUMBA'S WIGWAM:
Near Canary Mary's race starting point, on a small, twisting purple island.




________________________________________________________________________

         =============== LEVEL 9: CAULDRON KEEP ===============
________________________________________________________________________

Isle Area: Quagmire                 Train Station: No
Jiggies Needed: 55                  Moves Learned: 0
Characters: Gruntilda, Mingella, Blobbelda, Dingpot, Klungo
Enemies: None
Mini-Boss: Klungo
Boss: Gruntilda (in Hag 1)
Transformation: None
Mini-Games/Shootouts: None
Levels Connects To: None

     The final area you'll visit in Banjo-Tooie is Cauldron Keep, the hideout
of Gruntilda and her sisters as well as the home of the giant ray gun. Now's
your chance to put an end to Gruntilda's mad scheme once and for all. Of
course, it won't be easy, and you'll be facing several challenges along the
way...


   =============== CAULDRON KEEP ENTRANCE WALKTHROUGH ===============

     Since Cauldron Keep isn't set up like most levels (there aren't any
collectibles and such), I'm just going to take you through the level. When you
enter, the drawbridge will be closed. Of course, the witches are very
intelligent and decided to leave the switches for opening the door outside.
There are two switches, one for Banjo and one for Kazooie. Use the Sack Pack to
hop across the moat of toxic waste as Banjo, and Glide across with Kazooie.
When both switches are pressed at the same time, the drawbridge will come down.
There's still an electrical field blocking the entrance though, but those silly
witches put this switch outside too. Run alongside the tower to the back, where
a Minjo is guarding the last switch outside. Hit it and go inside Cauldron
Keep.



            =============== MINI-BOSS: KLUNGO ===============
                        CAREER-QUESTIONING MINION

     Klungo's back for a third time in the Cauldron Keep Gatehouse, determined
as ever to halt your progress. This time Klungo will use the last of the three
potions (the order is random, so only you'll know which one it is). However,
this time around, Klungo's aim is dead-on, so you'll have to be pretty tricky
to avoid his potion throws. When he throws, quickly change directions so the
potion misses. If you don't, it'll hit you 95% of the time. Below are his three
possible potion types.

1. This potion will create clone images of Klungo, and to proceed you must find
the real Klungo and attack. You can tell him apart from the others by his
slightly whiter lab coat. He's also the last one to start moving when the
clones appear. After you attack the real Klungo (the Rat-a-tat Rap works good),
he'll form a protective shield and will start hurling beakers of poisonous
chemicals at you. Use the strategy described above until he stops throwing.
He'll begin again with making clones, but this time there will be two. The last
time there's three. You'll beat him after three hits.

2. The second potion variation makes Klungo grow to monstrous proportions. Soon
after, he will leap into the air and come crashing down. Simply attack when he
stands still, then he'll activate his protective shield and throw beakers of
potion at you. He'll then start over with growing large and will repeat the
process until you've hit him three times. He'll run away after the battle.

3. The third potion turns Klungo invisible. After a short period of time,
Klungo's potion will wear off and you'll be able to see him. Attack him then.
He'll go into his regular routine of throwing chemicals, then back to
invisibility. Two more hits and he's beaten.

Klungo will finally get some sense knocked into him (literally) and will decide
to quit the brutal work he must perform under Grunty's control. Klungo is now a
good guy... who knows, maybe he'll have a helpful role in the next Banjo game.


         =============== TOWER OF TRAGEDY QUIZ ===============

     The next part of Cauldron Keep is a quiz game, keeping with Banjo
tradition (there's lots of tradition with two whole games, ya know). The Tower
of Tragedy is split up into three rounds of 180 seconds in length. You'll be
facing off against Grunty's two sisters, Mingella and Blobbelda, answering
questions about the game. Those who have paid attention to their surroundings
and what's been going on in the game shouldn't have any trouble winning. By
correctly answering a question, you get two points. For getting a question
wrong, two points are subtracted from your score. If another player gets a
question wrong then you answer it correctly, you'll score one point. At the end
of each round, the person with the lowest score is disqualified. In the last
round, with only you left (if you make it that far), Grunty will give you a
target score of 15 points to beat (you can pass on questions, too, and no
answers are shown until you buzz in). After buzzing in, you have five seconds
to answer a question. Now that the rules are explained, on with some helpful
tips. Always buzz in as fast as you can, because more often than not the answer
will be pretty clear. You can also pause the game at certain times, so if you
want to rush back to this FAQ to look something up, you can. The harder
questions come in the picture/scene variety. Grunty will show you a picture,
and you'll have to answer a question about it. It's almost always best to buzz
in quickly, or one of the other players may get it. However, only do it when
you've studied the picture significantly. The three main questions asked for
pictures are "Where is this?", "How many of an object were in this picture?",
or "What was/wasn't in this picture?". To test your skills, see if you can get
the questions in Part 5, Section 4 (Tower of Tragedy Quiz Questions) right.
When you win, Grunty will flee to the top of the tower. Get ready to go into
the final boss battle.



               =============== BOSS: HAG 1 ===============
                    MONSTROUS MECHANICAL MUD-MUNCHER

-Jiggies Needed: 70

     It's finally time to face off with Gruntilda to once and for all decide
whether bears and birds or skeleton witches are better... yes, what a stupid
reason to fight. Why can't we all just get along? Anyway, for your second boss
battle, Grunty is in her souped-up driller, the Hag 1, which can definitely
deal out some damage. I seriously recommend getting enough Cheato Pages to get
the Honeyback cheat. With the cheat, beating Grunty is a breeze. Without it,
it's very challenging. Whichever way you choose, Grunty will take 100 hits in
all to defeat. This battle combines standard Banjo platforming, the FPS mode,
and even quiz questions. Grunty's attack strategies are listed below. After
each one is finished, Grunty will drop a Honeycomb.

 1. LASER SPIN (2) - 10 hits
  Grunty's first attack is spinning around with two dangerous lasers
  protruding from the Hag 1. Simply jump over them when they come
  around. Walk in the opposite direction that the lasers are spinning.
  This will make jumping over them easier. After a short period of time,
  she'll pop out and ask you a question... not very fitting for an
  intense battle, but play along. These questions are generally harder
  than the ones in the Tower of Tragedy Quiz. Answering correctly will
  have Grunty shoot slow spell shots, while a wrong answer will make her
  shoot much faster ones. During this time that she shoots spells,
  things will zoom in to first-person, where you can get ten hits (using
  normal eggs) on Grunty before moving to the second attack pattern.

2. LASER SPIN (4) - 10 hits
  This strategy is the exact same as the first, except this time Grunty
  will have four lasers spinning around. The standard quiz question is
  asked, and you can get ten more hits on her.

