Banjo-Tooie - Strategy Guide (Page 09)
Below are the cheat codes, hints and help for Banjo-Tooie - Strategy Guide (Page 09).
=============== NOTE LOCATIONS ===============
-TREBLE CLEF-
Area: Ice Side Location: Icicle Grotto Pit
Moves Needed: Grenade Egg Magic Needed: None
After making a bridge out of the icicles (see Things to Do), go about halfway
up and you'll see two more icicles to the left. One of them has an ice cube on
it, and frozen inside is the Treble Clef. Jump over and smash it open to get 20
notes.
-15 NOTES-
Area: Fire Side Location: Near Shack Pack Hatch
Moves Needed: None Magic Needed: None
Follow the right path after the lower pool of hot water and go through the
tunnel and up the ladder. When you come out of the tunnel, head to the right
along the narrow path with Flame Hands. Along this path is 15 notes.
-10 NOTES-
Area: Fire Side Location: Near Mumbo
Moves Needed: None Magic Needed: None
From Warp Pad 1 (near the pool of hot water), take a left and follow the path
past the cave. Along the narrow path you'll find 10 notes right before you
reach Mumbo's Skull.
-10 NOTES-
Area: Fire Side Location: Ladder Cave
Moves Needed: None Magic Needed: None
Take a right at the lower pool of hot water and follow the path into the cave.
At the bottom of the ladder you'll spot two note nests.
-10 NOTES-
Area: Fire Side Location: Near Warp Pad 2
Moves Needed: None Magic Needed: None
At the very top of the Fire Side is a path with Flame Hands everywhere and in
the middle is Warp Pad 2. Along this path you'll find two note nests.
-10 NOTES-
Area: Ice Side Location: Near Oil Drill
Moves Needed: None Magic Needed: None
On the steps going up to the Oil Drilling station, there's two ice cubes that
contain note nests.
-10 NOTES-
Area: Ice Side Location: Near Warp Pad 3
Moves Needed: None Magic Needed: None
At the upper area of the Ice Side, right next to the right path leading down to
the lower area, rests two ice cubes with note nests inside.
-10 NOTES-
Area: Ice Side Location: Near Wumba's Wigwam
Moves Needed: None Magic Needed: None
Near Wumba's Wigwam, there are steps leading up to Warp Pad 4. On these steps
are two ice cubes containing note nests.
-10 NOTES-
Area: Ice Side Location: Near Boggy's House
Moves Needed: None Magic Needed: None
The steps leading up to Boggy's House also have ice cubes, and guess what?
There's no notes inside them! Just kidding, of course there are.
=============== EMPTY HONEYCOMBS ===============
-EMPTY HONEYCOMB 1: WALKING ALONG THE TRAIN TRACKS-
Area: Fire Side Location: Train Station
Moves Needed: Grip Grab Magic Needed: None
Enter the Fire Side's Train Station and head up to the loading platform. Walk
on the train track to the right, then jump to the ledge. Move across to the
alcove where the Empty Honeycomb is hiding itself.
-EMPTY HONEYCOMB 2: ABOVE THE POOL OF HOT WATER-
Area: Fire Side Location: Upper Pool of Hot Water
Moves Needed: Grip Grab Magic Needed: None
Here's a second Empty Honeycomb that you use the Grip Grab to get. Right near
the left Fire Side exit to the Ice Side (above the upper pool of hot water) is
a ledge. Grip Grab across and pull yourself up to the Empty Honeycomb Piece.
Watch out for the Grip Grab Plant, as getting hit will send you falling down
into the boiling water.
-EMPTY HONEYCOMB 3: INSIDE THE VOLCANO-
Area: Fire Side Location: From Icicle Grotto
Moves Needed: Grenade Eggs Magic Needed: None
Cross the pit in the Icicle Grotto via the icicle bridge (see Things to Do). At
the other end, go into the reddish passage to come out inside the volcano,
right next to an Empty Honeycomb piece.
