Banjo-Kazooie - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Banjo-Kazooie - Strategy Guide (Page 01).
***The Best Banjo-Kazooie FAQ***
Author: marshmallow
-It's not the best?! I put hours and hours of work, my heart, and my
soul into this so it better be the best =)
This FAQ/Guide will cover every square foot of Banjo & Kazooie, but I
suggest you don't use it! It would be terrible if you ruined this gem of
a game, but if you're stuck or need help, then look no further.
==============================
Version 2.2
Revision History:
March 9th - Well, I spellchecked the entire thing with my new
Spellchecker. New things? Changed font. Anything else? No :)
Something: Well, Tyler told me that in Click Clock Woods, in summer, you
can get the Jiggy in the cabin by getting it in FALL! And it's easier
because there isn't a gap! Well, thanks, Tyler. So what's been updated?
This, and the credits section.
Last Revision: I apologize to Y0SHiX642, I was supposed to give him
credit for giving me the correct note counts. But some other people
corrected me as well, so I thank you guys, too! So...not much of an
update, huh? Well...uh...yeah, I'm sorry, but what did you expect? I've
pretty much covered everything there is...oh! In MMM (Mad Monster
Mansion) there is a hole to get in that one ramp place...and some people
told me about it...(see Credits section).
September 16: Added a new section...Also fixed notes count in CCW,
it's...
Spring: 20 (that includes the four by the entrance)
Summer: 16
Fall: 48
Winter: 16
So theeeeeere!! :)
=================================
* - updated
Contents
- - - - - - - - - -
1) Introduction
2) Basics
3) Tips and Tricks
4) Walkthrough
5) The BIG list
6) Secrets
7) Items
8) Enemy List
9) Boss List
10) Characters
11) What did she say?
12) OK!!!!
13) FAQ
14) Legal Stuff
15) Credits *
16) The End
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1) Introduction
---------------
This is Rare's gift to Nintendo, and what a gift it is. If you haven't
bought it already shame on you!
Plot: Once upon a time in a far away place there was a witch named
Gruntilda, she was an ugly as anything could be. She wished to be the
most beautiful person anywhere, anytime. So she captured the most
beautiful girl in the land, Banjo's sister, Tooty. She is stealing the
beauty from her so she will be pretty. She has locked her castle with
Jigsaw Pieces in which Banjo and Kazooie must collect. Good luck!
Ok, so it's a little more than that (very little), just watch the
introduction in the game!
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2) Basic
--------
Here I will list the basics, but Bottles will tell you pretty much all
of this.
Controlling Banjo is quite easy, it's just like Mario.
-Banjo's Moves-
Moving: Control stick
Camera Controls: C buttons.
Punch/Slash: B button
Jump: A button
Crouch: Z button
Roll: Run in any direction and then push the B button
Flap Flip: Hold the Z button then jump (A button) (like Mario's
Blackflip)
Paddle: While under water tap the A button
Dive: Push the B button while on the surface of the water
Climbing: Jump onto a vine, pipe, or tree and then climb up it using the
control stick.
-Kazooie's Moves-
Feathery Flap: After a jump push A, this is great for adding distance to
your jumps or landing on small platforms.
Rat-a-tap tap: While in the air (after a jump usually) tap the B button.
Talon Trot: Z plus C left. Kazooie can walk faster and can go up steep
hills. Hold Z after this. But you can't use any attacks while in this
mode.
Shooting Eggs: Push the Z button then the direction of either up or down
with the C buttons (C up for up, C down for down). Note: You must have
eggs to do this.
Strong Paddle: While under water tap the B button
Beak Barge: Z button and then B
Beak Buster: Jump and then push Z (Like Mario's butt stomp)
Flying: Use the control stick to move around, push A to ascend (costs
one feather) and R for sharper turns.
