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                                 F A Q

                              By: whizkid
                        whizkid@nintendofact.com

                              Version 0.6

           This document Copyright 2000 Sean Handwerk "whizkid"


///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                           TABLE OF CONTENTS

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1. Version History
2. Introduction
3. Legal Info
4. The Story
5. The Characters
6. Controls
7. The Worlds
    Spiral Mountain - Wooded Hollow
    Mayahem Temple
    Wooded Hollow - The Plateau
    Glitter Gulch Mine
    The Plateau - Pine Grove
    Witchyworld 
    Pine Grove - The Clifftop
    Jolly Roger Lagoon
8. Items
9. The Minigames
    Mayan Kickball
    Handcar Race
    Ordnance Storage
    Saucer of Peril Ride
    Dodgem Dome
    Submarine Target Shooting
10. Transformations
11. Secrets
12. FAQ's
13. Credits


///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                            VERSION HISTORY

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////////////////

Version 0.6 (11/29/00) - The Secrets section has been updated, as well 
as the Items, Transformations, and Controls areas. I have also started 
the walkthrough on Jolly Roger Lagoon and updated the Witchyworld 
section.

Version 0.5 (11/26/00) - Updated items and controls sections.

Version 0.4 (11/25/00) - Completed the Mayahem Temple section, updated
the Glitter Gulch Mine section, and added the Witchyworld section.
Also updated: the Items, Transformations, and Minigames sections. The
ToC has been slightly re-formatted.

Version 0.3 (11/24/00) - This time, the Minigames section is up...(oops)
Updated the Transformations section, and added a big chunk concerning 
Item Nests to the Items section. The controls section has been updated,
too. I aslo added a little to the Worlds section on Mayahem Temple, and
covered most of Glitter Gulch mine.

Version 0.2 (11/23/00) - Updated the Characters, Transformations, and
items sections. Covered Mayahem Temple in the Worlds section.

Version 0.1 (11/22/00) - This is the first writing of this FAQ. The Worlds
section is done up to Mayahem Temple. The transformation and secrets 
sections are coming soon, and several sections will be expanding. Keep
checking back for more updates!


You can always find the most recent version of this FAQ at gamefaqs.com

--PLEASE NOTE: I will be writing this as I play through the game, so
expect regular updates.


///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                             INTRODUCTION

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////////////////

 Hi there. I am writing this FAQ on the long-awaited sequel to Banjo-Kazooie:
Banjo-Tooie. If you have ever played and beaten Banjo-Kazooie with all 100
jigsaw pieces, you know about Banjo-Tooie. Why? Because Rare dropped some
hints into the ending about this game. Also, you saw some pictures of items
in Banjo-Kazooie that were inaccessible (i.e. the Ice Key in Wozza's Cave).
Banjo-Tooie might just shed some light on those items.
 
 This game is made by Rare. We've all come to know Rare's high quality of
games, and they continue with this tradition in this game.

 This FAQ is far from complete. I am writing this as I progress through the
game, so I might have missed some things in the worlds I have covered. If
you notice anyhting missing in the areas I have covered up to yet, please
contact me so I can include it here. You will, of course, be given full
credit. If I haven't included a world on this FAQ, it's because I haven't
reached it yet. Don't worry, though, if it's not up, it will be soon.


///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                              LEGAL INFO

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 Here we go:

  This document Copyright 2000 Sean Handwerk. All rights reserved. This
  document my not be copied, in whole or in part, and published on a website,
  magazine, forum, or anywhere else without the author's permission.

  If you would like to use this FAQ on your site, please contact me first. It
  may not be edited, altered, changed, sold for a profit, or used to line your
  birdcage.

  You may print this FAQ and distribute it as long as credit is CLEARLY given
  to the author and it is not used for commercial purposes. (This includes
  giving it away as part of a promotion or deal)

  Contact me at: whizkid@nintendofact.com

 There we go. Sorry if this bored you, but this section just has to be in 
 here. Anyway, on to the good stuff!


///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                              THE STORY

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 It was a dark and stormy night (really). Banjo, Kazooie, Bottles, and Mumbo
Jumbo were all enjoying a game of cards. All of a sudden the house started
shaking. Mumbo ran outside to check it out. He spotted two witches flying
toward the rock where Gruntilda had been buried two years before. The witches
cast a spell, and the rock lifted from the ground! Gruntilda came out, but
she looked different. Her skin had decomposed, and she was a skeleton. The 
other witches, who turned out to be Grunty's sisters, spotted Mumbo Jumbo.
They took off after him. Mumbo ran back screaming to get out of the house.
But before they could get out, a blast hit the house, reducing it to rubble.
 
 Afterwards, Grunty's sisters explained to her a way that they could suck
the life force out of the ground and everything on it and restore Grunty back
to normal.
 
 Even later, everyone had awaken from the disaster. Luckily, everyone was
OK... except Bottles. He stumbled to the ground and lay there, dead. Banjo
and Kazooie were in shock. They set out after the witches to avenge his death.
 
 And so begins the new adventure!


///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                            THE CHARACTERS

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////////////////

Banjo- The co-star of the game. He is quite lazy and doesn't like adventures,
but he is loyal and will help out when help is needed.

Kazooie- Banjo's short tempered parter, Kazooie was a great asset to Banjo
in the first adventure. And this time, she gets to go solo.

Bottles- Bottles was killed in the explosion of Banjo's house. Can Banjo
and Kazooie avenge his death?

Jamjars- Bottle's brother, he will take over the role of teaching you new
moves.

Mumbo Jumbo- The shaman that turned Banjo into different animals in Banjo-
Kazooie. In this game, you will also get to control him!

Humba Wumba- Mumbo's competition. She also transforms you into different
things.

Mingella and Blobbelda- Grunty's sisters, and the ones who rescued Grunty.

Gruntilda (Grunty)- The evil witch from Banjo-Kazooie, she is back as a
skeleton and determined to return her body to normal in any means possible.

Honey B: She will give you extra energy on your life bar in exchange for
Empty Honeycomb Pieces

---More coming soon---


///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                               CONTROLS

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////////////////

Control Stick - Move. The farther the stick is pressed, the fasther you go!

A button - Press to jump. Hold it in to jump higher. You can also use this to
speed up text. Swim slow.

B Button - Attack, or cancel text. Dive underwater, swim fast.

Z Button - Makes Banjo crouch or slows the speed of text.

Start - Pauses the game and brings up the pause menu.

Left and Right C - Rotates the camera. Also used to zoom in and out in first
person view after you have the Amaze O' Gaze glasses.

Top and bottome C - Switches between camera views, from First person to normal
to zoomed out.

R Button (Hold) - Centers the camera behind Banjo.

R Button (Tap) - Switches between the different kinds of eggs you're carrying

----SPECIAL MOVES----

Double Jump: Press A to jump, then press A again in the air. 

Flip Flap Jump: Hold Z to crouch, then press A.

Talon Trot: Hold Z, then press left C.

Wonderwing: Hold Z, then press right C and hold Z to become invincible! This
move uses Gold Feathers.

Shock Spring Jump: On a Shock Spring Pad, hold A to jump super-high!

Fly: Stand on a flight pad and press A. Pressing A while flying boosts you
higher, but at the cost of a red feather.

----ATTACKS----

Rat-a-Tat Rap: Press B, or press B in the air to do a mid-air rap.

Magic Stick (Mumbo): Press B to swing your staff. Hold it to give enemies
a real jolt...

Forward Roll: Press B while running.

Rat-a-Tat Rap: Jump and press B.

Beak Buster: Jump and press Z.

Beak Barge: Hold Z to crouch and press B.

Fire eggs forward: Hold Z and press Up C.

Fire eggs backward: Hold Z and press Down C.

----LEARNED MOVES----

Turbo Swim: Hold A and B at the same time while underwater.

Egg Aiming: Press Up C and a crosshairs will appear in first-person mode,
allowing you to fire in this mode.

Grip Grab: Use this edge along cliffs and ledges

Breegull Blaster: In the first-person mode areas (Targitzan's Temple,
Ordnance Storage, etc.) this lets you use Kazooie as a gun

Bill Drill: Jump with A, and hold Z to drill through rocks

Breegull Bayonet: In the first-person mode areas (Targitzan's Temple,
Ordnance Storage, etc.) press B to use Kazooie as a bayonet (knife)

Split Up: Stand on the split up pads and press B to, well, split up
Banjo and Kazooie

Pack Whack: Only Banjo can use this, and when Kazooie isn't with him
Press B to swing his back as an attack

Airborne Egg Aiming: Press Up C while flying to fire eggs

Sub-Aqua Egg Aiming: Press Up C while swimming to fire eggs

Talon Torpedo: Press Z while swimming to launch Kazooie like a torpedo.
This takes 5 red feathers to use.

