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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter B » Banjo-Tooie - Strategy Guide (Page 07)

Banjo-Tooie - Strategy Guide (Page 07)

Below are the cheat codes, hints and help for Banjo-Tooie - Strategy Guide (Page 07).

This is one of the more difficult and longer boss battles in the game. Terry is
mad at you from the moment you enter the level, filled with paranoia and
thinking that you're going to steal his eggs. The first part of getting this
Jiggy is ascending the mountain. Go up to the mountainside path and into the
Unga Bunga Cave (entrance 1). Inside, put on the Springy Step Shoes, exit, and
go to the left (if you're facing the cave) and up the stairs. A sign points to
the summit, and this indicates where you should jump. When you land on the path
above, Terry will get angry and start spitting purple goo at you. Keep moving
and it will never hit you. When you make it around the path, he'll stop
spitting and you can go up to the nest to confront him. The boss battle will
begin. If you win, he'll give you a Jiggy, and a request to hatch his eggs. To
help you, he'll also activate a Flight Pad near the cells at the base of the
mountain.


-JIGGY 3: TERRY'S EGGS-
Area: Terry's Nest                  Location: Nest
Characters Involved: None
Worlds Traversed: None
Moves Needed: Hatch, Taxi Pack      Magic Needed: None

Terry's attitude will change after you defeat him, and he'll ask you to find
the Pterodactyl children that are in eggs throughout Terrydactyland. They are
located in the following locations (use hatch to open them):

   *Island in the Lake: Use the Running Shoes to get there.
   *Oogle Boogle Cave: Use the Shock Spring Pad to jump up to this one.
   *Unga Bunga Cave: Deeper in the Cave, you'll find a Split Up Pad.
    Near it is an opening in the wall that leads to one of the eggs.
   *Inside the Mountain: At the very top of the Inside of the Mountain
    is the last egg. Fly up to it as Kazooie to hatch it.

Three of the baby Pterodactyls will fly up to the nest, but the last one you
find is too large to fly. Use the Taxi Pack to carry it up (be sure to hit the
switch beforehand to open the gate).


-JIGGY 4: THE TOP OF THE CAVERN
Area: Inside the Mountain           Location: Top
Characters Involved: None
Worlds Traversed: None
Moves Needed: Bill Drill            Magic Needed: None

This Jiggy is very easy to get. After beating Terry, if you go to the middle of
the nest, you'll see a hard piece of ground with a crack in it. Bill Drill
whatever it is to get inside the mountain. You'll land right on a Jiggy.


-JIGGY 5: CONFRONTING STOMPONADON-
Area: Stomping Plains               Location: Far Side
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

Stomponadon, the Triassic Steamroller, is a huge dinosaur that squashes those
that travel through the Stomping Plains with his foot. To get to the plains,
warp to Warp Pad 4, at the Top of the Mountain. Go across the narrow path that
goes above the world and into the cave. Inside, shoot the bonfires with Ice
Eggs to extinguish them. When you get to the other side, enter and you'll be in
the Stomping Plains. You'll need to run across the plains while avoiding
getting squashed by Stomponadon if you want the Jiggy. Luckily for you, there
are deep footprints that give you safety, but you'll need to be very quick in
getting to them. To get the Jiggy on the other side, you'll need to cross as
Banjo and Kazooie. Use the Talon Trot to make it to each of the footprints, and
jump as soon as Stomponadon's foot begins to go back up. When you reach the
other side, stand on the switch to get the Jiggy.


-JIGGY 6: CHOMPA'S BELLY CHALLENGE-
Area: Chompa's Stomach              Location: Stomach
Characters Involved: Chompa
Worlds Traversed: None
Moves Needed: Springy Step Shoes    Magic Needed: None

Chompa, the stomach-cramped carnivore, is having troubles with an illness.
First of all, though, you'll need to get into his stomach. To do so, you must
stand on the top of the island in the center of the Inside of the Mountain. You
can do this by flying, but it is much easier to use the Springy Step Shoes at
the bottom of the island. When you're at the top, Chompa will swallow you and
ask you to get rid of his cramps. To succeed, you need to shoot 75 points worth
of these viruses in 1 minute. This is quite challenging, but is much easier if
you simply stay in the center of his stomach and hold down the Z button while
spinning around the room. As usual, go for the green and blue ones first. If
you succeed, you'll get a Jiggy.