=============== JINJOS ===============
-JINJO 1: BREAK THE ICE-
Area: Ice Side Location: Outside Boggy's House
Moves Needed: Bill Drill Magic Needed: None
Normally in games like these, you get things from helping people out. In this
case, you get things for doing things the easy way. This, of course, is much
smarter. When you approach Mildred the ice cube outside of the igloo Boggy is
inhabiting, she'll whine to you about her lost husband. End her misery by
performing the Bill Drill on her head. See, instead of going through all the
trouble to find George, all you had to do was perform one little move. How
nice.
-JINJO 2: SWIMMING IN HOT WATER-
Area: Fire Side Location: Pool of Hot Water
Moves Needed: Shack Pack Magic Needed: None
In the same pool of hot water that contains the fish (it's near the exit to the
Ice Side, if you didn't know) is a Jinjo. Simply Shack Pack your way into the
water and grab the Jinjo.
-JINJO 3: GLIDING IN THE GROTTO-
Area: Ice Side Location: Icicle Grotto
Moves Needed: Glide Magic Needed: None
Near the beginning of the icicle bridge in the Icicle Grotto, high above in a
cave, a Jinjo is waiting for someone to rescue it and take it out of the cold.
Kazooie can't Leg Spring up there, but gliding from a higher elevation will
allow her to reach the Jinjo. You can get enough height to glide over if you
Leg Spring from the second icicle of the bridge and glide at the apex of the
jump.
-JINJO 4: BEHIND THE LAVAFALL-
Area: Fire Side Location: Outside Colosseum
Moves Needed: None Magic Needed: None
The first step in getting this Jinjo is entering the Colosseum. Tough, huh?
Head to the left, go up the stairs, and go left and up the next broken set of
stairs. At the top is a switch that makes three platforms appear in the lava
outside of the Colosseum. Head over to the right side of the inside, go up the
stairs, and use a Grenade Egg to blast the cracked wall. You'll come outside
right next to the platforms. Go across them and you'll see the Jinjo. However,
it's trapped behind a waterfall of lava... I guess that doesn't make it a
waterfall, but you know what I'm talking about. Anyway, to get through the lava
unscathed, you can either use the Wonderwing or Shack Pack.
-JINJO 5: THE WINDY VALLEY-
Area: Ice Side Location: Biggafoot's Territory
Moves Needed: None Magic Needed: Snowball Trans.
This Jinjo sits right in front of a cave in Biggafoot's territory. It seems
simple enough when you first see him; just walk up and grab him, right? Of
course, it's not that simple. When you get close to the Jinjo, the cave will
start blowing a strong wind that keeps you back. How to get by this wind? Go
see Wumba and have her transform you into a Snowball. Become the largest size
possible, then head out to the cliff in the upper area, right above the windy
valley. Roll up the wall (yes, up the wall) a little ways, then jump off down
towards the cave. If you went up the wall just enough, your immense girth will
hit the Jinjo and you'll collect it before the wind can blow you away.
=============== CHEATO PAGES ===============
-CHEATO PAGE 1: UP THE MOUNTAIN-
Area: Ice Side Location: Small Mountain
Moves Needed: Leg Spring Magic Needed: None
Split Up on the pads near Warp Pad 3 and take Kazooie to the small mountain in
Biggafoot's territory. Leg Spring up to each higher crevice in the
mountainside. Waiting at the summit is a Cheato Page.
-CHEATO PAGE 2: OUTSIDE OF THE COLOSSEUM-
Area: Fire Side Location: Colosseum
Moves Needed: Claw Clamber Boots Magic Needed: None
On the left pillar when you enter the Colosseum, there are footprints. Behind
the pillar and up the stairs to the left is a cracked wall. When destroyed
(with Grenade Eggs, of course), you'll find a pair of Claw Clamber Boots. Run
up the pillar and go out the opening. You'll be standing right next to a Cheato
Page when you come out.
-CHEATO PAGE 3: ICICLE GROTTO TUNNEL-
Area: Ice Side Location: Icicle Grotto
Moves Needed: Shack Pack Magic Needed: None
In the first room of the Icicle Grotto, there's a small hole in a part of the
wall. Enter as Banjo and use the Shack Pack move. Enter the hole and go down
the tunnel to find a Cheato Page.
