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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter B » Banjo-Tooie - Strategy Guide (Page 08)

Banjo-Tooie - Strategy Guide (Page 08)

Below are the cheat codes, hints and help for Banjo-Tooie - Strategy Guide (Page 08).

Remember that each Clinker makes a... um... "distinct" noise, so use it to
guide you. If you run out of time, you have until your air (and life) runs out
to find the remaining Clinkers. If you just have one or two left to find, and
think you can do it, by all means continue your search.


-JIGGY 5: SHOCK SPRING TO WAREHOUSE-
Area: Rooftop Warehouse             Location: Right Warehouse
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: None

The hardest part of doing this is finding and unscrewing Screw Platform 3 (see
Things to Do). If you don't know, it's in the right warehouse. Once you do,
drop down into the hole created and walk down the walkway. You'll come across a
Split-Up Pad. Separate and take Kazooie back to the rooftop warehouse via the
Shock Spring Pad. There's a Jiggy sitting atop some tall boxes right near where
you enter. A Leg Spring will boost Kazooie high enough to get it.


-JIGGY 6: KWALITY CONTROL-
Area: Quality Control               Location: Quality Control Room
Characters Involved: None
Moves Needed: Taxi Pack             Magic Needed: Washer Transformation

Though I don't understand why you'd need to test the quality of barrels filled
with toxic gas, Grunty set up a room with green and blue barrels moving by. To
get in as Banjo and Kazooie, you'll need to enter the Cable Room (it's powered
by battery chamber 4... see Things To Do). Jump across the cables and into
Quality Control. To succeed, you must destroy only blue barrels. Destroying
green ones will fill the room with toxic gas (if it does, head back to the
Cable Room and turn on the fans). The more barrels you hit, the faster the
conveyor belt moves and the space in between each barrel diminishes. After
destroying enough barrels, transform into the Washer, take the service elevator
up to Floor 4, and enter the service entrance. The Jiggy will be waiting there.


-JIGGY 7: THOSE WASCALLY WABBITS-
Area: Various                       Location: Various
Characters Involved: Rabbits
Worlds Traversed: None
Moves Needed: None                  Magic Needed: Washer Transformation

There are six rabbits scattered throughout Grunty Industries, each sporting
dirty clothes. You'll need to help every one of these rabbits out by going to
them as the Washer and giving their suits a quick wash. The rabbits are found
in the locations below.

 1. On Floor 1, near the Trash Compactor. Unscrew Screw Platform 1 (see
  Things to Do) to lower a platform that gives the Washer the ability to
  get across.
 2. In the Workers' Quarters. He's in the farthest room.
 3. On Floor 2. In the Tintop room, after Opening the Vent Door (see
  Things to Do), go through the vent and you'll reach the bunny.
 4. Outside, behind the vines across the swamp. Go out the back door,
  then hop across the toxic waste barrels.
 5. In the Boiler Room (where there's lots of coal). Break the box
  blocking the door as Banjo, then transform and go through as the
  Washer.
 6. In the left warehouse. Take the service elevator up to the roof,
  then go through the service entrance to the other warehouse. Find
  the rabbit up a ramp to the left.

This game should have received an M rating, what with the rabbit nudity and
all.


-JIGGY 8: BEHIND THE GIANT FAN-
Area: Basement                      Location: Fan Room
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

After defeating Weldar, head back to the Air Conditioning Plant in the
basement. The rotating beam will have stopped, and you can walk across it
without any trouble (or so I would hope). At the end, an open door will allow
you to grab the Jiggy behind the giant fan, which has now stopped turning.


-JIGGY 9: SHACK PACK BACK-
Area: Disposal Plant                Location: Under Toxic Waste
Characters Involved: None
Worlds Traversed: None
Moves Needed: Shack Pack            Magic Needed: None

After learning the Shack Pack move in Hailfire Peaks, head back to the room
with the Giant Fan. There's a small passage near the fan. Enter and you'll be
in the Disposal Plant. Shack Packing will nullify the acidic effects of the
toxic waste, so drop down in. At the bottom is a Jiggy.