Beak Bomb: While flying push B and Kazooie will go hurtling through the
sky like a missile. This is great for solving *certain* puzzles,
defeating baddies, or getting through a level quicker (I went through
half of Gobi's Desert with one push!).
Wonderwing: You need at least one gold feather for this. Press C right
while holding Z, after that just hold Z.
Well, that's it for the controls. Let's move on to the gameplay.
You start out in a large overworld, a lot like Mario's castle or Diddy
Kong Racing's (DKR) outerworld. To un-lock new levels you must find a
certain number of Jigsaw Pieces and other assorted items. Think back to
Mario's stars or DKR's balloons, same idea, kinda.
To open a level you must first find it's puzzle, here you put the amount
of pieces you have in until it's complete. When it's complete it will
open it's level elsewhere. The entrance may be a pipe, a door, or
something fancier, like a treasure box.
Each level has 10 Jigsaw Pieces, they are usually very hard to find/win.
To get one you must complete an objective or just find one! Hidden ones
are usually in either hard to spot places (e.g. behind a pillar), or
just plain to hard to reach places (e.g. a high ledge). Others must be
taken from a boss character (s). Either way, you want to collect as
many as possible.
To move forward in the Witch's lair you must find a lot of Musical
Notes. There are note doors which can only be opened when you find the
amount that's listed on the door.
Here's a little list I put together, it's the terms that I use for the
attacks. Just so you're not left in the dark.
Charge = Beak Barge
Stomp = Beak Buster
Bomb = Beak Bomb
Glide = Feathery Flap
Using Kazooie (kinda sick, huh?) = Talon Trot
Backflip = Flap Flip
Peck = Rat-a-tap tap
Fart eggs = Shoot eggs using C down
throw eggs = Shoot eggs using C up
Use gold feathers = Wonderwing
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3) Tips and Tricks
------------------
Sometimes you might find a VooDoo magician, Mumbo Jumbo. He will help
you by turning you into an animal of somekind. But not without a price,
of course. The price? A bunch of Mumbo Tokens! The amount of Mumbo
Tokens is listed on a sign. While in animal form you can do things that
neither Banjo or Kazooie could ever do, read ahead for descriptions.
Termite: As a termite you are very small, just like any other termite.
Since you're small you can go into small openings and through the
smallest tunnels. You can also climb really steep hills, hills so steep
no even Kazooie can get past them! But be careful, you can not attack in
this mode!
Alligator: You are smaller than what you used to be, so you can go
through small openings. You can attack by pressing B, other than
that...well, you can go through piranha infested waters too. Pretty
useful, huh?
Walrus: You can go through icy waters, can't attack, are small...that's
it! You'll see what you can do with it in the walkthrough though.
Pumpkin: Why oh why did those psychos (I mean that) at Rare do this? The
only pro I can think of is that it's small, other than that it's all
cons! Can't attack, slow, can barely jump, and..wait! I thought of
another pro! The delightful "splat!" when you land always brings a grin
from anyone in the room.
Bee: The bee is quite useful, it can climb steep surfaces and it can
fly! The best part? You don't need any feathers! Just press B to go
higher, the only con is that it's hard to land (a descend button would
be nice...). Push B to go faster. Like all of Mumbo's creations, you're
smaller.
For here on I will list everything in this section like a list
Defeat the annoying green ghosts in Mad Monster Mansion with gold
feathers, same goes for any other seemingly invulnerable creature.
Stomping on a crab when it's NOT flipped over will yield two (instead of
one) honeycombs!
The super honeycomb is REALLY called the extra honeycomb, but I'm too
lazy to fix it!
You don't always have to use the backflip like in Mario 64, you can just
be running and do it! Although if you want more height, the Mario way is
the only way to go.
If you want to cover ground quickly then use Kazooie to walk around
instead of Banjo.
When falling through the air at a great height, glide using Kazooie so
that you don't lose damage, do this right before you hit the ground.
Although if you fall too far then you can't do this.
Un-like Mario 64 getting underwater and then out will not heal you.
