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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter B » Banjo-Tooie - Strategy Guide (Page 10)

Banjo-Tooie - Strategy Guide (Page 10)

Below are the cheat codes, hints and help for Banjo-Tooie - Strategy Guide (Page 10).

At the top of the Central Cavern, on the narrow path, you'll find ten notes
(one nest is at the entrance from outside and one is on the other side). 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.




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

-EMPTY HONEYCOMB 1: BEARIED UNDERGROUND-
Area: Cloud Cuckooland              Location: Buried Object Area
Moves Needed: Bill Drill            Magic Needed: None

Inside one of the patches of ground that you can break open (shoot from the
flower next to the level entrance) is an Empty Honeycomb Piece. It's easy
enough to find and collect.


-EMPTY HONEYCOMB 2: TRASH CAN LID-
Area: Cloud Cuckooland              Location: Above the Trash Can
Moves Needed: None                  Magic Needed: None

The second Empty Honeycomb is found right on top of the tall Trash Can. Fly up
and grab it from the Zubba that's guarding it.


-EMPTY HONEYCOMB 3: BEHIND THE POT 'O' GOLD-
Area: Cloud Cuckooland              Location: Behind the Pot 'O' Gold
Moves Needed: None                  Magic Needed: None

Well, if the title didn't give it away, this Jiggy is found behind the Pot 'O'
Gold. Fly over to the base of the pot, then walk around to get it.




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

-JINJO 1: HIGH UP IN THE CENTRAL CAVERN-
Area: Central Cavern                Location: Near Sack Pack Cave
Moves Needed: Springy Step Shoes    Magic Needed: None

This Jinjo can be seen in a cave located up and to the left of the cave where
you learn the Sack Pack. Getting up this high will require the highest jump
possible... Shock Springing with Kazooie alone. Split Up in the center of the
cavern, then grab the nearby Springy Step Shoes. Trot over to underneath the
Jinjo, spring up, and you've got it.


-JINJO 2: LOOKS LIKE A MINJO, BUT IT'S NOT-
Area: Mumbo's Skull (Blue)              Location: Lobby
Moves Needed: None                      Magic Needed: None

This is rather peculiar. If everything made sense, this would be a Minjo. This
Jinjo simply sits in the lobby of Mingy Jongo's Mumbo Skull. That's it. Just
walk in and pick it up. It seems that this should be a Minjo, but it isn't.
Very strange... but then again, this is Cloud Cuckooland.


-JINJO 3: HANGIN' OUT AT WUMBA'S-
Area: Wumba's Wigwam                Location: Rafters
Moves Needed: None                  Magic Needed: Bee Transformation

Jinjo number three is hanging out inside Wumba's Wigwam, but unlike the rest of
his companions, he doesn't call out to you unless you go up to get him. This
makes him all the more easy to miss, even though he's right above you.
Transform into the Bee and fly up to the rafters above and you'll see the
Jinjo. All you have to do is get him. That is, if you can maneuver yourself
well enough (it's harder than it seems).


-JINJO 4: IT'S-A VERY GOUDA-
Area: Inside the Cheese Wedge       Location: Ledge in Back
Moves Needed: Sack Pack             Magic Needed: None

This Jinjo probably is ready for you to finally save him from the foul reaches
of the stinky Cheese Wedge. There are two ways to get him. The first is easier,
as you only need to enter the cheese wedge and shoot a Clockwork Kazooie Egg up
to the ledge (obtaining the Jinjo). However, the second is more practical as
you can get the Jinjo on your way to getting Jiggy 7. Enter the Cheese Wedge as
Banjo only (be sure to grow the Beanstalk and hatch the Floatus Floatium so you
can get here as him), then use the Sack Pack to jump onto the spiky onion that
comes down near the door. Ride it to the next onions, then to the ledge and the
Jinjo.