-JIGGY 10: SACK PACK BACK-
Area: Disposal Plant                Location: Across Toxic Waste
Characters Involved: None
Worlds Traversed: None
Moves Needed: Sack Pack             Magic Needed: None

There's another Jiggy in the Disposal Plant that requires a Banjo-only move:
the Sack Pack (found in Cloud Cuckooland). Return to the Disposal Plant from
Floor 1 after learning it, and hop across the toxic waste in your backpack. On
the other side you'll find a Banjo Switch. Press it and the case surrounding
the Jiggy close by will shatter.




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

-TREBLE CLEF-
Area: Grunty Industries             Location: Above Entrance
Moves Needed: None                  Magic Needed: None

There are two ways to get the Treble Clef, which is located above the entrance
to Floor 1 of the Grunty Industries building. The first is to grab the pair of
Claw Clamber Boots near the stairs on Floor 1, then rush outside, and head
right to some Claw Clamber footprints that'll take you to it. You'll have to
wait until a little later to use the second method, but it's easier. Simply fly
up there from one of the Flight Pads outside (see Things to Do).


-15 NOTES-
Area: Floor 1                       Location: Tintop Room
Moves Needed: None                  Magic Needed: None

Near the train station is a room filled with the troublesome Tintops. Three of
the boxes scattered around the room have note nests sitting on top of them.


-15 NOTES-
Area: Floor 2                       Location: Toxic Waste Room
Moves Needed: None                  Magic Needed: None

In the room filled with many toxic waste pools (on Floor 2), climb up to the
top of the central platform. The pipes that lead off from it have 15 notes
waiting to be collected on them.


-10 NOTES-
Area: Waste Disposal Plant          Location: Near Waste Pool
Moves Needed: Split-Up              Magic Needed: None

In the Waste Disposal plant, drop down near the waste pool. On either side is a
total of 10 notes.


-10 NOTES-
Area: Floor 1                       Location: Above Train Station Entr.
Moves Needed: Grip Grab             Magic Needed: None

From the entrance to the Waste Disposal Plant, Grip Grab across to above the
Train Station Entrance, where two note nests rest.


-10 NOTES-
Area: Floor 2                       Location: Tintop Room
Moves Needed: None                  Magic Needed: None

On the second floor, head to the central Tintop Room (all rooms lead from it).
In there you'll find 10 notes.


-10 NOTES-
Area: Floor 3                       Location: Box Room
Moves Needed: None                  Magic Needed: None

There's a pole near the service entrance to the Boiler Room in the large room
filled with boxes. Shimmy up the pole to get to 10 notes.


-10 NOTES-
Area: Basement                      Location: Air Conditioning Plant
Moves Needed: None                  Magic Needed: None

Head down to the Air Conditioning Plant. On either side of the walkway you
enter on are note nests.



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

-EMPTY HONEYCOMB 1: AT THE TRAIN STATION-
Area: Train Station                 Location: Above Train Station
Moves Needed: None                  Magic Needed: None

After arriving in the Grunty Industries building from the train (or after
trekking back to the station), go up the stairs to the walkway that goes above
the entrance. At the end is a box marked "fragile". Break it open to find a
Shock Spring Pad, which you can use to spring up to a rafter above. Grip Grab
(or walk) across it to the middle, where a golden Empty Honeycomb waits.


-EMPTY HONEYCOMB 2: SHOCK SPRING IN BOX ROOM-
Area: Floor 3                         Location: Above Boiler Room Entr.
Moves Needed: None                    Magic Needed: None

In the large room filled with boxes, make your way over to a place where a
"fragile" box blocks the service entrance to the Boiler Room. Above this
(you'll need to head to the right to get up) is a Shock Spring Pad. Use it to
spring up to very high boxes, where an Empty Honeycomb awaits.


-EMPTY HONEYCOMB 3: ON THE SMOKESTACK-
Area: Grunty Industries             Location: The Roof
Moves Needed: None                  Magic Needed: None

After activating the Flight Pad, fly up to the top of the building. The right
smokestack has an Empty Honeycomb Piece above it.



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

-JINJO 1: FROM JOLLY ROGER'S LAGOON-
Area: Disposal Plant                Location: Behind Glass
Moves Needed: Talon Torpedo         Magic Needed: None

To get this Jinjo, you must start from Jolly Roger's Lagoon. Starting in the
Smuggler's Cavern, use the Talon Torpedo on the picture of Kazooie and start
swimming down the pipe. Use Ice Eggs to freeze the fan blades so you can get
by. After swimming by three fans, you'll arrive in Grunty Industries' Disposal
Plant, where a Jinjo can be found.