-JIGGY 7: THE ROCKNUTS TRIBE-
Area: Terrydactyland                     Location: Terrydactyland
Characters Involved: The Rocknuts Tribe
Worlds Traversed: None
Moves Needed: Clockwork Kazooie Eggs     Magic Needed: None

The infamous Rocknuts tribe rules over the other tribes with its strong armor.
They think they're unbeatable, but actually, an attack from behind will defeat
them. There are five members of the tribe, strewn throughout the level. Their
locations are as listed below:

  1. Left of the Entrance: From the entrance, look left and you'll see
   a tribe member on a platform above. To beat him, shoot a Clockwork
   Kazooie Egg and go into the cave that's straight ahead from the
   entrance. You'll come out Inside the Mountain. Go up the path and
   back outside and you'll be next to the tribe member. Detonate the
   egg behind him to defeat him.
  2. In the Cell: In the cell area, shoot a Clockwork Kazooie Egg and
   go into the middle hole. When you emerge above the cells, enter to
   first hole to the right. You'll come out in the cell with the tribe
   member.
  3. At the Train Station: When you enter the station, look to the right
   and you'll see a tribe member. Shoot a Clockwork Kazooie Egg at just
   the right angle so it lands next to him on the ledge. Now simply
   detonate it behind him.
  4. Behind the Waterfall: Look behind the large waterfall in the
   mountainside lake for this guy. On the left shore (left if you face
   the waterfall), go near the waterfall and you'll see a hole. Send a
   Clockwork Kazooie bird into it and you'll come out next to the tribe
   member.
  5. Mountainside Path: Stand near the cage where Jiggy 1 is, and
   you'll see a tunnel. Inside is the last tribe member. Shoot a
   Clockwork Kazooie Egg outside the tunnel and take it around the path
   to the other side (be careful while jumping the gaps in the path,
   taking your time is safer even with a timer). Go into the other side
   of the tunnel and detonate the bird to defeat the last member.

A Jiggy will appear where the last tribe member falls.


-JIGGY 8: STYRACOSAURUS FAMILY-
Area: Styracosaurus Cave            Location: Styracosaurus Cave
Characters Involved: Scrotty, Scrat, Scrit, Scrut
Worlds Traversed: Isle O' Hags, WitchyWorld
Moves Needed: Taxi Pack             Magic Needed: Mumbo

Helping the three Styracosaurus children is a long and arduous process,
requiring frequent travel between different worlds. The first child is sick,
and you'll need to take him to the Isle O' Hags where Mumbo can heal it. Use
the Taxi Pack and take the dino to the carriage car of the Train. Now take the
Train to the Isle O' Hags, and switch to Mumbo. Use the Mumbo Pad to heal the
child, then take it back to Terrydactyland. The second dinosaur is small (in
height, of course...), and wants to be big (in height, of course...). Use the
Bill Drill on the nearby boulder to uncover a Mumbo Pad, then come back with
Mumbo to restore him to his normal, or larger than normal size (in height, of
course...). The third and final child is missing, and is being displayed at
WitchyWorld's chamber of horrors. Go to WitchyWorld's Haunted Cavern and to the
back where the dinosaur child is locked up. A Grenade Egg will blast open the
cage, and the dinosaur will run to the Train Station. Call the train and take
it to Terrydactyland to finish what you need to do with the last child. For
helping with the family, Scrotty will give you a Jiggy.



-JIGGY 9: THE PLIGHT OF THE OOGLE BOOGLES-
Area: Oogle Boogle Cave             Location: Oogle Boogle Cave
Characters Involved: The Oogle Boogle Tribe
World Traversed: WitchyWorld
Moves Needed: Claw Clamber Boots, Fire Eggs
Magic Needed: None

The Oogle Boogles are the weakest of the tribes in Terrydactyland, and are
starving in the cold depths of their cave as a result. Helping them out, of
course, will get you a Jiggy. There are three members of this tribe: one in the
middle, one to the left down a tunnel, and one to the right. In front of each
is a fire pit or torch. Light them with Fire Eggs. Now that you've made them
warm, you must satisfy their hunger. In the back of their cave is a passage to
WitchyWorld. Enter and go to the food stands to stock up on Burgers and Fries.
Now you'll need to get back. There's a pair of Claw Clamber Boots on top of the
tent in the center. Climb up a rope on the side, then ascend to the top with
the Talon Trot. use the boots to go up the wall in Area 51 and back into the
Oogle Boogle's Cave. Give some food to each member and you'll get a Jiggy as a
reward.


