Banjo-Kazooie Walkthrough

3. Story walkthrough

I am under the assumption that you will use this start-to-finish. If not, the totals I give out for Jiggies, notes, Hollow Honeycombs, and Mumbo Tokens will not make sense.

| a | Spiral Mountain | MOUNTAIN |

After the cut-scene of Grunty kidnapping Tooty for her looks is over, your adventure begins. Head forward out of Banjo's house and Bottles the mole and Banjo will introduce themselves. Bottles explains that Tooty was kidnapped by the evil witch (Gruntilda), and offers to help you by teaching you moves. Say yes to his offer, then continue out of the fencing. You should see a mole hill soon. Stand on it and press X. Bottles will teach you the camera controls.

Now head over to the left. Go into the clearing with the tree stumps and activate the mole hill. Bottles will teach you three jumps. A for a regular jump, A+A for a wingflap, and left/right trigger+A for a flip-flap jump, the flip-flap being the highest. Now high jump (flip-flap jump) onto the stump with the HOLLOW HONEYCOMB (1).

Head out of the clearing and continue left around the mountain to the next mole hill, where Bottles will teach you how to swim. Jump into the water and press X to go under. Now hold the X button to swim quickly, or A to swim slowly. Find the underwater alcove in the mountain (it's under the bridge) and grab the HOLLOW HONEYCOMB (2).

Get back on dry land to where the swimming mole hill was and continue. Cross the bridge and learn how to climb trees from the next mole hill. Jump onto a tree and use the left control stick to go up and down. When you reach the top, Banjo will automatically jump onto the top. Now go back across the bridge again and climb the tree to the left. Get the HOLLOW HONEYCOMB at the top (3).

Now you should notice a waterfall pouring into a pond. There are ledges along the wall, going behind the waterfall. Keep jumping across the gaps, wing flapping for the bigger gap and grab the HOLLOW HONEYCOMB (4).

Jump into the alcove behind the wider waterfall and get the extra life. Head back over to the climbing mole hill and continue around the mountain. Keep going until you reach a dirt clearing with a bunch of rocks. Press X on the mole hill to learn how to use the beak barge. Hold the left or right trigger and press X to have Kazooie thrust her beak forward. Beak Barge all the rocks to break them, and grab the HOLLOW HONEYCOMB (5).

Head out of the clearing and go up the ramp to the farm patch with the fencing. Now activate the mole hill. First you learn the claw swipe. Stand still and press X. Use it to kill the Toppers. Then roll the Bawls that come out by pressing X while running. The last move is the rat-a-tat-rap. Use it to kill the two collywobbles by pressing A then B while in the air. Get the HOLLOW HONEYCOMB (6).

Excellent! You now have six honeycombs in your energy bar. Go back down the ramp and head right until you reach the bridge. Go up it and begin heading up the spiral mountain. When you reach the top, Bottles will have fixed the bridge. Now head across it and into Gruntilda's Lair.

| b | Gruntilda's Lair | LAIR1 |

Another annoying cut-scene showing that Grunty's beauty transfer machine thing is almost ready ensues... You'll notice a steep slope ahead, but we can't go up it right now, so head to the left and jump up the rock-like platforms to get the JIGGY (1).

Jump down the platforms and go over to the right. Head into the cave with the red eyes above it and you'll be in a grassy area with a giant boulder. Go up the ramp on the right and stand on the Jiggy podium. You'll automatically enter the view of Banjo. Press A to put your Jiggy in the puzzle, as Bottle says. The door in the rock is unlocked, revealing the entrance to Mumbo's Mountain. Head inside.

| c | Mumbo's Mountain | MUMBO |

Bottles will tell you there are new moves to be found in this world, three to be precise. Ignore the Grublins at the start and go left. Go along the bridge and grab the notes (7). Don't go across yet. From the bridge, jump onto the platform with the blue JINJO on it (1).

Dive into the water and collect the six notes total in the two alcoves (13). Now head over to the other side of the pond and up the ramp. Avoid the Bigbutt and keep going down a little slope to an area where Conga the gorilla is. He gets mad and starts throwing oranges at you. Notice there are three Orange Switches around the tree Conga's standing on. For each switch, stand on it, then quickly move once Conga's has thrown an orange. If you time it right, the orange will activate the switch. Once all three switches are activated, get the JIGGY (1) that appears.

Get Jiggy Achievement in Banjo-Kazooie

Get Jiggy10 (10)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesMain Storyline - This achievement is gained automatically by progressing through the main game mode
It doesn't matter which two, just successfully collect any two Jiggies.

Now climb up the tree until you grab an orange. Head over to the back behind the tree to meet Chimpy, who closely resembles Diddy Kong. Feed him the orange and he will raise the stump and give you a JIGGY (2).

From the stump, high jump onto the platform and activate the mole hill. Bottles will teach you the egg spit. Hold the left or right trigger and press Y to fire an egg forward, or B to fire one backwards. He gives you 50 eggs to start with. Go to the left and start jumping up the ledges sticking out. Once you have the MUMBO TOKEN (1), backtrack and go over to the right and head up the ramp to face Conga. Spit an egg at him, then once he starts his orange throw. Hit him with another egg and avoid the next two oranges he throws. Now hit him with one last egg to finish him off. Drop down and grab the JIGGY (3).

Get away quick because Conga magically recovers and starts throwing oranges at you again. Go over to the left. You'll notice a giant hill going upwards. You can't go up by way of the hill yet, but you can take the stairs on the right side. Head up the stairs and grab the notes along the way (22). You'll notice a large brown mound in front of you. That is the termite nest. Leave it alone for now, and instead head up the stairs on the left, getting the notes (26).

Talk to Bottles here to learn the Talon Trot. Hold the left or right trigger and then hold down the other trigger to make Kazooie do the running, allowing you to go up steep hills and move faster. You must keep holding one of the triggers to keep the move in effect. Talon Trot up the stone slab leaning against the platform and go around to get the notes (40) and the JINJO (2). Drop onto the platform in the middle and get the JIGGY (4).

Go around the back of the slabs holding the ledge to get the MUMBO TOKEN (2). Now head down the giant slope that you couldn't go up previously, and grab all the notes on the ledges sticking out along the way (61). Do it in a logical order (from top to bottom) to minimize backtracking. Also get the JINJO on the middle ledge (3).

Head back down and keep going past the Conga area, past the beehive, and cross the bridge. In the Grublin area, take note of the small tower sticking out of the ground. High jump onto it and grab the JINJO (4). Drop off the tower and grab the MUMBO TOKEN behind it (3). Talon trot up the giant slope ahead and collect all the notes on the ledges (79). Also grab the JIGGY on the middle ledge (5).

Keep going up the slope and enter the break in the fencing. You'll notice huts circling the area. Not every file has the same prizes in the same huts, but the prizes themselves don't vary. Go over to the back of the area and take out the Grublin, then talk to Bottles mole hill in the very back, behind the hut. He will teach you the Beak Buster. Jump and press the left or right trigger while in the air to slam the ground with Kazooie's beak. Beak bust all of the huts around the area, grabbing the notes on each (85). Get the notes in the huts (90), the JINJO (5), and the JIGGY (6), then get the JIGGY the last Jinjo gives you (7).

Stand on the platform in the middle with Juju the totem pole spinning on it. You must spit eggs into each piece's mouth, which requires some good timing. The segments spin faster and faster each time. When one segment is left, DON'T feed it right away. First, jump onto it, then high jump off it to the HOLLOW HONEYCOMB (1). If you accidentally feed the last segment before you get the honeycomb, you will be forced to re-enter the level. Feed the last totem segment to get the JIGGY (8).

In the corner you should notice Mumbo's skull. This is where the shaman performs his transformation spells. Before we go in, grab the MUMBO TOKEN (4) under the ramp leading to the skull. Now high jump into the left eye socket of the skull and get the JIGGY (9).

Don't go in the skull. We're still not ready. Go back all the way down the slope to the beginning of the level. Head right and cross the bridge to the Conga area and high jump from the stump raised by Chimpy. Go to the left where you got the Mumbo Token and head up the ledges. Keep going this time and beak bust the Witch Switch you see. This will cause a Jiggy to appear atop the Mumbo's Mountain entrance. Jump off the ledges back down near Conga and head over to the stairs leading up the slope. Follow the stairs to the termite nest, head around to the right and enter the nest.

Kill the Ticker, then talon trot and start going up the ledges. Once you grab the MUMBO TOKEN (5) on the second ledge, exit the termite nest. Head forward up the slope to Mumbo's skull and enter it. Grab the notes in here (94) and then stand on the skull in the middle. Press X to pay your 5 MUMBO TOKENS (0) and be transformed into a termite.

Mumbo Jumbo Achievement in Banjo-Kazooie

Mumbo Jumbo10 (10)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesMain Storyline - This achievement is gained automatically by progressing through the main game mode
Get yourself transformed by Mumbo Jumbo for the first time. Now that's magic!

Exit the skull, head down the slope, and enter the termite nest again. Jump up the ledges, continuing up in the spiral, jumping the gaps. Stay near the edges of the ledges or else you will hit the ceiling as you try to jump and your jump will be cut off. You'll come to a grassy netting. After the Ticker asks where you got the shorts, grab the last four notes (100). Avoid the Ticker, then continue up the ledges (which get smaller and smaller) to another grassy netting. The Ticker demands that you give him the backpack. Avoid him, then keep going up the nest. Exit through the hole at the top. Get the extra life, then go the other way and head to the top, where you'll find a JIGGY (10).

Now that you have all 10 Jiggies, drop down from the termite nest and face the area where the bull and beehive are. Head down the rocky cliffside (don't be afraid to jump, as the termite loses no honeycombs from falling) overlooking the water. Go to the middle and find an alcove in the mountain, where you should grab the HOLLOW HONEYCOMB (2). Now head toward the right on the cliffside and jump onto the large slop heading up to Mumbo. Go downward and head back to the corner of the level where you'll find the Banjo-Kazooie Pad, allowing you to exit this level.

| d | Gruntilda's Lair | LAIR2 |

Whenever you leave a level, an enemy escapes. In this case, it's a Ticker. As the termite, head up the Mumbo's Mountain entrance. You might have to jump a little, as its steep even for the termite. Grab the JIGGY (2).

Head out of this area to the lair entrance. The magic of the transformation will wear off, and you will turn back into Banjo and Kazooie. Go over to the slope I said you couldn't go up in the beginning. Talon trot up the slope to find the 50 note door. Bottles will tell you that in order to open note doors, the total of all of your notes in all the worlds must be at least the number on the door. We have 100 notes, so the door will open, allowing you to progress.

Go to the left (it will be your right because when you enter the room, the camera is in front of you) and take out the Gruntling. Head down the entrance behind it and you'll find a cauldron. Activate it by going near it. Once you find two cauldrons of the same color, you can jump in one to warp to the other. Go around the room to get the eggs, plus the MUMBO TOKEN (1) in the very back. Head back up the stairs and go to the other side of the room where you will find the Treasure Trove Cove puzzle. Stand on the Jiggy podium and Bottles the mole will tell you that you can move the right control stick down to remove pieces in the puzzle (but you can't do this once the puzzle is complete). Press A twice to finish off the puzzle, and a treasure chest in a later room will open up, giving you the entrance to the next world.

Go over to the right in the corner where you will find Brentilda, Grunty's nicer sister. Once she's done introducing herself, talk to her three times (by pressing X while in front of her) to get three facts about Grunty's personal life. While these may seem useless now, they will come in handy later. Now go up the bridge by Grunty's face and into the next room. Jump over the stream and take out the Gruntling. Drop down the cliff and enter the cave with the red eyes. Head over to the upper right corner of the room and high jump into the treasure chest.

| e | Treasure Trove Cove | COVE1 |

At the start, Bottles will do a sad attempt at some impressionism and try to be a pirate, telling you there are two moves. These moves both involve special pads. Get the four notes on the dock (4), then jump off it into the water. Be sure to be a good distance away from the dock when you land. Snacker the shark will try to eat you. Dive underwater and grab the blue JINJO under the dock (1), then swim to land before Snacker bites you. Take a left and head through the arch in the rock, and go over to Nipper, the giant hermit crab. He might have helped you , but he decides to attack you because big-mouthed Kazooie pissed him off. Get into talon trot and stand out of Nipper's range. When he stops snipping, jump into him and rat-a-tat-rap. Keep repeating this process. He gets faster as it goes on. Once you've hit him three times, he retreats into his shell.

Knock out Nipper Achievement in Banjo-Kazooie

Knock out Nipper16 (15)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesMain Storyline - This achievement is gained automatically by progressing through the main game mode
Come out on top in a dust-up with Nipper the crab. Watch out, he's called Nipper for a reason.

Get the MUMBO TOKEN (2) behind Nipper’s shell, then go inside the shell. Follow the spiraling path through the shell, grabbing the notes (10). Take out the pair of Snippets, then high jump for the JIGGY (1). Backtrack and exit the shell. Go through the arch in the rock northeast and you should see a pirate ship. There are two trees to climb by the water, so do so and get the eight notes on top of them (18). Climb the crates on the right to the top of the rocky ledges, then talk to Bottles. He will teach you the Shock Jump. Stand on a Shock Jump Pad and hold A to jump high into the air. Go backwards and traverse the rocky ledges. There are several branches, so be sure to take them all. Grab all the notes (30). Now head back to the ship. Jump into the water the ship is in and swim through the open door in the left of the ship underwater

Grab the four notes (34), and the bars of GOLD (1) in the top left corner. Exit this part of the ship. Resurface and talon trot up the left side of it (don't go up the netting) and talk to Captain Blubber, the whale thing on the ship, who has lost his treasure. We've already gotten half of it, so go to the right side of the boat and beak bust the trapdoor type thing on the ship deck. You end up on a crate. Jump into the water, dive in, then grab the MUMBO TOKEN (3) and the notes (38). Now get the bars of GOLD (2). Jump back on the crate and high jump to the exit. Head back to the left of the boat and give the gold to Captain Blubber. He will reward you with a JIGGY (2).

Climb up the pole and grab the Mumbo Token (4) at the top beneath the platform. Now talon trot up the netting on the left, getting the notes (44). Grab the feathers around the pole at the top, then climb up the pole to get the green JINJO (2). Jump off the platform and head to the other side of the boat. Talon trot up the netting, getting the notes (49). Talk to Bottles here and he will teach you to use Flying Pads. Press A while on one to fly, and press A again to fly higher, using up one red feather. Bottles gives you 25 feathers to start with.

Stand on the pad right now, and take flight. Head forward into the giant arch in the heart of Treasure Trove Cove. Fly into the left alcove high up in the arch where the treasure chest. Position yourself a little bit away from the chest, then high jump into it once it's open. Get the JIGGY (3). Drop down all the way into the water. Get onto the crate a bit further into the arch than the alcove you dropped from and grab the MUMBO TOKEN (5). Swim back to land, avoiding Snacker. Head back up to the Flying Pad on the ship and soar up once more. This time go into the right alcove. Grab the note (50), and then enter.