///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

                              THE WORLDS

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////////////////


----------------------------SPIRAL MOUNTAIN---------------------------

 As you leave the house, you'll see Bottle's ghost. He'll tell you to hurry
because his corpse is decaying. As you continue up the path, you will see a 
cinema sequence of Klungo worrying about Banjo. He will run into the tunnel
made by the Witch Sister's Digger. After viewing this sequence, go right and 
you'll see a cliff. Hop up there to find some Gold Feathers. If you need 
practice battling, you can fight the enemies that pop out of the hole. 
Jump back sown and you'll find some eggs. If you continue, you'll find a 
large rock with a Shock Spring pad on top. Flip-flap jump up there and use 
the pad to reach a small aclove. Inside is a Cheato page... you'll find what 
they do in a moment.
 
 From the rock, backtrack to where you can see the hole where Grunty was
buried. Head up the log that has fallen over the river and onto Spiral
Mountain. Grab the Red Feathers there and climb up. You'll see a Bottles 
molehill there. Approach it and press B to find out how to fly and use the 
Beak Bomb. Use the flight pad to reach Gruntilda's old lair and talk to 
Cheato. He will tell you that for every 5 of his pages that you find, he will 
give you a cheat, so keep an eye out for these!
 
 Leave the lair and use the Flight Pad there to fly down to the ground on the
right. Enter the tunnel (The one from the cinema sequence).

-----------------------INSIDE THE DIGGER TUNNEL-----------------------

 You'll find yourself in a long, straight tunnel, so there's no way you can
get lost. At the end of the tunnel you'll enter a chamber and find Klungo.
After you confront him, he will block all the doors andchallenge you to a 
fight.

BOSS: KLUNGO (The Minion with a Mission)

 Klungo will drink a potion that will split him into two identical images.
To know which one to attack, watch carefully as he drinks the potion. His
clones will come spinning out of his body, but the real Klungo stays in one
place. This is the one you should attack. Quickly run up and Rat-a-Tat Rap
him. He will then resort to using a shield. Avoid the potions he throws at
you. After a moment, he will drop the shield and drink the cloning potion
again. Repeat the steps mentioned earlier and you'll win in no time.

 After the battle, Klungo will run away, claiming that this was not the last
you'll see of him. The doors will now re-open. Go out the exit door and through
the tunnel to reach the Isle O' Hags.

----------------------------ISLE O' HAGS-----------------------------

 As you enter this area, you'll see several houses that are all deserted.
Enter any one of them, and you will receive a message from King Jingaling 
to come visit him. Exit the house and walk straight ahead. You'll find a 
metal dish shaped...thingy. If you get near it, Jamjars will tell you that it's 
one of his silos, and that you can use it as a shortcut in your travels as you 
activate more of these.
 
 Past all the houses, you will find a large hill. Climb it to reach the castle
of King Jingaling. Enter the castle, and you'll view a cinema sequence of the
king telling you about how the witches scared all the Jinjos away, and that
they can't have their kickball tournement. As an incentive for helping to find
them, the king will give you a Jiggy - Your first one! Take it and leave the
castle.
 
 As you leave the caslte, the game will take you to a cinema
scene. The camera will show the Witch Sister's castle with their life sucking
machine, B.O.B. (Big O' Blaster) The sisters will explain to Gruntilda that
this machine will suck the life out of anything on the ground and add it to
their power. Once enough life force is gathered, they can restore Gruntilda to
her old body. Grunty sees that King Jingaling gave Banjo and Kazooie a Jiggy
and picks him as the first target. The ray powers up and blasts his temple.
It turns grey and the king turns into a zombie... Gruntilda wants to blast
everything in sight, but she learns that the machine must recharge for a
second blast.

 As the sequence ends, you will find yourself in front of Bottle's house.
Enter the house and talk to Bottle's wife. Banjo (barely) keeps Kazooie from
blabbing that Bottles is dead. After talking to her, head into the room on the
right if you are in need of eggs or energy. If not, just head to the left and
you'll find yourself in a hallway. Go left again to talk to one of Bottle's
children. He will give you the Amaze-o-Gaze glasses, which will let you zoom
in and out when in first-person view.
 
 Leave the room and head straight down the hall to talk to Bottle's other
child. After talking to him, head out the exit to your left.

----------------------------WOODED HOLLOW---------------------------

 When you enter this area, you will immediately be summoned by King Jiggy to
come to his palace, and you will be shoed where it is (although it's hard
to miss) If you walk down the path in the tall grass, you will find another
of Jamjar's silos. Activate it to open up a shortcut! Turn left to reach King
Jiggy's palace. Talk to the doorkeeper and if you have a Jiggy from King
Jingaling, you will be allowed to enter. 
 
 Once inside, Banjo will talk to the king. He will then point to the "golden
monolith" to your right. Approach it to play a mini-game and "prove yourself"
You will play a jigsaw puzzle. You must place the pieces in their correct spots
before time runs out. Place the two pieces on the bottom into the slots right
above them. Take the piece on the top left corner and place it in the slot on
the far right of the puzzle. Take the next piece on the left and place it in
the middle-right. Now place the final piece in to complete the puzzle!
 
 After completing the puzzle, King Jiggy will open up the door outside which
leads to the Mayahem Temple.





                          ---------------------------------------
                                  WORLD 1: MAYAHEM TEMPLE
                          ---------------------------------------                    
                        
The Jiggies:

-Shoot the flies to help the cow

-Climb Targitzan's Temple

-Tiptoe past the snake atop the temple in Jade Snake Grove

-Use the Golden Goliath the recover the Jiggy above the quicksand in Jade
Snake Grove

-Win the Mayan Kickball Tournament

-Inside the Prison Compound, use the wading boots to cross the quicksand

-Recover Targitzan's treasure

-In Targitzan's Temple, get 10 statues and enter his Slightly Sacred Chamber

-Recover 20 statues in Targitzan's Temple and defeat him in battle

Return to Mayahem Temple:

-On the pillars in the Prison Compound (Requires Bill Drill)

Jinjo Jiggies:

-Rescue the White Jinjo
------------------------------------------------------------------------

Moves to learn:

-Egg Aiming

-Grip Grab

-Breegull Blaster
-----------------------------------------------------------------------

Honeycomb Piece Locations:

-Behind the world enterance; you must be a Stony to get it

-Fly to the small aclove above the cow's hut

-In the building with the big piles of coins, it is atop one of the piles
-----------------------------------------------------------------------

The Walkthrough:

 As you enter this world, you will see a warp pad. Activate it, because you 
can use these to transport yourself around the world. To your left, you will
see a small pond. Dive in to rescue a Green Jinjo. Jump out and head up the
path ahead. Here you will find your first 20 notes. Pass the gold statue with
the Mumbo Pad and head right. Soon you should see one of Jamjars' "molehills"
Talk to him, and if you have enough notes, he will teach you the Egg Aim. You 
should have enough notes with the ones you already collected. Continue going,
and you will find 20 more notes. Go left and you will find a gold building.
Use your egg aim to shoot the six snake statues. When all six are hit, the
door will open and you can go inside. Talk to the guy there and he will tell
you that a treasure is missing. 
 
 After you talk, he will open the door at the top of the building... don't 
worry about that now, though. Leave the building and walk straight ahead to 
find Mumbo's Hut. Collect the Glowbo inside and talk to Mumbo. Say you want 
his help, and give him the Glowbo. Now you can control Mumbo. 
 
 Return to the gold statue you saw earlier. Stand on the Mumbo Pad and
press B. Mumbo will use his Summon Golden Goliath spell, and the statue will
rise from the ground! You now have a limited time to control the Goliath, so
get moving! Turn around and head back to near the world enterance. Kick the
boulder there to reveal a Flight Pad. Go right and kick open the large doors.
Head back up to where you were and continue up the right path and kick a hole
in the doors there. Now you return to your starting pad and regain control as
Mumbo. Take Mumbo back to his hut and sit in the chair to regain control of
Banjo. Later, if you return to the first set of doors that you opened, walk
in as the Golden Goliath and wade across the quicksand to get a JIGGY. Also,
from the quicksand room, enter the room with the stone pyramid and kick
open the doors to open the Code Chamber. (See the Secrets section for more
info.)
 