=============== JAMJARS' MOVES ===============
-SHACK PACK-
Area: Fire Side Location: Right of Ladder Tunnel Ex.
Notes Needed: 640 Perform: Hold Z and Press Bottom C
Another move that Banjo performs with his famous blue backpack is the Shack
Pack. Banjo throws the backpack over his head, squeezing himself into the tight
space. This not only protects him from hot and toxic liquids, but it also makes
him smaller and allows him to enter small holes.
-GLIDE-
Area: Ice Side Location: Across Icicle Bridge
Notes Needed: 660 Perform: Press Z While in Air
Kazooie's Glide move allows you to fly at any time without the use of red
feathers, but is very limited. You cannot fly higher than your starting
position, and you will gradually lose height. You will also not be able to
perform the Beak Bomb attack. However, being able to fly anywhere is very
handy. Simply press Z while at the top of a jump, during a drop, or any other
time you're in the air. Gliding does offer more precise maneuverability than
flying, though it is slower. This move is very useful because performing a Leg
Spring to gain height then gliding at any spot is quite handy.
=============== GLOWBOS ===============
-MUMBO'S GLOWBO-
This Glowbo is found on the grounds outside of the Lava House. You can drop
down there from the cliff Mumbo's Skull is on.
-WUMBA'S GLOWBO-
From Wumba's, go to the left to the ocean shore. On the wall nearby is a ledge.
Grip Grab across to a small corner of the level, where a Glowbo is jumping
around. You can also reach this area by jumping along the upper pathways.
=============== BOSS: THE FIRE AND ICE DRAGONS ===============
There are two bosses you'll need to defeat in this level, one for each of
the two sides of the Peak. Both of them attack quite similarly. Each of the
arenas where you fight them has four cannons. Each cannon can shoot up to three
eggs that successfully hit, then they disappear. These cannons also provide
good protection from the dragons' attacks.
-CHILLI BILLI: HOT 'N' SPICY DRAGON-
The volcano of the fire dragon should be your first stop in this boss of the
bosses. Billi only takes a mere six hits to defeat. The first thing he does is
spit fireballs. Find safety behind one of the cannons, then fire an ice egg
through the hole in the back to hit Billi. After he's hit (or after you take
too long to attack), the fire dragon will come down and try to lick you...
nasty. His tongue will move back and forth across the ground, and you'll have
to jump over it. After six ice eggs, he'll run away and you can go on to the
ice side.
-CHILLY WILLY: COLD 'N' ICY DRAGON-
Chilly Willy attacks very similarly to his brother/friend/whatever. First, he
shoots globes of ice at you, then he gets busy with his tongue. However, not
only does Willy take twelve hits (which means you'll have to use each of the
cannons to their full capacity), he also is noticeably faster than Billi.
Still, he shouldn't pose much of a threat, and with twelve fire eggs he'll be
down for the count.
=============== MUMBO PADS ===============
-MUMBO PAD 1: LIFE FORCE ALIENS-
This Pad is on an outcropping of slippery ice, near Wumba's Wigwam. Use it to
revive the Alien dad and kid.
-MUMBO PAD 2: LIFE FORCE SABREMAN-
The second Mumbo Pad is above the ocean, close to Boggy's House. Use Mumbo's
magic stick to break open the ice cube containing the pad, then use Life Force
to bring Sabreman back from the dead.
=============== WARP PADS ===============
-WARP PAD 1: FIRE SIDE - LOWER AREA (MUMBO)-
From the entrance of the level, head straight and go up two flights of stairs.
You'll come to the first Warp Pad, right in front of the searing pool of water.
-WARP PAD 2: FIRE SIDE - UPPER AREA-
Scale the cliffs and narrow paths of the Fire Side, and along the path at the
very top is this Warp Pad.