Head around the place to the right, killing the Yum-Yum. Now kill the second Yum-Yum. You should see a tree with a Jinjo on it. Jump onto the trunk of the tree, climb it, then grab the yellow JINJO (3). Find the start of the spiraling path upwards, then take the trek up, jumping gaps. Grab the notes along the way (53). When you reach the top go behind the lighthouse and beak bust the Witch Switch. A cannon will fire a Jiggy outside the entrance. Go back to the other side of the lighthouse and rat-a-tat-rap the door. Grab the MUMBO TOKEN (6) and enter.

Get the notes around the top (58), then use the Shock Jump Pad to reach the very top of the lighthouse. Grab the JIGGY (4). Use the wing-flap to safely jump down to the bottom of the spiraling path where the Yum-Yums were, then head down the stairs. If you jump far enough from the very right edge of the alcove, then make Kazooie flap her wings for as long as possible, you can land JUST at the shore, but without taking any damage. Once you're on land, head back to where Bottles taught you the Shock Jump by jumping up the wooden crates. Use the Shock Jump Pad in front of you to leap straight up to a MUMBO TOKEN (7). Now head across the wooden plank and shock jump to the next pad. Keep shock jumping from platform to platform and grab the purple JINJO (4).

Continue jumping from pad to pad, and jump to the pad northeast on the ledge sticking out of the rock wall. Now leap up the ledges to the alcove, then grab the JIGGY (5). Go back down to the Shock Jump Pad near the ledge, then start leaping the other way (left, not the way you came). On the final pad, leap straight up for three notes (61). Now head back to the rocky ledges where you learned the Shock Jump and head along the rocky ledges where you got all those notes until you reach a chest in the water.

Head up the ramp behind the chest. Go past the beehive and Shrapnel, then take out the Snippet. Get the notes (64). Now head left and shock jump to the next ledge. Avoid the Shrapnel and shock jump again to the narrow ledge overlooking the Shrapnel's pool. Carefully go across it and get the orange JINJO at the end (5), giving you a JIGGY (6).

Head back across the narrow ledge and continue to the next Shrapnel. Jump into the water and dive under it. Get the JIGGY (7), then head back to safety. Continue over to the end of the cliff. Slide down the side of the ladder with the notes (68). Jump into the chest when it's open to get two MUMBO TOKENS (9). Go to the other ladder and slide down the side with notes again (72). Slide down the note side of one last ladder (76), then head over to the very narrow ledge overlooking the water behind the ladder. Jump from crate to crate, then high jump to the ledge. Keep jumping from ledge to ledge and then grab the JIGGY in the alcove at the end (8).

Dive into the water and swim past the rock pillar on the right. Go underwater and grab the HOLLOW HONEYCOMB in the corner on the left across from the pillar (1). Swim back to land before Snacker takes a bite out of you, then head left through the archway to Blubber's ship and to the Shock Jump Pad area. See that large, thick pillar by the water, past the Yum-Yums and all the Shock Jump Pads on pillars? Go behind it and get the MUMBO TOKEN (10). Continue past the pillar to find two chests. Jump into the first one for notes (81). The second one contains red feathers. Head behind the first chest, jump into the water, and swim straight forward to a crate. Get on the crate and grab the HOLLOW HONEYCOMB (2). Swim back to where you were and go right. Walk up the bridge to the platforms heading up the spiral tower. Jump the gap and get the notes (85). Continue up the platform until you reach the top. Beak bust the red X and it will turn into an arrow pointing towards where you should fly.

Use the Flying Pad and follow the arrow. Fly over the ladder area and past the Jinjo ledge. Go to the cliff with another red X and a Flying Pad. Beak bust the X and it will become another arrow. Fly in the direction the arrow points to the part of the rocky ledges with the Shock Jump Pad molehill where a Flying Pad is. Beak bust the X, then keep on flying. Fly to another part of the rocky ledges and beak bust the X. Fly to the thick pillar by the water in the Shock Jump Pad area. Collect the notes (91), then beak bust the X. It will turn into a question mark, and a chest will mock you, claiming you won't be able to find the treasure now. Since you're not five years old, check around the pillar and jump onto the island once you find it. Kill the Snippet, then beak bust the X. A small chest will start bouncing around. Shoot it with an egg to open it. Get the JIGGY (9).

Swim back to the mainland and return once more to the shock jump mole hill. Move away from the molehill towards the path and drop down. You'll be on a ledge with Leaky, the bucket. Spit two eggs backwards to patch his holes, then he will empty the water in the pond below, killing the Shrapnel. Jump on top of the sandcastle and get the notes (96). Now enter the sandcastle. Get the four notes (100) in the small patches of water on either side of you at the start, then proceed to the puzzle. You have to spell out BANJO KAZOOIE on the sandcastle floor in 100 seconds. Beak bust the letters in order. The timer starts when you hit B. Here is a map:

1

2

3

4

5

6

7

H

J

G

A

L

G

V

E

C

F

M

N

R

P

E

D

O

S

D

Z

U

Y

I

C

X

T

F

B

O

A

W

O

A

H

B

K

Hit the tiles in this order: A4, B3, F3, H1, E4, A6, H5, D1, E4, B1, D7, G4.

Once you've spelled out BANJO KAZOOIE, the jail in the back will open. Destroy the black Snippet, which takes more hits than normal, then grab the JIGGY (10). Nice job, you've completed Treasure Trove Cove! Remember where this sandcastle is and how to get in, because it's the place where you enter all of the game's codes. Now exit the sandcastle. Head through the arch and back to the dock. Stand on the Banjo-Kazooie Pad to leave.

=======================----------------------------====================
| | Stop ‘n’ Swop | SnS
Before leaving, head toward the back of the level. You should see a huge rock sticking out of the water called Sharkfood Island. Avoid Snacker and enter the place. In the middle is a giant pillar. Shock jump to the alcove, then start wing-flapping up all the alcoves. You might fall a time or two. When you reach the top, get the PINK EGG, then leave the island as well as the cove.
(The corresponding item can be found on the boathouse by Banjoland in Banjo-Kazooie: Nuts & Bolts. This will get you the Stop ‘n’ Swop achievement in that game)

-----------------------============================--------------------------

| f | Gruntilda's Lair | LAIR3 |

Kill the Snippet that escaped, then look at the ship-like wall where this room's exit is. Jump on top of the cannon that's sticking out, then jump to the top. Take out the Gruntling, then high jump again. Grab the JIGGY (3). Drop down and exit. Climb the vine and take out the Gruntling. Jump the stream and head into the 50 note door room.

When you walk down the ramp, turn back and use the Shock Jump Pad to leap into the alcove. Use the Jiggy podium and place two pieces in. Bottles will give you one last tip for solving puzzles, which you should use right now. Press the left or right trigger to put all your pieces in at once. Do so and the grate blocking off the entrance to Clanker's Cavern will open. Head back into the waterfall room up the ramp and go into the pipe pouring out water.

For some unexplained reason, there's no water in here! Head through the pipe and jump out the crack once you find it. Jump on top of the pipe and head to the front of it where you came from and get the MUMBO TOKEN (11). Now take out the Gruntling near the crack in the pipe and activate the red cauldron ahead. Near the cauldron is a small pipe with a grate blocking it. Jump on to it, then high jump for a gold feather. Head out of the pipe to the waterfall room, then jump on top of the pipe and on to the node on top of it. High jump to the purple alcove and head inside.

Drop onto a ledge below the one you're on. It's on your left because of the way the camera is positioned. Beak bust the platform switch to make the platforms rise. Leap across them and enter Clanker's Cavern.

| g | Clanker's Cavern | CAVERN |

At the start, drop down into the water and kill the Snippet. Climb the ladder to the top of the tank and high jump on to the pipe on the left. A new enemy is the Grille Chompa. Notice the grills in the wall. When you go near it, a giant green slug monster comes out and bites you. Rat-a-tat-rapping is the best way to take them out. Head along the left pipe and kill the two Grille Chompas, getting the notes (4). Jump the gap and get the gold feather, then jump onto the world's entrance and get the MUMBO TOKEN (12). Cross another gap and grab a second gold feather. Jump to the red feather, then make your way along the pipe, getting the notes (8) and killing the Chompas. Now you'll be on a tank. Break the beehive if you need the energy, then grab the yellow JINJO (1).

Dive into the water and swim through the underwater pipe. Get the notes along the way (14). You'll find Grunty's garbage grinder, Clanker, who resembles a giant shark. First, resurface to regain oxygen. Head along the right side of the room. You should see a hole blocked by a grate. Behind it is a Jiggy. Continue to an open hole. Swim through it and follow the winding passage, then get the JIGGY (1).

Quickly swim back to the main area. Now look for a giant opening underneath Clanker. A chain attached to him goes through this hole. Swim under it, where you will find a fish named Gloop. He spits out bubbles, which you can touch for two extra oxygen honeycombs. Find a key sticking out of the giant tank in the center. Swim through it three times and Clanker will be freed.

Free Clanker Achievement in Banjo-Kazooie

Free Clanker17 (15)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesMain Storyline - This achievement is gained automatically by progressing through the main game mode
Liberate Clanker, Gruntilda's rusty and recalcitrant garbage grinder.

Now swim around the perimeter of the area to get the notes (22). Also get the green JINJO (2) on the side of the tank.

You don't have to get everything in one trip, but be sure not to leave anything behind. When you swim through the key three times, Clanker will rise above the dirty water, allowing him to breath. He will give you a Jiggy as reward. Resurface and head in front of Clanker. Face the yellow pipe where you entered this room and look to the right. You should see an orange pipe. Swim through it to get a MUMBO TOKEN (13). Near the orange pipe is a bobbing platform on the surface. Use it to jump to the edge of the ledge with the Grille Chompa. Take out the Chompa and get the gold feathers. Right of the ledge is a pale colored pipe in the water. Swim through it until you get the blue JINJO (3).

Keep swimming until you reach the pipe's exit, then resurface. Keep going across the surface toward Clanker's back until you see a Chompa guarding a beehive. Ignore the Chompa and head up the pipe near it. Shock jump to an alcove. Keep jumping from alcove to alcove, collecting the notes (24) as well as restocking your inventory. Jump down from the extra life alcove and head to Clanker's back fin. First of all, on your left, swim through the pipe and get the gold feathers.

Jump off and head to Clanker's back. Now straight ahead of Clanker's back fin is a green pipe underwater. Swim through it to reach an area with mutant Snippets. These are like regular Snippets, only they're disfigured and green. Head to the pool in the middle. Kill the four mutant Snippets and they will relinquish their Jiggy. Before you get it, grab the notes around the pool (32). Now, from outside the pool, high jump to the pipe in the back and go to the center pipe with the JIGGY (2).

Exit the mutant Snippet area and you should see a pipe on your left on the floor of the room. Swim through it for notes (39). Resurface and jump onto Clanker's fin when rises it out of the water, then from there jump to the ledge with the extra life. Kill the Chompa, then use the Shock Jump Pad to leap to the right, landing on the pipe. Jump to the right onto the pole, then climb up, getting the notes (43). Leap into the alcove, then jump to the next alcove and get the MUMBO TOKEN (14). Jump onto Clanker's fin again, then high jump to his back. Collect the notes all along his back (53), then get the JIGGY (3).

Clanker will complain that his teeth hurt, but we're not going to help him yet. First, go to his head and find his "blowhole". It's a bolt flying up and down near his head. Wait for it to come down, then stand on it. When it blasts up, get on the platform. Carefully get the notes along the narrow winding pipe (57), then high jump for the JIGGY (4). Take the blowhole down, then go to Clanker's back fin. Walk up to the top of it, then wait for it to line up with the red feather platform, at which point you should jump onto it. Shoot three eggs to break the grate blocking the JIGGY (5).

Drop down to the pipe ledge below, and go to the left and right sides. Get all the notes (67), and the MUMBO TOKEN (15) guarded by the Chompa. Drop down into the water from the right side (assuming you're facing the wall the Jiggy was in) and head over to the Shock Jump Pad in front of the Chompa. Get to it using the fin, then shock jump left and grab hold of the pole. At the top, jump off to the pipe on the edge, then beak bust the grate and get the orange JINJO (4). Get the notes as you talon trot down the pipe (72), then jump on to the square pipe. Beak bust the grate and get the HOLLOW HONEYCOMB (1). Head back to the Shock Jump Pad and look at the pipe to the right of it. Dive under and you will be able to head into the pipe from the bottom. Get the HOLLOW HONEYCOMB (2), giving you 7 honeycombs.

Now go to the front of Clanker. Staying on the side where the Shock Jump Pad is, jump on the bobbing platform and shoot Clanker's gold tooth with three eggs. This will open it up. Clanker will reward you for your dental expertise, so enter the hole where the tooth was. Grab the MUMBO TOKEN (16) and go back out. DO NOT DROP DOWN. Go to the bobbing platform on the other side of his mouth and once more shoot his gold tooth with three eggs. Enter the tooth hole to claim your other reward, a JIGGY (6).

Drop down and kill the Snippets, then talon trot to get the notes along the slopped walls (80). Jump into the pool and head through the tunnel, avoiding the Whiplashes. You'll end up in a room with a bunch of hoops. Find the green one on the right and jump/swim through it. A timer for 48 seconds will start. You have that time to go through all the hoops. You must always go through the hoop that is green. The second hoop requires you to jump while swimming on the surface, then you must go underwater. Next you must high jump from a crate, then wing-flap through two from a crate, after another underwater hoop. The last one is underwater. You should finish with a little over 10 seconds left. A Jiggy appears and the water level rises. Get the JIGGY (7).

Get the gold feathers above the crates. Head to the side of the room opposite the Jiggy and use the Flying Pad. Fly into the alcove above the Jiggy and enter. You'll be in a room with spinning fans. These will kill you, so talk to Bottles on the left to get the Wonderwing move. Hold the left or right trigger and hold the right control stick right to become invulnerable for as long as your gold feathers last. You should have ten now, so head through the spinning fans while collecting the notes (86), and at the end, get the JIGGY (8).

Restock your gold feather supply, then wonder wing back through the fans. Exit this room. Adjust the camera so it faces the tunnel with the Whiplashes. Take note of the two exits on the left and right. Go in the left one, where you will find three notes (89). Now before you go, look at the pit underneath you. Dive down and avoid the Whiplash, then grab the purple JINJO (5) and the JIGGY (9).

Don't exit Clanker. Instead, head back to the hoop room and take the other exit. Get the notes (94) and leave. Jump onto Clanker's back from his fin and go to the blowhole near his head. Wait for it to go up, then jump into the hole and into Clanker. Stomp the Witch Switch that you will immediately find (which raises the eyes of Grunty on the picture of her in the 50 note door room), then Wonderwing through the fans, getting the notes (100). At the end, grab the Jiggy (10).