 Return to where you revealed the Flight Pad, and use it to fly up to the
cliff above you. Cross the bridge to rescue the Purple Jinjo. On the other 
side of the bridge, you will find a cow. The cow is mad because the flies are 
ruining her pasture. Shoot down the flies with your eggs and the cow will
give you a JIGGY!
 
 Go back across the bridge, and use the small ramps by the temple to climb to
the top. Here you will find a JIGGY. Also, in the back ledge on the temple,
you will find a Treble Clef, worth 20 notes.
 
 Once again return to the flight pad and this time, fly to the building in 
which you talked to someone about the missing treasure. Fly in the top
door (which he opened for you) and be sure to collect the Cheato Page there.
When inside, go left once you reace the fork. A switch with a cage printed
on it should be there. Step on in to open the door in front of you. This is
the home to Unga Wunga, the grumpy caveman :)  You will see a golden statue
above where he is sleeping if you look around in first person mode. You will
also notice the many branches surrounding it. If you step on any of these,
you will wake the caveman and he will throw you out of the cave. If you head
to the back of this room, you can hop onto one of the torches (careful not to
touch the flame!) and from there jump to the platform below the statue. Flip
Flap up to the statue and Banjo will begin carrying it. Carry it through the
small tunnel and you'll come out near the exit/enterance to Unga's cave. Leave
and head straight down the stairs. Jump of the ledge you come out at to land
in the treasure room. Talk to the guy and he will thank you for finding the
treasure, and as well make a JIGGY appear atop a pile of coins!
 
 Now head back to the world enterance, and go in the doors you kicked open as
the Goliath. Inside you will find another molehill. In this one you will learn
the Grip Grab. Flip flap jump on to the ledge behind the molehill to rescue the
white Jinjo. After rescuing it, you will receive a JIGGY. Jump of the ledge and
go down the staircase that's to your left (When you're facing the exit).
Activate the Warp Pad there, If you look straight ahead, you can see Humba
Wumba's teepee, but ignore that for now. Instead, go left to find a stone
pyramid. Flip Flap jump to the top and you will see a Jiggy...with a snake
guarding it. If you get to close to the snake, it will wake up and not let you
get at the Jiggy. The trick is to tiptoe (move veeeeeeeery slowly) toward the
snake. If you are careful and don't go too fast, the snake will not wake up
and the JIGGY is yours!
 
 Since business is taken care of here, head back to Wumba's Wigwam. Just
outside of it you will find a Glowbo. Take it and go inside. Give the Glowbo to
Humba and she will make a spell to transform you into a Stony. As the Stony, go
back out and warp to the enterance to the world.
 
 Head up to the golden statue again, but this time go left. You will find 
a stone building with a guard. Talk to the guard to get in (You can only get in
as a Stony.) When you go in, head downstairs to learn how to play kickball.
When you are ready, head upstairs and talk to the Stony to enter the Kickball
Tournament. When you beat all three rounds, you get a JIGGY! (See the minigames
section for more info)
 
 After winning, use the warp pad to take you back to Outside Wumba's Wigwam. 
Turn back into Banjo and warp to the world enterance. Now you are ready to head 
for the Prison Compound. This area is behind the second set of doors you 
demolished near the beginning of the level, near the Goliath. As you enter, go 
to your right and hop up the cliffs above the water. You now should be on top of 
the cell. Use the Grip Grab to edge your way left to reach a pair of Wading 
Boots. Use these to cross the quicksand and retrieve the JIGGY on the other 
side. Now use the boots there to get back across the sand. Use the Warp Pad in 
the compound to warp once again to the world enterance.

 Look behind you to find a vine. Climb up it and use the Grip Grab to move 
along the ledge. Use a combination of climbing and moving along the clifs to
reach another molehill. Here you will learn the Breegull Blaster. With this 
move in tow, you can enter Targitzan's Temple. The temple is located near M
umbo's Hut. Climb up the stairs and go in.

--TARGITZAN'S TEMPLE--

 The whole temple area will be in first person mode, with Banjo using Kazooie
as a gun. When you enter, Targitzan summons you to find the green statues
scattered throughout his temple. From the small staircase where you come in,
go left and look toward the wall to find another staircase with a statue on
the top. Take it and go to the left to find another like staircase with a 
statue. Retrieve the statue and turn around. On your right you will see a door
panel. Open it and go in the tunnel. You will find statues 3 and 4. At the end
of the tunnel, go through the door. In this room, go straight ahead through 
the lower passage. Go straight ahead to get statues 5-8. Through the door
ahead lies a Gold Jinjo. After rescuing it, go back out and head right and
into the tunnel. If you go right at the fork, you can find an unlimited egg
power, but it is not needed. If you go straight through the fork instead of
retrieving the special eggs, you will find a room with 3 more green statues.
Continue, and you will find yourself back in the room you entered the temple
in. Straight ahead of you, you should see a staircase. Go down to find yourself
back in the room with the ramps. Head up the right ramp and look through the
hole in the wall. You should see one of those shooting statues guarding 5 of
the green statues you need. Fire an egg through the hole at the gold diamond
on the statue's head to stun it. Quickly run back and up the other ramp in the
room. This will take you to the room with the statue you had previously
stunned. Grab the 5 green statues (Careful not to fall off the ledge) and do
an about-face. On the wall ahead and to your left you should see an opening.
Go through there, turn right and go down the stairs. Run between the pillars
and once you pass them, turn left to find another door. In that room is 3 more
statues. (17-19) If you collect them going counter-clockwise around the room,
straight ahead of you should lay the final green statue in the room. Once you
had collected 10 statues, you opened the door to Targitzan's Slightly Sacred
Chamber. It's the door in the far left of the room you should be currently in.
Go in there to get a JIGGY, and then leave. With all 20 statues, you opened
his Really Sacred Chamber. Go in there and you will see a Jiggy, but as Banjo
walks to collect it Targitzan pops out and begins a battle!


Boss: TARGITZAN (The Despotic Dizzy Totem God)

 The key to winning this battle is your ability to aim and shoot well. You need
to fire eggs at the targets on Targitzan's body. Once you score four hits
against his lower body, he will make an enemy appear. Defeat it and prepare
to shoot at his body again. You will be aiming for the targets like last time,
but you must also avoid the darts that the mouths on Targitzan's body shoot.
Use left or right C to sidestep them, then return fire when possible. Keep
hacking away at the targets and defeating the enemies that appear when you
destroy a portion of Targizan's body, and you should win in no time! But 
beware, once Targitzan is down to only his head and you've killed the four
baddies, he will activate his self destruct. Quickly run as far away as you
can to avoid being caught in the blast. Once Targitzan is gone, you can collect
the JIGGY! 


  -RETURN TO MAYAHEM TEMPLE-

 Once you have the Bill Drill, return to Mayahem Temple and go to the Prison
Compound. Head right and dive into the water. When you emerge in the next
room, Bill Drill the rock there and go in the opening that appears. Now you
are in the Pole Vault. Attack each pole until you find the one with the Jiggy
on top. You will see a cinema off the Jiggy falling to a lower pillar. Now 
you have a time limit in which to retrieve the Jiggy. Keep attacking the 
pillars until the Jiggy is on the second highest. Run out of the vault and
jump to the JIGGY!

 Back in the main room, open Gilberta's prison cell and Bill Drill and the
boulder blocking the exit. If you return to the Prospector's Hut in Glitter
Gulch Mine, he will give you a Jiggy as a reward.

                                   -------------
                                    END WORLD 1
                                   -------------


----------------------------WOODED HOLLOW---------------------------

 After leaving Mayahem Temple, return to the palace of King Jiggy. If you have
at least four Jiggies, you can attempt the second challenge. Approach the
monolith and press B to start the puzzle. Once you've completed it, a cinema
scene will show of the enterance to the next level: Glitter Gulch Mine, being 
opened.
 
 Return to where the enterance to Mayahem is and look to your right. There
should be a ledge there that you can use the Grip Grab move to scale. Move 
across it, and you'll reach a small ledge. Go through the opening here to get
to the Plateau.

-----------------------------THE PLATEAU----------------------------

 There are some important things to get and people to see, so get moving! The
first order of business should be seeing Jamjars. Go to his molehill and talk
to him to learn how to shoot Fire Eggs. Also, once you learn, the Egg Nests
will switch back and forth between Normal and Fire eggs. In this way, you can
always have the type of eggs you want. 
 
 Not far from Jamjars' molehill is a warp silo, so activate that, too. Next,
you should go see Honey B. She will give you extra energy units in exchange for
empty Honeycomb Pieces. Visit her in her home (the big beehive). If you managed
to collect all 3 Extra Honeycomb Pieces (E.H.P.) in Mayahem Temple, you will
have enough for 2 extra segments on your health bar (see the chart below).