3. MORTAR CANNON - 10 hits
  Grunty decides to stop using lasers for a while and instead uses the
  huge mortar cannon on the back of the Hag 1. This cannon shoots a
  huge missile at Banjo, and when it hits either him or the ground,
  it'll split into four smaller missiles that go in every direction. Be
  sure to jump into the air whenever the missile hits the ground so you
  can avoid the small missiles. Once again, a quiz question is asked,
  and you can get ten more hits on her.

4. MORTAR CANNON (2) - 10 hits
  This attack is the same as the normal Mortar Cannon, but this time
  there's two of 'em. This shouldn't make much of a difference, but be
  wary of the extra missiles flying around.

5. DRILL, LASERS (2) - 10 hits, 1 Gearboxes
  Grunty will now abandon the Mortar Cannon strategy and start using the
  Hag 1's main feature, the drill. Dodging the drill is simple, and even
  easier if you use the Talon Trot. In fact, the drill will even go
  above your head if it gets close, so you'll even have to jump to get
  hurt. There's also two lasers coming out, which are more dangerous
  than the drill itself. Grunty will ask you the normal question
  followed by a chance to hurt her, but after this time the Hag 1 will
  stall. Grunty has opened the exhaust hatch to allow the Hag 1 to move,
  and the key is going inside it. However, it's too small for the
  fabulous duo, so send a Clockwork Kazooie Egg inside. Dodge the enemies,
  go to the back of the interior room, and detonate the bird on one of
  the Gearboxes.

6. DRILL, LASERS (4) - 10 hits, 1 Gearbox
  The same process is repeated, but this time you'll have to face four
  spinning lasers along with the drill.

7. MINION (1) - 15 Hits
  Although this is near the end of the battle, it's very easy. All
  Grunty does is throw one of her minions (a Gruntling) out to attack
  you. Just avoid it while you fire eggs at her. You can get 15 hits in
  this round.

8. TOXIC GAS, MINIONS (MULTIPLE) - 14 Hits
  This time Grunty will throw out several Minions for you to battle, and
  will also fill the air with toxic gas. You'll have to beat her before
  your air supply is used up. This shouldn't be too hard, as it will
  only take fourteen hits.

9. SUPER POWERFUL SPELL - 1 hit
  With only one hit left, Grunty will give it all she's worth with a
  super powerful spell. Keep moving so it doesn't hit you and land one
  more egg on her noggin'. This will defeat her once and for all.

With Grunty gone, all that's left for you to do is watch the ending sequence.
Yes, Captain Blubber makes an appearance in it, even though his role in the
rest of the game is minimal. That's what you were dying to know, right? Well,
congratulations, you've beaten the game. Or maybe you've just read this far but
haven't beaten it yet. You imposter! Out with you! No reading these final
sentences until you've won! Go do it now!



________________________________________________________________________
 ____                                                             _____
| __ \===========================================================|_   _|
|   _/*********** PART 4: MULTIPLAYER, SECRETS & MORE  ************| |
| __ \=============================================================| |
|____/                                                             |_|

     You don't need to know this stuff to beat the game, but there's a lot of
good information here regarding the Multiplayer (including options and the
games), Secrets (including the Ice Key and Mystery Eggs), and a Jinjo Guide
(including where all the Jinjos are and how many are needed to complete each
family).


________________________________________________________________________

               =============== MULTIPLAYER ===============
________________________________________________________________________

     While not the most engrossing multiplayer mode video games have seen, the
Banjo-Tooie multiplayer games will provide some fun; particularly the
mini-games you've encountered across your journey. Listed below are not only
the games you can play and tips for them, but also characters, options, and
statistics for the deathmatch (shootout) games.

________________________________________________________________________

             =============== CHARACTER/OPTIONS ===============


~CHARACTERS~
The following characters are available to play as in multiplayer. Some of them
must be unlocked somehow. All of them are basically the same, and one won't
give you too much of an advantage/disadvantage over another. You can only
choose your character in a deathmatch (referred to as the "shootout" games).

-BANJO-
Available: Beginning                Size: Medium
Banjo the bear wields Kazooie as his weapon. He's larger than most of the other
characters, making him an easier target. Default for Player 1.

-MUMBO-
Available: Beginning                Size: Medium
Mumbo, the default character for Player 2, is about the same size as Banjo, so
he isn't the best choice when it comes to avoiding attacks. Mumbo's green
parrot is an interesting looking weapon, though no different than the others.

-JINJO-
Available: Mystery Egg              Size: Small
The Jinjo character is not available when you first play the game. To unlock
him, you must be able to hatch eggs (learned in Terrydactyland). When you can,
go to Heggy's Nest in the Wooded Hollow and hatch the Mystery Egg. This will
unlock Jinjo. His smaller size makes him harder to hit, but he only has a mere
four honeycombs! Only skilled players should use him, as a single grenade egg
could defeat him.

-JAMJARS-
Available: Beginning                Size: Small
Jamjars is a the default character for Player 3. Like everyone else, he's
pretty much the same (making him even more like everyone else). He seems a tad
smaller than the other characters, though.

-GRUNTILDA-
Available: Beginning                Size: Large
Gruntilda is the largest character, making her the easiest one to hit. She's
the default character for Player 4, but more experienced players should be the
ones to use her. She uses a black crow for her weapon.


~DAMAGE~
There are two seven different ways to attack your opponent in a deathmatch:
using the Beak Bayonet or one of the six types of eggs (an extra one is added
for these battles). Below is the list of the items that are used in a
deathmatch, including one that doesn't attack your opponent.

  *Beak Bayonet:  -1 Honeycomb
  *Normal Egg:    -1 Honeycomb
  *Fire Egg:      -2 Honeycombs
  *Grenade Egg:   -4 Honeycombs
  *Ice Egg:       Immobilizes
  *Clockwork Egg: -4 Honeycombs (Controllable)
  *Proximity Egg: -4 Honeycombs
  *Honey Jar:     Turns Your Character Invisible (20 seconds)


~DEATHMATCH OPTIONS~
These are different settings that you can set in a shootout game.

-LENGTH:
 *1st to 10: The 1st player to get ten points/kills wins.
 *1st to 20: The 1st player to get twenty points/kills wins.
 *5 Minutes: The game will last five minutes. Whichever player has the
     most points/kills when the time expires wins.
 *10 Minutes: The game will last ten minutes. Whichever player has the
     most points/kills when the time expires wins.

