  __________                  ___     ____ //    \\  _____
 /_________ \        /\      | __\   | __ |\\____// /_____\
//         \ \      //\\     ||  \\  ||  ||  ____  //  _  \\
||   ___    \ \    //  \\    ||   \\ ||  || | __ |//  /_\  \\
||   \__|   / /   // /\ \\   ||    \\||  || ||  ||/  // \\  \\  _______
||      ___/ /   // /__\ \\  ||   _ \ |  || ||  ||  //   \\  ||| _____ |
||         \ \  //        \\ ||  | \ \|  || ||  || ||     || ||||_____||
||    ___   \ \//  ______  \\||  ||\\    ||//   //  \\   //  |||_______|
||    \__|   ) )  /______\  \\|  || \\   |//   //\   \\_//  //
||          / /  //      \\  \\__||  \\__|\\  // \\   \_/  //
\\_________/ /__//        \\/ /___|   \___|\\//   \\______//
 \__________/\__/          \_/              \/_____\______/
          ______________ ______      ______ //     \\ __________
         | ____________ |______\    /______\\\_____//| ________ |
         ||____    ____||  __  \\  //  __  \\ _____  ||  ______||
 _______ |____ |  | ____| /__\  \\//  /__\  \\ ___ | || | ______|
| _____ |     ||  || ||  //  \\  ||  //  \\  ||   || || ||___   
||_____||     ||  || || ||    || || ||    || ||   || || | ___|
|_______|     ||  || ||  \\__//  ||  \\__//  ||   || || ||______
              ||  ||  \\  \__/  //\\  \__/  //|   || || |______ |
              ||__||   \\______//  \\______//||___|| ||________||
              |____|    \______/    \______/ |_____| |__________|


                 ~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, 
than a printed copy may be made.

This FAQ/Walkthrough to the Nintendo 64 game Banjo-Tooie (When Finished) 
Includes the Following Features:
     *All the Levels Covered Completely 
     *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: croco64@yahoo.com (See Part 4, Section 4 for details)


-VERSION HISTORY-
------------------------------------------------------------------------
This is currently Version 1.6 of the Croco FAQ/Walkthrough for Banjo-Tooie, 
Created 4/9/2001.

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 completed.

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 completed 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 Hailfire Peaks Walkthrough, as well as 
updates to the Spiral Mountain and Isle O' Hags Walkthroughs. Also included are 
codes for the secret items in Banjo-Kazooie as well as the history of the 
connection between the two games. Finally, there's a minor update to the Rare 
Connections section.

NEXT UPDATE: 4/14/01 (or maybe 2002 if I get behind on things...)

________________________________________________________________________

~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. Contact Info
   5. Credits/Other
   6. 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. 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 the 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 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 
lest 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 go 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 have 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 will 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' 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 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: A 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 
   and 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 on 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 the and hold A, Kazooie will perform a jump that'll go much higher than 
a normal jump or event he 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 swap).

-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. This 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 attack 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. 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 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.


-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 makes 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's 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 Clear 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 
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-
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. 
Also known as 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.   


*More Advanced Moves coming Soon!*


________________________________________________________________________

               =============== 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. Note that this is not their
   official name (although in some cases it is), but something I've come
   up with.
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. Defeat (x2 HC): For some enemies, you can get two honeycombs for
   defeating them a special way (not all, though). If there is no way to
   do this, this will not be listed.
------------------------------------------------------------------------

-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.


-MOGGY-
Level: Mayahem Temple
Attack: Club  
Defeat: Any Attack (Beak Barge, Rat-a-tat Rap work well)

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.


-DART STATUES-
Level: Mayahem Temple
Attack: Dart Shot   
Stun: Shoot Jewel On Head with Egg
Defeat (x2 HC): Kick with Golden Goliath

Dart Statues are found in many places in 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.


-GRIP GRAB PLANT-
Level: Mayahem Temple, WitchyWorld, Jolly Roger Lagoon, Terrydactyland
Attack: Chomp         
Defeat: Grip Grab Beak Attack, Grenade Egg

Grip Grab Plants 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.