-JINJO 5: JOLLY'S JUICE STRAW CLIMB-
Area: Inside the Trash Can          Location: On Tall Snack Box
Moves Needed: Shack Pack            Magic Needed: None

In the back of the Inside of the Trash Can, there's a straw inside the large
Jolly's Juice bottle. The straw leads to the top of the Fatty Snack Treats box,
where you can see a Jinjo. Now, if only you could get into the bottle and climb
the straw... well, as you may have guessed, you can. Split Up in the Central
Cavern and take Banjo to the flower above the Mumbo Skull near the trash can
(climb up the vine). It'll shoot Banjo over. Go around back to a small hole,
and use the Shack Pack to squeeze inside. You'll emerge inside the bottle.
Climb the straw and you'll leap over to the Jinjo.



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

-CHEATO PAGE 1: THE ZUBBA CHALLENGE-
Area: Zubba's Nest                  Location: Honeycomb Platform
Moves Needed: None                  Magic Needed: Bee Transformation

If you score 40 points in the Zubbas' Challenge, you'll be rewarded with a
Cheato Page (see Jiggy 2 for details on how to get to the challenge and tips
for winning).


-CHEATO PAGE 2: POT 'O' GOLD CHALLENGE-
Area: Inside the Pot 'O' Gold       Location: Jiggy Chamber
Moves Needed: Various Eggs          Magic Needed: Mumbo

The Pot 'O' Gold's prize for hitting 75 Jiggies on the wall is a Cheato Page.
See Jiggy 6 for details and strategies on how to get in the Pot 'O' Gold and
how to get the target score.


-CHEATO PAGE 3: CANARY MARY REMATCH REMATCH-
Area: Cloud Cuckooland              Location: Near Wumba's Wigwam
Moves Needed: None                  Magic Needed: None

If you managed to beat Canary Mary the first time, guess what? You get to do it
all over again, but this time she's even faster! What fun! If you don't mind
taking the chance of giving yourself a heart attack or having a controller fly
through your TV screen, defeating Canary Mary a second time will get you a
Cheato Page.



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

-SACK PACK-
Area: Central Cavern                Location: Cave Behind Red Wall
Notes Needed: 765                   Perform: Hold Z and Press Top C

The final move you'll learn is Banjo's Sack Pack, which is vital in completing
the game. When alone as Banjo, hold the Z button and press Top C. Banjo will
get inside his backpack from the top, as if it were a sack. He can then hop
around without getting injured by thorns, toxic water, or anything else beneath
his feet.




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

-MUMBO'S GLOWBO-
This Glowbo is found underwater in the Central Cavern. There's a small enclosed
pool higher up than the other two bodies of water, with a sign at its side.
Dive into this pool to find the Glowbo.

-WUMBA'S GLOWBO-
The Glowbos in this world must really enjoy swimming, as Wumba's Glowbo can be
found underwater as well. It's found in the pool outside of the Central Cavern,
near where George the Ice Cube is/was sitting.



            =============== BOSS: MINGY JONGO ===============
                       CRAFTY SHAMAN IMPERSONATOR

     Mingy Jongo, the evil cyborg that poses as Mumbo, isn't quite as hard as
you'd initially think one of such craftiness would be. Mingy's attack pattern
is quite simple. First he'll disappear, then reappear in a new location. At
this spot, he'll shoot a glowing orb of magic at you. He hangs around in this
spot for a little bit, so be sure to attack after you dodge the orbs. After
four successful hits, the glowing orbs will start to home in on you a bit.
After eight hits, Mingy's disguise will be gone and you'll smash him to
smithereens. While Mumbo's Skull's small room makes it harder to dodge the
attacks, it also makes it easier to catch up to Mingy before he goes someplace
else.




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

-MUMBO PAD: RAIN DANCE-
Cloud Cuckooland's only Mumbo Pad is located to the side of Mr. Fit's running
track. To get to it, enter the Central Cavern and go to where the Kazooie
footprints go up the wall. Continue to the right and exit through the first
opening you see. The Rain Dance brings rain to Cloud Cuckooland, watering
planted seeds to make beanstalks and forming a rainbow to the Pot 'O' Gold.