-TYPE:
 *Squakmatch: Normal energy bars and normal egg damage.
 *Single Egg Splat: No energy bars, one egg will splat players
     instantly.
 *4 Dozen Fun: Each player has 48 eggs. Score 1 point per hit. Game
     ends when all eggs are used or the timer expires.
 *Birdy Buddies: Divide your players into teams for a squakmatch game.
 *Chicken Chase: One player is the target that the others must shoot to
     score points. The target scores points by not being shot.

-EGG TYPE:
 *Eggs A Plenty: Features every type of egg.
 *Hot N' Cold: Features normal, fire and ice eggs.
 *Sneaky: Features normal, fire and proximity eggs.
 *Bombs Away: Features normal, ice and clockwork Kazooie bomb eggs.
 *Big Bangs: Features normal, ice and grenade eggs.


________________________________________________________________________

                  =============== GAMES ===============

     Now that you know the basics for the games, here they are themselves.
Included is not only how each of the games you can play works, but also tips
for success.

The Standard Point Value (SPV) is:
*Reds worth 1, Greens worth 2, Blues Worth 3*

-TARGITZAN'S TEMPLE SHOOTOUT-
Type: Deathmatch                    Character: Selectable

One of the few deathmatch games, Targitzan's Temple is a rather small arena,
complete with multiple levels and secret passages. Find out where the passages
are and use the knowledge to your advantage. You may be able to escape if you
know where to go but your opponent doesn't. Many of the items can be found near
the central room (where the dart statue is in the single player). A passage
near the entry point to the room coming from the temple entrance conceals a
Honey Jar. If you go down the path opposite the jar you can find Clockwork
Kazooie and Grenade eggs, which should be your main weapons. Ice eggs are found
to the right of the Honey Jar tunnel.


-MAYAN KICKBALL CHALLENGE-
Type: Mini-Game                     Character: Stony

This is a very fun game to play, and despite the few rules, there's a lot of
depth to this game. It's always most beneficial to get the yellow balls into
your goal. If you spend all your time shooting red balls at your opponents,
your opponents will generally get ahead and you will have little if no points.
Do whatever it takes to get a yellow ball, which includes stealing (press B)
from your opponents. Only shoot red balls into your opponents' goals when you
have no chance of getting a yellow ball or you have time to kick one in. Ignore
bombs altogether, as the momentary stunning your opponents receive isn't worth
the trouble, and you'll usually blow yourself up in the process.


-ORDNANCE STORAGE SHOOTOUT-
Type: Deathmatch                    Character: Selectable

The second deathmatch takes place in the old mine where you defused the
dynamite sticks. It's larger than Targitzan's Temple, but also easier to learn
the layout. The Honey Jar is right in front of the entrance, and if you enter
the center room from the direction of the entrance, there are Fire Eggs to the
left and right (a decent weapon).


-DODGEMS CHALLENGE-
Type: Mini-Game                     Character: Dodgem Guys

Another fun mini-game is the Dodgems challenge. In this you try to run over as
many of the lovable Twinklies as possible, and like most mini-games, reds are
worth 1 point, greens worth 2, and blues worth 3. Always go for blues, although
greens are good as well. Reds should only be gotten when there's nothing else.
Whenever a blue pops up, go for it (unless you're going to get another one, of
course), because everyone else will be, too. If you can trap a player along the
wall while you collect Twinklies, the effort will be worth it.


-HOOP HURRY CHALLENGE-
Type: Mini-Game                     Character: Kazooie

While not quite as fun as some of the other games, the rather large area and
quick disappearing of the hoops make this game a tad more complicated than many
of the others. Constantly scan around the room for the highest scoring rings.
Remember, the higher the point value (the standard value), the smaller the
hoop, and it's more difficult to go through smaller hoops. Try to be able to
get in front of the hoop, as it's easier to jump through it if you know exactly
where to go (you wouldn't with a view from the side.


-BALLOON BURST CHALLENGE-
Type: Mini-Game                     Character: Flying Banjo/Kazooie

This challenge is different from most others because of the fact that you play
the entire game while flying. Switching to the first-person view is a must, and
you can still fly upwards by pressing A. Don't get too close to the ground or
ceiling, or many of the balloons will be too far away. Don't worry about your
opponent, though, because there's nothing they can do to hurt you. Stake out a
position in one of the corners so you can see the entire area at once. Aim at
the closer balloons when possible. SPV is used.


-MINI-SUB SHOOTOUT-
Type: Transformation Deathmatch     Character: Submarine

While most deathmacthes have you choosing one of the selectable characters,
this is one of the two that only allows one character. You'll assume the role
of the submarine here, and you'll have to hunt down your opponents. Fire your
torpedos like crazy, because you have an unlimited supply. One hit will get you
1 point. After one is hit, they will be invincible for a few seconds. Avoid
them during this time. The arena is very large, but the many rock formations
make for good hiding spots.


-CHOMPA'S BELLY CHALLENGE-
Type: Mini-Game                     Character: Banjo/Kazooie

The room for this Mini-Game is not too large and just a simple circle. That
makes it easy to hit the germs, and it's even easier when you fire as many eggs
as possible. Points will likely be stolen from you quite often, because of the
general simplicity. You can hit more germs by aiming up a little bit. SPV is
used.


-CLINKER'S CAVERN SHOOTOUT-
Type: Deathmatch                    Character: Selectable

The last of the normal deathmatch arenas, Clinker's Cavern is perhaps the
hardest to navigate and the most confusing. If you can learn the layout, you'll
have a great advantage. Like the Ordnance Storage Shootout, the Honey Jar is
right in front of the entrance. In the orange/yellow room with the pillars on
the floor, there's Grenade and this level's own special gold eggs. The Gold
Eggs shoot much faster than normal eggs.


-PACKING ROOM CHALLENGE-
Type: Mini-Game                     Character: Kazooie

Your first priority should be getting and keeping on the running shoes. Without
them, you don't stand a chance. Don't try preventing others from getting some,
because they appear so frequently that it'll be more of a pain to do this than
it's worth. Only go to the platforms to drop off the Twinklies you've collected
when it makes a noticeable difference in your movement (and at the end). Since
the SPV is used, blues and greens should be your main targets.


-COLOSSEUM KICKBALL CHALLENGE-
Type: Mini-Game                     Character: Stony

The more advanced version of the kickball tournament introduces glowing yellow
and glowing red balls. These ones count as double, so that's +4 points for
getting a yellow ball and -2 for the lucky person that gets a red. Wondering
why I say lucky? The person with the lowest score wins this game, making things
much more difficult. Only go for glowing balls, as they'll raise your opponents
scores much more. Intercepting balls is very helpful, too.


