Banjo-Tooie Walkthrough :
This walkthrough for Banjo-Tooie [Nintendo64] has been posted at 27 Jan 2010 by mclai and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up mclai and share this with your freinds. And most important we have 14 other walkthroughs for Banjo-Tooie, read them all!
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Walkthrough - FAQ/Walkthrough__________ ___ ____ // \\ _____ /_________ \ /\ | __\ | __ |\\____// /_____\ // \ \ //\\ || \\ || || ____ // _ \\ || ___ \ \ // \\ || \\ || || | __ |// /_\ \\ || \__| / / // /\ \\ || \\|| || || ||/ // \\ \\ _______ || ___/ / // /__\ \\ || _ \ | || || || // \\ ||| _____ | || \ \ // \\ || | \ \| || || || || || ||||_____|| || ___ \ \// ______ \\|| ||\\ ||// // \\ // |||_______| || \__| ) ) /______\ \\| || \\ |// //\ \\_// // || / / // \\ \\__|| \\__|\\ // \\ \_/ // \\_________/ /__// \\/ /___| \___|\\// \\______// \__________/\__/ \_/ \/_____\______/ ______________ ______ ______ // \\ __________ | ____________ |______\ /______\\\_____//| ________ | ||____ ____|| __ \\ // __ \\ _____ || ______|| _______ |____ | | ____| /__\ \\// /__\ \\ ___ | || | ______| | _____ | || || || // \\ || // \\ || || || ||___ ||_____|| || || || || || || || || || || || | ___| |_______| || || || \\__// || \\__// || || || ||______ || || \\ \__/ //\\ \__/ //| || || |______ | ||__|| \\______// \\______//||___|| ||________|| |____| \______/ \______/ |_____| |__________| ~An FAQ/Walkthrough Created By: Croco~ ________________________________________________________________________ This Document is Copyrighted 2000-2001 by Croco. Any reproduction of this document in part or in whole without the author's consent is strictly forbidden. If the reader wishes to use the FAQ for their personal and private use only, than a printed copy may be made. This complete FAQ/Walkthrough to the Nintendo 64 game Banjo-Tooie Includes the Following Features: *All the Levels Covered in Full *Where to Find Collectibles Such As Jiggies, Jinjos, and More *Lists of Enemies, Items, Objects, and Transformations *Guide to the Multiplayer Mode *Guide to the Game's Secrets *More! Read On... Contact Me: croco64@yahoo.com (See Part 4, Section 4 for details) -VERSION HISTORY- ------------------------------------------------------------------------ This is currently the Final Version of the Croco FAQ/Walkthrough for Banjo- Tooie, Created 4/21/2001. Final Version - Created 4/21/01 Wow, who'd have thought that I'd actually finish this FAQ? After those couple months of no progress, I bet you didn't think it would ever be complete. See, your good friend Croco doesn't let you down... all the time. Anyway, I've wrapped up the last remaining parts in the FAQ, of most interest the Cloud Cuckooland and Cauldron Keep Walkthroughs. The last thing I've added is a few samples for the Tower of Tradgey Quiz Questions. Well, this is it. Th-th-th- that's all folks! Version 1.6 - Created 4/9/01 Due to the whining and nagging of all you readers (Croco! Please update the FAQ! Croco! Please update the FAQ!... yech), I've decided to fulfill all of your wishes and put some more stuff in the FAQ you've come to know and love. As expected, this update includes a walkthrough to the Hailfire Peaks stage, but there's also some new things, such as codes that allow you to get the secret items in Banjo-Kazooie and a history of the connection between the two games. Version 1.5 - Created 2/4/01 Gee, it's nearly been a month... where does the time go? If you're wondering what wily shenanigans I've been doing throughout January, I'll let you know that I didn't update due to laziness. Well, actually, after a year of hard work on my FAQs (yup, my 1st FAQ Writing Anniversary was on the 11th!), I decided that I've earned a little break. After a few weeks of doing nothing, I'm back and ready to write. This update includes everything you need to know about the incredibly- complex level, Grunty Industries. Version 1.4 - Created 1/5/01 Well, since the webmaster of GameFAQs (CJayC) took a little time off (good for him), I didn't get to update right before Christmas like planned. But I probably wouldn't have anyway, knowing my work habits. Anyway, after having a nice long break, I'm back for the first update in 2001! Terrydactyland is completed. Version 1.3 - Created 12/18/00 Hey hey! Sorry for taking almost a week for this update, but there was another FAQ that I wanted to update (still haven't, but getting closer to updating it). But I bet you don't care about that other FAQ, just this one. So what's new? Like usual, a new level has been added to the Level Walkthroughs, this time Jolly Roger's Lagoon. I still haven't gotten around to getting some of the Tower of Tragedy Questions here, but I hope to within the next couple updates. Version 1.2 - Created 12/12/00 Only 13 days until Christmas. Wow, I'd better get some of my shopping done. Stupid greedy pigs! Nonetheless, I've managed to come out with another update, which seems to be beginning a trend of an extra day added on between updates. My first update was three days after the first version, this one is four days after Version 1.1, and I expect to update again in five days. Woe is you, being forced to wait longer and longer for more of my magnificent work (ahem, of course it is). Take a look at the new WitchyWorld guide, as that's pretty much all I've added this time around. Version 1.1 - Created 12/8/00 Hey, it's Friday, the beginning of the weekend! Why not celebrate with another update? I