-JINJO 2: LEG SPRING-
Area: Floor 2                           Location: Toxic Waste Room
Moves Needed: Leg Spring                Magic Needed: None

After learning Kazooie's Leg Spring, Split-Up on the central platform in the
Toxic Waste Room. One of the pipes leading from this platform has a Jinjo above
the far end. Use the Leg Spring to reach it.


-JINJO 3: OUT BACK-
Area: Grunty Industries             Location: Back of the Building
Moves Needed: Claw Clamber Boots    Magic Needed: None

This is a rather complicated Jinjo to get. First, Split Up in the Toxic Waste
Room, then walk out the back door as Banjo. Under the box closest to the stairs
is a switch. When you step on it, a door opens high above to reveal a Jinjo.
Switch to Kazooie and head outside. Another box out back holds Claw Clamber
boots. After slipping them on, head towards the long building, but before you
get there, look at the wall to find some footprints. Run up the wall and you'll
arrive right next to the Jinjo.


-JINJO 4: IN THE SMOKESTACK-
Area: Boiler Plant                  Location: Atop Boiler
Moves Needed: Airborne Egg Aiming   Magic Needed: None

A sign in the level says that both smokestacks have something. Grunty must be
cutting funding from maintenance, because the left smokestack is patched up
only with a few loose boards. A Grenade Egg will get rid of them. Fly inside
and you'll plop down inside the Boiler Room. Walk out to the end of the boiler
(or whatever it is) to find a Jinjo.


-JINJO 5: ALMOST TOO EASY...-
Area: Rooftop Warehouse             Location: Left Warehouse
Moves Needed: None                  Magic Needed: None

If you can make it into the left warehouse window (left if you're facing the
smokestacks), you'll see a Jinjo near the ground. This seems to be so much like
a Minjo, but it's not, it's the real thing. I guess it's just there to taunt
you if you come up as a Washer first.



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

-CHEATO PAGE 1: LOGGO IS CLOGGED-O-
Area: Worker's Quarters             Location: Men's Restroom
Moves Needed: Grenade Egg           Magic Needed: None

From Floor 1, go down the stairs near the service elevator to the Worker's
Quarters. On the wall to the left as you enter are two restrooms. Blast open
the door to the Men's Restroom with a Grenade Egg to meet up with your old
friend, Loggo the toilet. A piece of paper (which turns out to be a Cheato
Page) is clogging him, and using the Bill Drill will get it out. No good deed
goes unrewarded, as he'll let you keep the page.


-CHEATO PAGE 2: FLY TO THE WINDOW-
Area: Floor 2                       Location: From Outside Room
Moves Needed: None                  Magic Needed: None

After making the Flight Pads appear outside, go over to the building near the
Train Switch and take off. Right above this building is a noticeably different
window. Smash it, then enter to find a Cheato Page.


-CHEATO PAGE 3: DEFEAT WELDAR-
Area: Repair Depot                  Location: Across Beam
Moves Needed: None                  Magic Needed: None

After defeating Weldar, the rotating beam above the Repair Depot will stop
moving. This will allow you to walk across and secure the Cheato Page there.



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

-CLAW CLAMBER BOOTS-
Area: Floor 1                       Location: Near Split-Up Pad
Notes Needed: 505                   Perform: Run Up Walls

The last type of shoe you'll learn, and one you've likely needed to learn for a
while, are the Claw Clamber Boots. With these you can run up walls. Sounds
pretty sweet, doesn't it? Well, you can't run up any wall, just areas with
footprints going up. Still, there are quite a few of these places in the game.


-SNOOZE PACK-
Area: Waste Disposal Plant          Location: Near Entrance
Notes Needed: 525                   Perform: Hold Z and Bottom C

This is one of Banjo's most useful moves. When Kazooie's away, Banjo can hop
inside his backpack and take a quick nap. This nap refills his energy. Yup, it
really does. This makes being careless with Banjo a whole lot easier.