-GULCH MINER-
Level: Glitter Gulch Mine
Attack: Punch     
Defeat: Any Attack

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 is the ideal time to 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. 


-SHOVEL-
Level: Glitter Gulch Mine
Attack: Hop      
Defeat: Any Attack

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 any. Their small size makes Shovels somewhat harder to 
hit than other enemies.


-RAT EMPLOYEE-
Level: WitchyWorld                 
Attack: Mallet Smash             
Defeat: Any Attack

These guys 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.


-JACKPOT-
Level: WitchyWorld                   
Attack: Coin Shot, Handle Smash   
Defeat: Grenade Eggs, Money Van

This is one of the more difficult enemies that you'll face early on. These guys 
are like living slot machines, and they run 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, 
than its a real Jinjo. These guys are also usually in easy to find places, so 
that is also a good indication.


-FLAME CARPET RIDERS-
Levels: WitchyWorld, Hailfire Peaks
Attack: Flame Charge 
Defeat: Rat-a-Tat Rap, Eggs

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.


-SEA ANENEMY-
Levels: Jolly Roger's Lagoon
Attack: Tentacles 
Defeat: Stun with Egg in Eye/Talon Torpedo

What clever names I come up with. This guy, to my knowledge, 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). Definitely 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 that 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.


-BLOWFISH-
Level: Jolly Roger's Lagoon
Attack: Enlarge
Defeat: Grenade Egg, Talon Torpedo

This fish is the most common enemy in Jolly Roger's Lagoon, and an annoying one 
to boot. This fish is covered with spikes, and flat from a distance. When you 
get near, however, it will enlarge, poking you with its spikes. A Grenade Egg or 
Talon Torpedo will defeat it.


-PIRATE-
Level: Jolly Roger's Lagoon
Attack: Club
Defeat: Any Attack

This is the basic land trooper of Jolly Roger's Lagoon, though there isn't much 
land to be found in the level. These guys 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.


-STEGOSAURUS-
Level: Terrydactyland
Attack: Charge
Defeat: Strong Attack (or Weak Attack x2)

Stegosaurs 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. 


-SWAMP MONSTER-
Level: Terrydactyland, Grunty Industries
Attack: Chomp
Defeat: Invincible

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 (see the Additional Tips section).


-TERRONODON-
Level: Terrydactyland 
Attack: Dive
Defeat: Any Attack

Another dinosaur and very common enemy of Terrydactyland is the Terronodon, or 
"Don" for short (just like "Terry"... sometimes I amaze myself with my 
creativity). 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 to defeat them.


-FAST GRIP GRAB PLANT-
Level: Terrydactyland
Attack: Fast Chomp
Defeat: Grip Grab Beak Attack, Grenade Egg

This is basically a much faster version of the Grip Grab Plant, and waits until 
you're even nearer before attacking. It's best just to take it out from afar 
with Grenade Eggs and not have to deal with it up close.


-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 of if it sees 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 do to the fact that they gasp/scream 
whenever they see you. They're pretty easy to take out.


-TOXIC WASTE BARRELS-
Level: Grunty Industries
Attack: Charge
Defeat: Powerful Attack (x2)

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 a barrels, so hit them once, then leave 
while they're stunned.


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

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


-FLAME HANDS-
Level: Hailfire Peaks (Fire Side)
Attack: Hand Swing
Defeat: Ice Eggs, Snowball Roll

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 for 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.


-BIGFEET-
Level: Hailfire Peaks (Ice Side)
Attack: Charge, Kick
Defeat: Strong Attack (x2)

Bifoot, Yeti, the Abominable Snwoman... whatever you call them, this enemy 
resembles it. They patrol the Ice Side of Hailfire Peaks and are quick 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.


*More Enemies Coming Soon!*


________________________________________________________________________

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

     In every level, Humba Wumba will transform you into some object or 
creature. Here's a complete list of the transformations, including 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 away 
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 
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 it's 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 is 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 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 much 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. Run around him in a circle until he stops throwing. He'll begin again 
with making clones, but this time they're 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, 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 which 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 a the top where the water comes out of. 