Awesome, Clanker's cavern is done. Take the exit directly ahead of the Jiggy to drop down into the hoop room. Use either of the exits on the left or right side. Head to Clanker's mouth and swim through the yellow pipe in the wall ahead of him. Surface and go to the land, then climb the ladder up the tank. Go across the pipe on the left and jump into the pipe where the entrance is. Exit with the Banjo-Kazooie Pad.

| h | Gruntilda's Lair | LAIR4 |

Beak bust the Pipe Switch to the left of the Clanker's Cavern entrance. This raises a pipe near the entrance to this room. Hop across the pipes and high jump onto the pipe you just raised. High jump to the pipe ledge. Kill the Chompa and proceed to Brentilda. After chatting with her, continue across the pipe and beak bust the Grate Switch. This will open up two grates blocking off an underwater tunnel. Leap into the water and swim through the tunnel, then head up either of the ramps and stand on the Jiggy podium. Press the trigger to put in 7 pieces in the puzzle, opening Bubblegloop Swamp.

Head back through the pipe and exit the Clanker's Cavern room. Jump down to the Gruntling and take it out, then hop the stream and enter the 50 note door room. Beak bust the two raised witch eyes to reveal a JIGGY (4). Go back into the waterfall room with the Gruntling. Talon trot up the steep slope in the corner, then open the 180 note door.

Take out another Gruntling and talk to Brentilda, who is behind the Grunty statue. Head left up the slope at the end of the room, then through the pipe. Kill a third Gruntling and enter the pipe on the right to talk to Brentilda. Now head back out and along the winding bridge. Enter the swamp.

| i | Bubblegloop Swamp | SWAMP1 |

Bottles will tell you there is only one move to be learned, and we're going to learn it in about 5 seconds. Turn 90 degrees left and take out the Flibbit, then press B on the molehill a little further. Bottles will teach you the wading boots. Put on a pair of green rubbers boots and you will be able to safely go through dangerous terrain, such as the swampy water found here.

Head back to the start and look for a golden crocodile (croctus) in an alcove on the left. Shoot an egg into its mouth to make it disappear. Another one will appear in an alcove along a walkway. Now put on the Wading Boots on top of the stump. Head into the swamp water and get the MUMBO TOKEN (17) by the pillar, then head back to land and deactivate the boots with the X button. Cross the bridge, getting the notes (5). From the bridge, jump onto the pillar and get the yellow JINJO (1).

Take out the Flibbit on the right and get the gold feather in the stump. Head across the swamp via the log and get the notes (8), then cross another log with notes (11). Kill the two Flibbits, grab the items in the stumps, then put on the Wading Boots in a stump. Go to the back of the swamp area and get the notes behind the egg (16), then go to the egg. Shock jump on top of it and beak bust the blue X. High jump to get an extra life, then rat-a-tat-rap the X on the side. Next up is another beak buster, followed by a beak barge on the front. One last beak buster will yield a JIGGY (1).

Wait for the leaf floating around to come to you, then jump on it and jump onto the pole. Climb up the pole to get a MUMBO TOKEN (18). Jump off the pole to the land, then cross the log. Beak bust the green Jiggy switch, making a Jiggy appear at the end of the walkway. Quickly talon trot up the steep slope, then you can switch to normal walking to make it easier to cross the narrow and windy ledges. Keep going along the walkway, collecting all the notes (36). If you hold R and keep moving, it's much easier. If you panic and tip-toe in fear of falling, you're more likely to fall. At the end, grab the JIGGY(2).

Now backtrack and get the stuff in the alcoves. Get the green JINJO (2) in the first alcove on the right. Next up is a MUMBO TOKEN (19). Continue and feed the croctus in another alcove. Another one will appear on a very high platform. Keep backtracking to where the Jiggy switch was. Facing the ramp up, jump on the leaf on the right and to the platform with a bunch of stumps. The golden Flibbits, who want to protect their Jiggy, will come out to get you. Rat-a-tat-rap or beak bust them (they're strong, it takes two hits for either move). There are about six of them, and once they're all gone, get their JIGGY (3).

From the Flibbit platform, look for the log leading to a bunch of pillars with huts on them. Cross the log and get the notes (39), then shock jump to a hut. Beak bust it to open up another Shock Jump Pad. Like in Mumbo's Mountain, you have to beak bust the huts to break them. Keep going upwards and eventually one hut will reveal a Witch Switch. Get the five notes around it (44), then beak bust the switch. The point of the hat the Grunty statue is wearing will explode.

Keep making your way up to the huts. Eventually you'll be facing a croctus. Shock jump so that you collect the MUMBO TOKEN (20), then feed the croctus. A fourth croctus will appear behind the alligator head. Head back to the previous Shock Jump Pad, and turn the other way. Shock jump in the other direction to the last hut. Bust it open for a JIGGY (4).

Wing-flap down the platforms, then head back to the Flibbit arena. Get the notes on the log (47) facing the giant alligator head. Head behind it and feed the croctus. Another one will appear behind a giant turtle. Backtrack to the Flibbit area and go over to the turtle, getting the notes on the log (50). Now you'll meet Tanktup the turtle, who's feet are cold. Beak bust his four feet, getting the notes on top of them (54), then he will open his mouth and give you a JIGGY (5).

Before you go inside Tanktup, talon trot on top of his shell and grab the wading boots. Get the orange JINJO in the back in the swamp water (3). Now go to the platform where the croctus is, take out the Buzzbomb, and feed the croctus. It was the last one, so take its JIGGY (6). Jump back to Tanktup's platform and enter his mouth.

You are in the presence of the Tiptup choir. Get a piece of paper and a pen if you are not very confident in your memory, then talk to Tiptup, the conductor, and he will start the lesson. The smaller turtles will make a noise in an order. You have to beak bust them in the same color order as was shown. Write down each lesson and beak bust the turtles. The first lesson has only three noises, the second has 5, while the third has 7. Once you complete lesson 3, Tiptup will give you a JIGGY (7). Head around the sides of the room for some notes (60), then get the MUMBO TOKEN (21) behind Tiptup's desk. Now jump onto his desk and high jump from it to get a HOLLOW HONEYCOMB (1), then exit.

Head back to the Flibbits, then over to the giant alligator. Collect the notes on its snout (65), then head around behind its eyes. Put on the Wading Boots. You have JUST enough time to do this, so quickly RUSH over to the swamp behind the patch of land in the back (the second one, not the first one). Grab the notes (70) in the swamp water and deactivate the boots on land. Kill the Flibbit, get the gold feather, then climb the pole on the land to get the blue JINJO (4).

Drop down and jump to the nearest pole. High jump on top and get the three notes (73). Now get the eggs on top of the next pole, then jump onto the third pole to grab some gold feathers. Wing-flap to the patch of land behind the alligator, then head up the ramp next to the alligator. Find the Wading Boots at the entrance to the "maze" (which is not really a maze because there's only one path. Put on the boots and head through the first part, getting the notes (78). Put on a second pair and grab the notes as you head through the second part (82).

Now hit the Jiggy switch outside the maze. You have 10 seconds to get across the very narrow bridge to the Jiggy. If you fall, you land in the swamp water. As with the other Jiggy switch Jiggy, it’s easier if you hold R and keep a steady pace with Banjo. Tip-Toeing requires more precision, and will screw you if you make one small mistake. At the end, grab the JIGGY (8). Head back into the maze and put on the boots on the stump. Head through the final segment of the maze. Get the notes as you go (85), then go behind Mumbo's skull to get a MUMBO TOKEN (22). Enter his skull now.

Don't ask for the spell yet, first go behind his chair and get the MUMBO TOKEN (23). Don't transform yet. Jump on the torch that isn't lit, then onto the planks at the top. Wing-flap from above Mumbo to a HOLLOW HONEYCOMB (2). Transform into an alligator for 10 MUMBO TOKENS (13), which is the only transformation capable of attacking (press X for a chomp attack). Exit the skull.

There is a secret exit that only the alligator is small enough to fit through. It's in the wall on the right, so find it and go through it. The alligator can go in the swamp water unharmed, and isn't hurt by falling either, so fall right down. Go to the front of the giant alligator's snout and enter in the nostril.

Get the three notes (88), then stand between the two nostrils and jump for the MUMBO TOKEN (14). If you look ahead, you'll find a fat-ass crocodile. Ignore him. He has a Jiggy, but without the Running Shoes, which you can't use until Gobi's Valley, it's EXTREMELY difficult to get his Jiggy, so we're not going to get it now. Exit through the other nostril and grab the other notes (91).

Head over to the Flibbits area, then proceed to the shock jump tower area. Now you can get the goodies in the swamp by and under the pillars. Grab the four notes under one (95), the JINJO (5), and the MUMBO TOKENS (16), then get the JIGGY (9). Head over to the back right, take out the Buzzbomb, and grab the last five notes (100). Exit the pillar area and head to the entrance. Jump on the stomp and exit via the Banjo-Kazooie Pad without detransforming.

| j | Gruntilda's Lair | LAIR5 |

Go behind the Bubblegloop Swamp hut and head through the pipe. At the end you'll be in a snowy area. Up a slope on the left is a hole where Cheato is, but it's blocked by ice that has to be broken by Banjo and Kazooie. We're going to save the tedium of going back into the swamp, detransforming, breaking the ice, going back and transforming, and coming back (especially with the maze you have to go through) and just break the ice when we come back to finish the swamp. For now, just stand on the Jiggy podium and press the trigger to complete the puzzle, opening Freezeezy Peak.

Head out of the pipe and kill the Gruntling at the other end of the bridge. After you've been de-transformed, exit through the middle pipe to the area with the Grunty statue. Head around to the opposite side and start jumping up the ledges. Shock jump up to the Gruntling and take it out. At the top, open the 260 note door with your 400 notes and enter the room. A giant urn is in the middle of the room. Rat-a- tat-rap the brick walls on the right and left to open them. Grab the MUMBO TOKEN behind the sphinx coffin (17), then head through the brick wall room that does NOT have Wading Boots in it. Kill the Gruntling and beak bust the Shock Jump Pad Switch, making a Shock Jump Pad appear and circle the urn. When the pad comes under you, shock jump into the urn.

Somehow, you'll fall through the roof of the previous room and through the hole in the Grunty statue, grabbing a JIGGY (5). Head back into the Egyptian-like room. Go up the enormous stairs on the left and proceed to the next room. There are two Gruntlings in here, as well as webs that can be broken with three eggs. Destroy the one on the floor and the one on the side of the room blocking a cauldron. Activate the cauldron, which is purple. You now have a link between here and the 50 note door room. Take out the Gruntlings and head through the icy corridor. Before you enter the peak, high jump to the Shock Jump Pad and leap up to the alcove above. Head left and shock jump again to a MUMBO TOKEN (18). Wing-flap down and enter Freezeezy Peak.

| k | Freezeezy Peak | PEAK1 |

The icy terrain here makes Banjo slip. However, if you talon trot, you won't slip. At the start, ignore the igloo and head down the first slope, getting the notes (5). You'll meet Boggy, the polar bear, who ate something shiny. Yeah, you probably can guess what it is... Keep going down the next slope, getting the notes (9). Head forward and ignore the snowman. Look for a Christmas box in front of a tree. Beak bust it and lights called twinklies will ask you to help them get to the tree by protecting them from the twinklie munchers. The munchers pop out of holes along the wooden path. Wait for the 1st one to pop out, then rat-a-tat-rap it. Now the second, then the third, then the first one again. As long as you continue in this order, 10 twinklies should get across with no problem.

The cheap bastards don't give us a Jiggy, instead we get a light switch in back of the tree.. Oh well, head to the back and kill the Chinker, then get the notes (14). Don't fall in the water, or you lose honeycombs as it's freezing cold. Shoot the light switch with three eggs and the tree lights will go on. You have 60 seconds to fly through the star at the top three times. Head out of the tree area and go past it. Look for a stack of presents. Near the top is a Flying Pad, so use it to fly up to the star. Fly through it three times and an ice block with a Jiggy will explode inside the tree. Land down to the wooden path and jump into the tree's soil. Get the MUMBO TOKEN behind the trunk (19), then climb up the trunk.

Kill the Tickers, then get the red PRESENT (1). Yeah, in this level, we're Santa Claus. Climb up more and get the notes on the ledge (26). The next level has red feathers, followed by eggs. From the eggs ledge, jump to the JIGGY (1) in the center. Exit the tree.

Go over to the stack of presents with the Flying Pad and talk to Bottles behind it. He will teach you the beak bomb. While flying, press X to have Kazooie act like a missile and lunge forward. This will activate targets and destroy some barriers. In the corner of the presents and the bridge with the red feathers, get the MUMBO TOKEN (20). Now get the notes on the presents (30), then high jump for the purple JINJO (1).

Use the Flying Pad. It's time to show those snowball-throwing asshole snowmen not to screw with us. To kill one, beak bomb the red X on their hat. Kill the one on the present with the notes around it first to reveal a Mumbo Token. Now take out the one across from it for the Witch Switch. Head to the back of the level where you'll see a village. Beak bomb the snowman on the island for a Mumbo Token, then take out the one in an island in a pool with notes for the Hollow Honeycomb. Just one more left. Head out of the village through the other way and look for a snowman on a cliff face. Take it out for two gold feathers. As your reward for killing all the snowmen, a Jiggy appears atop the huge snowman statue. Before you land, head to the front of the snowman. See its red white and blue buttons that look suspiciously like targets? Beak bomb all three of them for a Jiggy.

Land around the presents and grab the four notes on the sides of the present where you killed the Sir Slush (34). Grab the MUMBO TOKEN (21). Stomp the Witch Switch on the other Sir Slush platform (which opens an alcove high up on the Freezeezy Peak wall to reveal a Jiggy), then head to the giant snowman's island. Get all the notes (44) and the two MUMBO TOKENS (23) around the snowman's legs, then get the JIGGY from the targets (2).

Go up to the land with a huge ramp in front of it. Grab the green PRESENT on the island to the right (2), then head up the huge slope. Kill the ice cubes and the beehive if you need it, then head down the thin path to the right to get the gold feathers from the snowman. Go back to the beehive and head left. Head all the way up the snowman's winding scarf. Along the way, get all the notes (59). At the top is a beehive. Go behind it (a note is there) and around the scarf to get all the notes (63). Near the beehive is the snowman's broomstick. Jump on it and get the blue JINJO (2).

Go around the scarf until you find a Shock Jump Pad. Jump to the ledge on the left and head across the narrow wood. Drop into the bucket and get the JIGGY (3). Jump over the gap in the logs once you go back and jump with another Shock Jump Pad. Get the blue present (3) on the snowman's nose, then fly to the top of his hat (not the brim). Snatch the notes around the hat (71), then get the JIGGY (4). Wing-flap down to the brim, then to the scarf. Head over to the Shock Jump Pad and get on the slide. You'll automatically slide down the scarf and grab a MUMBO TOKEN (24). You happen to land on Boggy, who spits out his JIGGY (5).

