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


                  ~A FAQ/Walkthrough Created By: Croco~

________________________________________________________________________

This Document is Copyrighted 2000 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 1.3 of the Croco FAQ/Walkthrough for Banjo-Tooie, 
Created 12/18/2000.

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 
the 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 a less than complete. Level 1 is the only one 
completed as of now, but also here 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 Jolly Roger Lagoon Walkthrough, as 
well as updates to the Enemies and Advanced moves sections. 

NEXT UPDATE: Expected 12/23/00 

________________________________________________________________________

~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
   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 are 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 seperated 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: WitchWorld
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 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.


-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.


*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. Damage: This shows how many Honeycombs one successful attack will
   take off.
5. Defeat: This is how you can defeat the enemy. 
6. 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                Damage: 1 Honeycomb
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                        Damage: 1 Honeycomb
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                        Damage: 1 Honeycomb
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                   Damage: 1 Honeycomb
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                       Damage: 1 Honeycomb
Defeat: Grip Grab Beak Attack

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                       Damage: 1 Honeycomb
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        Damage: 2 Honeycombs
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                         Damage: 1 Honeycomb
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                Damage: 1 Honeycomb
Defeat: Any Attack

These guys are very common throughout WitchWorld, 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     Damage: 1 Honeycomb
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               Damage: One Honeycomb
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 supeior 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                Damage: 1 Honeycomb
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                   Damage: 1 Honeycomb
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              Damage: 1 Honeycomb
Defeat: Invincible

I haven't found a way to beat these guys yet, so I don't know if you can. They 
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. Definitely one of the worst enemies you'll come across.


-ELECTRIC EEL-
Level: Jolly Roger's Lagoon
Attack: Electric Shock              Damage: 1 Honeycomb
Defeat: Invincible

Another underwater baddie that can't be beaten 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.


-BLOWFISH-
Level: Jolly Roger's Lagoon
Attack: Enlarge                     Damage: 1 Honeycomb
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                        Damage: 1 Honeycomb
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                Damage: 1 Honeycomb
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.

*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: Adult- 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 that the adult 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 two 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.


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

-CHEATO PAGE 1: SHOCK SPRING CAVE-
Area: Spiral Mountain               Location: Near Gruntilda's Lair
Moves Needed: None                  Magic Needed: None

This is the only collectible 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.



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



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



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




             =============== 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


     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.


                 =============== 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: THE WHITE JINJO-
Area: Mayahem Temple                Location: Bridge
Moves Needed: None                  Magic Needed: None

This Jinjo is the only one that has a specified color, one that is not 
determined randomly. This Jinjo will always be white, and luckily for you, the 
White Jinjo family has only one member. When you collect it, the Jinjo will 
explain to you about Jinjos and give you a Jiggy. It's found on the bridge 
connecting Targitzan's Temple and Bovina's Field.


-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. 
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 LAGOON-
Area: Mine Entrance 1                     Location: Water Tank
Moves Needed: Ice Eggs, Talon Torpedo     Magic Needed: None

After visiting Jolly Roger Lagoon and learning how to use the Talon Torpedo and 
Ice Eggs, enter the cavern underneath Jolly's (the one with the Jiggy on the 
tall platform). Underneath the blue hills leading to Jolly's sideroom is a 
picture of Kazooie. Bash it with the Bill Drill, then enter the pipe. Inside are 
several 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: 
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 only symbol I know the name for is Pi, 
though I know I should know the other three. But that's OK, because 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.




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| __ \===========================================================|_   _|
|   _/*********** 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 a decent character.

-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. 


-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 40 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.


===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



________________________________________________________________________

       =============== 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 Question 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. 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.

2. 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.

3. 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!


________________________________________________________________________

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

*This Is the First Version, So There Are No FAQs*


________________________________________________________________________

              =============== 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 ===============

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.


SPECIAL THANKS:
*Rare: For making this excellent sequel. Great work!
*The Instruction Manual: I got the Story and Character descriptions 
     from here.
*The Game: For the descriptions for some of the multiplayer options.

                               *   *   *

These Sites have been given permission to use my FAQ:
   
     *GameFAQs (www.gamefaqs.com)
     *Video Game Strategies (www.vgstrategies.about.com)
     *Neoseeker (www.neoseeker.com)
     *Gamester Online (www.gamesteronline)

No other sites have been given permission to use this FAQ. Please contact me if 
you see this anywhere else.

Check www.gamefaqs.com for the most recent version of this FAQ. 


                               *   *   *

EXPECTED TO COME IN THE NEXT UPDATES:
   -WitchyWorld Walkthrough
   -Jolly Roger Lagoon
   -Updates to Transformations, Advanced Moves, and the Enemy Guide
   -Updates to the Jinjo Guide
   -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!


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      /   ______/  __  \/  _  \ / ____//  _  \  \/    \/\    \_/   \  \  
     /   /     /  /  \__\ //  // /    /  //  /   \      \\/-\_______\  \
    /   /     /  /    /  //  // /____/  //  /     \      \ \\\\\\\\\\  / 
   /   /     /__/     \_____//______/\_____/      /      /           _/
  /   /_____________________________________     /      / __/  /___\ \
 /                                          \   /\____/\ //___/   /___\
/____________________________________________\ \________/