know, incredible, aren't I, getting by my severe laziness and having an update in three days? So, wondering what's new? This update includes the Glitter Gulch Mine Walkthrough, the complete Transformations Guide, and updates to the Secrets Section (including a new section, the Code Guide). Version 1.0 - Created 12/5/00 Another new FAQ, another first Version. How nice, I got this one out earlier than I expected. I was planning at first for this to come out on the fifth, but then decided the tenth would be more realistic. Strangely, progress was faster, so I got it out by the original date of the fifth. Crazy. Anyway, since I did get this out sooner, it's less than complete. Level 1 is the only one completed as of now, but also in this FAQ is Spiral Mountain and some of the Isle O' Hags. Some more sections that are completed include the Multiplayer Mode, The Secrets, Parts 1 and 5, and much of Part 2. Updates are sure to follow shortly, so stay tuned. ------------------------------------------------------------------------ UPDATE NOTICE: New to this Version is the Cloud Cuckooland and Cauldron Keep Walkthrough, as well as updates to the Spiral Mountain and Isle O' Hags Walkthroughs. Also included are a few samples of the Tower of Tradgedy Quiz Questions. ________________________________________________________________________ ~TABLE OF CONTENTS~ I. Part 1- Introduction 1. Introduction 2. The Story Behind This FAQ 3. Game Story II. Part 2- Basics and Guides 1. Controls & Play 2. Characters 3. Collectibles/Items 4. Special Objects 5. Basic Moves 6. Advanced Moves 7. Enemy Guide 8. Transformations III. Part 3- Level Walkthroughs 1. Training Area: Spiral Mountain 2. Overworld: Isle O' Hags 3. Level 1: Mayahem Temple 4. Level 2: Glitter Gulch Mine 5. Level 3: WitchyWorld 6. Level 4: Jolly Roger's Lagoon 7. Level 5: Terrydactyland 8. Level 6: Grunty Industries 9. Level 7: Hailfire Peaks 10. Level 8: Cloud Cuckooland 11. Level 9: Cauldron Keep IV. Part 4- Multiplayer, Secrets, and More 1. Multiplayer a. Characters/Options b. Games 2. Secrets a. Secret Items b. Cheato's Cheats c. Code Guide d. Banjo-Kazooie Codes 3. Jinjo/Empty Honeycomb Guide 4. Tower of Tragedy Questions V. Part 5- Miscellaneous 1. Additional Tips 2. Rare Connections 3. Frequently Asked Questions 4. Contact Info 5. Credits/Other 6. Closing Statement _______________ *: This symbol indicates that this section has been started on, but is currently under completion. Expect more in future updates. **: This symbol Indicates that this section has not been started on at all. When it will be started on is usually based on the order it is on the list. : No Marks indicate the section has been completed. Where Should You Go? Part 1- Generally just an Introduction and not much information that will help you beat Banjo-Tooie or collect items. Look here for fun, not for info. Part 2- This describes the basics, but also has some guides to other things such as transformations, enemies, and characters, which could be helpful, and at the very least interesting to read. Part 3- If you're stuck finding something on one of the Levels, look here. The walkthrough includes Jiggies, Jinjos, Jamjars' Moves, Cheato Pages, Empty Honeycomb Pieces, Notes, and more, as well as where the levels are located and what it takes to get in. Part 4- This section not only covers the Multiplayer Mode, but also secrets found in the game. You can also find a guide to how many Jinjos you need to complete the families and how many Honeycomb Pieces are needed for a new energy piece. The last section goes over some of the questions on Grunty's Tower of Tragedy Quiz. Part 5- If you've looked in the other sections and haven't found anything, this is where some additional tips are located. If they don't help you, feel free to send in an e-mail, but first check this part for details on how to do so. Also, there's a section on connections between Banjo-Tooie and other Rare games, which is very interesting. Finally, I wrap up the FAQ here. ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/******************* PART 1: INTRODUCTION ********************| | | __ \=============================================================| | |____/ |_| =============== INTRODUCTION =============== Banjo-Kazooie... Rare's Mario, released over two years ago in the summer of 1998. For those of us that played it for hours and collected all the Jiggies, a special ending was shown. That crazy shaman Mumbo Jumbo fell down from the coconut tree with pictures... pictures of the sequel. While it took a lot of us a while to get it through our heads that this "Banjo-Tooie" Mumbo talked about was a sequel, when we did discover the meaning of these things we were overjoyed. We would get to play another Banjo, a sequel. This sequel to the first game was announced already, and was something to look forward to. And those pictures that Mumbo showed of the places that were impossible to reach, we would finally be able to get the items shown when the new game would come. Well, finally we'll get a chance to go back and do those things. Or can we? It seems that the gaming community is having a hard time deciding whether or not you can either go back or at least access new areas in Banjo-Kazooie with information gained in Banjo-Tooie. As great as it would be to do this (and after disappointedly getting the Ice Key and Mystery Eggs), it's much more exciting to have this great new game to play. Is it as good as Kazooie? That's