-JIGGY 10: DIPPY'S POOL-
Area: Terrydactyland                Location: Dippy's Pool
Characters Involved: Dippy
Worlds Traversed: Cloud Cuckooland
Moves Needed: Talon Torpedo         Magic Needed: None

Dippy, the seeker of beverages, lives in a dried out pool near Wumba's Wigwam
(use the Springy Step Shoes to spring up to it by the Train Switch). He is
quite thirsty, and begs of you to get him some water. You'll need to travel to
Level 8, Cloud Cuckooland, to get it. Here, dive from the Central Cavern out to
the large water-filled area. At the bottom is a rock with Kazooie's face on it.
Use the Talon Torpedo, and the water will drain out. It'll fall right into
Dippy's pool, and he'll thank you with a Jiggy.



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

-TREBLE CLEF-
Area: Terrydactyland                Location: Far Side of Mountain
Moves Needed: Bill Drill            Magic Needed: None

The coveted Treble Clef is found on the opposite side of the mountain from the
entrance. If you head left from the entrance, past the lake and past the swamp,
you'll see a boulder on a ledge to the left (near the swamp). Jump up to it and
Bill Drill the boulder to unearth the Treble Clef.


-20 NOTES-
Area: River Passage                 Location: Center Chamber
Moves Needed: None                  Magic Needed: None

Enter the River Passage and swim down the stream until you reach the center
chamber. Along the bottom (underwater), you'll find 20 notes.



-15 NOTES-
Area: Terrydactyland                Location: Near Train Station
Moves Needed: None                  Magic Needed: None

If you head to the right from the level's entrance, the first place you'll come
to is the Train Station. Right outside of the entrance are three Note Nests.
Pick them up and collect the notes.


-15 NOTES-
Area: Terrydactyland                Location: Lake Shore
Moves Needed: None                  Magic Needed: None

Head to the left of the level entrance and on the grassy shores of the lake
you'll find a total of 15 notes.


-15 NOTES-
Area: Terrydactyland                Location: Around Mountain
Moves Needed: None                  Magic Needed: None

On the way up the mountain, there's an S-shaped section of ground that you have
to go across, which is found near the Unga Bunga Cave. 15 Notes are found on
it.


-15 NOTES-
Area: Terrydactyland                Location: Around Mountain
Moves Needed: None                  Magic Needed: None

Near the cage holding Jiggy 1, there's a path leading further around the
mountain containing gaps that you must jump across. Along this path sit 15
Notes.



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

-EMPTY HONEYCOMB 1: ACROSS THE LAKE-
Area: Terrydactyland                Location: Lake
Moves Needed: None                  Magic Needed: None

A sparkling Empty Honeycomb sits in a cave across the lake, but it is too high
up to reach. It's easy to get if you have the Running Shoes, though. You'll
find a pair near the swamp that surrounds Mumbo's. Dash across the water and
into the cave to get the honeycomb. You can also get this by flying into the
cave.


-EMPTY HONEYCOMB 2: SPRING IN THE STYRACOSAURUS LAIR-
Area: Styracosaurus Cave              Location: Left Side
Moves Needed: Split Up, Bill Drill    Magic Needed: None

This Honeycomb Piece is located in the home of the Styracosaurs. Enter the
dinosaur's lair and proceed to the left side of the room. Smash the rock over
there to pieces with the Bill Drill, then Split Up on the nearby Split Up Pad.
As Kazooie, spring off the Shock Spring Pad that was underneath the large
boulder and leap up to a small cave above. Inside is an Empty Honeycomb.


-EMPTY HONEYCOMB 3: RIVER PASSAGE WATERFALL-
Area: River Passage                 Location: Waterfall
Moves Needed: None                  Magic Needed: None

If you climb up the vine from the lake or go down the entire River Passage from
the waterfall pond on the mountainside, you'll come to a waterfall leading down
into the lake at the base of the mountain. Surrounding the top of the waterfall
is a steep slope, and on the far side sits an Empty Honeycomb Piece. Talon Trot
around the slope and claim it.