Boggy will take his sled that you found and he'll go practice. We're going to race him later. Head up the slope to the level entrance and enter the igloo you ignored before on the left. Boggy's kids are unhappy because they don't have their presents. Give the kids their three presents and get the JIGGY (6) they give you. Grab the MUMBO TOKEN (25) behind the table and leave.

Go down the slopes and make a right. Grab the MUMBO TOKEN (26) on the Sir Slush island with red feathers. Head over to the village. Get the notes on the house (74). Now go to the back of the house with the chimney and get the green JINJO (3). Get on the part of the house you won't slip on and position yourself a little bit away from the chimney (it won't work if you're too close). High jump to the top and press A on the Flying Pad, netting you a MUMBO TOKEN (27). Land on the other Sir Slush island and grab the HOLLOW HONEYCOMB (1).

Grab the three notes on the other house (77), then jump into the freezing water in front of Mumbo's hut (don't worry about the damage unless you're really low on health). Enter his hut. Jump onto the unlit torch and to the planks. Grab the notes (83) and the yellow JINJO (4). Stand on the Mumbo pad and be transformed into a walrus for 15 MUMBO TOKENS (12). Exit the hut.

The walrus isn't hurt by freezing water, so go over to the lake where the Hollow Honeycomb was and get the notes (92). Go back toward Mumbo's skull. Near the house you should see a slope leading upward. Head up this thin slope and go on the scarf. Jump to the ledge nearby with the walrus (Wozza). It'll be a pretty close call, but you can make it. Talk to Wozza and he'll give you a JIGGY because you're a walrus (7). Get the notes (96) around this ledge and enter Wozza's cave.

Enter the cave. Wozza will allow you to look around, so find a icy cold pond on the left in the back and follow the stream to land. Get the HOLLOW HONEYCOMB (2). Head back through the water and leave Wozza's cave. Drop down into the icy cold water below so you're under the scarf. Grab the MUMBO TOKEN (13) here and head through the snowman's legs over toward the entrance. Left of the slope heading to the entrance is another slope. Go up here to find Boggie, who will challenge you to a race.

Accept the challenge. You have to beat Boggie in a race around the peak, but you also must go through all the flags. If you miss one, the game will interpret it as you being behind that flag. Boggie will use his size to push you behind, so counter by jumping over him when you can. You'll have to cross some bridges over the icy water. If you fall in, you're in big trouble. As long as you jump over him and don't waste time, you should win relatively easily. Boggie will give you your JIGGY (8) and says he thinks he needs to race someone his own size. Damn straight. Grab the four notes here (100).

Head down the slope and to your left to the village. Continue past the houses and over to Mumbo's hut, where you should head in. Transform back into Banjo and Kazooie, then leave the hut. Use the Wading Boots (yeah, of course they're on this side) and head across the icy water. Go up the narrow ledge by the house to the snowman's scarf and jump down to Wozza's cave, which you should enter. Wozza will tell you to take the orange thing and leave him alone. High jump to the alcove on the right in the back and grab the orange JINJO (5), then get the JIGGY (9).

=======================----------------------------==========================
| | Stop ‘n’ Swop | SnS
Right behind the orange Jinjo, get the ICE KEY.
(The corresponding item can be found on top of Boogy’s Gym in Banjo-Kazooie: Nuts & Bolts.)
-----------------------============================--------------------------

Once again, we can't get the last Jiggy without the Running Shoes, as Boggie is too fast for Banjo and Kazooie without the shoes (you have to race him again).

Leave Wozza's cave and head down the slope on your right. Head past the presents and take a left, passing the tree to reach the slope on the right. Take the slopes up and use the pad on the right at the top to leave the level.

| l | Gruntilda's Lair | LAIR6 |

We can't get the Freezeezy Peak Witch Switch Jiggy, we need the Running Shoes (grrr). Head back to the room with the two Gruntlings. Take them out, then jump into Grunty's mouth (there's a statue of Grunty's head). Open the 350 note door, since you have 500 notes... right? Enter the new room.

You'll be in a room with narrow ledges above a pit of lava that will instantly kill you. However, we only need to go a little ways to the sixth puzzle. Stand on the Jiggy podium and press the trigger to open Gobi's Valley. Head back to the other room.

Go down the stairs that leads to the room with the big urn. Find the doorway that had the bricks near Gobi's Valley. Put on the Wading Boots and rush over to the Gobi's Valley room. Cross the quicksand and talk to Brentilda behind the entrance, then enter the world.

| m | Gobi's Valley | VALLEY |

At the very start, turn around to see two rocks. Jump on one to get the yellow JINJO (1). You'll find Trunker the dehydrated carrot on an island. Ignore him and talon trot up the steep slope, getting the notes (5). In the next area is a sphinx. Approach it and an evil hand will pop out of the ground. Rat-a-tat-rap it twice to get rid of it. Get the notes on both of the sphinx's paws, then go to the back. Wing-flap to the Wading Boots on a tail thing in the very back and enter the sand. Go left and get the notes (19) plus the MUMBO TOKEN (14) in the quicksand. Now climb all the way to the top of the sphinx, where you'll find a Flying Pad. Head up the stairs and go over to his nose. High jump for the MUMBO TOKEN (15). Wing-flap to either of the red feather pillars and shoot an egg into the sphinx's nose. Now jump to the other pillar and shoot another egg. Since your eggs cleared Jinxy's nose, he will let you go inside him. Drop down and enter.

Get the four notes in each of the four corners (23). Kill the evil hand in the back and get the MUMBO TOKEN (16). Go to the front and get the note on the carpet (24). Shoot an egg into the sphinx's mouth on the wall to make the carpet go up. Turn backwards so you're facing the entrance and get the orange JINJO (2). Jump back to the carpet and shoot another egg. Keep going like this, getting all the notes (26). At the top get the JIGGY (1). Wing-flap down the carpets and exit the sphinx.

Go to the top of the sphinx and take flight with the pad. Go to the left and take note of the sphinx with a ring over his head. Fly through the ring and he will tell you to summon all the ancient ones to defeat the witch (obviously you know what you'll really get). Now fly through the one in the sand behind Jinxy, then fly through the one near the pillars that you used to unclear Jinxy's nose. The next one is left of Jinxy in the sand. The final one is way over to the right past Jinxy. A JIGGY (2) appears on Jinxy's back.

Take flight again and head over opposite where the last sphinx ring was. Find a Kazooie target and beak bomb the target. You have 21 seconds to get into the now open pyramid. Land on top of the pyramid and slide down, then go in. Before you talk to Rubee, the snake charmer, get all the notes in the four alcoves (34) and the MUMBO TOKEN (17). Kazooie will announce that they are searching for treasure. There's a Jiggy at the top of the room, but you need Rubee's snake to help you. Backwards spit four eggs into the circling basket (it gets faster as you shoot more eggs) then stand on top of the bigger basket. The snake will propel you upwards. Once it stays still, high jump for the JIGGY (3). Drop down and exit the pyramid.

Head onto the narrow ledge with the tree left of the pyramid. Talk to Bottles, who will teach you the Running Shoes. Pick up a pair of white boots with red lightning bolts to run at super speed until the boots wear off. You now have all the moves in the game.

Move Master Achievement in Banjo-Kazooie

Move Master19 (15)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesMain Storyline - This achievement is gained automatically by progressing through the main game mode
Discover and master all Banjo's moves… and Kazooie's… but nobody else's. Unless you insist.

Head past the quicksand semi-circle with the notes and put on the Wading Boots on the island behind the pyramid. Go down and get the notes in the quicksand (45), then head back to the wading past and go past them. Head up the mound you'll be facing. Grab the two notes (47), then put on the Running Shoes. Head back to where you got the notes. Go to the island and Grabba the hand will appear with a Jiggy. With the shoes, get the JIGGY (4).

Grabba's got a Jiggy, ner ner wtf where did it go? Go back to the Running Shoes and put them on again. Continue around the place and hit the star switch in front of the twisting ramp up the pyramid. Run up the ramp as fast as you can, getting all the notes (51). Drop into the hole opened by the switch. You'll JUST make it. Don't get the Jiggy right away. First go to the back of the water and grab the Mumbo Token (18). Now dive under to the bottom and get the JIGGY (5). This causes the door at the bottom to open. The water drains and is dumped into the pit of quicksand underneath the building outside, making it safe to go in. Avoid the Mum-Mums and get the notes (55). Exit the room.

Get the MUMBO TOKEN (19). Talon trot down the slope and get all the notes around the edge (64). Don't get the notes on the stairs yet. First jump on the pillar in the water that's facing a sphinx. Once you jump on it, the sphinx will move. Shoot three eggs into it and another sphinx will appear on another side. There are three total, and each of them raises a segment of an underground pyramid. Once you've fed all of them, you can go in the pyramid. However, first dive underwater and swim around the edge of the pillar. Get the notes (70), the MUMBO TOKEN (20), and the blue JINJO (3).

Go to the stairs leading to the pyramid on the surface of the structure where the sphinxes were. Grab the four notes on the edges (74). Talon trot up the pyramid and get the MUMBO TOKEN (21) at the top. Now enter the pyramid. King Sandybutt (no joke) is angered by your trespassing. Keep going and you'll have to go through a maze. If you don't get to the end in 60 seconds, the wall closes in and you die. Here is a map:

External image

LEGEND:
E-# (Blue Eggs-number of eggs) W (Witch Switch)
R-# (Red Feathers-number of feathers) M (Mum-Mum)
G-# (Gold Feathers-number of feathers)

Get the notes at the start (77), then enter the maze. Go left (it would be right if you were in Banjo's view) as far as you can into the corner. From there, follow the path down to the opposite corner, then turn left to head to the Witch Switch, which is next to the exit. After you stomp it, a coffin will open to reveal a Jiggy. Head back to the start and make a left again, but don't go all the way. Turn right asap and continue past the Mum-Mum. Go down when you can and take the U-turn closer to the right side of the maze. At the end of the maze, collect the notes (81). A coffin will open to reveal a Jiggy. First, jump in all the pots to get the prizes. They are a MUMBO TOKEN (22), and the purple JINJO (4). Now get the JIGGY in the coffin (6) and exit the tomb.

Make a left (with the camera facing your front) and drop down, then head up the stairs. Get the notes on the stairs (85), then get the notes on the ledges sticking out of the pyramid on the left (87). Stand still and take note of the flying carpet. When it comes to you (wait for it to blink and disappear) jump on , then jump again when it arrives at its destination. You'll find Gobi the camel, who is trapped. Beak bust the rock to free him, then grab the JIGGY (7) he gives you.

Take the magic carpet back and this time go all the way to the back of the

pyramid. Beak bust the Hollow Honeycomb Switch to make a Hollow Honeycomb appear in the middle of a hole in a ring cactus thing. Jump into the alcove in the back of the pyramid and get the green JINJO (5), then get the JIGGY (8). Go to the front of the pyramid and talon trot up to the top, getting the notes (91). Beak bust the switch to open the pyramid for a short amount of time. Slide down and go in (try to jump before the cut-scene starts).

Kill the Mum-Mum with a gold feather, then take the four notes in the corners (95) plus the MUMBO TOKEN on the back wall (23). This is a matching puzzle. Beak bust the tiles to reveal a picture. Match two pictures and they stay up. Once all the tiles are flipped, you get a Jiggy. Here's a map (the tiles on the top of the map are the tiles closest to the door):

M

E

J

J

F

N

B

H

K

F

M

K

N

B

H

E

Legend
M - Mumbo F - Red Feather H - Honeycomb
E - Egg N - Note K - Kazooie
J - Jinjo B - Banjo

Follow the map and hit the tiles and you'll have no problem given the 100 second time limit. Grab the JIGGY (9) and get out when you're done. Head all the way back to the start of the level where you found Trunker. Gobi will be there, saying the carrot looks thirsty but he needs his water. Beak bust Gobi's hump to make him spit all his water out, giving Trunker the water he needs. Like a dumbass, Gobi runs away from the gallons of water directly in front of him and into the desert abyss. A Jiggy appears on top of Trunker. Of course people in this game are impolite and make us do work to retrieve rewards even after earning them. Climb the tree near Trunker and jump from there to on top of him to get the JIGGY (10).

Head back to Jinxy and use the Flying Pad. Go to the cactus, which is past King Sandybutt's pyramid and near the pyramid where you had to use the Running Shoes to get in in time. Be careful, you can't make contact with the thorns or you get hurt. Grab the HOLLOW HONEYCOMB (1), but don't land yet. Fly over near Jinxy and find an alcove to HIS left. You'll find Gobi there. You could've taken a magic carpet but since you were already in the air I figured flying was better. Grab the five notes (100).

=======================----------------------------==========================
| | Stop ‘n’ Swop | SnS
Go into the room and at the end, push the switch to open the coffin. Get the BLUE EGG.
(The corresponding item can be found on top of a turret by the docks in Banjo-Kazooie: Nuts & Bolts.)
-----------------------============================--------------------------

Beak bust Gobi's hump for a HOLLOW HONEYCOMB (2), giving you your 8th honeycomb! Now that you've cleared out Gobi's Valley, take the flying carpet back, head down the slope, go to the Banjo-Kazooie Pad, then leave the world.

| n | Gruntilda's Lair | LAIR7 |

Use the Wading Boots to cross the quicksand, avoiding the flying beatle. Of course, since Rare loves to piss us off, two Mum-Mums have escaped. Kill them both with gold feathers, then line up with the Jiggy in the coffin. Wait for the Shock Jump Pad, then leap to the JIGGY (6).

Go down through the 260 note door that leads to the full body Grunty statue. Head through the pipe that leads to Bubblegloop Swamp on the statue's right. Kill the Gruntling, then go through the pipe on the left. Put on the wading boots and head through the swamp water to behind the Bubblegloop Swamp entrance. Go through the pipe that leads to the Freezeezy Peak puzzle. Cancel the boots, then talon trot up the slope left of the puzzle after killing the Chinker. Rat-a-tat-rap the ice, then put on the Wading Boots above the exit pipe and head back through. Enter Bubblegloop Swamp.

| o | Bubblegloop Swamp | SWAMP2 |

We're here to get the level's final Jiggy. Head forward and cross the bridge, followed by the log. Jump from the leaf to the Flibbet area, then take the left log. Head to the giant crocodile area and up the ramp. Go through the maze using the Wading Boots and enter Mumbo's Skull. Transform into an alligator and exit the hut. Go through the secret exit (the tiny hole in the log wall) and head down into the giant crocodile through either nostril.