-TRASH CAN CHALLENGE-
Type: Mini-Game                     Character: Kazooie

The Trash Can Challenge has a fixed view, and as Kazooie, you must destroy
germs. Skip germs on top of the garbage, and try to avoid going across the
playing field. Sometimes the germs hover off the ground, but because of the
view, there's really no way to tell. This game is a lot about the luck of
hitting the right germs at the right time. SPV is used.


-ZUBBA'S NEST-
Type: Transformation Shootout       Character: Bee

This game is similar to the Mini-Sub Shootout. You'll get one point for each
successful attack on an opponent. However, this time you'll be flying and the
stinger fires much more quickly. Hold B at all times to fly faster and to make
yourself a difficult target (this coupled with flying higher will make you
incredibly difficult to hit). Hold down Z to fire as fast as you can. The arena
is smaller than the submarine's, though, and the ceiling will be quite
annoying.


-TOWER OF TRAGEDY QUIZ-
Type: Quiz                          Character: Various

If you have friends that also play Banjo-Tooie, this game is great fun, and it
will determine who knows the most. Remember that you can ring in at any time,
and the sooner you do it the less time it'll give someone else a chance. If
it's simply a question, buzz in as quickly as possible. Once you're playing,
read the question. For pictures, quickly study the picture then buzz in before
it goes away. You can usually deduce what the question was asking, although
many times you'll have no idea. It's risky, but it usually pays off. The
lesson? Buzz in as soon as possible.



________________________________________________________________________

                 =============== SECRETS ===============
________________________________________________________________________

     Banjo-Tooie has a few secret things hidden away. These things aren't
necessary in completing the game, but will make your adventure easier. Most of
these things really aren't secrets, but instead special things that you learn.
Are there any real secrets in Banjo-Tooie, such as learning information that
connects with Banjo-Kazooie? Only time will tell.


________________________________________________________________________

              =============== SECRET ITEMS ===============

     Finally, after two and half years you get to use that Ice Key and those
Mystery Eggs! Although you don't go back to Banjo-Kazooie to get them (though
it is heavily rumored that you can), they are hidden away and not only will you
have to find them, you'll have to find out what to do with them.

-THE ICE KEY-
Area: Jinjo Village                 Location: Sandy Area
Moves Needed: Grip Grab, Talon Torpedo

The Ice Key is not hidden in Wozza's Cave of Banjo-Kazooie, but instead is
found above the sandy area in the Jinjo Village. To the right of the entrance
to the village from Spiral Mountain is a sandy area. Rocks along the left wall
take you up to a ledge. Use the Grip Grab to go across, and at the end pull
yourself into the cave. Go down the tunnel and you'll come across a B-K Game
Pak. Break it open to find the Ice Key. Pick it up, then head to Glitter Gulch
Mine. Proceed to the Waterfall Cavern, where a rock with Kazooie's face on it
rests underwater. Use the Talon Torpedo to destroy it, then go down the watery
tunnel. You'll emerge on the Ice Side of Hailfire Peaks, in front of a large
chest. Put the key in and it'll open to reveal the legendary Mega-Glowbo. Take
this Glowbo to Wumba's Wigwam on the Isle O' Hags. She'll use this to make a
spell that turns Kazooie into a dragon. Dragon Kazooie isn't any larger and can
perform the same attacks as Kazooie. There are only two differences (besides
appearance). The first is her new ability to spew fire when standing still
(rather than pecking), which is not only effective, but it will scare enemies.
The second is having unlimited Fire Eggs.


-PINK MYSTERY EGG-
Area: Spiral Mountain               Location: Grating
Moves Needed: Egg Aim, Grenade Egg

The Pink Mystery Egg waits in Spiral Mountain, above the stumps where you can
use the shoes from the old game. The easiest way to get this is to take to the
skies from the Flight Pad atop Spiral Mountain. While in the air, fire a
grenade at the grating above the shoe area (aim for the crack). If you aimed
right, it'll come tumbling down. Go into the cave to find a B-K Game Pak, and
break it open for the Pink Mystery Egg. Take this to Heggy's Nest in the Wooded
Hollow, and hatch the egg with Kazooie. Your reward is a new move, which is
quite abusive towards Kazooie. Tap B twice while standing still, and Banjo will
smash Kazooie against the ground, defeating enemies and Kazooie's brain cells.
Just listen to Banjo's evil laugh when he does this... what a heartless bear.


-BLUE MYSTERY EGG-
Area: Spiral Mountain               Location: Behind the Waterfall
Moves Needed: Grip Grab

The last Mystery Egg rests behind the Waterfall in Spiral Mountain. Take off
from the Flight Pad atop Spiral Mountain, and fly into the cave above the
waterfall. Go upstream until you come to a gate. To get over it, you must use
the Grip Grab. There's a ledge underneath the waterfall that you can climb
across into the cage, where the Game Pak is there for you to destroy. Take the
Blue Egg to Heggy and she'll hatch it, revealing a new code. Go to the Code
Chamber and enter "HOMING" to make your eggs home in on enemies.



________________________________________________________________________

             =============== CHEATO'S CHEATS ===============

     These Cheats are awarded to you by Cheato the Spellbook for returning his
pages. Visit him in Gruntilda's Lair after every time you accumulate five pages
to earn a new cheat. Enter them into the Code Chamber in the Mayahem Temple,
then go over to the scroll on the wall to activate them. These can only be
entered if you've talked to Cheato.

-FEATHERS-
The first cheat you learn will be helpful, but not the best you can get (as you
don't use feathers all that often in this game). By entering "FEATHERS" into
the Code Chamber, you'll double the maximum amount of each feather type you can
carry. This means you can hold 200 Red Feathers and 20 Gold Feathers.

-EGGS-
This is a very helpful cheat, because you use eggs a lot and being able to hold
many of them is very helpful, especially for the final battle with Gruntilda.
Enter the short code "EGGS" in the Code Chamber, and you'll get to carry double
the previous maximum amount of eggs. This means 200 Normal Eggs, 100 Fire Eggs,
50 Grenade Eggs, 100 Ice Eggs, and 20 Clockwork Kazooie Eggs.

-FALLPROOF-
Now we're getting into the good cheats! This cheat will finally make all those
annoying falls insignificant, as they won't harm you one bit. You'll still
crash into the ground, but even if you jump from the highest of heights, the
fall won't hurt you. Simply enter "FALLPROOF" on the Code Chamber wall.

-HONEYBACK-
This is an incredibly helpful cheat, and with it you'll practically never die.
If you ever lose energy, don't worry. After only a couple of seconds, you'll
regain one energy piece, and this will continue until you have full energy.
This means you'll have full energy at nearly anytime, and all you have to do is
enter "HONEYBACK" in the Code Chamber.