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

-JINJO 1: THE DEPTHS OF THE LAKE-
Area: Terrydactyland                Location: Lake
Moves Needed: Talon Torpedo         Magic Needed: None

In the large lake near Mumbo's Skull in Terrydactyland, there's a Jinjo trapped
inside a cage that's located underwater and inside the island. To open it, go
over to the far side of the lake, near the waterfall. You'll see a switch with
Kazooie's face on it. Use the Talon Torpedo to trip it, then go back and
collect the Jinjo.


-JINJO 2: THE JINJO IN THE JAIL-
Area: Terrydactyland                    Location: Cell Area
Moves Needed: Clockwork Kazooie Eggs    Magic Needed: None

In one of the jail cells, there's a poor trapped Jinjo. There's no way for
Banjo or Kazooie to get in, but there are several small holes in this area
suitable for a Clockwork Kazooie Bird to fit in. Shoot a Clockwork Kazooie Egg
and lead the bird into the rightmost hole. It'll come out inside the Jinjo's
cell, and the bird can collect it itself.


-JINJO 3: T-REX SWITCH-
Area: Terrydactyland                Location: Near Wumba's Wigwam
Moves Needed: None                  Magic Needed: T-Rex Transformation

As the Daddy T-Rex, leave Wumba's Wigwam and head down to the right. You'll see
a large switch with a silhouette of a T-Rex on it. Press it down, and a gate
trapping a nearby Jinjo will open. You can't fit in the small cave as the big
T-Rex, but Banjo can. You have 35 seconds to transform back and get the Jinjo.
It isn't hard if you don't waste time.


-JINJO 4: STOMPING PLAINS-
Area: Stomping Plains               Location: Far Side
Moves Needed: Split Up              Magic Needed: None

You get a Jiggy by crossing the Stomping Plains as Banjo, but if you cross it
as Kazooie you'll get a Jinjo. It's easy to make it across as Kazooie, as she
can quickly run from one footprint to the next. Still, give yourself plenty of
time by jumping out of each footprint as soon as Stomponadon's foot begins to
go back up. When you reach the other side, activate the switch and get the
Jinjo.


-JINJO 5: THE ENTRANCE-
Area: Terrydactyland                Location: Near Entrance
Moves Needed: Grenade Egg           Magic Needed: None

When you enter the level, right in front of you is a pillar with a gate switch
on it. Shoot a Grenade Egg at it to lift open the gate to a Jinjo above in a
cave on the mountain. To reach it, use the Flight Pad by the cells and fly
there.



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

-CHEATO PAGE 1: ABOVE THE SWAMP-
Area: Terrydactyland                Location: Near Mumbo's
Moves Needed: Bill Drill            Magic Needed: None

Head right from Mumbo's (right if you're exiting the skull) and you'll see a
ledge. Grip Grab across it, but watch out for the Grip Grab Plant. In a cave at
the other end is a large rock. Bill Drill it to uncover a Cheato Page.


-CHEATO PAGE 2: T-REX CAVE-
Area: Inside the Mountain           Location: T-Rex Cave
Moves Needed: None                  Magic Needed: T-Rex Transformation

After transforming into a Baby T-Rex and learning how to roar (approach any
Stegosaurus), roar in front of the T-Rex hole behind Wumba's Wigwam and enter.
Inside is a Cheato Page.


-CHEATO PAGE 3: FILL DIPPY'S POOL-
Area: Terrydactyland                Location: Dippy's Pool
Moves Needed: Talon Torpedo         Magic Needed: None

After you fill up Dippy's Pool (see Jiggy 10 to find out how), dive into the
water and swim into the hole at the bottom/side. In the cavern is a Cheato Page
suspended high above the floor. Before, you couldn't get it because of its
elevation, but with the water in the pool, it is easy to snatch.



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

-SPRINGY STEP SHOES-
Area: Terrydactyland                Location: Outside Train Station
Notes Needed: 390                   Perform: A While Wearing S.S. Shoes

Jumping on the Shock Spring Pads allows for increased jumping height, and
jumping on them with only Kazooie allows for even more. But a jump while
wearing the Springy Step Shoes surpasses both. These shoes are found just like
Running Shoes or Wading Boots are, but instead of gaining speed or
swamp-treading powers, the Springy Step Shoes give Banjo a huge jump. The best
part is that you can use them wherever you want, so long as you can reach the
location before the time runs out. For the highest jump in the game, wear the
shoes while only Kazooie, and you'll rocket incredibly high into the air.