                 ------------------------------------
                |       E.H.P.'s REQUIRED FOR        |
                |        EXTRA LIFE SEGMENT:         |        
                |------------------------------------|
                |  6th Honeycomb   |     1 E.H.P.    |
                |  7th Honeycomb   |     2 E.H.P.    |
                |  8th Honeycomb   |     5 E.H.P.    |
                |------------------------------------|
                |          MORE COMING SOON          |
                 ------------------------------------

 The next task here should be to collect some Notes. There are two Notes Nests
under Honey B.'s hive, and 2 more on top of the wooded beam by the cliff. This
should bring your notes total to 120 if you've collected all 100 notes in 
Mayahem Temple.

 Now you're ready for the next world... Hop down the well you saw in the cinema
scene to get to Glitter Gulch Mine!




                          ---------------------------------------
                                WORLD 2: GLITTER GULCH MINE
                          ---------------------------------------  

The Jiggies (so far):

-On the ledge in Waterfall Cavern

-Beat Canary Mary in Handcar Race 1

-Use Mumbo to levitate the Jiggy Boulder into the Crushing Shed

-Diffuse the TNT in the mine

-In the Generator Cave

-Defeat Old King Coal

Return to Glitter Gulch Mine:

-Rescue Gilberta and visit the Prospector's Hut

The Jinjo Jiggies:

-Rescue the final Yellow Jinjo
--------------------------------------------------------------------

Moves to Learn:

-Bill Drill

-Breegull Bayonet
--------------------------------------------------------------------

Extra Honeycomb Piece Locations:

-Smash a boulder in the Toxic Gas Cave

-Smash a boulder near to where you learn the Bill Drill
--------------------------------------------------------------------


The Walkthrough:

 In the cavern that you land in, you will see two boxes with the Rare logo on
them. Smashing one will reveal a pair of Spring Step Shoes, but you don't know
how to use these yet. Smashing the other box will reveal some Turbo Trainers.
Put these on and run out into the main cavern. If you look to your right, you
will see a blue/purple switch. Step on it and the camera will follow the river
to a gate, which then opens. You now how have a limited time to get there. Use
the Turbo Trainiers to run across the water (yes, you can do that) and reach
the gate. Through there is the Waterfall Cavern.

 When you fall down the first waterfall there, you will see a JIGGY on the
ledge; hop up there to collect it. Now jump down the second waterfall and swim
straight to see a door with a lantern on each side. This door leads to the
Water Storage Room.

 As soon as you enter the Water Storage room, you will see a box marked TNT.
Do NOT get close to it, as it is an enemy and will start attacking if you do.
Instead, shoot it with two Fire Eggs from a distance to destroy it. Continue
down the narrow plank that leads across the gap and shoot the next TNT box with
your eggs. On your right, you will see a tower. Flip Flap jump up to the second
level and climb the ladder to the top. Once on top, dive down to the bottom of
the pool to get a Cheato Page! Climb out of the tower and go out the exit door.

 You should now be back in the Mine. Ahead of you, there should be a warp pad
and a wooden building. Activate the Warp Pad and go into the building.

 This is the Crushing Plant... as you can plainly see from the huge pistons
pounding on the conveyor belt. Carefully make your way to the end of the
conveyer belt and Beak Barge the red switch to turn on the belt, make the 
spiked rollers start spinning, and stop the pistons. So far this does nothing
yet... but you'll be back later.

 Talon Trot back across the conveyer belt and out the building. If you look
around after you leave the building, you should see a pile of green gems.
Talon Trot up it to find 4 note nests- 20 notes! At the bottom of this pile
is a door. Go inside and you will be in the Toxic Gas Cave...

 Since the cave is filled with toxic gas (hence the name) don't fool around in
here. Immediately get to smashing the boulders to find an Extra Honeycomb
Piece. Also you can resuce a Yellow Jinjo. If you rescued the two Yellow Jinjos
from Mayahem Temple, this will be your last and you get a JIGGY! Once you
rescue the Jinjo, quickly exit the cave.

You should now see some railroad tracks. Follow them and you should be back 
near your starting point, but that's OK. if you look left you should see two 
large piles of some purple stuff. It doesn't matter what it is, but Talon Trot
up the smaller pile to find a Glowbo. On top of the larger pile lies Wumba's 
Wigwam. Enter it and give her your Glowbo to get the next Transformation... 
the Detonator! (?) Exit the Wigwam and go straight down the pile to find a 
bunch of rocks with a TNT barrel sitting next to them. Hop onto the fuse of the 
barrel to act as the detonator for the barrel, effectively removing the rocks. 
Enter the opening and you'll find yourself in the Canary Cage.

 This small cave is filled with poison gas, so you only have a limited supply
of air. Quickly hop forward and talk to the canary in the cage. You'll find
out that her name is Canary Mary, and that she wants out of the cage. Run out 
of the cage and back up to Wumba's Wigwam. Turn back into Banjo and return to
the Canary Cage. Beak Barge the door of the cage to free Mary. She will fly out
and land next to a handcar.

 Leave the cage and go see Mary. She will say that she fixed the handcar and
wants to race to test out her wings. If you win Round 1 of the race, you get a
JIGGY, and winning round 2 gets you a Cheato Page. (See the Minigames section)
A note: before starting the rematch, activate the Warp Pad there.

 After your rematch, you should be back at where you started the race. Follow
the tracks by foot this time. When you reach a big dip in the tracks that is
crossing the river, look to your left. You should see some platforms. Hop up
these to find Jamjars. For 85 notes you learn the Bill Drill, which lets you
smash boulders! On the other side of the river, climb up the platforms. On 
these, you can get 25 notes and an Extra Honeycomb Piece by Bill Drilling the
boulder there. At the top of these platforms is a wooden building- the
Prospector's Hut.

 Inside the hut, talk to the prospector to learn of his missing companion,
Gilberta. She is located back in Mayahem Temple.

 Leave the hut and Talon Trot up the purple gem pile to your left and onto
the tracks again. In the middle of this tunnel you should find another
Green Jinjo. At the end of the tracks (near the train station) you should
see a blue pile of gems. Trot up there and smash the boulder to find the
first Blue Jinjo.

 Backtrack, following the tracks, until you can see Mumbo's Skull. When 
you see it, head for it. But upon reaching the platforms there, go left
and down a little tunnel with a boulder to find a Glowbo. Now hop up the
platforms, being sure to activate the Warp Pad and get the 15 notes. 
Enter Mumbo's Skull and give him the Glowbo to gain control of him. Use the
Warp Pad outside of his hut to warp back to the Crushing Shed. Stand on the
Mumbo Pad next to the boulder and press B to use Mumbo's Levitate spell.
The boulder will fly into the shed. If you had turned the belt on, the boulder
will be carried by the belt and into the crushers. (If you haven't yet turned
on the conveyor belt in the shed, see 7 paragraphs up.) The result will be the
boulder being crushed. Several rocks will fly out of the chimney, along with
3 gold ones. Collect the 3 gold rocks to assemble your next JIGGY! Go to
Mumbo's skull and regain control of Banjo.

 Warp back to the start and head left and Talon Trot up the hill next to the
Fuel Depot. Bill Drill the boulder and enter the door. Upon entering, head
left to find Jamjar's molehill. For 95 notes, he will teach you the Breegull
Bayonet. Once you learn this, head back and approach the wooded door. You
will find out that a bunch of TNT sticks have escaped and are threatening the
mine. Your job is to find and diffuse them. (See the Minigames Section)
 
 Now warp back to Mumbo's Skull and go back to the little area where you found
the Glowbo. Smash the rock there to enter the Gloomy Caverns. You will see 
several cages upon entering, but ignore them for now. Instead, head up the 
path and Drill the boulder there. In the next cavern, head to your left and 
Drill that boulder. In the following tunnel, go right at the fork to come to
the Generator Cave.

 You will see a weird machine as you enter the cavern... the generator. Shoot
it with a Fire Egg to get it working. It will temporarily light the path to the 
next generator. Quickly run up it (careful not to fall off a cliff in any part 
of this room!) and Fire Egg the next generator. This path a bit more tricky to 
run up. Take it a bit slower to reach the third generator. Fire Egg this one to 
light the next section of path. Jump over the gap to make it to a metal bridge.
Look right to see the next generator. Egg it and CAREFULLY wind your way up the
bridge. When you see the next generator, egg it to make it to the final 
platform. From there, you can Flip-Flap jump to the JIGGY! Climb down the 
ladder and leave the room.