-LEG SPRING-
Area: Floor 2                       Location: Toxic Waste Room
Notes Needed: 545                   Perform: Hold Z and Press A

The Leg Spring is an incredibly powerful jumping move that Kazooie learns by
herself. This jump will allow Kazooie to leap much higher than even the Flip
Flap Jump, though not as high as a Shock Spring Pad. Still, having a great jump
at your disposal to use anywhere is very handy.



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

-MUMBO'S GLOWBO-
After coming up from Floor 2, you'll see this Glowbo on top of one of the many
boxes. Work your way up them (you'll need to go further back) and get it. I
never thought I'd say this, but this Glowbo actually takes a little skill to
get.

-WUMBA'S GLOWBO-
Near Wumba's, there's a broken pipe. Behind it is one of those lovable Glowbos.



              =============== BOSS: WELDAR ===============
                     VISUALLY-IMPAIRED WELDING TORCH

     This guy is pretty tough, especially for a visually-impaired welding
torch. He's found in the Repair Depot, which can be opened by the electromagnet
(see Mumbo Pad 2). When you first start the battle, the mere six hits you'll
need to inflict may not seem like much. Actually, that gives Weldar more than
enough time to destroy you. After each hit, his pattern changes. Follow the
list below.

 -Prior Hit 1: Energy Balls, Vacuum
 -Prior Hit 2: Nuts/Bolts/Screw Shot, Vacuum
 -Prior Hit 3: Smash, Chase, Vacuum
 -Prior Hit 4: Energy Balls, Vacuum (with energy beam floor)
 -Prior Hit 5: Nuts/Bolts/Screw Shot, Vacuum (with energy beam floor)
 -Prior Hit 6: Smash, Chase, Vacuum (with energy beam floor)

To harm Weldar, you need to fire Grenade Eggs into his mouth when he vacuums.
It's not too convenient to do this if he's sucking you in, so to avoid the
suction, be sure to get to one of the corners before he starts, where you'll be
out of range. Fire a grenade egg into his mouth for a hit. Prior to hits 2 and
5, he'll spit out nuts/bolts/screws. The last of these will give you a
Honeycomb piece. Stock up on life if you need to (and can avoid being hurt by
the enemies). Prior to hits 4-6, he'll turn on an energy field, where there are
places on the floor that'll shock you. Be very careful. Unfortunately,
defeating this tough boss won't get you what you'd think... all you get is a
Shock Spring Pad to get out. But, it won't be long until you can get some other
much nicer items...



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

-MUMBO PAD 1: EMP WALL CRUSHERS-
Warp to Floor 4 as Mumbo, then ascend the boxes near the conveyor belt. On the
walkway above is a "fragile" box. Break it open with Mumbo's magic stick to
uncover a Mumbo Pad. This will cause the wall crushers to stop, but the magic
will only last for 45 seconds. Quickly warp back to Mumbo's skull, switch to
Banjo/Kazooie, warp back, and run by the wall crushers. A switch behind them
will turn them off for good.

-MUMBO PAD 2: EMP ELECTROMAGNET-
To make this Pad appear, you'll need to lower Screw Platform 2 (see Things To
Do). Once it is, head into the Electromagnet Chamber as Mumbo. How? There's a
grating near Wumba's that Mumbo's wand (or a Grenade Egg) can destroy, allowing
a path from the Wigwam to the entrance to the Electromagnet Chamber. When
Mumbo's magic goes into effect, the magnet will malfunction, and you'll only
have 45 seconds to go back to Mumbo's, switch back to Banjo/Kazooie, go to
Wumba's, transform, and head back to the switch in the Electromagnet Chamber
(only the Washer has enough weight to press it down). This will open up the
door to the Repair Depot in the Basement (Air Conditioning Plant).



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

-WARP PAD 1: FLOOR 1-
After opening the factory entrance (see Things to Do), you'll see a Warp Pad.
Activate it and you can warp to Floor 1 and the level entrance quickly.

-WARP PAD 2: FLOOR 2-
This is right outside Wumba's, which isn't far from the entrance where you come
up to Floor 2 for the first time.

-WARP PAD 3: FLOOR 3-
Look outside Mumbo's for another Warp Pad.

-WARP PAD 4: FLOOR 4-
This is near the conveyor belt and crushers. Make your way past the Tintop room
to get to it.