If there is a door then egg it or charge it.
Don't stick to one attack, use them all! They come in handy is certain
situations.
-Mini Game List-
Banjo-Kazooie has many mini games, but they aren't like Mario's Example:
Race a turtle (although there is a race...). Here I will explain them
and give you hints and tips.
1. Yumblies and Grumblies
This can be found in BubbleGloop Swamp. There are three difficulties...
Easy
The object of this game is to eat the red yumblies, eat more than Mr.
Vile and win. Simple enough, since this is the easiest game there's
nothing much to tell you.
Normal
The object is to eat more red yumblies than Mr. Vile, but there is an
added feature, yellow grumblies. They aren't ripe, so you shouldn't eat
them. If you do eat one you will be dis-abled for several precious
seconds. A tip here is to go to the front where you can see the entire
area, this way you can see where the majority of the red yumblies are.
Hard
This is the hardest and is always close, winning by more than two points
is a feat. The object of the game is to eat what is shown at the top of
the screen, either red yumblies or yellow grumblies. If you see that
Vile is eating a string of what you need then get in front of him so you
get everything and he doesn't get squat, it will take the AI a second or
two to break off.
2. Racing With Boggy as a Walrus
This can be tricky if you screw up, the object is to go in between the
red flags and beat Boggy to the end of the course. Before he says "GO!"
press the control stick all of the way forward, this way when you start
you will be going down the hill at full speed. When going up a hill,
especially at the end, jump rapidly and you will go up it faster. When
the gates are rather far off to the side, like at the end, don't press
forward all of the way, it may decrease your speed but still. Near the
end Boggy will slow down considerably, grab the chance and win.
3. Racing Boggy on foot
No tricks really, except jumping up hills. At first you will lay behind
because you have to get the speed boots but you'll catch up. Oh, here's
a trick that works for both races, at the last house where you fall off,
jump way far. If you make it and land on the bridge you'll get some room
to maneuver the gates because this is where Boggy starts to ram you, but
if you jump far enough he'll have to catch up.
4. The Boat Puzzle
At the front of the ship in Rusty Bucket Bay are several switches, they
look like this
!1! !2! !3!
The combination is 3 2 1 1 1 1 If you get one wrong you will have to
start over AND you will lose one honeycomb
5. Treasure Trove Cove Puzzle
In the sand castle is a large puzzle, some tiles have a letter on them.
Spell out B A N J O K A Z O O I E to get a Jiggy
6. Pyramid Maze
You only have 60 seconds to get out, I'm not sure what happens if time
runs out though. Turn to Banjo's right at the beginning and then follow
the path to the end, you might meet a few Mum-Mums so be careful. Break
off from the path to find a Witch Switch.
7. Old Shack Mystery
This is in Mad Monster Mansion, hop onto the large ice thing and now use
the control stick to slide around. Along the edge's of the room are
either a) Letters or b) a Gruntilda tile. Touch b and you will lose one
honeycomb. Circling near the edge is a purple ghost, beware him because
he will knock you off the ice thing. Slide on the letters to enter them.
Spell out B A N J O K A Z O O I E to get a Jiggy.
8. Matching Game
In Gobi's Valley the last pyramid has a matching game. If you can match
two tiles then they stay that way, like that one card game...I forget
what it was called. Match them all and you get a Jiggy.
9. Clanker's Green Rings
In Clanker's stomach are many rings, jump through the green one and the
next one will turn green. Go through all of the green ones to get a
Jiggy! You only get 50 seconds, and if you screw up you have to start
over!
9. Grunty's Furnace Fun
This is nearly a level of it's own, you must go across a giant
gameboard, at each square you must answer a question or do some timed
task, at the end is Tooty and Gruntilda, the host. Everytime you make an
incorrect answer you will lose one honeycomb, and on the death tiles if
you make a mistake you die...here are all of the tiles and what you must
do to pass them. Don't worry about energy, there are several empty tiles
that have honeycomb pieces on them.