-JUKEBOX-
Fixes the Jukebox at Jolly's in Jolly Roger's Lagoon.


===GETTING CHEATO'S CHEATS WITHOUT CHEATO PAGES===
If you want to skip getting all of the Cheato Pages, you can enter the codes
without ever having to see Cheato or collect the Cheato Pages. It's quite easy,
actually. Simply go to the Code Chamber and get on the platform. First spell
CHEATO, then enter the code you want backwards. Without having to get anything,
you'll unlock the code.


===90 JIGGIES REWARD===
If you collect all 90 Jiggies in the game, the "Character Parade" Option will
be unlocked for the Replay Mode (under cinema). For those of you who feel
dishonest cheating (wussies), that's how to get it.


________________________________________________________________________

               =============== CODE GUIDE ===============

      For those of you too lazy to earn your own cheats, here's a list of codes
you can input in the Mayahem Temple Code Chamber to unlock bonuses, fun things,
and other things that you'd normally have to work for. Just remember that using
these codes is the equivalent to selling your soul to the devil of video
games...

*ENTER "CHEATO" IN FRONT OF ALL OF THE FOLLOWING CODES*

- JUKEBOX: Enables Jolly Roger Lagoon's Jukebox
     (enter backwards if not received from Cheato)
- GETJIGGY: Enables Signs in Jiggywiggy's Temple
     (enter backwards if not received from Madame Grunty)
- SUPERBANJO: Enables Speed Banjo
- SUPERBADDY: Enables Speed Enemies
- HONEYKING: Enables Infinite Honey
- NESTKING: Enables Infinite Eggs and Feathers
- JIGGYWIGGYSPECIAL: Unlocks All Levels
- HOMING: Enables Homing Eggs
     (enter backwards if not received from Blue Egg)
- JIGGYSCASTLIST: Enables "Character Parade" in Replay Mode
     (will not work if you have beaten the game or entered the code
      below)
- PLAYITAGAINSON: Enables Everything in Replay Mode


________________________________________________________________________

           =============== BANJO-KAZOOIE CODES ===============

     Everyone who has played and beaten Banjo-Kazooie's first question after
playing Banjo-Tooie is "where's the connection between the games?". It's time
to find out, but first, a little history of what we know about the connection
between the two games.

-HISTORY OF THE CONNECTION-

     At the end of Banjo-Kazooie, Mumbo Jumbo showed three pictures of the duo
retrieving secret items in the same levels as in Banjo-Kazooie, but in areas
that the player could oftentimes see, but not access. While the original
thought by players was that you could unlock these treasures in Kazooie, when
one listened to Mumbo better, they realized he was saying that you would be
able to get these items in the sequel, Banjo-Tooie.
     So, how would these two games connect with each other? There were tons of
ideas, such as including the levels in Banjo-Tooie, making a Game Boy version
of Banjo to connect via the Transfer Pak, or making the game itself literally
connect with Kazooie, all of which were probably explored by Rare at some time.
However, through cheaters and confessors, we now know what Rare had intended.
     The first key in unlocking what Rare's original plan was was discovered by
Gameshark users. After entering a code, those that owned a Gameshark could get
past the wall blocking the legendary Ice Key and obtain it. After they did, an
option called "Stop and Swap" appeared. This option would be used by stopping
the game (taking Banjo-Kazooie out of the N64) and swapping it with Banjo-Tooie
(putting Tooie in instead, with the info from Kazooie somehow still there).
Through the recent unveiling of the codes below, we now know that you were to
obtain the codes in Banjo-Tooie, enter them in Banjo-Kazooie, get the items,
Stop and Swap them, then do whatever you did with them in Tooie.
     Unfortunately, things haven't seemed to work out as planned. Perhaps the
Stop and Swap idea didn't work, or perhaps Rare had to get the game out by its
release date and in doing so was forced to cut some things from the game, such
as the lengthy connection process. So, unfortunately, there really is no
connection between the games. You can get the items in both games, but there is
no transferring.

-BANJO-KAZOOIE CODES-

     While you can't swap the items to Tooie, I think many of you would like to
once and for all obtain those elusive items in Kazooie. Since this subject is
closely related to both games, and this will hopefully solve some of your
questions, I've decided to include the codes for Banjo-Kazooie here for your
convenience. Enjoy.

*Enter all of the codes below in the Treasure Trove Cove sandcastle. Remember
that you must put "CHEAT" in front of every code if you want them to work. Each
code is quite lengthy, and there's no indication of whether you're doing it
right, so be careful when entering them.

- NOWYOUCANSEEANICEICEKEYWHICHYOUCANHAVEFORFREE: Removes the ice wall
     in Wozza's Cave (Freezeasy Peak) that blocks the Ice Key.
- OUTOFTHESEAITRISESTOREVEALMORESECRETPRIZES: Raises Sharkfood Island
     in Treasure Trove Cove. Shock Spring up the mountain inside to get
     the Pink Egg.
- ADESERTDOOROPENSWIDEANCIENTSECRETSWAITINSIDE: Opens the door that Gobi
     was near in Gobi's Desert, allowing you to reach the Blue Egg.
- DONTYOUGOANDTELLHERABOUTTHESECRETINHERCELLAR: Opens one of the kegs in
     Mad Monster Mansion's cellar, where the Light Blue Egg is.
- AMIDSTTHEHAUNTEDGLOOMASECRETINTHEBATHROOM: Makes the Green Egg appear
     above Loggo in Mad Monster Mansion's bathroom.
- THISSECRETYOULLBEGRABBININTHECAPTAINSCABIN: Makes the Red Egg appear
     in the Captain's Cabin in Rusty Bucket Bay.
- NOWBANJOWILLBEABLETOSEEITONNABNUTSTABLE: The table in Nabnut's house
     will have a Yellow Egg on it after entering this cheat. Nabnut
     lives in Click Clock Wood, if you didn't know.



________________________________________________________________________

       =============== JINJO/EMPTY HONEYCOMB GUIDE ===============
________________________________________________________________________

     Since there's no other place where I can list how many Jinjos you need to
complete a family, I thought I'd make a separate guide. Since there seems to be
no fitting place for listing the numbers of Empty Honeycombs you need either, I
thought I'd add that too. I originally planned to put their locations here, but
because you can find that in other places here I thought it'd just be a waste.