-WARP PAD 3: ICE SIDE - UPPER AREA-
This Warp Pad is in a small cave near a Split Up Pad, in between the Oil
Drilling outpost and Biggafoot's area. It's also underneath the entrance to
Chilly Willy's mountaintop.
-WARP PAD 4: ICE SIDE - LOWER AREA (WUMBA)-
The upper paths near the freezing ocean on the Ice Side claim this Warp Pad.
You can reach it by going up the steps near Wumba's Wigwam or up the ramp near
Boggy's House.
-WARP PAD 5: ICE SIDE - ICICLE GROTTO-
Enter the Icicle Cavern as Kazooie and run up the steep, slippery slopes. At
the top are several frozen waterfalls. Leg Spring up them to find this Warp
Pad, which you can come back to with Banjo if you'd like.
=============== AREA LOCATIONS ===============
LADDER TUNNEL:
If you take a right at the lower pool of hot water on the Fire Side, you'll end
up in a tunnel with a ladder. This is referred to as the Ladder Tunnel.
FIRE SIDE TRAIN STATION:
The Fire Side Train Station is at the very top of the level. Head right from
Warp Pad two and you'll see several platforms going across the lava. Go across
them and you'll arrive in the train station.
ICE SIDE TRAIN STATION:
This train station can only be reached by going to it from other train
stations.
INSIDE THE VOLCANO:
After going through the Ladder Tunnel, head down the path and you'll be above a
building. Go into the building below and you'll enter the volcano.
COLOSSEUM:
The Colosseum is to the right of the Level entrance. Jump across the fallen
pillars to get there.
BIGGAFOOT'S TERRITORY:
Biggafoot's territory is the lower area where Biggafoot roams, which includes a
small mountain, the windy valley, and the left Ice Side exit.
OIL DRILL OUTPOST:
This is to the right of the main upper area of the Ice Side. The huge drill and
building are hard to miss.
ICICLE GROTTO:
The entrance to the Grotto is found near the Oil Drill Outpost.
BOGGY'S HOUSE:
Boggy's House is a large, green igloo near the Ice Side ocean.
MUMBO'S SKULL:
Mumbo's Skull is on the Fire Side, right above the Lava Building. Take a left
at the lower pool of hot water to reach it.
WUMBA'S WIGWAM:
Wumba's is on the Ice Side, near the cold ocean shore.
________________________________________________________________________
=============== LEVEL 8: CLOUD CUCKOOLAND ===============
________________________________________________________________________
Isle Area: Wasteland Train Station: No
Jiggies Needed: 45 Moves Learned: 1
Characters: Mr. Fit, Guffo, the Zubbas, Canary Mary
Enemies: Cut-Out Creatures, Power Flowers, Zubbas
Boss: Mingy Jongo
Transformation: Bee
Mini-Games/Shootouts: Zubba Challenge, Trash Can Challenge,
Pot 'O' Gold Challenge
Levels Connects To: None
Cloud Cuckooland can best be described as "strange". Like Super Mario 64's
Rainbow Ride, Cloud Cuckooland features a bunch of out-of-place locales high in
the sky. Such places include a pot of gold, a giant trash can, and a big wedge
of cheese. Scared yet? While Cloud Cuckooland isn't one of the most beautiful
or memorable places you'll encounter in the game, the various places you can go
makes it rather interesting and allows for a lot of different ideas to be
presented in one place. It's definitely a nonsensical place.
=============== THINGS TO DO ===============
-DIG UP SEEDS-
There are two funny looking seeds in this level, buried in the ground. However,
they aren't in a desirable location, so dig them back up and take them
somewhere else. If you shoot across the sky from the flower right next to the
level entrance, you'll land right next to the ground where the seeds are
buried.
-HATCH THE FLOATUS FLOATII-
Floatus Floatium is singular, Floatus Floatii is plural. Yes, I wrote the book
on how to properly pluralize made-up words. And yes, pluralize is a word, I
also wrote the dictionary. Now then, onto where to find these creatures. There
are three of them in Cloud Cuckooland, waiting in eggs. You'll first have to
hatch the eggs as Kazooie, then use the Floatii as Banjo to float across the
sky or some other place. Their locations and how to hatch their eggs are below.