Make sure you have full energy, as if you lose, you lose two honeycombs to him. Put on the Running Shoes in the back and talk to Mr. Vile. This mini-game is pretty hard, but with the Running Shoes you shouldn't have TOO much trouble. In round 1, you have to eat more red yumblies than Mr. Vile. If you tie, you lose. One strategy is to try and eat the yumblies Mr. Vile eats. Another is to just go wherever a lot of yumblies are. Keep putting on the Running Shoes as they wear off. In round 2, you have to eat red yumblies and avoid yellow yumblies. This shouldn't be too hard either, but keep a sharp eye out for yellows. Adjust the camera so it's as far away from you as possible. Round 3 is the hardest. There is an icon at the top of the screen depicting which type of yumblie you should eat. It changes every 10 seconds or so. Note that before it changes, it does a full 360 degree rotation. If you eat the wrong yumblie, you get slowed down a bit, so be very careful. This also happens if you eat a yumblie as the color changes. Once you win, you get a JIGGY (10). You need to get 30 yumblies in one round for the corresponding achievement.

Chomp Chomp! Achievement in Banjo-Kazooie

Chomp Chomp!19 (15)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modes
They're red and no less than 30 of them need chomping. Nuff said.

Now that you've finally completed the swamp, head out of the crocodile and exit the level as an alligator.

| p | Gruntilda's Lair | LAIR8 |

As an alligator, head through the pipe leading to the Freezeezy Peak puzzle again. Go up the slope and through the small pipe on the left. At the end, you'll meet Cheato the spell book. Whenever you find him, he'll give you a cheat that you can enter in the sandcastle of Treasure Trove Cove that will double the maximum amount of some item you carry. In this case, the cheat is BLUEEGGS. We're not going to enter the cheat yet, we will wait until we have the other two cheats. For now, head back out and across the bridge, where you will be de-transformed. Go through the pipe.

Head over through the 260 note door atop the ledges on the other side of the area. Go up the giant stairs on the left in the coffin room. Once in the room with the two Gruntlings, head down the icy tunnel and enter Freezeezy Peak (we could get the Witch Switch Jiggy now, but it's more efficient if we wait until the Mad Monster Mansion Witch Switch).

| q | Freezeezy Peak | PEAK2 |

Go down the two slopes and up the small slope on your right, making a U-turn. Talk to Boggy and accept his challenge. Put on the shoes at the start. As with the last race, just run through the flags and don't miss any. It's easier to jump over Boggy as Kazooie jumps higher and farther than the walrus. Use the same tips as the last race and you should win with no problem. Try to cut past Boggy by cutting corners. At the end, get the JIGGY (10). You've cleared out all of the peak's goodies, so head back to the start and leave.

| r | Gruntilda's Lair | LAIR9 |

Head out of the icy area and take a left up the ramp on the wall. Continue past the 450 note door and spit three eggs to remove the web, then activate the blue cauldron. Continue and jump onto Grunty's hat, then talk to Brentilda. Go back and open the 450 note door. Avoid the Shrapnel and swim through the pipe with the red eyes.

This is the Rusty Bucket Bay entrance, but we aren't going to Rusty Bucket Bay right now. Swim through the next underwater tunnel on the left while avoiding the killer fish. Swim through the long pipe. In the next room you'll find several alcoves. Avoid the killer fish and jump into the one closest to the water. Wing-flap from alcove to alcove until you reach the puzzle. Stand on the podium and press the trigger to open Mad Monster Mansion. Backtrack all the way through all those under water tunnels to the 450 note door. Enter Grunty's mouth where the 350 note door was.

This time, head past the Gobi's Valley puzzle through another doorway. Walk very carefully along the narrow bridge so that you do not fall into the lava (if you fall, you'll die instantly). At the end you'll find a exit, so head out. You'll reach a graveyard area with Mad Monster Mansion dead head. Before you enter, go left of the mansion and continue down the path until you find a gate. Rat-a-tat-rap it open, then enter the mansion.

| s | Mad Monster Mansion | MANSION |

Get the four notes you see at the start (4), then climb one of the poles in the corners. Talon trot around the roof and grab the notes (8). Bust open of two unboarded windows. If you enter the room with portraits (these are like Grille Chompas, only you can't kill them without gold feathers), you can only grab the gold feathers. Leave once you do. The other room holds Loggo the toilet plus a skeleton. Grab the MUMBO TOKEN (24) in the sink, then leave.

=======================----------------------------==========================
| | Stop ‘n’ Swop | SnS
On top of Loggo the toilet, get the GREEN EGG.
(The corresponding item can be found in the tunnel under L.O.G.’s factory [Scuba seat needed] in Banjo-Kazooie: Nuts & Bolts.)
-----------------------============================--------------------------

Head around until you find a Shock Jump Pad underneath and to the side of a window. Use it to jump to the roof and quickly switch to talon trot. Grab the four notes in the corners (12). Bust open the window on the same side the Shock Jump Pad was. Look in the upper right corner and you'll see a Shock Jump Pad guarded by a portrait. Lure it out, then shock jump to the top of the bad and grab the yellow JINJO (1). In the other corner of the room on the same side as the window, grab the four notes on the box (16) and the MUMBO TOKEN (25) under it, then leave.

Go to the other side of the building, open the window, then enter. Grab all the notes in this room (25), some of them guarded by Chompas (be sure to look everywhere, there are two Chompas guarding three notes and three of the corners have one note each). Now leave. Talon trot up the roof and stay on the side that would Banjo's left coming out of the window. Get the green JINJO (2). Go to the other side and shock jump to the top chimney of the house. Jump into the hole and fall in.

You land in a fireplace where a Napper the ghost is sleeping on the job (guarding a Jiggy). If you walk on the floor, you'll wake him up. Wonderwing to get the Mumbo Token in the fireplace (26), then jump to the nearest chair. Get all the notes on each chair (33), then jump on the table and get the JIGGY (1). If you want an extra life, use the Flying Pad. It's above the light. Otherwise, just head to the front of the room and exit by rat-a-tat-rapping the door.

You're outside again. Make a right (Banjo's left) and go around the mansion until you go down a small set of stairs. Rat-a-tat-rap the trapdoor thing open and head in. You're now in the wine cellar. Bust open all the barrels with rat-a-tat-raps on the right side first. Collect the purple JINJO (3). Open the barrels on the left side and get the MUMBO TOKEN (27) and the JIGGY (2). Go to the back of the room and high jump on the shelf. Get the notes (37).

=======================----------------------------==========================
| | Stop ‘n’ Swop | SnS
Enter the open wine barrel and get the TURQUOISE/CYAN EGG.
(The corresponding item can be found on top of a roof in the Theater District in Banjo-Kazooie: Nuts & Bolts.)
-----------------------============================--------------------------

Lave the wine cellar. Head out and forward, then look on Banjo's left. You should see a gate. Rat-a-tat-rap it to reveal a church. Head into the area and notice there are pots with eyes. Go around the area counter-clockwise looking for them, and backspit an egg into each one to make flowers come out. The pots are located on the sides of the area. You'll have to deal with some killer gravestones along the way. Near the third pot is a gravestone. Get the MUMBO TOKEN behind it (28). When you spit eggs into the last pot, you'll get a JIGGY (3).

You should see a window with Banjo and Kazooie's faces on it very close to the last pot (about across from it). Jump through to find a bonus room. Head around the room to restock your inventory (watch out for the portraits), then leave.

Across from the room you left is a gate. Rat-a-tat-rap it open, but ignore it for now. Go to the front of the church and hop on the gravestone. From there, jump on the church and get the note (38), after changing to talon trot while on the gravestone. Jump to the next part and get all the notes on both roof parts (47). Jump on the ledge sticking out of the clock tower and jump again to the clock tower. Head to the other side and go in the hole, getting the MUMBO TOKEN (29). Grab the four notes here (51) and then use the Shock Jump Pad to leap to the pole atop the roof. Climb up and get the JIGGY (4).

Go back down (in talon trot) to lower roof. Nearby is a hedge maze with a little corner with no entrance (there's a ramp in the corner). When you find that corner, leap into it (use the rat-a-tat-rap to prevent damage). Get the MUMBO TOKEN (30) next to the ramp and then climb the ramp so you're on top of the maze. Here is a map:

External image

LEGEND:
J = Jinjo Arrow = Entrance/Ramp
N = Note B = Beehive
2N = 2 notes M = Mumbo Token

Head to near the right toward the top right corner, drop down, then get the two notes (53). Get the beehive in top right if needed. From there, go left, staying on the upper part of the maze. There's a long dead end (the end is right next to the beehive) where you can get a MUMBO TOKEN (31). Go to the very top left corner of the maze and get the orange JINJO (4).

Go to the bottom left corner of the maze, where you'll find a couple notes (55) near each other and some blue eggs. Now go to the dead end in the middle of the maze for two notes near the Jinjo (57), then take the bottom middle exit. Take a right and follow the mansion until you're facing the church again. In front of the entrance to the Church area where the gate was, in a little corner on the right, you can get three notes (60). Backtrack a little and head up the stairs to a shed area with some skeletons. After you go up the stairs, take a left U-Turn and go down into a little corner. Get the MUMBO TOKEN (32) Avoid the skeletons and head behind the shed. Shock jump from the pad in the corner and change to talon trot on the roof. Get the notes (64) and the MUMBO TOKEN on the right light (33), drop down, rat-a-tat-rap the door, then enter.

Grab the four notes in the corners (68), then talk to the ice block in the room. You'll have to play a little minigame in which a purple ghost (it regenerates, so don't try to kill it) will be moving around the move in a square shape. You have to get on the ice block and spell out BANJO KAZOOIE on the floor squares within XX seconds. Here is a map: (note the top of the map is the right of the board if you were in Banjo's eyes at the entrance to the shed).

!

Z

!

E

!

O

!

I

!

!

!

A

O

!

!

B

-->

EXIT

!

!

K

J

!

!

!

!

O

!

N

!

A

!

!

The ! squares are Grunty squares, which make you lose a honeycomb. When the ghost comes, get out of the way or you will lose a honeycomb AND be knocked off the ice block. Once you've spelt out BANJO KAZOOIE in 75 seconds, grab the JIGGY (5). Leave the shed.

Go to the back of the area and down a set of stairs on the right. Avoid the skeleton and keep going. Ignore the stairs on the left for now and rat-a-tat-rap the gate open on the right. Get the notes on the fountain (72), then shock jump to the blue JINJO (5). Next, grab the JIGGY (6).

Drop down and head to the bottom right corner of the fountain area. Notice a little corner like in the shed area. Follow it and get the MUMBO TOKEN (34). Head back and look at the straight stairs leading to the mansion area. Left of it are some smaller, windier stairs. Take those and you'll find a switch and a pair of Running Shoes. Beak bust the switch to open the door of the church temporarily. Quickly put on the shoes and jump over the thorns. Make a right out of the fountain area and follow the mansion to the church. Go through the door.

First off, kill the Tee-Hees patrolling both columns of pews. Now, using the high jump, get the four notes, one on each pew (76). Head to the back of the room where Motzhand the ghostly hand is playing the organ. Get the two notes on the pedals (78), then high jump to the chair. Grab the MUMBO TOKEN (35), then shock jump to the keys. Talon trot up to the music book to meet Motzhand. What you have to do is follow him while he plays his organ. Beak bust the key he plays (it lights up), one after another. He uses sharps and flats, especially in the second round (you must play two songs). Be careful when hitting the sharps/flats, because you might misaim and hit the natural by mistake. If you hit a bum note, you lose a honeycomb. Once you've played his two songs, you get a Jiggy. Talon trot to the music book, high jump to on top of it, then high jump to the organ. Head along all of the gold rods, collecting all the notes (82) and the JIGGY (7).

From the left side of the organ, jump onto a ledge with a Flying Pad. Fly all the way to the top of the church and land on one of the beams. In the middle, where the skeleton is, get the HOLLOW HONEYCOMB (1). Head across the thin beam and grab the MUMBO TOKEN (36). Now stomp the Witch Switch. A Jiggy will appear in Grunty's left eye in the 2 Gruntling room. Walk across the thin shutter ahead of the Witch Switch. As psychotic as this seems, jump off and wing-flap to land on the organ. You might lose a honeycomb or two, but that's okay as long as you're in decent health. Head down the organ and exit the church.

Head over to the corner where the second pot was. Jump onto the gap in the brambles and drop down to Mumbo's hut, then enter. Get the two notes at the bottom (84), then transform into a pumpkin for 20 MUMBO TOKENS (16). Exit the skull.

Head through the tiny exit on the right, like in Bubblegloop Swamp. Use the gravestone to get to the roof, then jump to the clock tower like before. Head in the clock tower using the entrance on the other side. From the here, jump into the part of the hedge maze with the ramp where you got the token. Go along the top of the hedges and use the stone wall to go over to the mansion. Jump in the window dead ahead. Go under the floorboards where the shine is coming from. Get the HOLLOW HONEYCOMB (2) and leave the room.

Head to the other side and jump into the bathroom window. Alright, time for some toilet humor. Jump into Loggo the toilet and he'll flush you down. Go to the bottom and avoid the tentacles/Chompas. Grab the JIGGY in the top left corner (8). Head back up the pipe, then exit the window.

Head around the sides of the roof until you find a corner with a hole. Drop into it, granting you a JIGGY (9). Get the notes (89) and leave through the bottom hole. Make a left and head down the stairs on the right that lead to the fountain. Make another left to an area with a well. Get the notes on the ledges around the area (93), then head up the bridge and hop in the well.

Get all the notes around the well (100) and the MUMBO TOKEN (17). Jump into the hole in the bucket and get the JIGGY (10). Exit the well through the pipe at the bottom. Leave the fountain area and head around the mansion until you find the Banjo-Kazooie Pad, then exit as a pumpkin.

| t | Gruntilda's Lair | LAIR10 |

Head over to the area where you busted the gate open before you entered the mansion. Go down the path this time, avoid the Gruntling, and go through the small hole in the door of the shack. Go to the back of the room and have Mumbo transform you into Banjo. Kill the Tee-Hee with a golden feather, then bust open the coffin with a beak buster. Beak bust the water level switch you find in it. This raises the water level in the rooms beyond the 450 note door. Transform back into a pumpkin and leave the shack.

Head to the back of the area, avoiding the killer gravestones, and go into the lava room with the Gobi's Valley puzzle. Take a left instead of going to the puzzle and carefully walk along the narrow path. Don't fall in the lava. Talk to Brentilda, then go through the small hole and talk to Cheato, who will give you the cheat REDFEATHERS. Exit the Cheato room and head over to the puzzle and through the 350 note door after de-transforming.

Enter the Freezeezy Peak area and shock jump up an alcove. Go as far left as you can, then beak bust the Flying Pad Switch and put on the Running Shoes. You have very little time to reach the pad, so dash as fast as you can back to the two Gruntling room and take flight when you get to the pad. Fly back to the Freezeezy Peak room through the tunnel above the standard cave entrance and go all the way to the top alcove. Get the JIGGY (7).