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

-WARP PAD 1: WORLD ENTRY AND EXIT-
This Warp Pad is right behind the bubble elevator when you first arrive in
Cloud Cuckooland.

-WARP PAD 2: CENTRAL CAVERN-
Cloud Cuckooland has a measly two Warp Pads; the first at the entrance and the
second in the middle of the Central Cavern. You won't really be using these
Warp Pads much unless you want to leave the level.


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

CENTRAL CAVERN:
The Central Cavern is a major part of this level, as it's where the only Split
Up Pad can be found (you'll be using it a lot). The cavern is inside the
central mountain, and any entrance from the side will lead in to it.

INSIDE THE TRASH CAN:
Inside the Large Trash Can. Shoot across from the Flower above the nearby Mumbo
Skull, or fly over to it.

POT 'O' GOLD:
Run across the Rainbow after tripping the switch to enter from the roof of the
pot.

CHEESE WEDGE:
High up in the Cloud Cuckooland skies, the Cheese Wedge can be flown to or
gotten to by using the beanstalk and Floatus Floatium.

MUMBO'S SKULL:
The real Mumbo skull is the red-tinted one. It's higher up the mountain than
the blue one.

WUMBA'S WIGWAM:
Near Canary Mary's race starting point, on a small, twisting purple island.




________________________________________________________________________

         =============== LEVEL 9: CAULDRON KEEP ===============
________________________________________________________________________

Isle Area: Quagmire                 Train Station: No
Jiggies Needed: 55                  Moves Learned: 0
Characters: Gruntilda, Mingella, Blobbelda, Dingpot, Klungo
Enemies: None
Mini-Boss: Klungo
Boss: Gruntilda (in Hag 1)
Transformation: None
Mini-Games/Shootouts: None
Levels Connects To: None

     The final area you'll visit in Banjo-Tooie is Cauldron Keep, the hideout
of Gruntilda and her sisters as well as the home of the giant ray gun. Now's
your chance to put an end to Gruntilda's mad scheme once and for all. Of
course, it won't be easy, and you'll be facing several challenges along the
way...


   =============== CAULDRON KEEP ENTRANCE WALKTHROUGH ===============

     Since Cauldron Keep isn't set up like most levels (there aren't any
collectibles and such), I'm just going to take you through the level. When you
enter, the drawbridge will be closed. Of course, the witches are very
intelligent and decided to leave the switches for opening the door outside.
There are two switches, one for Banjo and one for Kazooie. Use the Sack Pack to
hop across the moat of toxic waste as Banjo, and Glide across with Kazooie.
When both switches are pressed at the same time, the drawbridge will come down.
There's still an electrical field blocking the entrance though, but those silly
witches put this switch outside too. Run alongside the tower to the back, where
a Minjo is guarding the last switch outside. Hit it and go inside Cauldron
Keep.



            =============== MINI-BOSS: KLUNGO ===============
                        CAREER-QUESTIONING MINION

     Klungo's back for a third time in the Cauldron Keep Gatehouse, determined
as ever to halt your progress. This time Klungo will use the last of the three
potions (the order is random, so only you'll know which one it is). However,
this time around, Klungo's aim is dead-on, so you'll have to be pretty tricky
to avoid his potion throws. When he throws, quickly change directions so the
potion misses. If you don't, it'll hit you 95% of the time. Below are his three
possible potion types.

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

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

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

Klungo will finally get some sense knocked into him (literally) and will decide
to quit the brutal work he must perform under Grunty's control. Klungo is now a
good guy... who knows, maybe he'll have a helpful role in the next Banjo game.