1. Inside the Central Cavern: Right next to the Warp Pad and Split Up
Pad in the center. Switch to Kazooie from the aforementioned pad
and hatch the egg.
2. Near the blue Mumbo's Skull: To hatch the egg, use the Spring Step
Shoes in the Central Cavern to jump to the cave that's the second
from the left of where the Jamjars' Hatch is.
3. Near the red Mumbo's Skull: Claw Clamber up the wall inside the
Central Cavern and go outside. You'll be right next to the Floatus
Floatium egg.
-PLANT THE SEEDS-
After finding the seeds, you'll need to plant them. What grows out of them?
Why, a nice large beanstalk that you can climb. Here's the locations of the
seed holes where you plant them.
1. Purple floating island near blue Mumbo's Skull. Use the Floatus
Floatium (#2) or Flight to get over to it.
2. Floating island near red Mumbo's Skull and below the Sack Race
area. Use the Floatus Floatium (#3) of Flight to get over to it.
-TIP: SHORTCUTS-
Here's a tip for everybody that'll make travel across Cloud Cuckooland much
easier. If you need to get back to the level entrance or a Split Up Pad fast,
simply jump into the great beyond below. You'll die, but you'll come back
(hopefully) where you want to be, making for a nice little shortcut.
=============== JIGGIES ===============
-JIGGY 1: THE GELATINOUS CASTLE OF JELLY-
Area: Cloud Cuckooland Location: Jelly Castle
Characters Involved: None
Worlds Traversed: None
Moves Needed: Shack Pack Magic Needed: None
Far out and deep down in the skies of Cloud Cuckooland rests a castle made of
jelly on a small floating island. Inside the layer of jelly is a Jiggy, but the
only opening is too small to fit into. The solution lies in Banjo's all-purpose
backpack. Split Up inside the Central Cavern, then head outside to the blue
Mumbo Skull as Banjo. Climb up the vine to the left, then jump into the flower.
It'll shoot you across the sky to the Jelly Castle. Jump off the top and search
the base for the tiny hole. When you find it, use the Shack Pack to become
small enough to enter. Walk inside and grab the Jiggy.
-JIGGY 2: THE ZUBBAS' NEW HIVE-
Area: Zubba's Nest Location: Honeycomb
Characters Involved: The Zubbas
Worlds Traversed: None
Moves Needed: None Magic Needed: Bee Transformation
The angry swarm of Zubba's from Click Clock Wood have moved to Cloud
Cuckooland, and instead of trying to kill you, this time they challenge you to
a game. But first, you'll have to find a way to enter the hive. At the summit
of the mountain in the center of Cloud Cuckooland is a statue of a Zubba
holding a target. If you shoot the target, the Zubbas will give you 10 seconds
to shoot it 20 more times. There's no way you can shoot eggs this fast, so
you'll have to use the stinger of the bee. Start far away from the target, and
shoot as you approach. If you succeed, the Zubbas will open the entrance to
their hive. Enter and they'll challenge you to a game. In this game, different
colored Zubbas (which are the standard red, green, and blue) fly from all
corners of the nest. If you shoot one, it'll give you the standard number of
points. You'll have 60 seconds, and two point goals to reach. If you get 50
points, you'll get the Jiggy. The best way to complete the game is to fly
around the center of the nest, holding down Z so you fire as fast as you can.
Keep spinning to try to locate new and better Zubbas. Also be sure to look up
and down to spot Zubbas. This challenge can be hard, but concentrate on the
Zubbas that give you more points and you'll get the Jiggy.
-JIGGY 3: EYEBALLUS JIGGIUM FLOWERS-
Area: Cloud Cuckooland Location: Varies
Characters Involved: None
Worlds Traversed: None
Moves Needed: None Magic Needed: Bee Transformation
Gruntilda has planted four Eyeballus Jiggium Plants in Cloud Cuckooland, which
are designed to keep a Jiggy safe and attack Banjo. Even more diabolical, these
plants are impervious to any attacks that Banjo and Kazooie dish out. However,
Gruntilda didn't expect that you'd be able to transform into a bee with deadly
stingers, and that's where the solution is. The Bee's stingers will quickly rip
the flowers to shreds. There are a total of four flowers.