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 
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 in 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, these 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. There 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 and trap 
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. Is located underneath Honey B's hive, behind one 
of the legs. 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 repetoire. 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 tappin 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 much 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. Run around him in a circle until he stops throwing. He'll begin again 
with making clones, but this time they're 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 is, 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 (Split Up and have each character stand on the 
seperate switches), the Clifftop can be opened by splitting up Banjo and Kazooie 
on the eastern part. The Clifftop in 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 
here, smash the Kazooie Rock underwater in the Pine Grove.

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
Boss: Targitzan
Transformation: Stony
Mini-Games/Shootouts: Targitzan's Temple
Levels Connects To: 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. 

-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 do this earlier by using the Goldem 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 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, 
   the 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 good 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 the 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, them 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. 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 which 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 scooch 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 scurrying 
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 scooch 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 it's 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: WitchyWorld, Jolly Roger Lagoon

     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 out 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*



                 =============== 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. 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 
(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 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 is no set locations, but they will always be near the shed. Check 
by the river, the entrances to the mine, and on the green hiss 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 lose 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 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 its 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 Are
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 it makes 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.



                 =============== 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 and 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 you 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 a unique experience, as some are 
filled with lava, while others are positioned in a wasteland. Of course, what 
would be an amusement park with out 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's them 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 its 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 the 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, titled 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 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 
time, so slowing down is the best. 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 constantly is 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-
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, is 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 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 where her children are. You'll need to round the kids up so that 
they can go home to the Hailfire Peaks. The location of the kids is random, but 
they can be found in 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 the 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 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: ON TOP 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. They aren't there for no reason. 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 guys 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 the 
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's 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 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, just 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 too Split Up.

-WARP PAD 3: SPACE ZONE-
To the left of the Star Spinner building in the Space Zone is a Wrap Pad, 
connecting one of the Zones to the other War 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, like 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, one being the harborside town and the other 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 who's 
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 there 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 is 
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 are 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: INSIDE THE CLEAR FISH-
Area: Random                        Location: Random
Characters Involved: None
Worlds Traversed: None
Moves Needed: Talon Torpedo         Magic Needed: None

Many of the clear fish swimming throughout Jolly Roger's Lagoon contain items 
inside. Sometimes its a worthless egg nest, but sometimes its a 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!)


-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 be 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 mines 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 larger 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.


-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 a while 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 an 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 clear fish swimming throughout Jolly Roger's Lagoon contain items 
inside. Sometimes its a worthless egg nest, but sometimes its a Empty Honeycomb, 
Cheato Page, or even a Jiggy. Snatch it from them with the 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!)


-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 a 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 clear fish swimming throughout Jolly Roger's Lagoon contain items 
inside. Sometimes its a worthless egg nest, but sometimes its a Empty Honeycomb, 
Cheato Page, or even a Jiggy. Snatch it from them with the 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: 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 super-
high jump (dang! forgot what it was called... I'll have to get back to you on 
the name), 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. 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 Clear 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 the island Wumba's 
Wigwam is on 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. 
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. 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: 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 
about. 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 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"... 
or something like that. The secret call is actually simply just 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 her 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, she'll stop 
spitting and you can go up to the nest to confront her. The boss battle will 
begin. If you win, she'll give you a Jiggy, and a request to hatch her eggs. To 
help you, she'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 defeating her, and she'll ask you to find the 
Pterodactyl children that are in eggs found 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 one Inside the 
Mountain 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. Like 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. There 
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 bat 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 jump too. 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 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 
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 her 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 she spits. For the mucoids, don't get caught near too many at once. Your 
chance to attack is when she flies around. Switch to 1st-Person mode and shoot 
some eggs at her. 30 hits will defeat her.




               =============== 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 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 than 
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, Nut/Bolt/Screw, 
     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, and outside, and a 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 ===============

-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 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. Battery 1: Above the level entrance. Climb the ladder on the side
    to get up to it.
  2. Battery 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 pipe that leads off the center to
    get to it with Banjo.
  3. Battery 3: On Floor 2 as well. If you enter the Tintop Room from
    Wumba's, its to the left. The battery can be found near another 
    set of Tintops in this room.
  4. Battery 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 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 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 from. 