         =============== TOWER OF TRAGEDY QUIZ ===============

     The next part of Cauldron Keep is a quiz game, keeping with Banjo
tradition (there's lots of tradition with two whole games, ya know). The Tower
of Tragedy is split up into three rounds of 180 seconds in length. You'll be
facing off against Grunty's two sisters, Mingella and Blobbelda, answering
questions about the game. Those who have paid attention to their surroundings
and what's been going on in the game shouldn't have any trouble winning. By
correctly answering a question, you get two points. For getting a question
wrong, two points are subtracted from your score. If another player gets a
question wrong then you answer it correctly, you'll score one point. At the end
of each round, the person with the lowest score is disqualified. In the last
round, with only you left (if you make it that far), Grunty will give you a
target score of 15 points to beat (you can pass on questions, too, and no
answers are shown until you buzz in). After buzzing in, you have five seconds
to answer a question. Now that the rules are explained, on with some helpful
tips. Always buzz in as fast as you can, because more often than not the answer
will be pretty clear. You can also pause the game at certain times, so if you
want to rush back to this FAQ to look something up, you can. The harder
questions come in the picture/scene variety. Grunty will show you a picture,
and you'll have to answer a question about it. It's almost always best to buzz
in quickly, or one of the other players may get it. However, only do it when
you've studied the picture significantly. The three main questions asked for
pictures are "Where is this?", "How many of an object were in this picture?",
or "What was/wasn't in this picture?". To test your skills, see if you can get
the questions in Part 5, Section 4 (Tower of Tragedy Quiz Questions) right.
When you win, Grunty will flee to the top of the tower. Get ready to go into
the final boss battle.



               =============== BOSS: HAG 1 ===============
                    MONSTROUS MECHANICAL MUD-MUNCHER

-Jiggies Needed: 70

     It's finally time to face off with Gruntilda to once and for all decide
whether bears and birds or skeleton witches are better... yes, what a stupid
reason to fight. Why can't we all just get along? Anyway, for your second boss
battle, Grunty is in her souped-up driller, the Hag 1, which can definitely
deal out some damage. I seriously recommend getting enough Cheato Pages to get
the Honeyback cheat. With the cheat, beating Grunty is a breeze. Without it,
it's very challenging. Whichever way you choose, Grunty will take 100 hits in
all to defeat. This battle combines standard Banjo platforming, the FPS mode,
and even quiz questions. Grunty's attack strategies are listed below. After
each one is finished, Grunty will drop a Honeycomb.

 1. LASER SPIN (2) - 10 hits
  Grunty's first attack is spinning around with two dangerous lasers
  protruding from the Hag 1. Simply jump over them when they come
  around. Walk in the opposite direction that the lasers are spinning.
  This will make jumping over them easier. After a short period of time,
  she'll pop out and ask you a question... not very fitting for an
  intense battle, but play along. These questions are generally harder
  than the ones in the Tower of Tragedy Quiz. Answering correctly will
  have Grunty shoot slow spell shots, while a wrong answer will make her
  shoot much faster ones. During this time that she shoots spells,
  things will zoom in to first-person, where you can get ten hits (using
  normal eggs) on Grunty before moving to the second attack pattern.

2. LASER SPIN (4) - 10 hits
  This strategy is the exact same as the first, except this time Grunty
  will have four lasers spinning around. The standard quiz question is
  asked, and you can get ten more hits on her.

3. MORTAR CANNON - 10 hits
  Grunty decides to stop using lasers for a while and instead uses the
  huge mortar cannon on the back of the Hag 1. This cannon shoots a
  huge missile at Banjo, and when it hits either him or the ground,
  it'll split into four smaller missiles that go in every direction. Be
  sure to jump into the air whenever the missile hits the ground so you
  can avoid the small missiles. Once again, a quiz question is asked,
  and you can get ten more hits on her.

4. MORTAR CANNON (2) - 10 hits
  This attack is the same as the normal Mortar Cannon, but this time
  there's two of 'em. This shouldn't make much of a difference, but be
  wary of the extra missiles flying around.