Banjo-Kazooie Tile
Here you must answer a question about the game, whether it be how many
huts were by Mumbo's Hut, how many eggs you can carry, what is a move
called, a level, etc.
Eye Tile
Gruntilda will show you a picture from a 1st person view of a level, it
might be a close up picture where you can barely see anything or a long
shot of something obvious! The question is what level you have been in.
Music Tiles
This is always random, you either have to hear a character's voice and
answer who it was, an item's noise when you pick it up, or a level's
music!
Clock Tile
Get on this and you will be warped to a boss, a puzzle like the one in
Treasure Trove Cove or the matching game in Gobi's Valley, or maybe
something else. The catch is you have barely any time to complete it and
any hits you take in there will count!
Gruntilda Tile
This is where Brentilda comes in to play, if you've talked to her some
of her words always shake, right? Well here you must answer questions
about Gruntilda herself! Like where she went to school, her favorite
color, smell, etc. Note: Each new game always have random answers, so if
the correct answer in game 1 was "smelly socks" then it may be wrong in
game 2.
Skull Tile
These questions are always random, it could be from anything, just pray
for something easy. If you get it wrong you will be flipped into the
lava, that would kill you....duh.
--------------
4) WalkThrough
--------------
Note to readers: When you find a Jinjo I will list it as (whatever the
number is). I will list Jiggies (Jigsaw Pieces, same deal) as (*whatever
the number is). Ok? OK.
Level 1 (technically): Spiral Mountain
This is where you begin your game. You only have one move, jumping. Look
around for mole hills, go up to them and find Bottles the mole. He will
help you by teaching new moves. Of course, after you "learn" each move
you must practice it a bit. Or, if you already know everything then
press B when he asks, don't worry, you can still get all 6 super
honeycombs. So if you did that just ignore everything below and get the
super honeycombs.
From your house go forward and talk to bottles. After that go forward
again, after some walking you'll come to him again. He'll teach you
about the camera, now you can use that. You can go left or right, it's a
circle. Let's go left, shall we?
Stop at the tree stumps to learn some jumping moves, use a backflip to
get the super honeycomb. Keep going and you will find him again, here he
tells you about swimming. Dive into the pool and collect the super
honeycomb that is in the little aclove. Return to the same spot where
you left bottles, or you will get really disorientated. Break off from
the flowers and jump from the platform to platform, if you fall try
again, you need to use the glide on the last jump. Your prize, another
super honeycomb.
Jump into the little cave and get the 1-up, you'll need plenty of these
if you're a first timer. Get back to where you entered and cross the
bridge. Talk to Bottles again, he'll teach you how to climb stuff. Go
back to a previous tree and climb it to get a super honeycomb. Ignore
the bridge to the right for now, go to the brown corner and learn about
the skidding peck (or the charge). Defeat all of the rocks get a super
honeycomb! Go to the place that looks like a farm, this is the last
training place. You will learn about rolling, pecking, and punching. You
get another super honeycomb. Remember that bridge I told you to ignore?
Go up it and go across the long bridge, now enter Gruntilda's lair...
Gruntilda's Lair
Go left and jump up the many platforms. At the top is a Jiggy (Jigsaw
Piece...same thing!). Now go right, you can't really go anywhere else!
Go up the hill and put the one piece into it. Now you can go into Mumbo
Mountain!
Level 2: Mumbo Mountain
You can do any level anyway you want, they are very non-linear. But here
is how I usually do it.
Go to your right and do a backflip to collect the Pink Jinjo (1). Behind
the pillar is a Mumbo Token. Go across the bridge, this will net you a
lot of notes. In the water is an island with a Blue Jinjo (2),
underneath it are some notes. Swim to the other side and go up the ramp,
or you could across the bridge, same place.
Watch out for the Bull and note the Bee Hive in the central platform.