-TAXI PACK-
Area: River Passage                 Location: Center Chamber
Notes Needed: 405                   Perform: Hold Z, Press Left C

The Taxi Pack is one of Banjo's most common uses of his backpack. When Kazooie
is gone, Banjo can use his backpack to hold other characters and transport them
places. When you hold Z and press Left C, Banjo takes off his backpack. He can
then grab certain characters and put them in his backpack, then drop them off
at a certain location.


-HATCH-
Area: Unga Bunga Cave               Location: Unga Bunga Cave Entrance 2
Notes Needed: 420                   Perform: Hold Z, Press Left C (Kaz.)

This move is learned by Kazooie and is used to hatch eggs. By holding Z and
then pressing Left C, Kazooie will sit down on any kind of egg and will use her
bird instincts to hatch it open. There are many different kinds of eggs found
throughout your quest, so this move will be used often.



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

-MUMBO'S GLOWBO-
This Glowbo is even easier to find than most of the others (I know, you didn't
think it was possible for them to be any easier to find, but this one is). It's
just walking around behind Mumbo's Skull.

-WUMBA'S GLOWBO-
Starting at Wumba's Wigwam, do a Flip-Flap Jump into the reddish cave behind
the tepee. Talon Trot up the slope and you'll come out further up the mountain.
Right next to you will be a Glowbo.



               =============== BOSS: TERRY ===============
                     DISGRUNTLED PTERODACTYL PARENT

     Terry the Pterodactyl greets you with anger when you enter his nest, and a
battle ensues. Terry has a constant pattern: first spitting purple goo, then
flying around the nest, then leaving while leaving some mucoids to hurt you.
The number of spits and mucoids can increase to as many as six, but starts out
at a low number. For the goo, try to fake Terry out by quickly changing
directions once he spits. For the mucoids, don't get caught near too many at
once. Your chance to attack is when he flies around. Switch to 1st-Person mode
and shoot some eggs at him. 30 hits will do it. Grenade Eggs are even more
effective than normal eggs.




               =============== MUMBO PADS ===============

-MUMBO PAD 1: ENLARGE STEPPING STONES-
Right outside of Mumbo's you'll see a Mumbo Pad. Using his magic powers on this
enlarges the stepping stones across the swamp, giving both Mumbo and Banjo an
easier time getting across the dangerous bog.

-MUMBO PAD 2: ENLARGE/SHRINK WUMBA'S WIGWAM-
Outside of Wumba's Wigwam, you'll find a Mumbo Pad. Wumba may not be too fond
of Mumbo as it is, but you can mess around with her house by enlarging or
shrinking it. The different sizes allow for different T-Rex transformations.

-MUMBO PAD 3: ENLARGE SMALL STYRACOSAURUS-
The small dinosaur in the Styracosaurus Cave can be brought back to his normal
size by a Mumbo Pad, located underneath a boulder (use the Bill Drill to get
rid of it).



                =============== WARP PADS ===============

-WARP PAD 1: WORLD ENTRANCE-
When you enter the level, go immediately to the right. On this side of the
dinosaur head you walk out of, you'll find the level's first Warp Pad.

-WARP PAD 2: OUTSIDE MUMBO'S SKULL-
Trek across the swamp near the lake to Mumbo's Skull (it's easiest to use the
nearby Wading Boots) and you'll encounter the Warp Pad in front of the skull.

-WARP PAD 3: OUTSIDE WUMBA'S WIGWAM-
Wumba's Wigwam, located on the opposite side of the mountain from the entrance,
is where another Warp Pad is found.

-WARP PAD 4: TOP OF THE MOUNTAIN-
Use the Shock Spring Shoes (found in the Unga Bunga Cave) to make it up to the
higher portion of the mountainside, then run around until you reach the Warp
Pad.

-WARP PAD 5: STOMPING PLAINS-
Go across the thin path near Warp Pad 4 and through the Bonfire Cavern to reach
the Stomping Plains. At the entrance you'll see a Warp Pad.



             =============== AREA LOCATIONS ===============

INSIDE THE MOUNTAIN:
Enter the mountain from the lake. There's an opening near the waterfall.

TRAIN STATION:
The Train Station is located to the right of the entrance, and a little higher.

OOGLE BOOGLE CAVE:
This cave is near the Train Station and the cells, higher up and across from
the Unga Bunga Cave.