1. Near where George the Ice Cube is/was resting.
2. On the sides of the large pool of water that you can drain.
3. On the purple platform above the red Mumbo's Skull.
4. On a platform below the Cheese Wedge.
When you defeat an Eyeballus Jiggium Flower that holds the Jiggy, it'll pass it
on to another. When there are no more left, it'll pop out and you can collect
it.
-JIGGY 4: GUFFO'S GERM PREDICAMENT-
Area: Inside the Trash Can Location: Floor
Character Involved: Guffo
Worlds Traversed: None
Moves Needed: Split Up Magic Needed: None
The only way to get inside the giant Trash Can you most likely have seen is by
entering with Kazooie alone. Split Up in the Central Cavern and fly or glide
over to the Trash Can. Step on the switch outside and enter. In the center of
the glamorous dwelling, Guffo the can of beans will plead with you to help him
with his problem. He needs to get rid of a certain amount of germs, and fast.
You have 60 seconds to clear out 50 points worth of germs. The germs pop up all
over the Trash Can, and as you've probably guessed, come in red, green, and
blue variations. Run around frantically and use the Wing Whack to kill the
germs. If you move fast and go for clusters or bigger point values, the Jiggy
reward will be yours.
-JIGGY 5: THE TRIATHLON OF MR. FIT-
Area: Cloud Cuckooland Location: Running Track
Characters Involved: Mr. Fit
Worlds Traversed: None
Moves Needed: Springy Step Shoes, Sack Pack, Split Up
Magic Needed: Mumbo
Mr. Fit, though he looks a little fat and not very athletic, actually proves to
be quite an opponent in the three sports events that he challenges you to.
Beating him will require a little thinking, but it won't be hard once you
figure out what to do.
~Event 1: High Jump~
The first event in Mr. Fit's workout is the High Jump. Located behind
the level entrance is a bar high up in the air. It's doubtful someone
as large as that giant creature could get that high, but take Mr. Fit's
word that he reached the height. Anyway, to get above the bar, you'll
need to slip on a pair of Springy Step shoes found buried underground
across from the floating platform you start out on. Take them back
over, stand underneath the bar, and leap into the air to set the new
record.
~Event 2: Sack Race~
The sack race is not a usual event in most triathlons, but it's a good
event nonetheless.. The Sack Race area is located above the red Mumbo's
Skull, and you'll have to grow the beanstalk and hatch the Floatus Floatium
there to reach itas Banjo alone. You'll need to only bring Banjo to use the
sack Packmove and enter. When the race starts, you must take the
narrow shortcut. If you don't, Mr. Fit will surely beat you. Win the race
and Mr. Fit will go on to the final event.
~Event 3: Running Race~
The last event is an all out test of speed. Unfortunately, Mr. Fit is
so fast that he'll blaze by Banjo and Kazooie even if they have a pair
of Running Shoes on. You'll need to get that extra weight off of
Kazooie's back if you want to win. Split Up, then head past the Claw
Clamber footprints to the exit from the Central Cavern. However, to the
right of this opening is a pair of Running Shoes. Put them on and head
outside. Winning the race as Kazooie with Running Shoes won't be very
hard.
After completing all three events, Mr. Fit will reluctantly hand over a Jiggy
for your first place finish.