-WARP PAD 5: ON THE ROOF OUTSIDE-
Fly up to the rooftop to find this Warp Pad.



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

DISPOSAL PLANT:
Put a battery in Chamber 1 (near the entrance to the Train Station on Floor 1)
to open a hatch to the Waste Disposal Plant. Climb the ladder and drop in to go
there.

WORKERS' QUARTERS:
From Floor 1, go down the stairs near the Service Elevator to find this place.

TOXIC WASTE ROOM:
On Floor 2, this place is easily identified by its green pools of toxic waste.
It's found off the Tintop Room.

AIR CONDITIONING PLANT:
This is on Floor 1, right next to the front entrance. You'll need to go down a
small set of stairs to get to it.

BOILER PLANT:
On Floor 3, ascend the boxes in the Box Room. There are several ways to get
here, either through jumping or Grip Grabbing across a beam.

LEFT/RIGHT WAREHOUSE:
The warehouses are found on the rooftop. There are three sections, but only the
middle and right ones can be entered. Thus, they're referred to as the right
and left warehouse (right or left if you face the smokestacks). To enter, walk
behind them and Shock Spring up. There are two windows up here, and a Beak
Buster will smash them open.

MUMBO'S SKULL:
On Floor 3, to the left of the entrance from Floor 2.

WUMBA'S WIGWAM:
On Floor 2, near the entrance from Floor 1.



________________________________________________________________________

        =============== LEVEL 7: HAILFIRE PEAKS ===============
________________________________________________________________________

Isle Area: Clifftop                 Train Station: Yes
Jiggies Needed: 36                  Moves Learned: 2
Characters: Boggy, Mrs. Boggy, Groggy, Soggy, Moggy, Alien Family,
   Sabreman, Gobi
Enemies: Flame Carpet Riders, Flame Hands, Fireball Gargoyles, Bigfeet,
   Ice Crystals
Boss: Chili Billi and Chilly Willy
Transformation: Snowball
Mini-Games/Shootouts: Colosseum Kickball Tournament
Levels Connects To: Mayahem Temple, Glitter Gulch Mine,
     Jolly Roger's Lagoon, Terrydactyland, Grunty Industries

     Hailfire Peaks is a lava and ice world rolled into one. Kinda interesting,
really, seeing as the two themes are opposites of each other and are placed
side by side in the level. The Fire Side of the level boasts a huge tower where
the professional kickball tournaments are held. The Ice Side has more
attractions, such as an oil digger, a crystallized cavern, and the polar bear
Boggy's house. Both sides have a train station, making this the only level with
two. There's also two bosses, one fire dragon and one ice dragon. Since this
world is so huge, be prepared for a lot of going back and forth between the
different sides of the mountain.



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

-DESTROY LAVA HOUSE-
On the Lava Side, take a left at the lower pool of hot water and follow the
path. After you pass Mumbo's Skull, Grip Grab along the ledge and into the
tunnel. You'll emerge on top of the Lava House. Wait for the fire dragon to
spit a fireball at you. Instead of smashing you, it'll plummet onto the roof of
the house, destroying it. Inside are several feather nests and more
importantly, a Flight Pad.


-TUNNEL SWITCH-
Look around outside the Lava House and you'll spot a switch on a small island
in the lava. Jump to it to open an underground tunnel connecting the Lava House
to the outside of Sabreman's tent.


-SMASH THE BIGGAFOOT-
Biggafoot, the most respected of all the Biggafeet (you know what they say
about guys with big feet), guards a pair of Claw Clamber Boots that you need to
defeat the ice dragon and to get Jiggy 10. Whatever shall you do?! Fortunately,
the ice dragon, like the fire dragon, dooms himself by spitting balls of ice at
you. If you stand near Biggafoot (staying out of kicking range is fine) while
the spheres of ice are crashing down, one will smack Biggafoot's foot, making
him run away. The Claw Clamber Boots are yours for the taking.


-FIRE SIDE TRAIN SWITCH-
The Train Switch for the Fire Side is found on the wall of the large Colosseum.
Jump from the path that goes by the Train Station to a small alcove in the side
of the wall. From here, Grip Grab across to a second alcove that contains the
Train Switch.