5. DRILL, LASERS (2) - 10 hits, 1 Gearboxes
  Grunty will now abandon the Mortar Cannon strategy and start using the
  Hag 1's main feature, the drill. Dodging the drill is simple, and even
  easier if you use the Talon Trot. In fact, the drill will even go
  above your head if it gets close, so you'll even have to jump to get
  hurt. There's also two lasers coming out, which are more dangerous
  than the drill itself. Grunty will ask you the normal question
  followed by a chance to hurt her, but after this time the Hag 1 will
  stall. Grunty has opened the exhaust hatch to allow the Hag 1 to move,
  and the key is going inside it. However, it's too small for the
  fabulous duo, so send a Clockwork Kazooie Egg inside. Dodge the enemies,
  go to the back of the interior room, and detonate the bird on one of
  the Gearboxes.

6. DRILL, LASERS (4) - 10 hits, 1 Gearbox
  The same process is repeated, but this time you'll have to face four
  spinning lasers along with the drill.

7. MINION (1) - 15 Hits
  Although this is near the end of the battle, it's very easy. All
  Grunty does is throw one of her minions (a Gruntling) out to attack
  you. Just avoid it while you fire eggs at her. You can get 15 hits in
  this round.

8. TOXIC GAS, MINIONS (MULTIPLE) - 14 Hits
  This time Grunty will throw out several Minions for you to battle, and
  will also fill the air with toxic gas. You'll have to beat her before
  your air supply is used up. This shouldn't be too hard, as it will
  only take fourteen hits.

9. SUPER POWERFUL SPELL - 1 hit
  With only one hit left, Grunty will give it all she's worth with a
  super powerful spell. Keep moving so it doesn't hit you and land one
  more egg on her noggin'. This will defeat her once and for all.

With Grunty gone, all that's left for you to do is watch the ending sequence.
Yes, Captain Blubber makes an appearance in it, even though his role in the
rest of the game is minimal. That's what you were dying to know, right? Well,
congratulations, you've beaten the game. Or maybe you've just read this far but
haven't beaten it yet. You imposter! Out with you! No reading these final
sentences until you've won! Go do it now!



________________________________________________________________________
 ____                                                             _____
| __ \===========================================================|_   _|
|   _/*********** PART 4: MULTIPLAYER, SECRETS & MORE  ************| |
| __ \=============================================================| |
|____/                                                             |_|

     You don't need to know this stuff to beat the game, but there's a lot of
good information here regarding the Multiplayer (including options and the
games), Secrets (including the Ice Key and Mystery Eggs), and a Jinjo Guide
(including where all the Jinjos are and how many are needed to complete each
family).


________________________________________________________________________

               =============== MULTIPLAYER ===============
________________________________________________________________________

     While not the most engrossing multiplayer mode video games have seen, the
Banjo-Tooie multiplayer games will provide some fun; particularly the
mini-games you've encountered across your journey. Listed below are not only
the games you can play and tips for them, but also characters, options, and
statistics for the deathmatch (shootout) games.

________________________________________________________________________

             =============== CHARACTER/OPTIONS ===============


~CHARACTERS~
The following characters are available to play as in multiplayer. Some of them
must be unlocked somehow. All of them are basically the same, and one won't
give you too much of an advantage/disadvantage over another. You can only
choose your character in a deathmatch (referred to as the "shootout" games).

-BANJO-
Available: Beginning                Size: Medium
Banjo the bear wields Kazooie as his weapon. He's larger than most of the other
characters, making him an easier target. Default for Player 1.

-MUMBO-
Available: Beginning                Size: Medium
Mumbo, the default character for Player 2, is about the same size as Banjo, so
he isn't the best choice when it comes to avoiding attacks. Mumbo's green
parrot is an interesting looking weapon, though no different than the others.

-JINJO-
Available: Mystery Egg              Size: Small
The Jinjo character is not available when you first play the game. To unlock
him, you must be able to hatch eggs (learned in Terrydactyland). When you can,
go to Heggy's Nest in the Wooded Hollow and hatch the Mystery Egg. This will
unlock Jinjo. His smaller size makes him harder to hit, but he only has a mere
four honeycombs! Only skilled players should use him, as a single grenade egg
could defeat him.