-JIGGY 6: POT 'O' GOLD JIGGY CHALLENGE-
Area: Inside the Pot 'O' Gold Location: Jiggy Chamber
Characters Involved: None
Worlds Traversed: None
Moves Needed: Grenade Eggs, Ice Eggs, Fire Eggs
Magic Needed: Mumbo
One of the many out-of-place objects floating in the Cloud Cuckooland sky is
the Pot 'O' Gold. Across from the pot, on a small grassy area outside of the
Central Cavern, there's a switch that opens up the top of the Pot 'O' Gold,
which allows you to enter. However, the 20 seconds you get to enter isn't
enough to find a Flight Pad and go inside. So, you'll have to play with the
forces of nature. Perform the Rain Dance on the Mumbo Pad to form a rainbow
connecting the grassy area to the top of the Pot 'O' Gold. Hit the switch and
Talon Trot across the Rainbow and into the opening. Once inside, you'll have to
get the game started. The Central Platform has four different colored eggs on
the side. Each of these eggs has a hole in it. Shoot a normal, Fire, Grenade,
and Ice Egg into each of the corresponding holes to start the game. The walls
in the Pot 'O' Gold will light up with Jiggies, and it's your job to shoot as
many of them as you can (with rapid-fire eggs). There are 100 in total, but you
only have to hit 90 Jiggies to win (I guess the "only" sort of makes this sound
easier than it is). Without the proper method of firing, obtaining this score
will likely be impossible. However, it'll be simple if you do it right. Slowly
move the cursor along on a select row (not column) of Jiggies. Don't go too
fast so you miss some Jiggies, but don't go too slow so that you hit the same
place twice. If you move along at a steady pace, you'll be surprised how
accurate the eggs are. It's easiest to try this on the upper and lower rows
first, as you can make the cursor go all the way to the bottom (where it can't
move up or down anymore, only left or right). For the middle rows, you'll have
to keep the cursor steady and aligned with the Jiggies at all times. You'll get
45 seconds to do this, and if you do, a real Jiggy is the prize.
-JIGGY 7: OLD CHEESE, SPIKY ONIONS, AND JIGGIES GALORE-
Area: Inside the Cheese Wedge Location: Room to the Left
Characters Involved: None
Worlds Traversed: None
Moves Needed: Sack Pack, Shack Pack
Magic Needed: Mumbo
That Cheese Wedge has probably caught your attention, and you've most likely
been inside the smelly thing. However, deep inside where most noses dare not go
is a Jiggy. The beginning of this daring quest begins in the Central Cavern.
Banjo will need to go solo for this one, so Split Up and head to the Cheese
Wedge (utilize the beanstalk and Floatus Floatium). When you get inside, only a
few steps from the door, perform the Sack Pack move. Soon a spiky onion will
come floating down to the ground. Jump on it (Banjo's incredible backpack will
prevent him from getting hurt). The onion will float around the wedge to
another onion, at which time you should leap over to it. Continue until you are
on the high ledge in the back of the wedge. In the very back is a small hole
that you can only enter when performing the Shack Pack. The hole will take you
to a tunnel outside the Cheese Wedge. Go down and enter the next hole. Inside
is a Jiggy.
-JIGGY 8: SUPERSTASH!-
Area: Central Cavern Location: Superstash's Corner
Characters Involved: Superstash
Worlds Traversed: None
Moves Needed: Clockwork Kz. Egg Magic Needed: None
The big safe in the Central Cavern, also known as Superstash Deluxe, wants to
help the bear and bird on their quest with a Jiggy, but can't remember his
combination to open his locked door. Fortunately, he's written down the four
numbers in places throughout Cloud Cuckooland. You'll have to search around and
five all four and give them to him. For all caves, shoot a Clockwork Kazooie
Egg inside and explode it on the number switch.
1. Near Lake: One of the numbers is in a cave near the lake (you know,
the one near George the Ice Cube's tragic suicide point... yes...
suicide). Jump to the little ledge above the water from the side.
2. Above Superstash: In the Central Cavern, you can Grip Grab or
Glide above Superstash to a small clifftop on the other side.
There's also a hole here leading into a tunnel. This tunnel will
take a Clockwork Kazooie Egg to the next number.
3. Top of the Central Cavern: Fly to near the top of the mountain
outside, then enter the Central Cavern. Carefully walk across the
narrow path, then fire a Clockwork Kazooie Egg into the hole.
4. Behind the Trash Can: Walk behind the giant Trash Can and shoot a
Clockwork Kazooie Egg into the hole. It'll emerge in a bottle that
contains the last number.