BTW, you're safe there. Go right, up the ramp with all the notes. Go to
the right, killing all the termites. When you get to an entrance in the
middle pillar enter it. Use a backflip to obtain the Mumbo Jumbo token.
Go back outside and continue around the pillar, head up the steep hill
(you don't have to learn the Talon Trot to do this) and learn the stomp
(or beak buster for you technical people). Go back to the main pillar
and head up the ramp with all the notes.
Talk to Bottles to learn about the Talon Trot. Use it to get the ton of
notes, the orange Jinjo (2), then the Jiggy in the middle (*1). There is
a Mumbo Token behind one of the pillars, plus a bunch of eggs stashed
away between some. Slide down and return to where the Bull is. Run
across and get to Conga, a boss like character. He will throw oranges at
you. There are some orange switches around you, stand on them and when
he throws an orange move out of the way. It will hit it and it will be
turned off. Turn them all off for a Jiggy (*2). Keep going and talk to
Chimpy, a weird looking monkey.
Go back and climb the tree Conga is on, grab the orange. Return to
Chimpy and give it to him. You will get a Jiggy as a reward (*3) plus
the stump he is standing on will rise. Do a backflip to get to the upper
path, collect the billion eggs then talk to Bottles. Get the Mumbo Token
and go along the logs to find the witch switch, stomp on it to reveal a
Jigsaw piece in the Witch's Lair. Go up to the log where Conga is facing
you. Use the eggs from bottles to defeat Conga, giving you a Jiggy (*4).
Use the Talon Trout to climb the large hill, getting the billion or so
notes, plus the yellow Jinjo (4). Go up where you learned the Talon
Trout, then where the termite place is. Go up the hill where you learned
about the stomp. Use it on all the huts to get the following: a bunch of
notes, some eggs, a dino, a green Jinjo (5) (which will get you a Jiggy
(*5)) a 1-up, and a Jiggy (*6). Take note of the beehive in the corner.
Get the Mumbo Token underneath the stairs. Now go onto the central
platform, facing the totem pole.
When the mouth is facing you throw an egg into it, when all the sections
are down you get a Jiggy (*7). There is a super honeycomb above it, to
get it just jump on the last remaining section of the totem pole and
jump to it!
Before going into Mumbo's hut, get all the goodies on the hill next to
it. One of those is a Jiggy (*8). Before you enter the hut do a backflip
to get a nice Jiggy in the eye (*9). Collect all the notes and then talk
to Mumbo, you now will be transformed into a termite! Hightail it back
to the termite's mound.
Talk to the termites along the way, they want your stuff so get away
from them! =) Jump from platform to platform, as Banjo (or Kazooie) you
couldn't make them because they are almost vertical, but now you can!
After awhile (and collecting lots of stuff) you will reach the top. Get
the 1-up and the final Jiggy (*10). Since your outside, jump off! Try to
aim near where the Bull was, collect the super honeycomb that is in the
side of the mountain, use the 1st person view if you can't see it. Now
just walk to the exit! This was the easiest level, not to mention the
smallest! So get ready to tackle some more! Oh, and don't worry, the
fall won't hurt you as a termite.
Gruntilda's Lair
The second you get out there climb the wall, you can only do this as a
termite. At the top is the Jiggy that you got from the Witch Switch. Go
back to where you collected your first Jiggy. Along the way you will
turn back into Banjo. Now that you have the Talon Trout you can climb
the steep hill, do so. Talk to bottles, well, the game forces you to =)
Note the beehive. Enter the note door, you will have enough.
Talk to Brentilda if you want...she comes in handy later in the game. Go
and activate Treasure Trove Cove, it's to the right. Go down the stairs
to the left, you will find some eggs, a Mumbo Token, and a Cauldron!
Talk to it to activate it, now go back to the previous room.