-JAMJARS-
Available: Beginning                Size: Small
Jamjars is a the default character for Player 3. Like everyone else, he's
pretty much the same (making him even more like everyone else). He seems a tad
smaller than the other characters, though.

-GRUNTILDA-
Available: Beginning                Size: Large
Gruntilda is the largest character, making her the easiest one to hit. She's
the default character for Player 4, but more experienced players should be the
ones to use her. She uses a black crow for her weapon.


~DAMAGE~
There are two seven different ways to attack your opponent in a deathmatch:
using the Beak Bayonet or one of the six types of eggs (an extra one is added
for these battles). Below is the list of the items that are used in a
deathmatch, including one that doesn't attack your opponent.

  *Beak Bayonet:  -1 Honeycomb
  *Normal Egg:    -1 Honeycomb
  *Fire Egg:      -2 Honeycombs
  *Grenade Egg:   -4 Honeycombs
  *Ice Egg:       Immobilizes
  *Clockwork Egg: -4 Honeycombs (Controllable)
  *Proximity Egg: -4 Honeycombs
  *Honey Jar:     Turns Your Character Invisible (20 seconds)


~DEATHMATCH OPTIONS~
These are different settings that you can set in a shootout game.

-LENGTH:
 *1st to 10: The 1st player to get ten points/kills wins.
 *1st to 20: The 1st player to get twenty points/kills wins.
 *5 Minutes: The game will last five minutes. Whichever player has the
     most points/kills when the time expires wins.
 *10 Minutes: The game will last ten minutes. Whichever player has the
     most points/kills when the time expires wins.

-TYPE:
 *Squakmatch: Normal energy bars and normal egg damage.
 *Single Egg Splat: No energy bars, one egg will splat players
     instantly.
 *4 Dozen Fun: Each player has 48 eggs. Score 1 point per hit. Game
     ends when all eggs are used or the timer expires.
 *Birdy Buddies: Divide your players into teams for a squakmatch game.
 *Chicken Chase: One player is the target that the others must shoot to
     score points. The target scores points by not being shot.

-EGG TYPE:
 *Eggs A Plenty: Features every type of egg.
 *Hot N' Cold: Features normal, fire and ice eggs.
 *Sneaky: Features normal, fire and proximity eggs.
 *Bombs Away: Features normal, ice and clockwork Kazooie bomb eggs.
 *Big Bangs: Features normal, ice and grenade eggs.


________________________________________________________________________

                  =============== GAMES ===============

     Now that you know the basics for the games, here they are themselves.
Included is not only how each of the games you can play works, but also tips
for success.

The Standard Point Value (SPV) is:
*Reds worth 1, Greens worth 2, Blues Worth 3*

-TARGITZAN'S TEMPLE SHOOTOUT-
Type: Deathmatch                    Character: Selectable

One of the few deathmatch games, Targitzan's Temple is a rather small arena,
complete with multiple levels and secret passages. Find out where the passages
are and use the knowledge to your advantage. You may be able to escape if you
know where to go but your opponent doesn't. Many of the items can be found near
the central room (where the dart statue is in the single player). A passage
near the entry point to the room coming from the temple entrance conceals a
Honey Jar. If you go down the path opposite the jar you can find Clockwork
Kazooie and Grenade eggs, which should be your main weapons. Ice eggs are found
to the right of the Honey Jar tunnel.


-MAYAN KICKBALL CHALLENGE-
Type: Mini-Game                     Character: Stony

This is a very fun game to play, and despite the few rules, there's a lot of
depth to this game. It's always most beneficial to get the yellow balls into
your goal. If you spend all your time shooting red balls at your opponents,
your opponents will generally get ahead and you will have little if no points.
Do whatever it takes to get a yellow ball, which includes stealing (press B)
from your opponents. Only shoot red balls into your opponents' goals when you
have no chance of getting a yellow ball or you have time to kick one in. Ignore
bombs altogether, as the momentary stunning your opponents receive isn't worth
the trouble, and you'll usually blow yourself up in the process.