 Back in the Gloomy Caverns, head right to leave. You'll emerge next to the
train station. Warp to Wumba's Wigwam and transform into a Detonator again.
Warp back to Mumbo's Skull and re-enter the Gloomy Caverns. Light the fuse
on the TNT barrel to open the cage door. Kill the enemy inside and rescue the
Purple Jinjo. Now leave the caves, warp to Wumba's Wigwam and turn back into
Banjo.

 Return to the Waterfall Cave and when you land in the first waterfall pool,
look to your left. You should see a small ledge with a door. Double jump to
it, and enter the Flooded Caves. Dive into the water straight ahead and
swim left, right, and left at the forks to reach the JIGGY. Now leave the
caverns and warp to Mumbo's Skull.

 Take control of Mumbo again. This time, warp to the Train Station and go it. 
Stand on the Mumbo Pad and use the Levitate spell to reattach Chuffy the 
Train to its cars. Now leave and warp back to Mumbo's Skull to gain control 
of Banjo. Return to the Train Station and climb into the engine of the train.
Make sure you have full health and eggs before doing this, as you are about 
to face a boss. Inside the train, stand on the GO pad and press B. Someone 
will say that you are not taking this train anywhere and challenge you to a
fight. When you are challenged, enter the boiler room to face the boss!

Boss: OLD KING COAL (The Grubby Boiler Monarch)

 This battle takes place in the boiler room of the train. OKC will march
around the room. Contact with him will hurt you, so keep your distance. You
must hit him with as many Normal Eggs as possibe; it will take 50 hits to
win the battle. Beware when he stops and lets out a roar, the floor will heat
up, so make sure you are standing on one of the stone platforms to avoid
getting burned. Each time you do enough damage to OKC, he will lose a part of
his body and get faster. When you hit him with 50 eggs, he will die and you
get the JIGGY!


                                   -------------
                                    END WORLD 2
                                   -------------


-----------------------------THE PLATEAU----------------------------

 Back on the Plateau, shoot the Fire Egg switch that is over a door on your
right as you exit the world. Now use the warp silo to go back to the
Wooded Hollow.

----------------------------WOODED HOLLOW---------------------------
 
 Go to King Jiggywiggy's palace and if you have 8 Jiggies, you can attempt
the third challenge. After assembling the puzzle, you will see a cinema of
the third world: Withcyworld being opened. Warp back to the Plateau, and
go through the door that you opened with the Fire Egg switch.

------------------------------PINE GROVE----------------------------

 Your first order of business upon entering Pine Grove is to learn a new move.
Go see Jamjars in front of the Flume of Doom building and if you have 110
notes, he will teach you how to use Grenade Eggs! After learning, jump in the
Flume car to get 10 notes. Now leave the car and enter world 3!




                          ---------------------------------------
                                   WORLD 3: WITCHYWORLD
                          ---------------------------------------

The Jiggies (so far):

-Defeat Mr. Patch

-Atop the wooden beam outside the Inferno

-As Kazooie, climb up the tower in Inferno

-Scale the Star Spinner

-Get first place in the Saucer of Peril ride
-------------------------------------------------------------------------

Moves to learn:

-Airborne Egg Aiming

-Split up

-Pack Whack
-------------------------------------------------------------------------

Extra Honeycomb Piece Locations (so far):

-Atop the cable car exit in the Space Zone
-------------------------------------------------------------------------

The Walkthrough:

 Activate the Warp Pad as you enter the world, then turn left and talk to Mrs.
Boggy... yes, the wife of Boggy from Banjo-Kazooie. It seems that her children
are missing and she wants you to keep a lookout for them as you progress
throughout the world. Next to Mrs. Boggy is a boarded up Ticket Booth. Use the
Shock Spring pad behind it to get to the roof. Step on the switch and the
Burger Grill will open. Across from the Ticket Booth is an electric fence. Do
not touch it, as it will take away your health; instead, hit the door with a
Grenade Egg to blast it open. Go inside and use the Shock Spring pad to jump
on to the pole of the fence. Jump from pole to pole to get 10 notes.
 
 Go up the path ahead and you will see the giant blue Bigtop tent. You can't
get in just yet, so hang tight. Watch out for the cash register enemy. It can
badly hurt you. Keep your distance and shoot it with a Grenade Egg. Once it's
been destroyed, collect the Big Conga Ticket it leaves behind. Follow the path
to your right and circle the Bigtop. Collect the notes on the paths, and blast
the registers to get those Big Conga Tickets. Eventually you will come to a
red Fry stand. Step on the switch behind the stand to open it, and talk to the
guy inside to get the Fries. Continue along the path, collecting notes and
blasting the registers. When you reach the Burger Grill, talk to the guy inside
to get the Burger. Now continue along the path until you're back at the 
enterance to the Bigtop. Go in and talk to the ape. Give him the four tickets
you got from the registers, and he will teill you that to enter, you must
learn Airborne Egg Aiming.

 Leave the Bigtop and head left on the path outside. You will eventually reach
a desert-like area. You will see a fort in the back. Collect the 10 notes
behind the doors, and flip-flap up to the right one. Edge along the ledge to
reach the Purple Jinjo. Hop off and climb up the wooden platform in front of
you. At the top, edge along the rope to reach the cable car. Jump up to the 
switch on top of the cable car. It will make it go back to the wooden platform.
Head back to it and jump on the car. Press B to make it carry you across the
world and into the Space Zone. Get the Extra Honeycomb Piece atop the 
platform at the end of the ride. Now if you look toward the wall, you will see
a cord. Jump toward it, and use the Grip Grab to edge along to the ledge. Hit
the Shock Spring switch to make a pad appear at the pipe below. Beak Barge the
switch to open the door. If you freed the box from the Fuel Depot back at 
Glitter Gulch Mine, it will come out and open, revealing a flying saucer. You
can't do anything here yet, but take a note of this spot... you'll be back.

 From this building, jump down and straight across the area to another
building. Get the notes around the base of the building, and find the Jamjars
Molehill. For 180 notes, you can learn the Airborne Egg Aiming. Now flip-flap
jump to the platform on the building and climb up the pipe to the top to
rescue the Jinjo. Hop down and activate the Warp Pad and warp back to the
level enterance.

 Go back to the Bigtop and talk to the ape again. He will now let you in, since
you know the Airborne Egg Aiming. Before entering however, make sure you have
full health. Upon entering the tent, you will view a brief cinema. Banjo will
aproach a waddled green lump on the floor. It will blow itself up and reveal
a creature... it will challenge you to a fight. Kazooie will taunt it for its
height, so it will then grow huge... and so the battle begins!
-------------------------------------------------------------------------------

Boss: MR. PATCH (Strange Wobbly Inflatable Thing)

 When the battle opens, take note of the several patches throughout Mr. Patch's
body. These are his weak spots. Hit him in the patches with Grenade Eggs. After
about 5 hits, he will yell and make you fight him in the air. Go to one of the
Flight Pads and take off. Use must use your Airborne Egg Aiming to blast him
in the patches. Watch out for the exploding beach balls he throws, use the
Grenade Eggs to stop them before they hit you. If you need more feathers or
eggs, you can find their nests around the flight pads. Health lies around the
edge of the arena. After destroying all 25 of the boss's patches, he will 
deflate and you get the JIGGY!

-------------------------------------------------------------------------------

 After the battle, leave the Bigtop and go right. Head past the Burger Stand
and past Grunty's Fortune Telling Booth. (You can go in here if you wish, but
it's a gamble. A whole mess of random things will happen if you go in here. 
Some are good, some bad. Go in if you're feeling lucky, but I don't recomend
it.) Turn left at the gate to find yourself in the haunted portion of the park.
Jump into the pool that says Dive of Death to get 10 notes. Go into the passage
behind the pool with the purple eyes above it. You are now in the Haunted
Cavern.

 Carefully walk along the twisted path. Contact with the teeth on the sides is
painful. When you reach the cavern close to the end, go in and you'll be in the
Cave of Horrors. Fire Grenade Eggs at the locks on the cages to open them. In
the middle cage is a dino. In the cave at the right is an Orange Jinjo. And in
the left cage is... Gobi! Remember him from Banjo-Kazooie? The last time you
saw him, he was headed for the Lava World. He never made it however, because
he was captured and brought here. Once you free him, he will thank you and once
again head for the Lava World. Now leave the Cave of Horrors and leave the
Haunted Cavern.