UNGA BUNGA CAVE:
Take the path up to the mountainside and you'll find the Unga Bunga Cave
entrance 1. Continue around the mountainside path and at the end you'll find
the second entrance.

BONFIRE CAVERN:
From Warp Pad 4, trek across the narrow path to the cave far away from the
mountain. Make it past the fires inside by shooting Ice Eggs.

STOMPING PLAINS:
This is where Stomponadon lives. Get through the Bonfire Cavern and you'll be
here.

STYRACOSAURUS CAVE:
The home of the Styracosaurs is found on the side of the mountain near the
cells and the Oogle Boogle Cave (it is under the Unga Bunga Cave, which is
higher up on the mountain). Head right from the entrance to reach it.

MUMBO'S SKULL:
The wacky shaman's home in Terrydactyland is across a deadly swamp near the
Lake (head left from the level entrance). To get across the swamp, use the
Wading Boots found in the wall to the side. When Mumbo enlarges the stones,
it's much simpler getting across using them.

WUMBA'S WIGWAM:
Wumba's Wigwam is located on the opposite side of the base of the mountain of
the entrance.



________________________________________________________________________

       =============== LEVEL 6: GRUNTY INDUSTRIES ===============
________________________________________________________________________

Isle Area: Quagmire                 Train Station: Yes
Jiggies Needed: 28                  Moves Learned: 3
Characters: Loggo, Twinklies, Rabbits
Enemies: Tintops, Wrench Worker, Toxic Waste Barrels, Bolt/Screw/Washer,
     Swamp Monster, Fast Grip Grab Plant
Boss: Weldar
Transformation: Washing Machine
Mini-Games/Shootouts: Clinker's Cavern, Packing Room
Levels Connects To: Jolly Roger's Lagoon, Hailfire Peaks

     Grunty Industries, in my opinion, is the most complex and frustrating
level in Banjo-Tooie. It's composed of four main floors, the outside area
outside, and the roof. You'll likely spend hours just managing to ascend these
floors, and then hours more trying to find all the items. The theme of this
level, as the name suggests, is a large factory.



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

-GET INSIDE THE MAIN BUILDING-
It doesn't seem very hard, but it is. Don't worry, I had trouble with this too
when I first played this level. However, getting in is right underneath your
nose. To the right of the entrance, behind the long building out in the swamp,
is the level's Train Switch. Many people have gotten this, but haven't thought
that they can use the train to get into the building. Just go to another world
and take the train to the Grunty Industries Station, which is inside the main
building.


-TRAIN SWITCH-
The Train Switch is found behind the long building to the right of the entrance
(it's in the swamp). To get to it, climb up above the entrance, hop across the
barrels in the swamp, Grip Grab across the side of the building, then climb up.
Climb down the ladder on the other side to find the Train Switch. By pressing
this switch, you open the Train Station, which you can then take in to the
interior building of Grunty Industries.

-BATTERY LOCATIONS-
There are a total of four Bazza (the batteries) in Grunty Industries, and each
fits into a battery chamber that it can then power up. Powering up these
chambers usually opens doors to new areas. To get a battery, you must knock it
out with an attack, then as Banjo, use the Taxi Pack to transport it to a
battery chamber. The batteries' locations are below.

  1. Bazza 1: Above the level entrance. Climb the ladder on the side
     to get up to it.
  2. Bazza 2: On Floor 2, in the room with lots of green toxic waste
     pools. It's behind the center platform, hopping around. Use the
     Grip Grab ledge above one of the pipes that leads off the center to
     get to it with Banjo.
  3. Bazza 3: On Floor 2 as well. If you enter the Tintop Room from
     Wumba's, it's to the left. The battery can be found near another
     set of Tintops in this room.
  4. Bazza 4: On Floor 3, if you look near Mumbo's you'll spot the
     last battery.

-BATTERY CHAMBER LOCATIONS-
What good are the batteries if you don't know where to take them? Below is a
list of the locations of the battery chambers.

  1. Chamber 1:  On Floor 1. Located in the back, near the entrance to
    the Train Station. It opens the hatch to the Disposal Plant.
  2. Chamber 2: In the Toxic Waste Room on Floor 2, to the right of the
    central platform. It leads to the Electromagnet Chamber.
  3. Chamber 3: In the Boiler Plant on Floor 3. It's in between the two
    large boilers/whatever they are. It'll open up the Packing Room.
  4. Chamber 4: The last chamber is on Floor 4, behind the wall
    crushers. Take a left after getting by them, then climb up the pole
    and head left again. You'll now be at the chamber, which leads to
    the Cable Room.