                 =============== 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, like 
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 were 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 being 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. 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, and 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've gotten 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, and 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, 
this one being 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 too 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. 
Also known as the "suction cup shoes".


-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 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 get to find this 
place.

TOXIC WASTE ROOM: 
On Floor 2, this place is easily identified by its green pools of toxic waste. 
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, 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 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 where the Warp Pad is, then up the path to where the giant Train Switch is. 
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 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 hem 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 where the Warp Pad is 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 you 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 to 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 
paces 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 scooch 
along tot he other side. Go outside to find the switch. Activate it, the 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 that 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 don't hurry back and help 
them so you can 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 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. 




             =============== 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 note nest-containing ice cubes.


-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. Which, 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 a 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.






________________________________________________________________________
 ____                                                             _____
| __ \===========================================================|_   _|
|   _/*********** 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 note 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. 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, you 
they'll 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 take 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's 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 more the point value (the standard value), the smaller the hoop, 
and it actually is more difficult to go through smaller hoops. Try to be able to 
get in front of the hoop, as its 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 gain yourself 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 of 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 turn 
Kazooie into a dragon. Dragon Kazooie isn't any larger and can perform the same 
attacks as Kazooie. The 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-
Coming Soon...


===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.


________________________________________________________________________

               =============== 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 the 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 Infinate 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 to 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'll compile a list of those I've 
encountered (and have been able to write down), as well as the correct answers. 
Studying this section will greatly improve your chances of winning the game 
show. 

*Quiz Questions Will Be Coming Soon!*



________________________________________________________________________
 ____                                                             _____
| __ \===========================================================|_   _|
|   _/****************** 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. Very handy to know if you fall in.

2. Telling Jinjos from 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 wak 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 sometime, but 
there are very few, if any rooms in this game that don't have some purpose. 
Looks 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.


________________________________________________________________________

            =============== 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.

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... 

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:
Only 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. 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 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." 

9. 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!

10. 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 beat Canary Mary in Cloud Cuckooland?
A: Beating Canary Mary is extremely difficult, and if you don't want to spend 
$25 to buy a controller with a turbo button (who does?), there's no easy way. 
The only advice I can give you is to tell you that her speed matches your own 
speed. So, if you start out slow, she won't go very fast. At this time you can 
speed up and try to gain a little ground, which you may likely do. Then, if you 
slow down again, she'll slow down without have gotten fast again. Repeat. 
Remember, even doing it this way is very difficult.

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.


________________________________________________________________________

              =============== 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- croco64@yahoo.com

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 send 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 to do things, 
alternate ways to get something, multiplayer tips, or something related. 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.

If You're Bored: 
For each of the Characters in Part 2's Character section, I plan to include a 
quote. Send in quotes that you like for any or all of the characters. The ones I 
like best may be added.


________________________________________________________________________

              =============== CREDITS/OTHER ===============

READER CREDITS:

-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.


SOURCE CREDITS:

-Game Informer Magazine: For the Banjo-Kazooie codes.
-Banjo-Tooie: For the descriptions of some of the multiplayer options.
-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)

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. 


                               *   *   *

EXPECTED TO COME IN THE NEXT UPDATES:
   -Cloud Cuckooland Walkthrough
   -Cauldron Keep Walkthrough
   -Updates to the Advanced Moves Section and the Enemy Guide
   -More Tower of Tragedy Quiz Questions

________________________________________________________________________

            =============== 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!


                      This FAQ Has Been                      _______
        __________    Brought To You By:       /.\____/.\   /  ___  \        
       /         /_____  _____   ______ _____  \________/   \  \  \  \
      /   ______/  __  \/  _  \ / ____//  _  \  \/    \/\    \_/   \  \  
     /   /     /  /  \__\ //  // /    /  //  /   \      \\/-\_______\  \
    /   /     /  /    /  //  // /____/  //  /     \      \ \\\\\\\\\\  / 
   /   /     /__/     \_____//______/\_____/      /      /           _/
  /   /_____________________________________     /      / __/  /___\ \
 /                                          \   /\____/\ //___/   /___\
/____________________________________________\ \________/