Now you'll be on a Flying Pad. Fly to the 2 Gruntling room and beak bomb the witch eye with the JIGGY (8). Head over to the 450 note door room and go through, then swim through the tunnel to the Rusty Bucket Bay area. Go onto the land where the boat is and take the stairs up the boat. High jump to the very top of the nearby stack of crates into the alcove to activate the other blue cauldron. Head past the crates towards the water and you'll find a Rareware crate in the corner. Bust it open for another water level switch. Beak bust the switch to raise the water again. Go to the blue corridor right of the boat shown at the end of the scene.

Turn right at the beehive (going straight leads to a dead end) and rat-a-tat-rap the grate. Head into the room and stand on the podium. Press the trigger to open Rusty Bucket Bay just in the other room. Now we could go into the world right now, but we still have to get the final cheat. Head back to the RBB room and into the first water room where the Shrapnel is. Go to the alcove with the three pipes, one with a grate. Rat-a-tat-rap the grate and follow the pipe. Hit the water switch at the end and quickly swim into the Rusty Bucket Bay room.

Before the water goes down again, jump into the alcove on the right, which is accessible thanks to the raised water level. Head up the winding stairs to find Cheato, with one last cheat: GOLDFEATHERS.

Cheating Cheato Achievement in Banjo-Kazooie

Cheating Cheato29 (20)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modes
Bump into Grunty's disowned spellbook three times as it hops around the place dishing out cheats.

Go down the stairs and take the blue cauldron. Jump off the ledge at the top of the ramp where you appear and head to the purple cauldron, which you should jump in. Now that you're back near the start of the lair, head up the ramp into the waterfall room. Jump the stream and enter the red eyed cave below, then head forward and high jump into Treasure Trove Cove.

| u | Treasure Trove Cove | COVE2 |

Head to where Bottles taught you to use the Shock Jump Pad (what a long ass time ago that was) and drop down from near there. Patch up leaky with three eggs and enter the sandcastle. Kill the Snippet with a few rat-a-tat-raps, then type in BLUEEGGS by beak busting the letters on the sandcastle floor. Now you have 200 eggs, which is your new maximum. Type in REDFEATHERS next, granting you 10 red feathers. Finally, type in GOLDFEATHERS. You now have 20 Gold Feathers, so exit the sandcastle and leave the level.

| v | Gruntilda's Lair | LAIR11 |

Head out of the Treasure Trove Cove room. Climb up the vine and kill the Gruntling. Hop the stream and enter the 50 note door room. Go down the stairs and warp with the purple cauldron. Go up the ramp and use the blue cauldron. Swim down into Rusty Bucket Bay.

| w | Rusty Bucket Bay | BAY |

This level is very difficult and can get quite frustrating. Several of the items here are very dangerous to get and you will probably die at least a few times. First of all, you should notice the water is all grimy. That's because it's polluted with oil. You lose oxygen on the surface, and underwater you'll lose it twice as fast. Head forward up the start and collect the notes up the bridge (5). Make a left and jump into the pipe. Jump over to the other corner of the room and grab the MUMBO TOKEN (18). Jump to the plank on the left and take out the Chompa. High jump to the red feather plank and take out the another Chompa. Kill the last Chompa and get the notes (10), then leave the pipe.

Back flip onto the pipe and then jump to the next boat level. Head up the bridge and get the notes (14). Go around the smokestack and take out the Flotsam. Back flip to the next platform and get the two notes on the sides (16). On the front, beak bust the numbers in this order : 312111, which will grant you a JIGGY (1).

Go back to the smokestack and climb the ladder across from where the Flotsam was. Head around and get the notes on the path going to the other smokestack (20), then climb the ladder in the back. Go around the next smokestack and ignore the bridge to the next one until you find the Chompa. Kill it and shock jump to the top of the stack. Get the MUMBO TOKEN (19). Drop down and cross the "bridge", getting the notes (24). Climb the final smokestack using the ladder in the back and get the JIGGY (2).

Head back to the other smokestack and drop down at the back, landing on the crates. Jump to and climb up the rope holding the TNT box. At the top of the crane, you should see the Witch Switch on the platform ahead. I find the easiest way to get to it is to run off the crane in a roll attack, jump, then flap Kazooie's wings. You'll JUST make it. Stomp the switch, which makes a Jiggy appear in front of the pipe that leads to the water level 3 switch.

Drop to the platform below from the switch. Kill the Chompa and get the MUMBO TOKEN (20). Drop to the back of the boat, where you should get the notes around the edge (30), then head over to the pipe with no teeth. Jump into the lifeboat hanging off the side of the beat and get the MUMBO TOKEN (21), then head into the pipe. Climb down the ladder and kill the seaman. Get the four notes (34), then beak bust the propeller switch. This slows down some fans in another room. Now we're ready to do the infamous "hardest Jiggy in the game". Climb up the ladder and leave. Climb up the ladder near the pipe with teeth, then head past the crates and go to the smokestack. Rat-a-tat-rap the door open. Take out the Chompas here, then wing-flap down. You should see the entrance to the next room. Before you go in, back flip into the compartment above, where you can get a HOLLOW HONEYCOMB (1).

Now go in. First up is a moving bridge. Wait for it to stop, then go through it the long way, getting the MUMBO TOKEN (22). High jump up the gears and kill the seaman. Wait for the cog on the left to slow down, then go across it. Get the four notes (38). Another cog is ahead. Wait for it to stop, then go to the end and high jump for the MUMBO TOKEN (23). Don't risk it if you don't think you can do it. Head across to the middle where the seaman was and cross the other cog. Get the notes (42), then the MUMBO TOKEN (24) if you think you can get away with it. Now head over through the spinning bridge when it stops. Bust the propeller switch, slowing down the propellers in the back of the boat. Turn around and get into talon trot to make this next part easier. Face the propeller and wait for it to slow down. Jump in between the gap. You'll have to time it right. Now get the four notes (46). Head across the stationary cog and get the JIGGY (3).

Nope, that wasn't the hardest Jiggy ever. Go back across the cog and jump through the propeller on your right when it slows down. Now beak bust the other propeller switch. The propellers on the boat will stop for 65 seconds. Here is the really difficult part. Head across the spinning bridge when it stops, cross the cog (which doesn't move anymore), wing-flap down the gears, and cross one more spinning bridge. Climb the ladder up and leave the smokestack. Head toward the back of the boat past the crates. Jump into the oily water then turn to face the boat. Swim under and quickly go behind the pillars to get the JIGGY (4). If you hit the propellers when they move you will instantly die.

Quickly swim out of the propellers and surface, then jump onto the crate to get your oxygen back. You should see a grate with a beehive on the land nearby on the side. Below that is a grate in the wall with a hole in it. Swim through it QUICKLY and get the purple JINJO (1) in the room. Surface as soon as you can and jump on the crate near the land. Jump on the land and collect the four notes on the grate (50). Talon trot over the building on the right. Head past the start and look on your left to find a toll. Spit two eggs into it and a bridge will appear. Kill the Chompa, then go back to the toll. Spit another four eggs into it and the bridge will extend. Head across it and high jump for the MUMBO TOKEN (25).

You have enough Mumbo Tokens for the game now, but I will continue to point them out to you. However, don't get them if you don’t want to. Talon trot up the shack and get the notes along the fence (55) past it, being careful not to fall into the water. Once you're done, hop in. Look! It's Snacker! Quickly swim to the buoy in the very corner of the fenced area (and the level) to get the yellow JINJO (2). Now look to the wall underneath the other shack (not the one you just came from). There's a hole in it. Swim into it, avoiding Snacker.

Surface and kill the Flotsam. Head along the ledge and take out the Chompa. Go to the other side, kill the Flotsam, then bust the Hollow Honeycomb Switch. Go to the other side again, take flight, then fly to get the HOLLOW HONEYCOMB (2). Once that's done, drop down to the water and swim through the hole again.

Swim through the hole in the fence at the front and enter the metal building through the door in the water. Swim through to the other side, avoiding the killer fish, then jump to the Chompa on the ledge and kill it. Jump across the bobbing crates and to the other side. Go to the box left of the one you land on, high jump to the edge of the Chompa, take it out, then get the four notes on the crate above (59). Go the other way and head up the crates. Walk along the plank with eggs very carefully, jump to the other plank and walk across, then high jump to the JIGGY (5) on the crate on the left. Jump into the water and swim through the door you came in through.

You should hear an annoying noise. It's a dolphin trapped by an anchor. Go underwater and search for an anchor. Trace it to the boat and swim through the hole its going through. Swim up and jump into the cave. Rat-a-tat-rap your way through the million Chompas and get any honeycombs you need. Kill the seamen in the next room and get the notes (63), then beak bust the anchor switch. This frees the dolphin, who of course leaves the Jiggy IN THE DAMN WATER. Bastard. Go back through the cave and swim through the hole in the boat again. Quickly get the JIGGY (6) on the ground.

Swim towards the start and climb up the ladder, then head across the toll bridge again and talon trot up the building. Jump to the other building after crossing the fence and continue along the harbor. Now you're in a toxic waste dump. Jump along the barrels and get the Mumbo Token, the notes (66), and the green JINJO (3). Go back up on land and continue. Shoot three eggs at the TNT box to make it explode. Shock jump up the crane and get the notes in the front (69), then high jump up. Beak barge the red up arrow sticking out, which temporarily opens the cage with the Jiggy in it. Climb the ladder up the crane on the right side, run to the edge, wing-flap down to the boat, then grab the JIGGY (7).

At the very tip of the boat, get the Mumbo Token. Jump into the pipe that doesn't have teeth. Head around the kitchen (don't touch the red hot stoves) and get all the notes (74). Don't forget the one in the northeast corner. Jump into the oven with a gold feather equipped and get the Mumbo Token, then leave the kitchen.

Go to the side of the boat you're on and look for a window on the side. Open the sharper looking window on the left and head in. Get the notes (77), then rat-a-tat-rap the door below the Jiggy. Kill the Chompa, then jump for the JIGGY (8).

=======================----------------------------==========================
| | Stop ‘n’ Swop | SnS

On top of the Captain’s bed, get the RED EGG.
(The corresponding item can be found in a cavern below Uptown [Scuba Seat needed] in Banjo-Kazooie: Nuts & Bolts.)
-----------------------============================--------------------------

Now exit through the window. Head around the front of the boat to the other side of the boat and rat-a -tat-rap the sharper looking window again, which you should jump into. This is the control room. Get the four notes under the map (81), then get the Mumbo Token nearby. Leave the room. Go to the middle of the ship with the two pipes. Avoid the one with the teeth and head over near the stairs up the ship. Open the window and go inside, where you should get the four notes in the corners (85) and leave.

Go over to the TNT box where you jumped to the Witch Switch. Jump up to the TNT box, then climb up to the crane and this time go all the way over to the crane. Climb down the ladder and beak barge the up arrow. The TNT box will fall, explode, and open another room. Grab the notes below (88). Drop down on the right and feed 8 eggs to the toll to make a strange bridge come out. Carefully go across it and kill the three Chompas to get the orange JINJO (4). Head back across and go to the other side of the crane. Put in six eggs to make a ridiculous bridge come out. It's extremely narrow and windy. CAREFULLY tread across it to an area with a bunch of blue boxes. If you fall into the water, there's a ladder leading to the blue box area. Enter the closest one on the right first.

Jump on the crate to the left and get the four notes (92). From there, backspit three eggs to kill the Boom Box. Head to some other crates in the room. Keep back spitting eggs to kill all four Boom Boxes. As your reward, you get an extra life. Take it and leave. Climb up the boxes right of the box you entered and go through the hole on top of the middle box. Take out the sea dudes in here, then head near the northwest corner to get the blue JINJO (5). granting you a JIGGY (9). Grab the Mumbo Token on a big stack of crates near the middle. Climb up the crates and the ladder to leave. Drop down and enter the left crate. Get the four notes on the bottom crates (96), then head up to the planks on the top via the crates. Kill the Chompas along the way, collecting the Mumbo Token and the notes (100). Exit the crate.

We're actually not going to activate the last toll (on the other side of the blue boxes). Jump into the water and head around the front of the ship to the other side. Use crates to refill your oxygen. Climb up the ladder near the start and head up the nearby bridge going to the boat. Take a right past the crates and hop into the giant hole created by the TNT box dropping (Alternately, you can climb up the crane and drop down into the hole from above).

Here you'll meet Boss Boom Box, one of the most hilarious enemies you'll face. Equip a gold feather and run into him. He'll separate into two smaller boxes. Keep rampaging through the boxes as they split. It's funny the how they sneer at you but you kill them without even attacking. When all the boxes are done, get the JIGGY (10). Go to the front of the room and climb up the ladder. Head back down the plank and exit the level. Now that wasn't all THAT difficult, was it?

| | Gruntilda's Lair | LAIR12 |

From the water, swim into the previous room with the Shrapnel. Go to the alcove where the Witch Switch where you ran up the pipe to the water level switch and get the JIGGY (9). Look over and you should see a bunch of ledges leading to a note door. Jump up them and open the 640 note door.

Equip a gold feather and charge through the Whipcracks. At the end, talk to Brentilda near the black Gruntling, then go to the right. Avoid the Bigbutt and high jump up the giant leaves. Ignore the 765 note door and continue right through the ledges. When you find a doorway with eggs, go through it. Get the Mumbo Token, then go back.

Continue through the ledges. When you find a jiggy switch, beak bust it. This makes the Jiggy podium appear in front of the Click Clock Wood puzzle. Drop down and you should see a little blue opening in the wall. Head through it and you'll find the red cauldron. Activate it and warp.

Kill the Gruntling and head through the pipe. Drop down into the water that the fall is pouring into. Swim through the underwater tunnel on the left to the puzzle. Get the Mumbo Token hidden in the left corner in the back, then stand on the podium and press the trigger to put 15 pieces in, opening Click Clock Wood.

Head back through the water, up the vine, and through the pipe, where you should take the red cauldron to warp again. Go back through the tunnel into the main area, then head up the steep slope at the back of the area and enter Click Clock Wood.

| 4y | Click Clock Wood | WOOD |

A very unique level. See, you start out in a hub with four entrances. The four entrances all lead to the same scene, a HUGE tree in the middle of a forest. However, each entrance leads to a different season. You start out in spring, and work in order from there. At first, all the seasons are closed. You have to keep pressing switches. The first is in the hub, and all the seasons but winter have a switch. It's the most challenging level, but a fun one too.

| Hub |

Head backward and stomp the Spring Switch. The door to spring opens. Collect the four notes in front of spring (4), which is in the other direction, then enter.

| Spring |

Use a gold feather to get a Mumbo Token on the right in the flower, then kill the Grublinhood. Take a right and dive into the water and head through the river. Eventually you'll meet Gnawty the beaver, who's house is blocked off by a boulder. We can't help him right now, so continue past him. At the end of the stream you'll find a Big-Butt and a dirt patch. Get the four notes (8) around the patch, then back spit five eggs into the hole in the middle. A flower will grow. It's useless right now, but later it'll give us a prize. Swim across the stream to the land in the corner. Use a gold feather to get the Mumbo Token. Continue around the area past the big flower and high jump to the ledge. Get the notes (11), then head up the left ramp. You'll find holes in the tree. These are like Chompas, but they're birds. Take them out the same way.