-OPEN FACTORY ENTRANCE-
The entrance to the factory building is closed when you first enter the level,
but after getting inside, it'll be very helpful to open it up. Split Up on the
Split-Up Pad near the elevator, then take Banjo and Kazooie to their respective
switches down the stairs. This will open up the door.

-HIT SWITCH IN WASTE DISPOSAL PLANT-
Near the entrance to the waste disposal plant, on a pipe, you'll come across a
switch. Trip it to raise the amount of toxic sludge in the tank. This will be
helpful for later when you need to get the Jiggy.

-ASCEND THE BUILDING-
Half of the level is just making your way up the floors. Below is how to get up
to the next one.

  1. Floor 2: From Floor 1, Claw Clamber up the footprints on the wall
   near the stairs to the Workers' Quarters. Up here, Shock Spring from
   the Pad in the pipe to get to Floor 2.
  2. Floor 3: If you enter Floor 2's Tintop Room from Wumba's head left
   and into the next room. Here, make your way up to the walkway above
   and around to a ladder that takes you up to Floor 3.
  3. Floor 4: The only way to reach this floor is through the outside
   Fire Exit. Climb up the pole near the solitary box, then go
   outside. Climb up the stairs, and soon you'll be on Floor 4.
  4. The Roof: You must fly to the roof, though you can also take the
   service elevator as the Washer.

-OPEN THE ELEVATOR DOORS-
While using Warp Pads is helpful sometimes, climbing up the elevator shaft can
get you to certain areas more quickly. However, you must first open the door on
each floor.

  1. Floor 2: In the Electromagnet Chamber, which is found through the
    door powered by the battery chamber.
  2. Floor 3: In the Boiler Plant, on the walkway above.
  3. Floor 4: In the Tintop Room behind the crushers. Go around the
    walkway above to find it.

-OPEN DOOR TO THE BACK-
You'll need to go out to the back of Grunty Industries, and the easiest way is
through the back exit. From Floor 2's Tintop Room, bash one of the "fragile"
boxes to find stairs leading downward. They'll take you to the door.

-OPEN VENT DOOR-
To be able to bring the Washer to one of the rabbits, you'll need to open a
vent door on Floor 2. From the room that's to the left of the Tintop Room (if
you enter from Wumba's), go up to the walkway and through the vent to find a
switch that opens it.

-ACTIVATE FLIGHT PADS-
Being able to fly outside of the building is very helpful, and you'll need to
do it to be able to get to the roof. The flight pad switch is found in the
Tintop Room on Floor 4 (near the Quality Control service entrance). Flight Pads
will appear on each of the long buildings in the swamp, and also on the roof.

-UNSCREW PLATFORMS-
There are several places in this level where a platform is held up by four
screws. If you unscrew them all (by using the Bill Drill), a platform below
will drop, allowing you to do new things.

  1. Platform 1: Found inside the room that can be reached by flying
   into the window to the left of the level entrance. This will drop a
   platform so the Washer can reach the rabbit near the Trash Compactor.
  2. Platform 2: Head to Floor 3's Boiler Room. Near the coal pile,
   you'll spy this platform. Unscrew it to lower a platform with a Mumbo
   Pad in the Electromagnet Chamber.
  3. Platform 3: This one's all the way up in the warehouse that you
   enter through the right window. It's nestled between some boxes.
   Lowering it not only lowers a Shock Spring Pad, but creates a hole
   for you to drop down to Floor 4.



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

-JIGGY 1: PACKING ROOM-
Area: Boiler Plant (Floor 3)        Location: Packing Room
Characters Involved: Twinklies
Worlds Traversed: None
Moves Needed: Taxi Pack             Magic Needed: None

The Packing Room, found in Floor 3's Boiler Room, is located behind a battery
chamber door. Bring a battery to it to open it up, then walk in (preferably as
just Kazooie). In this game, you must pick up Twinklies (of the red, green, and
blue variety, each worth the normal number of points) and drop them off at
their respective platforms to get points. It's incredibly helpful to get the
running shoes in the corner, as well as going in as just Kazooie. This will
increase your speed substantially. You have 1 minute to score 40 points. Don't
drop off any Twinklies until there's a noticeable difference in your movement,
and, as usual, always go for the more valuable Twinklies.