-ORDNANCE STORAGE SHOOTOUT-
Type: Deathmatch                    Character: Selectable

The second deathmatch takes place in the old mine where you defused the
dynamite sticks. It's larger than Targitzan's Temple, but also easier to learn
the layout. The Honey Jar is right in front of the entrance, and if you enter
the center room from the direction of the entrance, there are Fire Eggs to the
left and right (a decent weapon).


-DODGEMS CHALLENGE-
Type: Mini-Game                     Character: Dodgem Guys

Another fun mini-game is the Dodgems challenge. In this you try to run over as
many of the lovable Twinklies as possible, and like most mini-games, reds are
worth 1 point, greens worth 2, and blues worth 3. Always go for blues, although
greens are good as well. Reds should only be gotten when there's nothing else.
Whenever a blue pops up, go for it (unless you're going to get another one, of
course), because everyone else will be, too. If you can trap a player along the
wall while you collect Twinklies, the effort will be worth it.


-HOOP HURRY CHALLENGE-
Type: Mini-Game                     Character: Kazooie

While not quite as fun as some of the other games, the rather large area and
quick disappearing of the hoops make this game a tad more complicated than many
of the others. Constantly scan around the room for the highest scoring rings.
Remember, the higher the point value (the standard value), the smaller the
hoop, and it's more difficult to go through smaller hoops. Try to be able to
get in front of the hoop, as it's easier to jump through it if you know exactly
where to go (you wouldn't with a view from the side.


-BALLOON BURST CHALLENGE-
Type: Mini-Game                     Character: Flying Banjo/Kazooie

This challenge is different from most others because of the fact that you play
the entire game while flying. Switching to the first-person view is a must, and
you can still fly upwards by pressing A. Don't get too close to the ground or
ceiling, or many of the balloons will be too far away. Don't worry about your
opponent, though, because there's nothing they can do to hurt you. Stake out a
position in one of the corners so you can see the entire area at once. Aim at
the closer balloons when possible. SPV is used.


-MINI-SUB SHOOTOUT-
Type: Transformation Deathmatch     Character: Submarine

While most deathmacthes have you choosing one of the selectable characters,
this is one of the two that only allows one character. You'll assume the role
of the submarine here, and you'll have to hunt down your opponents. Fire your
torpedos like crazy, because you have an unlimited supply. One hit will get you
1 point. After one is hit, they will be invincible for a few seconds. Avoid
them during this time. The arena is very large, but the many rock formations
make for good hiding spots.


-CHOMPA'S BELLY CHALLENGE-
Type: Mini-Game                     Character: Banjo/Kazooie

The room for this Mini-Game is not too large and just a simple circle. That
makes it easy to hit the germs, and it's even easier when you fire as many eggs
as possible. Points will likely be stolen from you quite often, because of the
general simplicity. You can hit more germs by aiming up a little bit. SPV is
used.


-CLINKER'S CAVERN SHOOTOUT-
Type: Deathmatch                    Character: Selectable

The last of the normal deathmatch arenas, Clinker's Cavern is perhaps the
hardest to navigate and the most confusing. If you can learn the layout, you'll
have a great advantage. Like the Ordnance Storage Shootout, the Honey Jar is
right in front of the entrance. In the orange/yellow room with the pillars on
the floor, there's Grenade and this level's own special gold eggs. The Gold
Eggs shoot much faster than normal eggs.


-PACKING ROOM CHALLENGE-
Type: Mini-Game                     Character: Kazooie

Your first priority should be getting and keeping on the running shoes. Without
them, you don't stand a chance. Don't try preventing others from getting some,
because they appear so frequently that it'll be more of a pain to do this than
it's worth. Only go to the platforms to drop off the Twinklies you've collected
when it makes a noticeable difference in your movement (and at the end). Since
the SPV is used, blues and greens should be your main targets.