Head right and when you go under a ramp going up the tree, go around it and get the three notes (14). Continue around the tree and you'll be above the water. Head along the "bridge" and get the notes (17). Keep going along the tree. Get the notes on the second bridge above the water (20), then continue still along the tree. When you find the ramp heading up the tree, go up and kill the bird. Talon trot up the slope and turn left where you'll find narrow branches. Get the Mumbo Token and the extra life. Head back and continue up the tree. Head to the edge of the beehive and get the Mumbo Token.

Continue up the tree and you'll have to wing-flap in and out of alcoves. Shock jump up the ledge and continue going up the alcoves. Next up is a house and bridge, both in construction. Get the Mumbo Token in the house, then go along the bridge, jumping the gaps. When you reach the end of the bridge, take out the Grublinhood and beak bust the Summer Switch. Enter the door on the right. You'll meet Nabnut the squirrel, who's busy pigging out on acorns. High jump on his wardrobe and get the Mumbo Token, then leave.

Jump some gaps to go higher up the tree, and take a left to reach Eyrie the eagle's nest. Use the Shock Jump Pad in the back to reach the top of the egg, then beak bust the blue X to hatch him. Head back and get the Mumbo Token. Here's where going up the tree gets hard. You'll need to use a combination of wing-flaps and high jumps to get across the ledges. However, you can't overshot your jumps or you'll fall. You might want to use a beak buster when you see your shadow above the ledge to ensure safe landing. When you reach the top, use a gold feather on the plant to get the green JINJO (1). Rat-a-tat-rap the door and enter. Avoid the Whipcracks and head to the back, then get the JIGGY (1). Leave the room.

Head back to the edge of Eyrie's nest. If you want to take a short cut, wing-flap from the nest and use a beak buster before you land. You'll lose a honeycomb or two, but that's okay. Wing-flap to the stump with the Wading Boots (or just jump if you landed in the brambles) and put them on, then use the boots to enter Mumbo's skull. Transform into a bee for 25 Mumbo Tokens, then head out of the hut.

The bee can fly into the killer plants unharmed, so take the opportunity to grab any collectibles you want. Hold A to fly upward. Fly to the wasp nest (just go up slightly and look on the bee's left as you leave the skull) and look for a hole in the front, which you should enter. The Zubbas are guarding Grunty's Jiggy, but we can't get it right now. Head to the back and go up all the huge honeycombs. Get the purple JINJO (2), then leave. Fly to the very top of the tree (the place with the green Jinjo was NOT the top). Go around until you find it. Land in the plant, then get the JIGGY (2). Fly to the bottom, look for the exit (which is almost directly below the Jiggy), then leave spring.

| Hub |

Cross the bridge and go to summer.

| Summer |

You'll soon be detransformed. Eyrie will rudely demand five caterpillars. Take an immediate left and head to the corner where you'll find bees. It's near a beehive. You might be able to the see the Jinjo's head popping out of the grass. In talon trot, avoid the bees and get the yellow JINJO (3) in the very corner. Head back to the start and kill the Grublinhood. Get the CATERPILLAR (1) by the tree, then jump up on the leaves, getting the notes (22). Drop down and head right into the dried up lake. Head over to Gnawty and beak bust the boulder, letting him in. He invites you in for a reward, but we can't get all the way up the slope until later. For now, get the Mumbo Token and the notes (24).

Head back to the lake and continue along the path. At the end, kill the bird and bust the Fall Switch. Go back and head behind the big pillar, getting the CATERPILLAR (2). Go up the tree and kill the bird, then go across the bridge.

Now keep heading right around the tree, killing birds. When you see the big flower, drop down to the ledge below with the plant. Get the CATERPILLAR (3), then go over to the flower. Check it out, it's Gobi. Beak bust his hump to water the flower. As much as it pisses him off, Jiggies are more important than camels. The flower grows more. Continue right and avoid the two bee swarms. High jump up the ledge leading to Mumbo and get the CATERPILLAR (4). Go up the ramp and kill the bird, then head right. Kill the second bird, the drop down to where the Wading Boots were. Shock jump to the hut and grab the CATERPILLAR (5) (we'll continue to collect caterpillars as Eyrie "needs" more next season). Go in the hut. Use the unlit torch to hop to the planks and get the Mumbo Token (19). Leave the hut, as Mumbo is too hot for magic.

Wing-flap to the Shock Jump Pad and use it to get back on the tree. Head right and go up the ramp and kill the bird. Instead of talon trotting up the slope, start jumping up the leaves on the right. You might want to strategically use the beak buster again. You'll have to shock jump. Rat-a-tat-rap to the ledge at the end, killing the bird, then get the JIGGY (3).

Head back down the leaves and go up the slope this time. Head up a few more leaves and get the Mumbo Token (21). Once you have it, go back down the leaves and talon trot up the slope near the bird. At the top, turn around and carefully go across the narrow branches for a Mumbo Token and a CATERPILLAR (6). Head back and continue up the tree, killing the birds. When you get past the birds, get the three notes on the branch (27), then go on top of the hive. Beak bust the trapdoor to enter.

This may be even funnier than Boss Boom Box. Jump onto the honeycomb with the Jiggy inside to start the fight. Just equip a gold feather and wait for all the Zubbas to charge into you, "guarding" their Jiggy. It's funny how hard they try to kill you and then they just die without you doing anything. At the end you'll get the JIGGY (4), so leave the nest.

Go back and continue up the trees, jumping in and out of the alcoves. When you reach the branch, get the CATERPILLAR (7). Get the notes in front of the house (31), then enter the house. This part can be a little tricky because if you fall, you'll take significant damage. Stand on the edge of the plank sticking out, then wing-flap to the extra life. Now wing-flap left and get the JIGGY (5) in the corner next to the life.

Leave the house. Head across the bridge, jumping the gaps. It's closer to being complete, so it's a little easier now. Talon trot up the slope behind the beehive and get the notes (36). Wing-flap down to the platform below with the Grublinhood. Kill it, then get the CATERPILLAR (8). Talon trot up the slope and enter Nabnut's house. There's nothing in here, but you need to see this :). Nabut's binging has cost him dearly, and he's become an immobile fat-ass. Once you've had your laugh, leave.

Head along the tree. You have to rat-a-tat-rap to the platforms now, because there are birds there. Great. Get the Mumbo Token. When you get to Eyrie's nest, feed him five CATERPILLARS (3). Don't go up the ledges. The only thing in the Whipcrack room is an extra life, if you want it. Head down to the tree by any means desired. When you reach the bottom, leave summer.

| Hub |

Cross the bridge and enter fall.

| Fall |

Fall has the most notes, so we'll almost be done with CCW once fall is over. The ever demanding pig, Eyrie, wants 10 caterpillars. Kill the Grublinhood and talon trot up the leaves just right of the entrance. Get the CATERPILLAR (4). Dive into the water nearby on the right and find Gnawty's house. Swim through to the surface. He'll say he's been waiting months to give you.. a JIGGY (6).

Get the notes on the top left shelf (38) and leave, continuing through the river. Once you pass a Buzzbomb, jump onto the ledge on the left with the killer plant. Use a gold feather to get the three notes (41). Head over to the giant flower and piss off Gobi one last time with one last beak buster. He's had enough, so he'll leave to go to the lava world.. The flower finally blooms, revealing a Jiggy. Of course, we can't get it right now. Get the notes behind the flower patch (46). Talon trot up the leaf pile on the right and get the CATERPILLAR (5), then go up the left one and get the orange JINJO (4).

Continue and avoid the bull. Kill the Grublinhood, then go up the right leaf pile to get a CATERPILLAR (6). Take out the bird, then head across and make your way all around the base of the tree. Take out the birds and get the notes along the entire way, including the ones from the man-eating plants on the ends "bridges" (64), as well as the CATERPILLAR (7). In front of the bird guarding the ramp down to the water is a CATERPILLAR (8). If your note count isn't 64, make sure you didn't miss any around the tree, or the ones in the man-eating plant. You should arrive back near Mumbo's skull. Put on the Wading Boots on the stump and enter the skull.

The shaman's excuse this time is that he has to "sweep many leaves" and therefore cannot take three seconds to transform you. Anyways, grab the CATERPILLAR (9), then use the unlit torch to get to the planks. Get the notes here (68), then leave. Via the Wading Boots, cross the brambles to the little ramp to return to the tree. Continue past Mumbo's skull and head up the ramp. Go right along the tree until you reach the ramp, which you should walk up on. Kill the bird and get the note (69), then jump on the leaves to the right. Get the Mumbo Token. Once you have the token, head back to the bird and talon trot up the slope. Both of the prizes on the branch are on the left side. Get the CATERPILLAR (10) and the Mumbo Token. Go back to the tree and go up as you kill the birds. When you reach the Zubba's nest, get the CATERPILLAR on top (11), then fall through the opening. Get the notes in the corners (73), plus the CATERPILLAR (12), then leave.

Continue along the tree, wing-flapping in and out of alcoves. When you reach the branch, grab the Mumbo Token on the leaf, then drop down to the Shock Jump Pad. Get the CATERPILLAR (13), then head across the almost complete bridge. Before you cross the gap, let the Buzzbomb charge at you so you can rat-a-tat-rap it. At the top you'll meet Nabnut. He's lost his six acorns, so we have to get them back. Talon trot up the steep slope leading to the circle. Go to the back and high jump for the ACORN (1). Now leap to the ACORN in the middle of the circle (2). Don't worry, if you stop right when you get the acorn, you'll fall to a plank below and get another ACORN (3). Head up the plank and kill the Grublinhood. Rotate the camera and you'll see a steep plank straight ahead going down. Talon trot down it and get the ACORN (4), then go up. Head back to Nabnut and enter his house through the door. Get the CATERPILLAR (14) on the wooden desk in front of the chair, then high jump to the shelf. Get the notes (76), then wing-flap to the nearby shelf. Grab the ACORN (5), then leave. Turn around and head up one more winding plank that leads back to the tree. Rat-a-tat-rap the window and enter. Dive underwater and get the ACORN in the middle (6), then leave. Give Nabnut all six acorns and he'll give you a JIGGY (7).

Continue past Nabnut. Rat-a-tat-rap the birds as you head up to Eyrie's nest. Beak bust the Winter Switch, then go to the nest. Collect the CATERPILLAR at the back (15), plus the notes (84). Feed Eyrie 10 caterpillars. The big bird goes back to sleep again, so head back. Make your way down the nest until you reach the Zubba's nest. Stand on the edge and wing-flap down to the flower below. Grab the JIGGY (8). Wing-flap from the flower and leave fall.

| Hub |

Cross the bridge and enter winter.

| Winter |

Winter is the most difficult season, but we're not going to die, are we? Just as in Freezeezy Peak, you need to talon trot to prevent yourself from slipping. Make a left at the start and head past the snowman. It's safe to go on the now dead thorns near Mumbo's hut. Use the Flying Pad to fly on top of the skull. Get the blue JINJO (5) and the JIGGY (9).

Jump off the hut and take flight again. Continue left and beak bomb the snowman, then get the Mumbo Token. Continue to the giant flower. Take out the Chinker, then take the Mumbo Token on the flower. Now you should see a hole in the ice on the right. Jump into the hole and go underwater, then swim as fast as you can to Gnawty's house. Like in Rusty Bucket Bay, you lose oxygen on the surface and lose it twice as fast underwater. Keep an eye out for the entrance, then surface in his house. Head in and high jump to the top left shelf and get the HOLLOW HONEYCOMB (1). Leave the house and swim AS FAST AS YOU CAN TO THAT HOLE. Get out of there ASAP.

Go back to Mumbo's skull and take flight again. Fly up a bit and head right past the house and bridge until you see a snowman guarding the Witch Switch. Beak bomb it. Fly up to the end of the bridge where Nabnut's house is. Fly above the door and you should see another window. Beak bomb it and enter. Kill the two Grublinhoods, then climb the pile of acorns. Back flip to the ledge and get the HOLLOW HONEYCOMB (2). Nice. You have all 24 Hollow Honeycombs now. Normally, you would get another honeycomb of life, but you don't for some reason. Leave this room.

Show me the honey! Achievement in Banjo-Kazooie

Show me the honey!22 (15)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesCollectable - This achievement is obtained by exploring the game environment to find a set of unique objects
Collect all 24 of the extra honeycomb pieces. Yes! Every single one! It's character-building.

=======================----------------------------==========================
| | Stop ‘n’ Swop | SnS

Inside Nabnut’s house, on the table, get the YELLOW EGG.
(The corresponding item can be found below the lighthouse [Horn needed] in Banjo-Kazooie: Nuts & Bolts.)
-----------------------============================--------------------------

Drop down and go to the circle where the snowman is throwing snowballs. If you want, take him out. Get the notes around him (90), then head down the plank with no ending. At the end, stop VERY CAREFULLY. Jump to get the Mumbo Token. Head back to near Nabnut's area. Take the Flying Pad to the house (it's safer this way). This part is extremely difficult. Fly to get the notes and don't land on the roof. If you're about to land, hit A. It's hard, and you might need a few tries before you get it. Be careful! If you slip off the house, it's not easy to prevent yourself from falling all the way down. It's possible to land on the roof and quickly go into talon trot mode as well. Once you have the notes (92), head back to Nabnut's area. Continue up the tree and jump along the ledges, CAREFULLY. At the top, go to the nest and talk to Eyrie, who has become an adult eagle. He will fly off, farting out a JIGGY (10) he gives you.

Ok, deep breath. JUST EIGHT MORE NOTES. Get out of the nest and head up the ledges on the left. Get the notes as you go (96). FOUR LEFT!! Head back to Nabnut's area and take flight once more by talon trotting up to the circular ring to find a pad. Fly to the Witch Switch. Stomp it, which makes a Jiggy appear atop a tree. Drop down to the pillar with the Flying Pad nearby, which you should high jump on top of. Head around to the right to Mumbo's hut. Above the hut is a big branch. Head down and land on it to get the notes along the branch (100). WOOT! You have all 900 notes in the game now. From the leftmost part of the branch, wing-flap down to the snowman and exit winter.