-JIGGY 2: BANJO COMPACTOR-
Area: Trash Compactor (Floor 1)     Location: Halfway Down
Character Involved: None
Worlds Traversed: None
Moves Needed: Snooze Pack           Magic Needed: None

On Floor 1, that big conveyor belt-thingie near the rabbit leads to the Trash
Compactor. If you've tried going in there, you'll know that the second you step
under one of those being smashers, you'll lose all but one honeycomb on your
energy meter. However, you can still make it through in between the two
smashers. Now, if only there was a way to get more energy in between the two.
But there is! The handy Snooze Pack will refill your energy in between the
smashers so that you can continue on. The switch behind the second smasher
opens the door to the Jiggy that's in between the two. Just take a quick nap in
between each smash, and Banjo will be fine... excluding his "pounding" headache
(he he).


-JIGGY 3: TINTOP BATTLE-
Area: Floor 1                       Location: Center Platform
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: None

There are three windows outside of Grunty Industries that you can break and go
into, one of which is right above the front entrance to the building. First, go
Split Up on the Pad near the elevator, then go outside as Kazooie. Break the
window, then either Claw Clamber up the wall to the left (then jump down) or
fly into the window. Once inside, only Kazooie can make the jump to the center
platform. When you land, Tintops will come out to guard the Jiggy. Quickly jump
off the center platform and run to the end of one of the nearby pipes. From
here, you can safely target the Tintops with Grenade Eggs. After you defeat six
Tintops, the Jiggy will reappear for you to go and get.


-JIGGY 4: CLINKER'S CAVERN-
Area: Sewer (Floor 4)               Location: Clinker's Cavern
Character Involved: None
Worlds Traversed: None
Moves Needed: Breegull Blaster      Magic Needed: Mumbo

This is one of the more challenging Jiggies to find in this level. Like the
Mayahem Temple and Ordnance Shed, this is done in 1st-Person. So where is the
sewer? After stopping the crushers (see Mumbo Pad 1), walk down behind them and
go into the room on the left. Climb up the pole, around the walkway, and Claw
Clamber up the final wall. Enter the pipe and you'll be at the Sewer Entrance.
When you enter, your job is to find the 20 Clinkers and destroy them. Not to be
confused with Banjo-Kazooie's Clanker, the Clinkers situate themselves in front
of air vents, stopping any ventilation from occurring. You'll need to blast
them all within 200 seconds or they'll stink the entire place up. This is no
easy task, but perhaps their locations below will help you.

 1. Right when you come in, turn left. Through an opening, you'll spy
  the first Clinker.
 2. Head down the blue tunnel. When you come to a room, look to the left
  and up to spot another Clinker.
 3. The third Clinker is in this same room. Look to the right.
 4. Turn right and head into a blue-colored room. A Clinker is in here.
  Remember where this room is for later.
 5. Head back out of the blue room into the room you came from, then go
  into the red-colored room with ramps. To the right and far away is a
  Clinker.
 6. There's another Clinker right above where you came in.
 7. Head left again and you'll come to a green room. There's a Clinker
  in here.
 8. Take another left up the ramp. There's a Clinker up there.
 9. Go back down the ramp and up the other ramp (blue). You'll find a
  Clinker a little ways down.
 10. Soon you should come into a room with a hole in the center. Drop
  down to come across a Clinker.
 11. Head into the green path and go straight. You'll see a Clinker.
 12. Above the entrance to the room where #11 is, there's another
  Clinker.
 13. Head down the blue path after the previous room and you'll find
  another Clinker.
 14. To find the next Clinker, head up the ramp, then when you come to
  the next room, drop down. Under where you entered is a Clinker.
 15. Also in this room is a Clinker at the bottom of the far ramp.
 16. Now, head back to the blue room where you found Clinker #4. Take
  a right in this room to come to a golden room with pillars on the
  floor. There's an easy-to-spot Clinker here.
 17. Head to the back of the gold room (not down a tunnel) to find
  another one of those lovely Clinkers.
 18. Take the reddish path from the golden room to a green room (with
  pillars on the floor). There's a Clinker in here.
 19. Look above the entrance to the green pillar room to find a
  Clinker.
 20. The last Clinker is found through a small tunnel on the right side
  of the green room. Continue down the tunnel and look in a small room
  to the right to find it.

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