-ICE SIDE TRAIN SWITCH-
Transform into a Snowball and accumulate enough snow to become the largest
possible size.  Head up the path to the Upper Area of the ice side, then go
back down the right hand path to the other side (near Boggy's house). Go up the
ramp to the Warp Pad, then up the path to the giant Train Switch. Only the
largest sized snowball can press it down.


-MAKE AN ICICLE BRIDGE IN THE GROTTO-
Deep inside the Icicle Grotto is a large pit. If you look above it, there are
many large icicles. Shoot grenade eggs at them and they'll come crashing down,
forming a bridge across the pit.



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

-JIGGY 1: ACROSS THE STOMPING PLAINS YET AGAIN-
Area: Ice Side                      Location: Cave
Characters Involved: Stomponadon
Worlds Traversed: Terrydactyland
Moves Needed: Snooze Pack           Magic Needed: None

It's rather interesting that you have to do 99.9% of the work to get this Jiggy
in Terrydactyland, yet it counts as a Jiggy for Hailfire Peaks. Yes, this means
you'll need to head back to Terrydactyland. Actually, to be more specific, the
Stomping Plains. Chances are you saw three switches across the plains: one for
Banjo, one for Kazooie, and one for the two together. You've (probably) gotten
the latter two, but not the first. But how do you get by the smashing foot of
Stomponadon as the pokey Banjo? Well, it's a given that you're going to get a
lot of life taken off, but that's OK. Between every footprint, you will get
stomped on, and this will take off nearly all of your life. However, stop in
each footprint and use the Snooze Pack to take a quick nap and regain all your
health. By doing this, you can make it to the other side alive. Step on the
switch and it'll open the path to a cave on Hailfire Peaks' Ice Side. Inside
this cave is a Jiggy.


-JIGGY 2: THE WRATH OF THE TWO DRAGONS-
Area: Fire/Ice Sides                Location: Mountaintops
Characters Involved: None
Worlds Traversed: None
Moves Needed: Claw Clamber Boots, Fire Eggs, Ice Eggs
Magic Needed: None

I normally put the boss battles as one of the later Jiggies to collect, but
you'll definitely want to defeat these two guys as soon as possible. You know
how annoying those fire and ice balls are that come crashing down every 10
seconds when you're trying to find something, so make them stop by giving the
two dragons a beating. To get to the fire dragon, Chilli Billi, take off from
the Flight Pad (in the Lava House, see Things to Do) and fly all the way up to
the top of the Fire Side, where a small cave leads to the first boss. After
defeating him, head over to the ice side. Grab the Claw Clamber Boots (behind
Biggafoot, see Things to Do) and follow the feet up the wall near the Warp Pad.
Way up here is a cave leading to the top of the ice mountain. Defeat Chilly
Willy and he'll fork over a Jiggy.


-JIGGY 3: FRESH FISH FOR BOGGY-
Area: Ice Side                      Location: Boggy's House
Characters Involved: Boggy
Worlds Traversed: None
Moves Needed: Shack Pack            Magic Needed: None

Poor Boggy is looking a bit slim, and has nothing to eat while watching his new
widescreen TV. What a problem! Help this polar bear in need and bring him
something to eat. A suitable meal can be found in the upper pool of hot water
on Hailfire Peaks Fire Side (near the left exit to the Ice Side). Use the Shack
Pack to enter the scorching water safely. Grab the helpless fish lying at the
bottom and take it to Boggy. It turns out the fish couldn't escape because it
was weighed down by a Jiggy, which Boggy will give you for your work.


-JIGGY 4: BLACK GOLD AND GOLD GOLD-
Area: Ice Side                      Location: Oil Drilling Outpost
Moves Needed: Shack Pack            Magic Needed: Snowball Trans.