 Back outside, climb up the wooden beam and _carefully_ walk across the narrow
beam at the top. At the end of it is a JIGGY! Now jump off the beam and land in
the pool below. Climb out and straight ahead of you, near the Bigtop, you will
see Jamjars' molehill. For 160 notes, you can learn Split Up, which allows
Banjo and Kazooie to seperate. Try it out on the Split Up pads near here. After
you're done experimenting, rejoin the pair and head back to the desert area.

 Enter the fort here and you will be in the Crazy Castle Stockade. On your
left is the first Boggy kid. Talk to him and give him the Fries to get him to
return. To your right, you will find the Split Up pads, so use them. As just 
Banjo, go talk to Jamjars at his molehill here to learn the Pack Whack. (170 
notes) You can ONLY use this move when Banjo is by himself. Now go pick up 
Kazooie and leave the fort.

 Outside, flip-flap up to the door on the left (looking at the fort) and edge
to the left. Hop up the platforms to reach Wumba's Wigwam. Activate the warp
pad on the way in. Inside, grab the Glowbo and give it to Humba. She will turn
you into a Van (?!... These just keep getting weirder) Leave the hut and turn
right. You will see a door marked with a truck. Beep your horn (B) at it to
open the door. Go in and you will come out at the bottom of the platforms you
climbed to reach Humba.

 Head for the Space Zone again, and open the car door there to get a Treble
Clef. Now head for the enterance to the world and into the area behind the
electric fence and open the car door to rescue the Green Jinjo. Head back to
the haunted area and talk to the cashbox. You will automatically pay it and
the Inferno area will open up!

 Drive in the Inferno and go left. Open the car door to get the Cheato Page.
Now go back and take the right fork. Pass the Boggy kid, for now, and you will
see Mumbo's Skull. To the left of that, drive up the path and collect the
Glowbo. Return to in front of Mumbo's Skull and activate the Warp Pad. Warp to
Wumba's Wigwam and turn back into Banjo. Warp back to the Inferno and talk to
Mumbo to get him to help you. (Give him the Glowbo...duh) Outside his Skull,
warp to the Space Zone. Go in the Star Spinner building and use the Mumbo pad
to use the Power spell and it will start the Star Spinner ride. Now warp to
the world enterance and go to the electric fence. Use the Mumbo Pad there to
Power the Saucer of Peril Ride. Now warp back to the Skull and take control
of Banjo.

 Before heading out, go to the Split Up pads near the enterance to the Inferno.
Now as Banjo go to the Shock Spring switch near the Boggy child and stand on
it. This will make a Shock Spring pad appear at the top of the tower here. Now 
press A to get control of Kazooie. Take her near the base of the tower where 
the fireballs are rolling down. Grab the Turbo Trainers and Turbo Talon Trot to
the top of the tower, jumping over the fireballs. Once on top, use the Shock
Spring pad to reach the JIGGY! Now get down off the tower and rejoin Banjo and
Kazooie. Warp to the Space Zone.

 Enter the Star Spinner ride and jump on the star to get it going. Double jump
from star to star (carefully) until you reach the spinning planet at the top.
Jump on the ring of the planet and start a Talon Trot. Now jump to the planet
itself and get the JIGGY. After climbing down to the bottom, go once again back
to the desert area. Ride the cable car there back to the Space Zone. You'll
need to get to the platform with the flying saucer, but DON'T jump on the cord.
(It's actually electrified now) Jump on the metal pipe and Shock Spring jump
up there instead. Talk to the Flying Saucer to start the Saucer of Peril Ride.
(See Minigames section)

 Across from the building in the Space Zone where the Saucer of Peril Ride lies
the Dodgem Dome... go there as Mumbo and use the Power spell to open the door.
Leave and regain controls as Banjo and warp to Wumba's and turn into the van.
Return to the Dodgem Dome and pay the cashbox to open the door to the arena.
Leave and come back as Banjo to play the game. (See minigames section)

                                   -------------
                                    END WORLD 3
                                   -------------

------------------------PINE GROVE - WOODED HOLLOW--------------------

 After exiting Witchyworld, head back to Wooded Hollow and King Jiggywiggy's
palace. Talk to him, and for 14 Jiggies, you can attempt the fourth challenge.
When you successfully complete it, you will gain access to the fourth world:
Jolly Roger's Lagoon! Warp back to the Clifftop. Once you're there, look for a
boulder. Use the Bill Drill on it to rescue the Black Jinjo underneath. Now to
the right of the well used to enter Glitter Gulch Mine, you'll find some Split
Up Pads. Use them and take Banjo up the little ramp next to the wall. Stand on
the Banjo switch and press A to swap to Kazooie. Take Kazooie and stand on the
Kazooie switch that is next to Banjo's. The grate in fron of you will open. Now
rejoin the pair and head through the opening.

--------------------------------THE CLIFFTOP---------------------------

 As soon as you reach the Clifftop, look straight ahead. You will see Jamjars'
molehill. For 200 notes you can learn to use the Ice Eggs! Now turn around and
go right to climb the mountain path. Ignore Mumbo's Skull - for now - and just
continue up the path. At the top you will reach the enterance to Jolly Roger's
Lagoon!



                          ---------------------------------------
                               WORLD 4: JOLLY ROGER'S LAGOON
                          ---------------------------------------

The Jiggies (so far):

-Score 60 points in the Submarine Target minigame

-Raise the UFO

-Pay Pawn 20 gold dubloons

-Defeat Lord Foo Wak Wak
----------------------------------------------------------------

Moves to learn (so far):

-Sub-Aqua Egg Aiming

-Talon Torpedo
----------------------------------------------------------------

The Walkthrough:

 Congratulations, you've reached the "water" world of Banjo-Tooie! (I hate 
these...) When you enter this world, you will see a stone treasure chest...
ignore it for now. Immediately go left and follow the sidewalk to the door with
a Note Nest in front of it. Go in, it's Pawn's Emporeum. If you talk to Pawn,
he will offer to give you a Jiggy for 20 gold dubloons. You don't have these
yet, but when you do, make sure to come back here. Some items of more immediate
interest are the 15 notes and the 1 Glowbo hiding out here. Grab them and make
your exit. Now go right and follow the sidewalk to another door with a note in
front. This is Jolly Roger's bar, but he doesn't seem so jolly. His partner has
gone missing, and he wants you to find her. He will also offer to rent you a
room for 2 gold dubloons (which you still don't have any of). Jump behind the
counter and on top of the shelves there to add 15 notes to your collection. Now
leave and go right... right off the edge. You should be on a lower platform. If
you hop up on the pipes on this lower area, you should find a total of 7 gold
dubloons. On the far left of this area (facing the lagoon) you will find a 
place at which to rent Waveriders. Go in and be sure to collect the note in
front of the door and the 3 nests on the windowsill. The owner of this place
is none other than your old friend, Captain Blubber! The captain made an
appearance in Banjo-Kazooie, when he had lost his treasure. Now that everything
is all better, he can run his shop again... but his Waveriders are getting 
eaten by the fish in the lagoon. Talk to him and pay him 1 gold dubloon to get
his last item in stock, a pair of Turbo Trainers. Grab them and run out the
door. Once outside, run across the top of the lagoon to the back. In a ledge
at the back of the lagoon you will find a Blue Jinjo. After rescuing it, press
B to remove the Turbo Trainers and jump in the water. Now dive to the bottom
of the lake to find 4 gold dubloons.

 Swim back to the mainland and if you look to your right, near the pawn shop,
you will see Mumbo's Skull. Visit him and pay him the Glowbo you found in the
Pawn Shop. Take control of Mumbo and go to the front of the lagoon to the Mumbo
Pad. Stand on it and use the spell, Sunlight, and it will oxynagate the lake.
You can now breathe underwater (in only this level!) Return to the Skull, but
on the way back, be sure to activate the Warp Pad by the stone chest. 

 As Banjo, head back to the bar and talk to the owner. Say yes when he asks if
you want to rent the room, and then go in the door that opens. You can find
Jamjars in the corner, and he will teach you Sub-Aqua Egg Aiming! You are now
ready to venture into the "lagoon" part of of Jolly Roger's Lagoon. Head back
to the lagoon and dive in. If you look straight down, you will see a hole in
the seabed. Swim down the hole and through the cave. You will now be in 
Atlantis! (?)

 Swim right and activate the warp pad atop the pillar. Enter the small building
behind the pillar, it's called the Electric Eels' Lair. Swim to the top and
learn the Talon Torpedo from Jamjars. Leave, and on the way out, collect the
ten notes from the ledge outside the building. Now swim straight ahead (from
the building you just left). Swim through the cave, avoiding the octopus, and
you will find yourself at the wrecked ship. Swim into the ship and use the
Talon Torpedo to break open the box and release the Jinjo. Then Talon Torpedo
the Kazooie Door and leave the ship. On top of the ship you'll find a warp pad.
Activate it and swim back through the tunnel. 