  ~JINJO FAMILY GUIDE~                    ~JINJO HOUSE LOCATION~
- White Family:  1 Member             *Near Wooded Hollow Exit (Back)
- Orange Family: 2 Members            *Near Spiral Mountain Entrance
- Yellow Family: 3 Members            *Near Wooded Hollow Exit (Back)
- Brown Family:  4 Members            *Behind Jingaling's Palace
- Green Family:  5 Members            *Near Spiral Mountain Entrance
- Red Family:    6 Members            *Near Spiral Mountain Entrance
- Blue Family:   7 Members            *Behind Jingaling's Palace
- Purple Family: 8 Members            *Behind Jingaling's Palace
- Black Family:  9 Members            *Near Spiral Mountain Entrance
- Grey Family:   Destroyed            *Formerly Near Spiral Mt. Entrance


~EMPTY HONEYCOMB GUIDE~
- 1 Empty Honeycomb: First Extra Energy Piece
- 3 Empty Honeycombs: Second Extra Energy Piece
- 5 Empty Honeycombs: Third Extra Energy Piece
- 7 Empty Honeycombs: Fourth Extra Energy Piece
- 9 Empty Honeycombs: Fifth Extra Energy Piece



________________________________________________________________________

       =============== TOWER OF TRAGEDY QUESTIONS ===============
________________________________________________________________________

     There are a bunch of difficult questions that Gruntilda will ask you for
this game show, and to help you out, I've compiled a short list of questions
that may help you out. Of course, since there are literally hundreds of
questions, it would be impossible to list them all here. Therefore, I've put
down ten questions. Use them as a test to see how well you'll do, as well as to
get a feel for the types of questions that will be asked. While the quiz is
multiple choice, I'm not giving you any selections. The questions are in
ascending order of difficulty. The answers are at the bottom.

1. What has Cheato the Spellbook lost?
2. Which Banjo move is activated by pressing Z and Top C?
3. What is the name of the giant Pterodactyl in Terrydactyland?
4. How do you travel to Cloud Cuckooland?
5. What color is Cloud Cuckooland's Jelly Castle?
6. Why did Loggo complain in Grunty Industries?
7. What is blocking the vents in the Grunty Industries Sewers?
8. What is the name of Cloud Cuckooland's talking safe?
9. What spell does Mumbo perform in Jolly Roger's Lagoon?
10. What vegetable is found inside of Cloud Cuckooland's Cheese Wedge?



-ANSWERS-

1. His pages
2. Sack Pack
3. Terry
4. A Bubble
5. Strawberry (red is also accepted)
6. He needed unclogging
7. Clinkers
8. Superstash Deluxe
9. Sunlight
10. Onions

Come to your own conclusions based on your score. If you didn't do so hot,
remember that you'll be given a choice of three answers in the real game,
making things a lot easier.



________________________________________________________________________
 ____                                                             _____
| __ \===========================================================|_   _|
|   _/****************** PART 5: MISCELLANEOUS  *******************| |
| __ \=============================================================| |
|____/                                                             |_|

     The last Part of my FAQ holds info and things you need to know not found
anywhere else. This includes fun stuff like connections to other games and
things made by Rare, helpful information like Frequently Asked Questions and
general tips, and things that would be nice to know or see, like Contact Info,
Credits, and a Closing Statement.


________________________________________________________________________

             =============== ADDITIONAL TIPS ===============

     The tips that follow are general things that will help you out in your
game. There's a good chance that you will already know the stuff presented
here, but it may be helpful if you overlooked something, and make playing the
game a bit easier.

1. Swamp Trick
If you're in a swamp/bog/whatever with a Swamp Monster in it, if you stay by a
wall, he won't be able to get you. This is very handy to know if you
accidentally fall in.

2. Are they Jinjos or Minjos?
You may spend several minutes trying to find away to reach what appears to be a
Jinjo, only to find it is a dreaded Minjo. Or, you may walk up to one and
unknowingly get attacked. How do you avoid these situations? Fire a normal egg
at any Jinjo-like creature you see. If it goes through it, then it's a Jinjo.
If it has an impact, then it's a Minjo.

3. Look Around
Switch to the first-person view whenever you enter a new area or suspect
something may be nearby. Many times a hidden item might be out of view from the
normal camera, but can be seen when you look through Banjo's eyes.

4. Meaningless Rooms?
You may think that you've come across a room with nothing in it sometimes, but
there are very few, if any rooms in this game that don't have some purpose.
Look around or try firing a few different types of eggs at things to see if you
can discover anything.

5. Read the Signs
Throughout your adventure, you'll come across many signs with a "?" on them.
Read these, as they will always provide some sort of hint. Sometimes it simply
states the obvious, but other times it may help you if you're stuck.

6. TRICK: Banjo Double Jump
Banjo isn't near to being the good jumper that Kazooie is, but he can get some
nice height on his leaps with a little trick. To jump twice without touching
the ground in between, jump into the air, do the Pack Whack move, then press
Jump again. Banjo will hop further into the air.


________________________________________________________________________

            =============== RARE CONNECTIONS ===============

     Of any Rareware-made game out there, none has more references to other
things Rare than Banjo-Tooie. Since it's both fun and interesting, I've listed
the connections that I've seen here. Know any more? Send 'em to me!

1. Sabre Wulf:
Way back in 1984, Ultimate, which later became Rare, made a game by the name of
Sabre Wulf. In Banjo-Tooie, not only are there several references to it, but a
hint at a sequel. In Hailfire Peaks, a tent with the Sabre Wulf logo rests on
the Lava Side and a frozen explorer on the Ice Side. That explorer turns out to
be the star of the game Sabre Wulf. As if this weren't enough, after you help
him he says "Zzzz... perhaps I'll ride a dolphin...". This is a clear
indication that a GameCube version of Sabre Wulf may likely be on the way (in
fact, it may even be the long-lost Mire Mare).


2. Mr. Pants:
Those that have been to Rarewhere, Rare's website, may have seen the
strangely-clad survey taker known as Mr. Pants. Funny name, seeing as he wears
none (yes, he does have underwear, you sick freak). Anyway, in Boggy's Igloo on
the Ice Side of Hailfire Peaks, take a look as his widescreen TV to see Mr.
Pants. Hmm, first a cheat in Jet Force Gemini, now his own TV show. Mr. Pants
is quite the popular guy. We also learn from this that Boggy likes to spend his
time watching men with just their underwear on...


3. Jet Force Gemini:
There are several pictures of Jet Force Gemini characters in the game. Both of
Bottles' sons have pictures in their rooms (Juno in Goggles' room and Vela in
Speccy's), and there's also a picture of Vela in Grunty Industries workers
quarters.


4. Donkey Kong:
Not only does Bottles' son Goggles have a picture of Juno in his room, he also
carries around a DK doll. OK, so it doesn't look exactly like Donkey Kong, but
what other monkey wears a red tie?