The way to get this Jiggy is pretty simple, but it'll involve a lot of
backtracking and going back and forth. The first step is powering up the Oil
Drill. The switch to do this is on top of the building in the outpost, but only
something of great weight can press it down. This is the Snowball. Transform
into the Snowball and become the largest size possible. Head up the path to the
Upper Area of the ice side, then go back down the right hand path to the other
side (near Boggy's house). Go up the ramp to the Warp Pad and warp to the Fire
Side's Upper Area. As you can guess, a snowball won't last long in a very hot
place, so you'll need to move quickly if you want to retain your size. Quickly
roll left (use the magic roll and you can go through the Flame Hands) and into
the exit to the Ice Side. If you were quick enough, you'll still be at full
size. Go along the path to the power switch. Only the largest sized snowball
can activate the drill. If it works, the drill will unearth a Jiggy that
bounces down the pipe. How to get in? Transform back into Banjo and Split Up
with Kazooie. Use the Shack Pack to enter the small hole in the oil pipeline.
You'll come out in Grunty Industries, where the Jiggy is waiting. Though you're
in Grunty Industries when you obtain this Jiggy, it'll count towards your
totals in Hailfire Peaks.


-JIGGY 5: THE SWITCHES IN THE HEART OF THE VOLCANO-
Area: Fire Side                     Location: Inside the Volcano
Characters Involved: None
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

This Jiggy is found inside the smoldering volcano cavern, where lava and
noxious gases are in abundance. There are six switches in this area, the first
five having roman numerals on them and the last a Jiggy. Each switch raises a
platform and/or another switch. Be sure to watch your air supply, and if you're
running low, retreat outdoors before you lose life. When you press down the
sixth switch, a Jiggy will appear in the center.


-JIGGY 6: THE COLOSSEUM KICKBALL TOURNAMENT-
Area: Fire Side                     Location: Colosseum
Character Involved: None
Worlds Traversed: Mayahem Temple
Moves Needed: Grenade Egg           Magic Needed: Stony Transformation

Kickball seems to be very popular on the Isle O' Hags, and Hailfire Peaks
league is the prime location for viewers and players alike. To win the Jiggy,
you'll have to participate again. But those Stonies speak that weird
gibberish... so you must become a Stony yourself yet again. To the right of the
stairs leading up to the kickball stadium inside the colosseum, there is a wall
with a crack in it. Blast it open with a Grenade Egg and enter. You'll emerge
in the Mayahem Temple's Kickball Stadium. Warp to Wumba's, transform into a
Stony, then warp back. Go back to the Colosseum in Hailfire Peaks and talk to
the Stony to enter the tournament. The league in Hailfire Peaks plays a bit
differently than that of the Mayahem Temple. The variation is that the player
with the lowest score wins, not the highest. That means you'll want to shoot
yellow balls at others' goals to raise their points, while red balls at your
own to lower your score.

  *Quarter-Finals: The only ball available in the first round is the
     standard yellow ball. It will give two points to whoever's unlucky
     enough to get it in their goal. Be fast and target the winning
     player's goal.
  *Semi-Finals: The next match is different from the others in that you
     start out with 50 points, and whoever has the least points when
     the time runs out wins. The red ball is introduced, which subtracts
     one point from your score, as well as the flashing red ball that
     subtracts two. It's easier to make shots on others and boost their
     scores, but give your goal some red balls whenever they're nearby.
  *Finals: This last game of the tournament adds the flashing yellow
     ball (which adds 4 points) and the bomb, which momentarily stuns a
     player. Avoid the bombs and go for the flashing yellow balls.

Victory in the tournament will score you a Jiggy. Duh. What did you think they
were gonna give you? A banana?


-JIGGY 7: SCALING THE COLOSSEUM WALLS-
Area: Fire Side                     Location: Outside the Colosseum
Characters Involved: None
Worlds Traversed: None
Moves Needed: Split Up              Magic Needed: None

Getting this Jiggy requires splitting up and taking Banjo and Kazooie to
various places solo. Outside on the Colosseum walls are several switches that
only one character can press down. You'll be switching characters a lot to get
this. The first switch is a Banjo Switch. Go inside the Colosseum and Split Up.
On the pillar that's to the right when you enter is a chain. Climb it with
Banjo. At the top of the chain, grab onto the ledge that goes around the pillar
and shimmy along to the other side. Go outside to find the switch. Activate it,
then switch to Kazooie. As Kazooie, go to the Lava House on the other side of
the Fire Side and take off from the Flight Pad. Fly to the alcove in the side
of the Colosseum that has the Kazooie switch. Press it and switch back to
Banjo. Grip Grab with the bear along the ledge to the left. You'll soon reach
the next switch. Tripping it will open a gate at the bottom of the Colosseum
that holds a Jiggy inside. Have Kazooie float down and grab the Jiggy.