Music Maestro Achievement in Banjo-Kazooie

Music Maestro37 (25)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesCollectable - This achievement is obtained by exploring the game environment to find a set of unique objectsMissable - This achievement will require starting a new save file if the opportunity to obtain it is missed
There are 900 musical notes out there in the world of Banjo-Kazooie. Real gamers collect them all...

| Hub |

Go back to spring.

| Spring |

Find Mumbo and transform into a bee, then head out of the hut. Exit spring as a bee.

| Hub |

Exit the level as a bee.

| 4z | Gruntilda's Lair | LAIR13 |

Fly up to the top of the tree opposite you and get the JIGGY (10). Awesome! You have all 100 Jiggies. Fly to the area above the two leaves with the door. Open the 765 note door, go through, then stand on the pad with Tootie's face on it.

| 4aa | Furnace Fun | FURNACE |

Welcome to Grunty's furnace fun, a little game show where the grand prize is Tooty. Let me explain the rules of the game:

You have to progress along a giant game board, and on each square, you must answer a question about the game. At the end, you'll be able to get your prize.

Here is the list of square types:

Banjo-Kazooie Square - The easiest square. You only need to answer a basic question about an event or puzzle in the game. If you've been paying any attention, you should ace these questions with no problem.

Sound Square - This square will test your knowledge of the sounds heard in the game. The sounds vary from character speech, which you should get once they answers pop up, the sound an item makes when you pick it up (which you should know since you've picked up so many items), and the music you hear when you make a move (like the wonder wing).

Eye Square - The Eye Square gives you a picture of a world, but usually these are extreme close-ups of odd areas. You should think about the colors and textures of the scene to determine which world it is from.

Time Square - The worst square. You have to complete one of the puzzles you did in the game. This varies from spelling Banjo Kazooie backwards on the sandcastle floor to repeating the tip-tup choir. If you get lucky, you'll have to defeat the Zubbas again. In these challenges, you have a time limit. If you were already timed in the challenge, the time limit is cut in half.

Death Square - The Death Square is a square that can be very easy or very difficult depending on what you get. It will spit out any kind of question (even a time square T_T), and if you answer wrong, you are dropped into the lava and forced to start all over again.

Gruntilda Square - The Gruntilda Square will ask you a question about Grunty's personal life and her habits. This is where Brentilda comes in handy. I recommend you write down the answers she gives you, which are in squiggly print. If you do that, Grunty squares will be a breeze.

Joker Square - Nice. If you answer a Joker Square correctly, and you should since the random type of question they give you is almost always a Banjo-Kazooie question, you get two joker cards. Press X on a square to skip it, using up one card. This is really useful at the end of the board, where there are plentiful amounts of Time/Death/Grunty squares.

Here is a map of the board:

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Start

Legend:
B - Banjo Kazooie Square G - Grunty Square S - Sound Square
E - Eye Square D - Death Square ! - Extra Life
+ - Honeycomb J - Joker Square T - Time Square

Before you even start the game show, go backwards and activate the yellow cauldron. Now start.

I recommend you take this route:

R, T, V, R, T, I, T

Beginning from the start..
3 up
4 left
5 right
3 up
5 right
2 down
2 up
2 left
1 up - SKIP DEATH SQUARE
2 up
2 right
2 up
2 right
2 left
1 up
2 left - SKIP TIME SQUARE
3 left - SKIP DEATH SQUARE
2 left
2 up - SKIP TIME SQUARE
2 up - SKIP DEATH SQUARE
1 right
1 up - SKIP DEATH SQUARE

This route will ensure your victory, as long as you answer the joker squares correctly, as you won't have any to spare. Also, this route involves no skipping of Grunty squares, so be sure to either have them written down, or to know the answers very well.

Once you win, Grunty will cry out in desperation, "No one can win, I was assured, by the makers of this board." Gruntilda tells no lies, she will let you take your prize. The witch flies the coop before Banjo and Kazooie select Tooty as their prize and go home.

The Quiz Master Achievement in Banjo-Kazooie

The Quiz Master29 (20)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesMain Storyline - This achievement is gained automatically by progressing through the main game mode
Complete Grunty's Furnace Fun quiz show and win the Star Prize. Been paying attention?

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After the credits, the adventurous duo head back to good ol' Spiral Mountain. Banjo, Kazooie, Bottles and Mumbo celebrate with a barbecue. Suddenly, the party pooper Tooty comes out and tells Banjo and Kazooie they still have to beat up the witch, despite the fact that she was the one who decided to go home. After everyone totally spazzes out, you'll be back in the furnace fun.

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Behind the starting platform, turn around to find a yellow cauldron to activate. Grab as many extra lives as you can along the game board, since you can go anywhere along it. Head up the stairs where Grunty went to the top.

| 4bb | Tower Top | TOWER |

Grunty wasn't kidding when she said she was going to go up the _winding_ stairs. High jump to the alcove with an extra life. Now activate the yellow cauldron and open the 810 note door. Stand on the Jiggy podium in the room and press the trigger to put a whopping 25 pieces in. The picture is of Grunty, and it opens a door. Head up the small set of stairs into the new room. You'll meet Dingpot, Grunty's cauldron. He offers to shoot you up to where Grunty is. Before you do that, you should notice there are four note doors around the room. Three of them contain giant max items. Collect it to maximize that item. Open the 828 note door and get the max blue eggs. Now open the 846 note door for the max red feathers, and finally, unlock the 864 note door for max gold feathers. Now open the 882 note door and head through the room. You'll find the final jigsaw puzzle. Place four pieces in it, leaving you with a measly two Jiggies, to get 16 honeycombs. Your eight will turn red. Whenever you lose one, it turns yellow. Once all the honeycombs are yellow, you start losing them. Now jump into Dingpot.

| 4cc | Final Fight | FIGHT |

Grunty is no pushover. You'll have to go through five difficult stages to beat her, and they get harder as you go along. Good luck!

| Stage 1 |

In this stage, Grunty will dive bomb you on her broom. You have to dodge her dive bombs and then rat-a-tat-rap her while her broom malfunctions. The number of dive bombs she does before the broom breaks down increases each time you hit her. After her first two dive bombs, hit her.

Grunty isn't too accurate, but she's not completely off either, so stay in talon trot. After you hit her, she'll fire a red spell that you'll have to dodge. Wait for another two dive bombs, then smack her and dodge another red spell. Repeat the process after three dive bombs and dodge another spell. One more time after four dive bombs (making her drop a honeycomb), then she'll fire a homing spell. Equip a gold feather just before it hits you.

| Stage 2 |

In this stage, Grunty will hover behind the ledges sticking out of the tower top. Stand behind the ledges so you'll be safe from her spells. When she ceases fire (the damage the attack can do lasts for a second or two, so wait), jump on the ledge and spit three eggs at her. The spells she fires before she stops increases as you continue to hit her.

Grunty will move to another ledge. Follow her and repeat the process. Unlike with the last stage, the number of eggs stays the same. She moves a little when she gets hit, so you might not be able to do all three hits in one blow.

Keep hitting her with eggs. Stay behind the ledge until it's safe to conserve honeycombs for the harder stages. Once you've hit her the third time, move to another ledge one more time. Spit three last eggs when the time is right and she'll drop another honeycomb. Wonderwing another homing spell.

| Stage 3 |

Grunty will start flying around the place. Bottles will give you a Flying Pad to fight her on even ground. Now you have to beak bomb her. She only attacks after you hit her, so the only challenge is aiming correctly. Lead her and make sure you're even height wise. After you hit her once, she'll fire a spell.

Line everything up, then strike her again. She fires two spells this time, but she's not very accurate when you're flying. Keep flying around. If you miss, it might be a while before you get a chance to hit her. She will pause every so often, making it even easier to hit her. After you hit her the third time, she throws three spells at you.

It might be easier to hit her if you go for it right after your previous hit (once she's done throwing spells at you). One more hit will finish this phase, giving you a honeycomb... and she'll form a force field around herself. Great.

| Stage 4 |

Here you have to shoot eggs into four Jinjo statues in the corner, who have come to help you defeat the hag. Grunty will be firing spells at you all the time. If you hear the sound, get out of the way! The orange statue (they're all gray until fed) takes three eggs. When you've 'fed' it, it will come to life and slam itself into Grunty's force field.

The green Jinjo takes three eggs. It will again slam itself into Grunty's field. If Grunty fires a spell while you're shooting eggs, run. It's better to delay the Jinjo than to get hit. Honeycombs are precious.

Fire three eggs into the purple Jinjo. Again, Grunty's force field will be weakened. As long as you keep moving, you can avoid Grunty's shots even without talon trotting. This allows you to immediately begin firing eggs.

The last Jinjo, which is yellow, will do one last slam. Grunty's force field breaks and she is knocked a few feet, but she lands on a ledge and reforms the force field. Deflect another homing spell with your gold feather.

| Stage 5 |

When Grunty fires spells here, she'll lead you, so change direction constantly. Block a homing spell, then one last statue, the mighty "Jinjonator" rises, with four holes on each side. One side takes one egg, one takes two, one three, and the last one, four. As with before, Grunty fires spells during this whole damn thing. Run away immediately if you hear the sound. If you hear the sound of one of her homing spells, use the gold feather to shield yourself. You're going to have to be really fast for this. As with before, talon trot will make it harder to get into egg firing position, so it's a little difficult to dodge the spells. You've probably lost several honeycombs by now. Once one of the holes is done, it closes up. Now work on the next.

I find the absolute best time to fire is after she does the homing spell. Apparently she has to charge up a bit after that, so you'll have a bit of time to fire a few eggs. The front of the Jinjonator facing Grunty is hard. You might consider firing one egg at a time. Once that's done, you shouldn't worry too much if you have a decent amount of health.

When all four holes are closed up, the mighty blue Jinjonator activates. It's beaming red eyes, it's huge size, the Jinjonator is clearly one to be feared, without question a force to be reckoned with. All the Jinjos will combine their powers of standing around yelling "help" instead of escaping themselves into one super special awesome ultra special super extra mega ultra awesome Jinjo. The Jinjonator will rise and zoom around, then hit Grunty. Grunty, being obese as she is, does not fall, but flinches. The Jinjonator will continue to hit Grunty several times. The witch will claim she can take these shots all day, so the Jinjonator will slowly charge up power, then hit Grunty with one super special awesome attack. Grunty falls off the tower. Her last spell, which she fires as she falls, misses Banjo and Kazooie. The hag falls waaaaaaaay down to the bottom below her lair. Maybe you shouldn't make your lair hundreds of feet in the air... Somehow, a bunch of rocks fall from nowhere. Grunty smashes through the ground of Spiral Mountain, forming a perfect witch shape in the ground. A giant boulder falls onto her, trapping her forever, and she is unable to get out.

Jinjonatored Achievement in Banjo-Kazooie

Jinjonatored30 (20)

1 gamer needs helpOffline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesMain Storyline - This achievement is gained automatically by progressing through the main game mode
Fear the Jinjonator. If you're a witch, that is. The Jinjonator lays the smack down on witches.

| 4dd | Ending | ENDING |

Banjo and the gang vacation at Treasure Trove Cove. Bottles makes annoying noises eating his melon, Tooty eats the worst taste known to mankind, and Banjo and Kazooie sway worse than drunk drivers while holding their drinks. All the while, a sexy woman in a red bikini walks around delivering drinks. Banjo asks his sister if he can relax, and Tooty says he and Kazooie are heroes. After a couple rude comments from Kazooie, Banjo puts the cast list on, which gives you the names of all the enemies.

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After the cast list, you're treated to a extra super special secret awesome scene. Mumbo will pop out of the tree with pictures. He will tell of a great sequel to Banjo-Kazooie. It's called Banjo-Tooie. Since you got all 100 Jigsaws (WHICH YOU BETTER HAVE!!!), I mean which you certainly did, congratulations, Mumbo will show you the pictures. Banjo and Kazooie first get the Pink Egg atop Sharkfood Island, then the Ice Key in Wozza's cave, followed by the Blue Egg in a coffin in the room behind where Gobi had the Hollow Honeycomb. Actually, they don't get them, just look at them. Mumbo will tell you that you can collect these items to unlock secrets in Banjo-Kazooie: Nuts n' Bolts.

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The last scene shows Klungo trying to move the boulder trapping Grunty. Grunty's very last words in the game are, "All the Jiggies you did snatch, but I'll be back for my rematch!" Congratulations, you've COMPLETED BANJO KAZOOIE!

| 5b | Bottles' Puzzles | PUZZLE |

Go to Banjo's house in Spiral Mountain and stand on the rug in front of the fireplace. Press Y to go into first person and look at the picture of Bottles above the fire. Bottles will tell you about his secret moving picture challenge. It's basically a jigsaw puzzle, except the picture moves around the scene. Move Banjo's hand with the control stick, pick up a piece with A, put it back with X, and put it in the puzzle with A. From the third puzzle on, you'll have to rotate the pieces to make them fit by moving the right control stick left and right.

You shouldn't have too much trouble. When you complete puzzle five, Bottles will be an ass and tell you there are no more, even though there are. Everytime you complete a puzzle, Bottles gives you a code. Here's a list as well as puzzle solutions. The letters around the puzzle represent puzzle pieces, and the same letter in the grid of puzzle piece spots is where you should put the piece. The numbers next to the letters of the pieces are the number of times you have to rotate the piece right for it to be correct.

PUZZLE 1 - Banjo's House (Spiral Mountain)
Code - BOTTLESBONUSONE / BOTTLES BONUS ONE
This makes Banjo's head big.

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PUZZLE 2 - Boggy's Igloo (Freezeezy Peak)
Code - BOTTLESBONUSTWO / BOTTLES BONUS TWO
This makes Banjo's hands and feet big.

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PUZZLE 3 - Captain's Quarters (Rusty Bucket Bay)
Code - BOTTLESBONUSTHREE / BOTTLES BONUS THREE
This makes Kazooie's head large.

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PUZZLE 4 - Nabnut's House (Click Clock Wood)
Code - BOTTLESBONUSFOUR / BOTTLES BONUS FOUR
This makes Banjo's head small and his body tall.

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PUZZLE 5 - Tip-Tup Choir (Bubblegloop Swamp)
Code - BOTTLESBONUSFIVE / BOTTLES BONUS FIVE
This makes Banjo's hands and feet big.

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PUZZLE 6 - Bedroom (Mad Monster Mansion)
Code - BIGBOTTLESBONUS / BIG BOTTLES BONUS
This will make Banjo's head, feet, and hands big and make Kazooie's wings and head big.

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PUZZLE 7 - Zubba's Nest (Click Clock Wood)
Code - WISHYWASHYBANJO / WISHY WASHY BANJO
This turns Banjo into a washing machine. The washer can do everything the normal Banjo can do, including flying :). It doesn't take damage from the icy water in Freezeezy Peak.

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All of the codes can be entered on the sandcastle floor in Treasure Trove Cove (gotta love that place). To restore Banjo's original form, type NOBONUS on the castle floor.

Jigsaw Maker Achievement in Banjo-Kazooie

Jigsaw Maker32 (20)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modes
Bet you thought jigsaws were boring! Bottles disagrees, and has seven of them to be solved.

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