5. Perfect Dark:
There is only a mere reference to this game, and nothing visual. In Jolly Roger
Lagoon, when you first enter the UFO, Kazooie will ask if the alien is named
Elvis. In case you didn't know, Elvis was the grey little alien in Perfect
Dark.


6. More Mr. Pants!:
This guy is everywhere. In the Dodgems Dome of WitchyWorld, stand near one of
the windows and switch to the first-person view and look outside. Mr. Pants is
a constellation... hmm... first his own cheat, then a TV show, now his own
constellation!


7. Game Magnets:
On the 'fridge in Grunty Industries' working quarters, there are magnets in the
shapes of logos for Jet Force Gemini, Banjo-Kazooie, Perfect Dark, and Donkey
Kong 64.


8. ZX Spectrum:
The ZX Spectrum was a computer that was out back in the 80's, one which Rare
made quite a few games for (I would too, it has a cool name). Anyway, Speccy,
Bottles' son, may very well be named after the computer, as it's short name was
"Speccy". And it also goes with his glasses too! How convenient.


9. Rare's Opening Day:
When you get all of the numbers for Superstash the safe, "Oh, 1984! I should've
remembered - it's a real Rare date!". 1984 was the day Rare, or Ultimate as it
was known then, opened its doors.


10. Do the Mario! Swing Your Arms...:
Yup, there's even a reference to the famous italian plumber, Mario, in
Banjo-Tooie. If you talk to Loggo the toiler in Grunty Industries a second time
before unclogging him, Kazooie will say "Call a plumber. I think Mario's free
at the moment." Loggo responds, "I don't think he does that kind of stuff
anymore...". Loggo is right, of course, as Mario has always been more into
traveling to mushroom worlds to fight dragon turtles than plumbing.


11. Puftup of DK Fame:
The official name of the Blowfish (or Puffer Fish, as I'm told it should be
called) is Puftup. Fans of Donkey Kong Country may remember that this is the
exact same name of the puffer fishes found in that game.


12. Non-Game Connections 1:
Hey, why not have connections to things that aren't games, too? The first (and
only so far) non-game connection is to a TV... a british TV show. It seems that
the Ice Cubes George and Mildred are likely named after characters in a show on
british television (or telly, as they like to say... or maybe not, I've never
been to Britainland). Anyway, I've recently learned more about this George and
Mildred. They starred in a 70's british comedy called "Man About the House",
and the premise of this show was Americanized for the show "Three's Company".
The person who sent me this writes "In both series, George and Mildred's love
life was sorely lacking in sizzle, so I found it quite fitting that old George
Ice Cube ended up being pushed into the steaming pool of water in Hailfire
Peaks, LOL! Mildred was always trying to get him to melt into her arms, and I
think this was more than she bargained for."


13. Non-Game Connections 2:
In Grunty Industries, there are several boxes with numeric sequences written on
them. These sequences are TK-421 and AA23. So, do these have any meaning to
you? If they do, you're a huge Star Wars geek. TK-421 is the Storm Trooper
designation for the outfit Luke stole ("TK-421, why aren't you at your post?").
AA23 is where Princess Leia was held in the Death Star. And no, I didn't figure
this out myself... so I'm not a huge geek! Yessss!


14. Non-Game Connections 3:
This one sorta has to with games, it sorta doesn't. Some of the crates in
Grunty Industries are addressed to ship to Twycross, England. This, in fact, is
where those wonderful blokes at Rareware made this game and most of the other
recent ones you know and love.


________________________________________________________________________

       =============== FREQUENTLY ASKED QUESTIONS ===============

     I often get mail asking questions I've encountered before by other people.
So, why not post the answers to those common questions here so you don't have
to go through the trouble of e-mailing me? So, I've made a FAQ section, and
you'd be surprised that others may have similar questions.

Q: How do I get into the Grunty Industries Building?
A: Don't worry, I had trouble with this too when I first played this level.
However, getting in is right underneath your nose. To the right of the
entrance, behind the long building out in the swamp, is the level's Train
Switch. Many people have gotten this, but haven't thought that they can use the
train to get into the building. Just go to another world and take the train to
the Grunty Industries Station, which is inside the main building.

Q: Where are the Claw Clamber Boots (suction cup shoes) in WitchyWorld?
A: These things are actually quite out of view, but it's not hard to get them.
They're actually right smack dab in the middle of the level, on top of Conga's
Big Top. Walk up one of the ropes on the side of the tent (easiest with Banjo)
and when you reach the top, start Talon Trotting. On the right side of the tent
(right from the level entrance) is a platform with the Claw Clamber Boots on
them.

Q: I went to Grunty Industries, but I left and the train is still there!
  How do I get back in?
A: OK, it's time you learned how to call a train. Go to any train station and
press B next to the sign. Chuffy will ask you if you'd like the train to come
and pick you up. Say yes, and it'll arrive at the station you're at. This can
be used for getting the train out of Grunty Industries.

Q: How do I get to Wasteland/Terrydactyland entrance?
A: First, head to the Pine Grove. Dive into the lake and swim to the bottom.
See the rock with Kazooie's face on it? Use the Talon Torpedo move on it (learn
the move in Jolly Roger's Lagoon). Head through the tunnel and you'll soon be
in the Wasteland.

Q: What does the sign behind Jiggywiggy's Temple mean?
A: If you jump through one of the red tapestries in Jiggywiggy's Temple, you'll
emerge out in the back. There's a sign there that says "An egg container
followed by Jingaling." This is quite confusing for most people. What it really
is doing is giving you hints for the code NESTKING. Get it? An egg container
(nest) followed by Jingaling (king). Put them together to get the code.


Q: Will there be a third Banjo game?
A: When Banjo talks about "Banjo-Threeie" at the end of the game, it may seem
like a sequel has been confirmed. Alas, it hasn't. Banjo's comment is less a
prophecy than a joke. There very well may be a third Banjo game (heck, I'd bet
the farm on it), but if and when it shows up is still undisclosed.


________________________________________________________________________

          =============== HOW TO BEAT CANARY MARY ===============

That's right, I'm devoting an entire section to teach you how to finally beat
Canary Mary in Cloud Cuckooland. By far beating her twice is not only the
hardest Jiggy and Cheato Page to get, it's also my most frequently asked
question. There are three main strategies to use to beat her.

1. TURBO CONTROLLER
This is the easiest way to win, but not the most logical. Doing so requires
that you either own a controller with a Turbo Button, or are willing to go out
and buy one. I understand that most wouldn't want to do this. However, all you
have to do is activate the Turbo Button and fly by her. Nothing to it.