Go up the green ramp, it will lead you to the sewers. Go into the pipe
that is spilling water. There is a large hole in the pipe, use it to
exit the pipe (follow the path and you get to a dead in). Activate the
Cauldron. There is a Mumbo Token on top of pipe. Go back to the sewer
room.
You can either climb the hill with Kazooie or go down the cliff to
another section, choose the cliff. Don't bother with the underwater
pipe, but don't ignore the tunnel in the wall! Enter it...Go across the
water and backflip into the treasure box.
Level 3: Treasure Trove Cove
Almost every tree around here has a bunch of feathers or some notes,
just telling that to you now so I won't have to point that out everytime
there's a tree!
Grab the notes in the corners and skedaddle to the edge of the water.
Jump to the side of the blue Jinjo so that when you press B to dive you
collect him (1). Go to the left of the beginning, there is the boss:
Nippy. Defeat him so you can enter his shell. Behind his shell is a
Mumbo Token. Enter his shell now. Go down the twisting halls and defeat
the two crabs, collecting the notes, the eggs, and the Jiggy (*1).
Behind the shell is an ocean, duh, but to the right and back is a super
honeycomb, when you go swim to get it make sure you have full life or
near that because you will get bitten by the shark once or twice. Go
back to the beginning and go into the path directly in front of it.
Take a dip in the water and head into the small opening in the ship.
Grab the notes and the giant hunk of gold. Go back out and follow the
path to the left, now you're on the deck of the ship. You'll throw him
the gold, climb the pole to get a Mumbo Token. Near it is a small square
on the deck, pound it to get to another room in the ship. Swim to all
the notes and the gold piece, but don't forget the Mumbo Token. Throw it
to Blubber face and get his Jiggy (*2). Go up the ramp and climb the
nets, then the other one too, since they are lined with notes. Talk to
Bottles to learn how to fly!
Get the feathers, climb the pole to get a green Jinjo (2), then hit the
launcher and go zoomin'! Fly towards the cavern in the tunnel that is on
the left, it has a treasure chest. Do a backflip into it and get the
Jiggy (*3). Now fall (heh) back to the ship, climb the crates that are
near it. Talk to Bottles to learn about the Flip pad. After that head in
the opposite direction and collect all the notes, a whole lot isn't it?
On one of these paths you can see a small lake with a mine in the
middle, drop down to a ledge and fart two eggs into the little bucket,
since you were so nice he will drain the water in the lake! Don't go
down, use the flipper to get back on the path.
Go back to the molehill and use the flip pad to get a Mumbo Token, then
use all of those pads to get across the gulley to the island with all
the stuff! Then there's the pink Jinjo (3). From the platform you can
clearly see a bunch of platforms across the way. Just get over there via
the pads, your prize? A Jiggy (you were surprised? *4) Near the platform
is a small box with a super honeycomb on it, although it's way out in
the ocean (sharky time!). Head backwards and you will find the empty
lake, head inside. Complete the puzzle (see Tips and Tricks) and the
gate will open, defeat the crab and get the Jigsaw piece (*5). Go back
to the place with all the flippers.
Go down near the platform, you will see a Mumbo Token behind it.
Continue along the path to the north. Collect the booty in the treasure
boxes and go to the small tower. At the top is a launching pad, stomp on
the big X and it will turn into an arrow, use the pad to fly to the next
pad (where the arrow is pointing) and stomp on the X again! Do this
until you're back near the tunnel. Stomp on the huge X behind the
platform in the sea, use an egg to crack the treasure box and the Jiggy
is yours (*6).
Go back to the launching pad at the tower, you have a clear view of the
caverns of before. Go to the tunnel on the left. Head left and you will
see a yellow Jinjo on a tree (4). Go up the twisting path, use the
flipper if you want a small shortcut. Behind the tower at the top is a
Witch's Switch, stomp on it to reveal another Jiggy in Gruntilda's Lair.
What is that? You can't enter the door? Just shoot it with an egg!
