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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter B » Banjo-Tooie - Strategy Guide (Page 01)

Banjo-Tooie - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Banjo-Tooie - Strategy Guide (Page 01).

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


                 ~An FAQ/Walkthrough Created By: Croco~

________________________________________________________________________

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

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

Contact Me: croco64@yahoo.com (See Part 4, Section 5 for details)


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

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

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

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

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

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

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

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

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

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

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

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

________________________________________________________________________

~TABLE OF CONTENTS~

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

_______________

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

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



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

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

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


________________________________________________________________________

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

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

________________________________________________________________________

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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


________________________________________________________________________

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

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

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

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

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

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

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

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

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

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

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

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

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


________________________________________________________________________

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


________________________________________________________________________

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

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

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

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

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

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

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

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

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

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

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