2.  THE OLD FASHIONED WAY
In other words, beating her with just your fingers. Definitely the hardest
method. The thing to note is that Canary Mary's speed reflects yours. If you
speed up, she'll speed up. If you slow down, she'll slow down. So, you can't
just try to go as fast as you can, or she'll destroy you. Instead, start out
rather slow, then speed up, then drop down, then speed up, etc. It's hard to
know exactly when to speed up and slow down, so this isn't the best method.

3. THE POPSICLE STICK WAY
Yes, you read that title right.I'm not drunk. Or at least not very much. Here's
a very interesting e-mail I recently received from an individual named The
Doctor.

  "After getting everything except the last Jiggy and Cheato page (Cloud
  Cuckoo Land Canary Mary races) without using any outside help, I was
  forced to search the internet for a walk-through or hints for this
  final challenge. Your walk-through is the best I found, and I
  congratulate you for its excellent organization and detail. I can
  appreciate the time and effort that has gone into it.

  I believe I have discovered the "secret" to beating Canary Mary.
  Instead of the suggestions to vary the button rate to try to affect
  Mary's speed along the route, I believe a better strategy is to use
  the most rapid button rate you can maintain for the whole race. The
  problem, then, is to maintain a rate sufficiently high enough to beat
  her. I have found, as others undoubtedly have, that this is quite
  difficult, especially in the last, and longer, race.

  The technique I settled on was to use both index fingers tapping
  alternately on the button to boost the rate. I was able to win the
  Jiggy with this technique, even though my coordination went to pot
  about 2/3 through the race and I resorted to "vibrating" the
  controller with my left hand between my right thumb (over the button)
  and right index finger (on the bottom of the controller). This
  technique, however, was not quite sufficient to win the Cheato page
  due to the longer race.

  I determined that a reason for my coordination loss was the small
  button area I was attempting to hit with two relatively large
  fingers. I then placed a popsicle stick laterally across the top rear
  of the controller so it extended slightly beyond the A-button, using
  two rubber bands around both sides of the controller body inboard and
  parallel to the handles to hold the stick. The rubber band locations
  and tensions (# wraps) were adjusted to result in the stick just
  barely touching the A-button. As long as the rubber bands or stick do
  not depress the B-button or [the Start] button, the A-button remains
  active.

  This provided a much larger target area for my two fingers, and
  beating Mary turned out to be (relatively) easy. I find that I must
  concentrate on double tapping the stick and not the race itself in
  order to maintain a high and consistent button rate throughout the
  race. I have beaten her handily three times (6 races) using this
  method."

I have yet to try this method, but it sounds like it works nicely. Test it out
for yourself and see if it makes a difference.


________________________________________________________________________

              =============== CONTACT INFO ===============

Have some questions about the game? Comments about my FAQ? Something I left
out? Info that I got wrong? If there's something you need to know or say about
my FAQ, be sure to:

E-mail me Questions or Comments- [email protected]

Before you send me stuff, however, make sure you read this first:

1. Please look at the walkthrough before you send me questions! I made the
walkthrough for a reason. It was so you could look at it, not so you could find
my e-mail address and ask me what you want to know before you glance at it. Be
sure to check the walkthrough to see if it can answer your question(s) before
asking me.

2. When e-mailing me, put the words "Banjo-Tooie" or similar phrasing into the
title. That would help me a lot.

3. If you wish to contribute, please do not send anything regarding the Levels,
Enemies, Transformations etc. I know this info already, and it will not help
for you to send it. Things to send include corrections on how to do things,
alternate (and easier) ways to get something, multiplayer tips, or something
along those lines. For all contributions, please include a name. If you do not,
I will assume that you wish to remain anonymous unless you send one at a later
date.


________________________________________________________________________

              =============== CREDITS/OTHER ===============

READER CREDITS:

-Donkey Kong Song: The mysterious contributor who's given me a ton of
   information, including the enemies' official names (look at the
   apostrophe there! ha!), several Rare Connections, and a ton of
   other corrections and additions.
-Trevor Covert: For his excellent work on copy editing the entire FAQ.
-The Doctor: For his innovative approach to beating Canary Mary, which
   spawned an entire section based on Canary Mary strategies (the first
   reader ever to get a section created for their work!)
-Grilate: For information on the third Mystery Egg, Getting Cheato's
   Cheats without pages, and Dragon Kazooie's fire egg abilities. Also,
   thanks a bunch for the codes found in the Code Guide, Grilate!
-Rene Ellul: For the second Mr. Pants location.
-Sharon: For how to stun the Octopus (the first person to tell me, I'm
   aware that tons of you told me as well). Also for the Electric Eels.
-Bonty: For the magnets addition in the Connections section.
-Charles: For information on the third Klungo Variation.
-Darlene: For more information on the now-famous part of this FAQ,
   George and Mildred (in the Connections section).
-Max Coyote: For the Star Wars connection.
-Someone: I forgot who sent me the information on the Twycross crates;
   sorry whoever you are. Tell me and I'll put your name here.
-Clint: For information on using Grenade Eggs to defeat Terry and using
   Clockwork Kazooie eggs to get the Smuggler's Cavern Jiggy.
-Benoit: For the comments on Mire Mare and the Spectrum.
-Becky and Will: For their nice e-mails and information on the sign out
   behind Jiggywiggy's Temple and the Banjo double jump.


SOURCE CREDITS:

-Game Informer Magazine: For the Banjo-Kazooie codes.
-Banjo-Tooie: For the descriptions of some of the multiplayer options
   and the quiz questions.
-The Instruction Manual: For the Story and Character descriptions.


SPECIAL THANKS:

*Rare: For making this excellent sequel. Great work!
*My Readers: For putting up with my slow updating and making my FAQ
   popular.
*Wild Cherry Pepsi: When you want a refreshing drink, Wild Cherry Pepsi
   will somewhat satisfy your craving!


                               *   *   *

These Sites have been given permission to use my FAQ:

     *GameFAQs (www.gamefaqs.com)
     *Neoseeker (www.neoseeker.com)
     *Gamester Online (www.gamesteronline.com)
     *Cheat Code Central (www.cheatcc.com)
     *Gaming Central (www.gamingc.com)
     *Happy Puppy (www.happypuppy.com)

No other sites have been given permission to use this FAQ. Please contact me if
you see this FAQ anywhere else.

Check www.gamefaqs.com for the most recent version of this FAQ.


________________________________________________________________________

            =============== CLOSING STATEMENT ===============

     And now it's time for this FAQ to end. Banjo-Tooie, a worthy sequel indeed
to a great game. While we wait for Banjo-Threeie, let's take a while to play
Banjo-Tooie some more... and read my FAQ some more :). I enjoyed writing this
as much as you enjoyed reading it (you better have enjoyed it, or I'll...
I'll... um... do something! So there!). Farewell!


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