With all the numbers in place, Superstash will open up. Inside is a Jiggy,
which Mr. Deluxe will gladly let you keep.
-JIGGY 9: CANARY MARY'S REMATCH RACE-
Area: Cloud Cuckooland Location: Outside Wumba's Wigwam
Characters Involved: Canary Mary
Worlds Traversed: None
Moves Needed: None Magic Needed: You'll Need Lots to Win
OK, you may have thought that getting all the Jiggies so far hasn't been that
tough. If you're one of these skilled players that thinks they're so great, get
ready to meet Canary Mary... again. So, she was easy in Glitter Gulch Mine, so
it'll be cake to beat her again, right? Hold on while I laugh. This time
around, Canary Mary is extremely difficult. Perhaps the open sky or healing up
from the toxic gases in the mine have helped her, because her speed has
improved tenfold. Unfortunately, there's no easy way to beat her (you can't
make the mouse car faster). The only thing I can offer you as far as advice
goes is a little tip. Mary's speed, to some extent, reflects yours. Therefore,
if you start the race off slow, she'll be slower than normal. You can then
catch up to her a little bit, then slow down again. She'll slow down too, then
you can do it again. Keep repeating until the end of the race. Keep in mind,
though, that even with the trick it'll be incredibly hard. Good luck, you'll
certainly need it.
~NOTE: If you are still having trouble beating Canary Mary, see the section
devoted to such strategies in Part 5 of this FAQ. It may help you win.
-JIGGY 10: MINGY JONGO BATTLE-
Area: Mumbo's Skull (Blue) Location: Upper Floor
Characters Involved: None
Worlds Traversed: None
Moves Needed: None Magic Needed: None
You most likely have noticed that there's not one, but two Mumbo Skulls in
Cloud Cuckooland. While everything seems all right in the one of the skulls,
something's fishy when you enter the other home of the shaman (the color and
contents of the skulls is random). In fact, when you approach Mumbo, you'll
find out that it's a trap and the devious Mingy Jombo cuts off your escape. The
only way to get out is to beat him. The small inside area of the skull makes
for a somewhat difficult battle, but Mingy isn't very good at vanquishing his
foes. Defeat him to pick up the last Jiggy in this level.
=============== NOTE LOCATIONS ===============
-TREBLE CLEF-
Area: Central Cavern Location: Top
Moves Needed: None Magic Needed: None (Bee Trans.)
The Treble Clef is located at the very top of the Central Cavern (in the center
of the narrow path). To get to the top, either fly up as a Bee or use Kazooie's
Flying and come in from the entrance high up on the outside of the mountain.
-45 NOTES-
Area: Central Cavern Location: All Entrances
Moves Needed: Claw Clamber Boots Magic Needed: None
There is a total of nine different ways to enter and exit the Central Cavern
(excluding the entrance from the very top), and in front of each of these
entrances is a note nest. Be sure not to miss the entrances underwater, where
you Claw Clamber up the wall, and the one you need to use the Springy Step
Shoes to reach.
-15 NOTES-
Area: Central Cavern Location: Center
Moves Needed: None Magic Needed: None
In the center of the Central Cavern, or the very center of the entire level
(that's a lot of centers) are three note nests: one on top of the Warp Pad and
two on each Split Up Pad.
-10 NOTES-
Area: Central Cavern Location: Sack Pack Cave
Moves Needed: Shack Pack Magic Needed: None
These notes are right next to Jamjars' Hatch where you learn the Sack Pack
move. To get in this cave, you'll need to float across from the center of the
Central Cavern by using the Taxi Pack on Floatus Floatium 1 (see Things to Do).
You'll have 15 seconds to get over to the red wall. On the right side of this
wall, use the Shack Pack and enter the tiny hole. Inside are the notes and
Jamjars' hatch.
-10 NOTES-
Area: Central Cavern Location: Top
Moves Needed: None Magic Needed: None (Bee Trans.)
| « Previous Page | Next Page » |