Enter it, collecting the Mumbo Token. Use the flipper to get the Jiggy
(*7) on top of the tower. From here you can see the entire level! Big,
ain't it? Go back to the caverns where you enter this place. Look to
your right (using the 1st person view) and jump down there! Quickly get
to a box before the shark can get you. Get onto the large structure.
Go across the thin (and I mean thin) path behind the ladder and get all
the eggs and the Jiggy at the end (*8). Return to the ladder and go up
all of them until you reach the top. Take the time to get all the notes
and the two Mumbo Tokens inside of the treasure chest. Dive into the
pool and collect the Jiggy (*9) at the center.
Jump across the gap and get the 1-up, at this same level is an orange
Jinjo (5, another Jiggy! *10). Then jump down to the lower section and
collect all the treasure. Head to the launching pad and fly to the
entrance to exit outta here!
Gruntilda's lair
After exiting the stage go over to the other side of the room and jump
on the cannon that is sticking out, it will lead you to the top of the
ship. Get the feathers and the Jiggy piece! Go back outside and climb
the pipes that are on the wall, see the pipe that is spilling water?
Above it is a tunnel, remember it.
Go back to the previous room where you activated the 2nd level. You
know, the one with the giant Gruntilda mat on the floor. Use the flipper
to reach a picture of Clanker's Cavern. Activate it and go back to the
tunnel above the pipe, enter it. Hit the switch and two pipes will rise
above the water. Use them to get to the other side, beware of the mine
in the water. Enter the pipe, it's the entrance to Clanker's Cavern.
Level 4: Clanker's Cavern
Drop down out of your pipe and take care of the crab. Go up the ladder
that's on the wall to the left. Jump up onto the left pipe. Tip toe up
to the hole in the wall, when you're next to it a giant green worm will
pop out. When he goes back in his hole run past it, if he comes out peck
it. Do the same with the next ones and jump from platform to platform
getting all the goodies.
There is a yellow Jinjo (1) behind the beehive. Drop down into the water
and swim down the pipe. You first priority here is to clean out all the
items. There is a blue Jinjo in one of the passages (2) and a Jiggy too
(*1). Don't forget the super honeycomb cleverly hidden in an upside down
pipe! One of the ledges has a beehive on it. Climb up to it and jump on
the pipe. Follow it to a flipper, go up there and glide to all the
goodies!
Drop down and quickly collect the gold feathers, there are some more
underwater in the pipes. The very back pipe (behind Clanker) is a green
room with mutated crabs. Defeat them all and you get a Jiggy (*2).
Return back to Clanker and swim to the bottom, notice the big piece of
chain? Swim to the very bottom where it is, there's a green Jinjo (3).
Now here's the tricky part, swim through the key that is in the lock
three times and Clanker will rise up and now you can jump on him! If you
start to run out of air look for a fish who is blowing bubbles, if you
swim through one you get more air.
Return to the surface and jump on Clanker, collect all the notes and the
Jiggy (*3). Head over to his tail fin and climb up on it, be very
careful. At the top jump on the pipe and shoot eggs at the gate, it will
open. Grab the contents, a Jigsaw piece (*4). Stand on his head and look
at the gray bolt in his blowhole, stand on it and it will rocket up to a
platform. Follow the path to a Jiggy (*5). Drop back down and climb on
on his bolt again, except when it blows drop down and enter the hole
where it used to be.
Stomp on the Witch Switch and run as fast as you can forward. Don't try
to stop to avoid the blades, usually if you time it right you'll go
through undamaged. But even if you get hit keep running! You'll get to a
Jiggy (*6). Head into the hole. Jump on the launcher and fly to the end
of the belly...guys, this is original! You are a bird and bear flying
inside of a giant whale's belly looking for a puzzle piece!!