-COLOSSEUM KICKBALL CHALLENGE-
Type: Mini-Game                     Character: Stony

The more advanced version of the kickball tournament introduces glowing yellow
and glowing red balls. These ones count as double, so that's +4 points for
getting a yellow ball and -2 for the lucky person that gets a red. Wondering
why I say lucky? The person with the lowest score wins this game, making things
much more difficult. Only go for glowing balls, as they'll raise your opponents
scores much more. Intercepting balls is very helpful, too.


-TRASH CAN CHALLENGE-
Type: Mini-Game                     Character: Kazooie

The Trash Can Challenge has a fixed view, and as Kazooie, you must destroy
germs. Skip germs on top of the garbage, and try to avoid going across the
playing field. Sometimes the germs hover off the ground, but because of the
view, there's really no way to tell. This game is a lot about the luck of
hitting the right germs at the right time. SPV is used.


-ZUBBA'S NEST-
Type: Transformation Shootout       Character: Bee

This game is similar to the Mini-Sub Shootout. You'll get one point for each
successful attack on an opponent. However, this time you'll be flying and the
stinger fires much more quickly. Hold B at all times to fly faster and to make
yourself a difficult target (this coupled with flying higher will make you
incredibly difficult to hit). Hold down Z to fire as fast as you can. The arena
is smaller than the submarine's, though, and the ceiling will be quite
annoying.


-TOWER OF TRAGEDY QUIZ-
Type: Quiz                          Character: Various

If you have friends that also play Banjo-Tooie, this game is great fun, and it
will determine who knows the most. Remember that you can ring in at any time,
and the sooner you do it the less time it'll give someone else a chance. If
it's simply a question, buzz in as quickly as possible. Once you're playing,
read the question. For pictures, quickly study the picture then buzz in before
it goes away. You can usually deduce what the question was asking, although
many times you'll have no idea. It's risky, but it usually pays off. The
lesson? Buzz in as soon as possible.



________________________________________________________________________

                 =============== SECRETS ===============
________________________________________________________________________

     Banjo-Tooie has a few secret things hidden away. These things aren't
necessary in completing the game, but will make your adventure easier. Most of
these things really aren't secrets, but instead special things that you learn.
Are there any real secrets in Banjo-Tooie, such as learning information that
connects with Banjo-Kazooie? Only time will tell.


________________________________________________________________________

              =============== SECRET ITEMS ===============

     Finally, after two and half years you get to use that Ice Key and those
Mystery Eggs! Although you don't go back to Banjo-Kazooie to get them (though
it is heavily rumored that you can), they are hidden away and not only will you
have to find them, you'll have to find out what to do with them.

-THE ICE KEY-
Area: Jinjo Village                 Location: Sandy Area
Moves Needed: Grip Grab, Talon Torpedo

The Ice Key is not hidden in Wozza's Cave of Banjo-Kazooie, but instead is
found above the sandy area in the Jinjo Village. To the right of the entrance
to the village from Spiral Mountain is a sandy area. Rocks along the left wall
take you up to a ledge. Use the Grip Grab to go across, and at the end pull
yourself into the cave. Go down the tunnel and you'll come across a B-K Game
Pak. Break it open to find the Ice Key. Pick it up, then head to Glitter Gulch
Mine. Proceed to the Waterfall Cavern, where a rock with Kazooie's face on it
rests underwater. Use the Talon Torpedo to destroy it, then go down the watery
tunnel. You'll emerge on the Ice Side of Hailfire Peaks, in front of a large
chest. Put the key in and it'll open to reveal the legendary Mega-Glowbo. Take
this Glowbo to Wumba's Wigwam on the Isle O' Hags. She'll use this to make a
spell that turns Kazooie into a dragon. Dragon Kazooie isn't any larger and can
perform the same attacks as Kazooie. There are only two differences (besides
appearance). The first is her new ability to spew fire when standing still
(rather than pecking), which is not only effective, but it will scare enemies.
The second is having unlimited Fire Eggs.

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