 Return to Atlantis and swim throught the tunnel behind the Electric Eel's
lair. In the cave you emerge in, get the Glowbo hiding out between the legs of
the pillar and swim to the top of the chamber. Enter Wumba's Wigwam and give
her the Glowbo to transform into a... Submarine! 

 Go back to the Sunken Ship and enter the ship. Turn right and go through the
tunnel in the ship. You'll now be in the Sea Bottom. Blast the cracked crate
with a torpedo to open it and then swim to your left. Activate the warp pad
there and look straight ahead. There will be a big hole in the sea floor. Swim
down through to play the Submarine Target Shooting minigame. (See minigames
section)

 After completing the minigame, warp back to Atlantis and return to Wumba. Turn
back into bear and bird, and warp back to the Sea Bottom. (Lockjaw's Locker, I
believe) Swim down the hole in the crate you blew apart as the submarine to
battle the boss...

----------------------------------------------------------------------------
Boss: LORD FOO WAK WAK (Self-Important Anglerfish)

 The battle opens up as Banjo and Kazooie swimming toward a Jiggy. Old Foo
himself will wake up and after a brief squabble, the battle will begin. You
must use the Sub-Aqua Aiming in this level to win. Press Up-C to activate it
for this battle.

 The boss' weak spot is his boils (ewwww) located on his body. Shoot whichever
one is glowing with a grenade egg to damage the angry fish. Watch out for the 
sizzling energy bolts that he shoots from his tail. Use the egg nests in the
corners for more ammo. After six hits, Lord Foo will open his eyes (finally)
and you enter the second stage of the battle. This time you must aim for his
eyes. Beware when aiming: he will shoot bubbles from his mouth which will stun
you if they hit you, leaving you vulernerable to his energy balls. Six more
direct hits to the eyes will end the battle, leaving you to collect the JIGGY!
----------------------------------------------------------------------------

 After beating the boss, head to the warp pad and warp back to the beginning of
the level. Break open the stone chest to reveal the Split Up Pads, but ignore
them for now. Dive back into the lagoon and you will see a blue... well... um,
thingy. Use the Talon Torpedo to break in. You will find that it's actually a
UFO! Talk to the aliens and then _quickly_ use your ice eggs to hit the 
fuel crystals to activate them. When all the crystals are active, the UFO will
take off. Back outside where the UFO used to be lies a JIGGY.



----More coming soon----


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                                 ITEMS

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Beehive: Releases several Honeycomb energies, but you may upset the bees...

Cheato Pages: Every five of these you collect earn a cheat from Cheato.

Claw Clamber Boots: Wear these to climb walls in certain places.

Eggs: Ammo for Kazooie.

Empty Honeycombs: Collect these to earn extra segments on your life meter.

Fire Eggs: A special ammo for Kazooie, these will burn their targets.

Grenade Eggs: A speacial ammo for Kazooie, these explode on impact.

Glowbos: Use to pay Humba Wumba for her transformation spells.

Gold Feather: Allows you to use the Wonderwing move.

Honeycomb: Restores 1 honeycomb on your life bar.

Ice Eggs: A special ammo for Kazooie, these freeze their targets.

Jiggies: Use to reach all of the different levels throughout the game.

Jinjos: Rescue all the Jinjos of one color to earn a Jiggy!

Nests: (See Below)

Notes: Use these to learn moves from Jamjars.

Random Honeycomb: As your energy bar flashes, press B to get however
much energy is on the bar 

Red feather: Allows you to fly higher when launced off a flight pad.

Skill Stop Honeycomb: As your energy bar flashes, press B to get
however much energy is on the bar

Springy Step Shoes: Wear these to jump really....really high.

Treble Clef: Worth 20 notes!

Turbo Trainers: Kazooie wears these to run fast and across water.

Wading Boots: Kazooie wears these to cross dangerous terrain.
----------------------------------------------------------------------------

*NESTS:

 These make a new appearance in Banjo-Tooie. These nests are where you will
find eggs, feathers, and notes.
 
 A nest with a note inside is actually worth 5 notes!
 
 A nest with feathers inside will slowly change from gold to red and back.
To get the type of feather you need, simply wait for them to change to your
color, then collect them.
 
 A nest with eggs inside will change to show the different types of eggs in
the game (Normal, fire, ice, grenade, etc.) Wait until the type of egg you
want is showing (or slightly before) and run up and get the eggs. A note: the
different types of eggs other than normal only appear once you have learned
to use them from Jamjars.

----------------------------------------------------------------------------

PADS:

 There are several special Pads throughout the different worlds, and they
all serve a purpose.

FLIGHT PAD: Use these to start flying (if Kazooie is along)

MUMBO PAD: These will allow Mumbo Jumbo to use his spells

SHOCK SPRING PAD: Use these to jump to new heights. Press and hold A to
use them. (Kazooie must be along)

SPLIT UP PADS: These will seperate Banjo and Kazooie and let them go off
by themselves. To switch characters, bring the current one to that
character's pad and press A, or press A at a swirling cloud. To rejoin the
pair, just have them touch each other.


----More coming soon----


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                            TRANSFORMATIONS

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 STONY

World: Mayahem Temple
Cost: 1 Glowbo

Advantages:

 Can fit into tiny places
 Can talk to other Stonies

Disadvantages:

 A bit slower than Banjo
 Cannot jump very high
 Slow recovery after being hurt
 Only has one attack; cannot attack in mid-air

-------------------------------------------------------------

 DETONATOR

World: Gutter Gulch Mine
Cost: 1 Glowbo

Advantages:

 Relatively fast
 Can light the fuses on TNT barrels
 Good at climbing steep surfaces
 Not a bad jumper

Disadvantages:

 It's only attack actually hurts itself

-------------------------------------------------------------

 VAN

World: Witchyworld
Cost: 1 Glowbo

Advantages:

 Fast (Vroom....)
 Invincible from everything except falls
 Good jumper for a car
 Can open the "car doors"

Disadvantegs:

 Touchy control

-------------------------------------------------------------

 SUBMARINE

World: Jolly Roger Lagoon
Cost: 1 Glowbo

Advantages:

 Fast underwater
 Can fire torpedoes and use a sonar attack

Disadvantages

 Bad at turning
 Handles horribly on land (what'd you expect, it's a sub!)
 

----More coming soon----

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                            THE MINIGAMES

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                      MAYAN KICKBALL (Mayahem Temple):

 As a Stony, you can enter the Kickball Tournament in Mayahem Temple.

CONTROLS:
 B: Attack
 Z: Kick ball
 
 To CARRY the ball, simply run into it. Pressing Z will make you kick it
 To STEAL the ball, use B to attack another player that has the ball

RULES:
 The object is to get as many yellow balls into your goal as possible before
time expires. Getting a yellow ball in your (or an opponent's) goal earns
you two points. Getting a red ball in your goal takes away a point. If you
get hit by a bomb, you will be temporarily stunned.


-- Quarter-Finals --

 This is the simplist game. Kick as many balls as you can into your (blue)
goal before time is out.

-- Semi-Finals --

 The same as before, you must get as many balls in your goal as you can... but
only the YELLOW balls. RED balls will deduct a point if it finds its way to
your goal. This applies for your opponents also, so throw any red balls you get
into their goals.

-- Finals --

 The red and yellow balls are back, and this time bombs will drop in for some
fun. If you kick a bomb into another player, that player and any near him will
be temporariy stunned. My advice here though, is to just ignore the bombs and
concentrate on getting those yellow balls!

------------------------------------------------------------------------------

                     MINE HANDCAR RACE (Gutter Gulch Mine):

Once you free Canary Mary from her cage in Gutter Gulch Mine, you can race her
on a handcar through the mine, while she flies.

CONTROLS: 
 A (repeatedly) Move

 The faster you press A, the faster your cart will go.

RULES: 
 Beat Canary Mary to the end of the track to win the race.


-- Race 1 --

 This is easy. Just press A as fast as you can throughtout the entire race to
easily win. Your reward for winning is a JIGGY.


-- Race 2 --

 Mary will put up a little tougher fight in this race, but still it should be
easy. You will be racing back to the Start line this time. Remember to keep
pressing A until the race is completely over. Winning this race will earn you
a Cheato Page! 

------------------------------------------------------------------------------

                      ORDNANCE STORAGE (Glitter Gulch Mine):

In the mine, you must find and diffuse the 15 TNT sticks before 200 seconds is
up.