Go into the little hole and talk to Bottles (how in the hell did he get
his tunnels in here???) and learn how to use Gold Feathers. Use it to
get to the end where you'll get a Jiggy (*7). Go back and drop into his
stomach acid pool. Collect the stuff and complete the puzzle (see Tips
and Tricks). Your prize is a..ta da! Jiggy (*8)!
Since the water rose you can get into all the tunnels you couldn't
before! One of them has a pink Jinjo (4). Swim through the exit and you
will come out of his gills. Walk to the platforms by his teeth, shoot
eggs at the gold teeth until they come out. When they are both out he
will swallow the Jiggy, just go into the holes that the teeth left and
you will get it (*9)! Drop down into his mouth to get all the notes,
swim back to his stomach and exit his gills, again.
Ok, you're probably wondering where the last Jinjo is, right? Well head
on over to Clanker's left flipper. Use it to hop onto the ledge with a
flipper. Kill the worm thing that pops out and use the flipper to flip
to the pipe on the wall...it's to the left. Jump to the structure and
butt stomp on the grating and you will get the final orange Jinjo (5)
and the final Jiggy (*10)! Jump out and head on over to the pipes with
tons of notes, collect them. The pipe with grating AFTER the orange
Jinjo has a super honeycomb. Swim back to the exit.
Gruntilda's Lair
Stomp on the switch to your right and you'll cause a pipe to go up
revealing another entrance! But before you do that go back to the mat of
Gruntilda, the place where you activated Treasure Cove Clove. Stomp on
the two eyes that raised and you'll get a Jiggy!
Now return to where you raised the pipe and jump onto it and from there
follow the pipe until you reach a switch, pound it and a sewer door will
open. Fall down into the water and swim into it. Follow the two paths
until you get to the top, it's the place where you can open up
Bubblegloop Swamp! Do so!
Backtrack to the place where the pipe is spilling out water, go up the
hill using Kazooie and go through the note door, you only need 180
notes. You should have a lot more than that!
Collect the feathers if you wish, but just beware the giant fish! Wow, I
made a rhyme! How cool was that?! Anyways, follow the path to the left
and you will reach another hill, climb it using Kazooie. Slide down the
wooden pipe, keep going forward until you reach a building with
BubbleGloop Swamp on it, enter it.
Level 5: BubbleGloop Swamp
Turn left and defeat the frog, talk to bottles to learn how to use the
Wading Boots. Climb the poles around this level to get the items! Just
telling you that so I won't have to say it everytime there's a pole.
Shoot an egg in the alligator thing so that it transports to another
place. Track it down each time and after awhile you'll get a Jiggy (*1).
Go right and go across the green path, glide over to the platform with a
yellow Jinjo on it (1). You can not touch the green water because if you
do the piranhas will snap at you. Jump across the gaps or run across the
logs and when you get to a Jigsaw Switch hit it, a Jiggy will appear for
a small fraction of time. Run across all the paths being careful not to
fall off (*2).
Collect all the notes and stuff around here, including the green Jinjo
(2). Drop down from that platform and you will land on the switch again.
Go to the left as if you were from the beginning, and you will find a
bunch of frogs and a pair of wading boots. Use them to cross the water
and collect the notes behind the island with a giant pink egg. Before
the timer runs out get on the island. Use the flipper to get on top of
the egg, butt stomp on the X. Now get down and peck the X. Stomp on the
X. Charge peck into the X and then stomp, the Jiggy is yours (*3).
From the island with the Jiggy switch go left, you will reach some
bosses, the yellow frogs. Defeat them for a Jiggy (*4). Go right towards
the turtle, stomp on it's flippers and he will cough out a Jiggy (*5).
Get the boots ontop of his shell and get the orange Jinjo behind him,
it's in the water (3) Go through his mouth to find Tiptup (He doesn't
look like TipTup to me!). There is a super honeycomb above his desk. The
best solution I could give you is to get out some paper and when they
croak put a R for red, Y for yellow, B for blue, etc. And then use that
as a guide. After three times you get a Jiggy (*6).
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