-JIGGY 8: SABREMAN, BACK FROM THE DEAD-
Area: Fire Side                     Location: Sabreman's Tent
Characters Involved: Sabreman
Worlds Traversed: None
Moves Needed: Taxi Pack             Magic Needed: Mumbo

Down by the freezing ocean on the Ice Side, there's an explorer frozen stiff.
It's too late to thaw him out, but it's never too late to bring someone back
from the dead! Bring Mumbo over to the Mumbo Pad above and bring Sabreman back
to life. As you can imagine, Sabreman is a bit chilly from his 16 years frozen
in ice, so switch back to Banjo and Kazooie and warm him up with a few fire
eggs. But even that isn't enough for Sabreman. He also wants you to carry him
back to his tent. Perhaps he's not as young as he used to be, but still... he
sure is greedy. Split Up and go back to Sabreman as Banjo, and load him into
your backpack. Warp to the Fire Side and pull Sabreman out near his tent.
Finally content, he'll give you a Jiggy and hit the hay.


-JIGGY 9: THE ALIEN FAMILY-
Area: Ice Side                      Location: Near Wumba's
Characters Involved: The Aliens
Worlds Traversed: None
Moves Needed: Hatch, Bill Drill     Magic Needed: Mumbo

Remember the aliens from Jolly Roger Lagoon? If you happen to have no clue what
I'm talking about, jurry back and help them out before trying to get this
Jiggy. Anyway, there are several alien kids that have ejected into the Ice Side
of Hailfire Peaks, and it's up to you to find them. Of course, with your
earthling eyes you can't see them, so consult the Alien Dad for some help. Of
course, it is a bit of a problem that he's dead. No worry, though, as Mumbo's
patented magic can bring him back. Get Mumbo on the Mumbo Pad and he'll bring
the father back to life. This alien will now reveal the locations of the kids,
which you'll need to get as Banjo and Kazooie.

  1. The first kid is found right below the Mumbo Pad near Wumba's
     Wigwam. Bill Drill the layer of ice to get the kid out. But what's
     this? Another dead alien? Geez, they really need to learn how to
     adapt to the climate. Bring Mumbo back again (aaaggh! all this
     going back and forth!) to raise him from the dead.
  2. The second kid is near where you found Wumba's Glowbo (on the
     secluded shore near the ocean). Bill Drill the ice above it to set
     him free.
  3. The last alien is above the Split Up Pad in the Upper Area. How do
     you reach this height? Split Up and take Kazooie up to the entrance
     to the dragon's mountaintop (you'll have to Claw Clamber). From
     this height, glide down to the baby alien. The alien is cold
     though. Instead of using Fire Eggs, the Hatch move is the key here.
     Once warmed, the baby will head back to the father.

When all four aliens are together again, they'll take off, leaving behind a
Jiggy for you to collect.


-JIGGY 10: THE ICE SIDE TRAIN STATION-
Area: Ice Side                      Location: Ice Side Cave
Characters Involved: Gobi
Worlds Traversed: None
Moves Needed: None                  Magic Needed: None

If you've unturned every other stone in this level, you'll still notice two
things: there's a Jiggy behind a wall underneath Boggy's house and you haven't
been able to get to the Train Station. Rather conveniently, these two things
are both connected. The biggest trouble is cooling the train's engines so that
it can go to the Ice Side. This is where Gobi, the camel with the big Banjo
role comes in. If you freed him from WitchyWorld, he'll go to the Fire Side
train station in Hailfire Peaks (if you didn't free him, blast the lock on the
prison door in the Chamber of Horrors). Get up to where Gobi is by using the
Claw Clamber Boots on the feet of the left exit of the Ice Side. You'll get up
to a cave above, which will lead you to Gobi's elevated position in the Train
Station. Gobi's been saving up some nice, cold water. Gee, that sure would cool
something pretty well... hmmm... but of course! The engine! Use the Beak Buster
on Gobi's hump and he'll spit the water into Chuffy. You can now take it over
to the Ice Side Train Station. When you get out, climb up the track that hangs
down from above and go into the opening. You'll come out in the cave beneath
Boggy's where the Jiggy is located.

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