CONTROLS
 Control Stick: Move
 Z: Shoot
 B: Beak Bayonet

RULES
 Find and diffuse the TNT in under 200 seconds. 

-- Walkthrough --

 Enter the mine and in the first room you will find your first TNT stick. DO
NOT SHOOT IT WITH EGGS, AS IT WILL CAUSE IT TO DETONATE. Instead, use the
Breegull Bayonet to safely diffuse it. This will start a 200 second countdown
timer, so get moving! Head down the ramp on your left and go down the passage.
Jump down to the lower area in the room you emerge in and get the next TNT.
Now go through the door straight across from the door you entered in. Take a
left turn in the tunnel to find your third TNT stick. After diffusing it, in
the next room you will find the next TNT. Deal with it and go up the ramp.
Turn right and go up the green tunnel ahead of you. Diffuse the TNT and go
back out the way you came in. Turn right and go in the next green tunnel
ahead of you and get the TNT in the bottom. Now go through the door across
from the ramp and kill the enemy. There are two TNT's in this room! Diffuse
them and go through the exit with the ramp going DOWN. Diffuse the TNT there,
and go back out and straight through the door ahead of you up the little hill.
Back in the main chamber, once again jump down off the ledge and go through 
the door straight ahead of you. Bayonet the TNT in this room and go through
the door that was on your left as you came in. Get the TNT in here, and run
out the way you came in. Go straight and through the door to find two more
TNT's in the next room. After diffusing them, head to the back of the room
and go through the door to find a small room with another TNT. Leave the small 
room and look left to find another door. Go through it and jump down off the
ledge and go straight into the room across from you. Go up the ramp in this
room and take the left door immediately at the top of the ramp to find the
final TNT! After diffusing all the TNT, a JIGGY will appear in the first room
of the mine.

------------------------------------------------------------------------------

                     THE SAUCER OF PERIL RIDE (Witchyworld):

Use the Mumbo Pad in Witchyworld to Power the Saucer ride, then go there as
Banjo and Kazooie and jump in.

CONTROLS:
 Z: Shoot

 You can hold Z to rapid-fire. The ride steers itself.

RULES:
 Shoot the targets as the ride drives past. Blue ones get you 3 points, 
Green targets score 2, and Red get you 1. Score 400 points to get 2nd
prize - A Cheato Page, and 500 for first - A JIGGY!

-- Stratigies --

 As the saucer glides along, hold down Z so you are always firing eggs.
When you see the targets, you a sweeping (straifing) motion to hit them
all. This ride is longer than you think, and it covers many areas. Try to
have around 175 points as you exit the Star Spinner and 400 as you exit
the Crazy Castle Stockade.

------------------------------------------------------------------------------

                          DODGEM DOME (Witchyworld):

Once you open the door to the Dodgem Dome in the Space Zone using Mumbo and
pay the cashbox with the Van, you can compete for a Jiggy.

CONTROLS:
 Control Stick: Move

 Pretty simple, eh?

RULES:
 Collect as many Twinklies (those things from Banjo-Kazooie) as you can in
the time limit. Blue ones are worth 3 points, green ones 2, and the red 
ones are only worth one point.

-- 1v1 --
 
 You must collect 60 points worth of Twniklies in 45 seconds to win this 
round. Pretty easy, just run along the perimeter of the room and 
occasionaly cut across the middle. Avoid the car that's trying to bump you-
it will severely slow you down.

-- 2v1 --
 
 Now you gotta face two cars at once, and collect 50 points worth of
Twinklies in 45 seconds. Again, zoom around the perimeter and when you have
an opening, cut across the middle to snag some of the blue Twinklies.

-- 3v1 --

 Is this fair? You only have to get 40 points in 45 seconds, but there are
three (!) cars trying to stop you at all costs. You must be quick in this
round. Zoom around and around the outside of the room in a circle, and don't
get yourself in a corner. Head across the middle of the room when you can
risk it for more points, but remember, you only need 40. When you score all
40 points in this final round, you get a JIGGY!

------------------------------------------------------------------------------

                SUBMARINE TARGET SHOOTING (Jolly Roger's Lagoon):

This one is located at the left of the Sea Bottom, down the biiiiiiiiiig hole.

CONTROLS:
 Control Stick: Move
 A: Go
 B: Shoot
 Up-C: Enter/Exit First Person Aiming

 You'll probably want to be in first-person aiming for most of this game.

RULES:
 Shoot the differnet colored mines to score points. Red are worth 1, green are
worth 2 points, and blue are worth 3. You need to score 60 points within the
time limit to win.

-- Stratigies --

 When the time starts, enter first-person mode and stay still for a few
seconds, blasting all the mines in sight. Blue and green take precedence over
the red ones, but there are far more many red ones than those two colors put
together. The lesson: if you must choose between a red mine and a green one,
or two red ones and a blue one, take the ones worth more points. Keep on the
move during the game, and stop to shoot when you enter a large minefield.
Don't zoom past a large group of mines; instead take your time to shoot them
all. It will be close, but if you play your cards right, you can just hit
above 60 when time runs out.


----More coming soon----

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                                SECRETS

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  CHEATO'S PAGES:

 Hidden throughout the various worlds are the pages that once belonged to
Cheato. In the last game, Gruntilda got mad at Cheato for helping Banjo and
Kazooie and tore most of his pages out. When you first meet Cheato in Grunty's
old lair in Spiral Mountain, he tells you to look for his missing pages. For
every five pages you recover, he will tell you a different cheat.

  THE CHEATS:

Cheat 1 (5 pages): FEATHERS
 -This cheat doubles the amount of red and gold feathers you can carry, to
100 and 20 respectively.


  HOW TO ACTIVATE THE CHEATS:

 Head to Mayahem Temple and use Mumbo to activate the Golded Goliath statue.
Head back near the world enterance and kick open the doors to Jade Snake Grove.
Once inside wade across the quicksand to your left and enter the chamber where
the stone pyramid is. Kick open the door to the pyramind.
 
 Once you break open the door, return as Banjo and enter the pyramid. Stand on
the pedastal in the center of the room and you will zoom to a first person
view looking at a grid of letters. Shoot the letters with your eggs to spell
out the name of a cheat (i.e. FEATHERS). If you make a mistake, you will have
to start over again. YOU CAN ONLY ENTER CHEATS THAT CHEATO HAS TOLD YOU
ALREADY!
 
 Once the cheat is activated, go to the scroll on the right wall and press B
to see a list of cheats you've activated. Pressing A will toggle the cheats
on and off.

----------------------------------------------------------------------------
BANJO-KAZOOIE: THE LOST ITEMS

 If you have played Banjo-Kazooie, and have gotten all 100 Jiggies, then you
know about the secret ending, where Mumbo Jumbo tells you about 3 items, an
ice key, a blue egg and a pink egg. These items were inaccessable, but were
still thought to be hidden in the game, for they were in the worlds in BK.
Now, in Banjo-Tooie, you can finally get your hands on these items...

THE ICE KEY:
 Probably the most famous of the secret items is the Ice Key. To get this item,
go to Spiral Mountain after you have learned the Grip Grab. Use the flight pad
on top of Spiral Mountain and head toward the top of the waterfall. There you
can enter a cave. From there, go straight and you will find a ledge that you
can use the Grip Grab on. Follow it to a platform, and walk through it. At the
end, you will find a Banjo-Kazooie cartridge. Break it open and you will 
receive the Ice Key! What does it do? It probably unlocks an ice chest 
somewhere...

----------------------------------------------------------------------------
DOUBLE AIR AND FASTER SWIMMING:

 After you learn the Bill Drill, return to Spiral Mountain and break the
boulder near Banjo's house. Take the goldfish there and bring it to the moat
around the base of Spiral Mountain. It will teach you how to swim faster, and
it will also give you a double supply of air for swimming underwater.

----More coming soon----



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                                 FAQ's

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Q: How do I ?

 A: If I have covered it in the walkthrough already, chances are I won't reply
unless I really didn't cover that aspect in detail. IF I HAVEN'T COVERED IT
YET IN THIS FAQ, DON'T ASK!

Q: Can I access the areas in Banjo-Kazooie to get those mystery items?

 A: No. To get these, you will need to find the Banjo-Kazooie cartridges
hiding out in the game and break them open. (See the secrets section)


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                                CREDITS

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Rare- For making this game, and making all their cool stuff.
CJayC- For posting this FAQ!
You- For reading it
Me- For writing it

------------------------------------------------------------------------------
Thus endeth this FAQ. You can stop reading now.