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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter B » Banjo-Tooie - Strategy Guide (Page 03)

Banjo-Tooie - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Banjo-Tooie - Strategy Guide (Page 03).


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

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


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

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


________________________________________________________________________

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

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

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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




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

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

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


________________________________________________________________________

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

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

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



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

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

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



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

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

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

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

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



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

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

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



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

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

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



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

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

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

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

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




________________________________________________________________________

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

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

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



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

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

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

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



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

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

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


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

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


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

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


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

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


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

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


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

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


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

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



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

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

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


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

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


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

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


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

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



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

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

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



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

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

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


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

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


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

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


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

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



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

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

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

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

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


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

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

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


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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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




________________________________________________________________________

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

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


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



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

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

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

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



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

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

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


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

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

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