up for you to decide. I can tell you, though: it's an excellent game. Banjo-Tooie is a game filled with wonders, wonders that all should experience. ________________________________________________________________________ =============== THE STORY BEHIND THIS FAQ =============== I'll get to the point: I hope to make this one of my biggest (not size, but in quality and popularity) FAQs yet. Not an easy task for someone as incredibly talented as me (of course I am, you know it), but I like a challenge. In all seriousness, though, it's going to take a bit of work to make this FAQ great. So, I've decided to do things a little differently. In all of my previous FAQs, there are four main parts, each relatively the same. In this FAQ, there are five. I felt another part as needed, because the some things just didn't go in the others. Not only does this organize things better, it allows me to go into things that I probably wouldn't have incorporated elsewhere in more detail. For those of you that will read more of my FAQs, you might be wondering whether the five-part FAQ will stay. I'm not sure myself, but I can tell you one thing: it's gonna help make this FAQ one of my best yet! ________________________________________________________________________ =============== GAME STORY =============== For those that are interested about how Banjo-Tooie is set up (hmm... perhaps you fell asleep during the opening cutscene?), here's the game's story. For those that are lazy, I sum it up at the end. ~THE STORY OF BANJO-TOOIE~ _ /-\ /_|_\ midnight storm raged outside, and Banjo the bear nodded ruefully as he observed the varying fortunes of the players huddled around the card table. His breegull partner, Kazooie, was losing badly, and Bottles the mole was about even. It had been a good night, however, for Mumbo Jumbo the shaman who was shaking excitedly as he dealt the next hand. "S-Stop rocking the t-table-you're s-spilling our d-drinks!" Kazooie squawked accusingly at the shaman. "N-Not Mumbo. W-Whole h-house s-shaking," Mumbo replied unsteadily. He was right, Banjo's house was shaking, but it suddenly ended just as abruptly as it had begun. "I wonder what that was? Perhaps someone should go and take a look," Bottles blinked nervously. "Mumbo much brave. Me go outside," declared the shaman confidently, striding toward the door and out into the howling storm. As rain pattered down on his bony head, Mumbo noticed two witches hurrying toward where Banjo's arch enemy, Gruntilda the witch, had been buried two years before. By the time he found a suitable hiding spot close to the action, the two witches were standing in front of the boulder that covered Grunty's grave, mumbling in a strange language. Suddenly the large boulder rose into the air and vanished! As the smoke cleared, a figure slowly emerged from the freshly-opened grave-it was Gruntilda! But it wasn't the Grunty they all remembered. The two years she had spent underground had taken their toll on her warty body, reducing her to a mere skeleton! Grunty looked down at her bony body in disgust. "Nice Grunty looks. Lost weight you have," the thin witch grinned. Grunty glared at her sisters. "I hate bones, a body I need. Can you help me with this little deed?" Just then, Mingella, the thin witch, turned in Mumbo's direction and pointed a long, crooked finger toward him. "Arrgghh! Seen us, bony man has!" she screeched. "Leave it to me-he's no hassle. I'll kick butt, then off to the castle!" cackled Grunty as she lumbered after him. Mumbo fled frantically from his hiding place and crashed through the front door of Banjo's house. "Grunty spell coming! Quick, must all run!" Gruntilda watched gleefully as the bright light of her spell slammed into the side of Banjo's house, reducing it to a pile of smoking rubble. Cackling maniacally, she hurried across to where her sisters were waiting. The three of them climbed into the giant digging machine Mingella and Blobbelda had used to tunnel their way to Spiral Mountain. As they headed back to their castle, the two fleshy sisters described a machine they had created. They explained to the skeletal Gruntilda that it could suck the life force from the ground itself and from any creatures standing on it. Once enough of that life force had been collected, they could use it to restore her former bloated body. Grunty couldn't wait to give it a try! Some time later, a very groggy Banjo sat up on the grass where he'd been thrown when the spell struck. Kazooie emerged from the safety of his backpack and watched in amusement as Mumbo rubbed his bruised skull gingerly. "Ooooh, Mumbo's head hurt," the shaman groaned. Banjo surveyed the smoldering wreckage of what used to be his house. "Well, at lest everyone got out safely..." he sighed. "Hang on. Where's Goggle Boy?" trilled Kazooie. Everyone turned to look as a blackened shape stumbled out of what was left of the house. Bottles wobbled and staggered toward his friends, then collapsed to the ground and lay there motionless. Banjo and Mumbo rushed to help the stricken mole. "Grunty's killed poor Bottles!" the bear gasped. Kazooie screeched excitedly. It seemed like such a long time since their last adventure. "Those witches are gonna pay! C'mon, Banjo, let's go!" ~TO SUM IT UP~ Gruntilda is freed from her grave, destroys Banjo's house, and kills Bottles. As you can imagine, Banjo might not be too happy. But there's more trouble to come... ________________________________________________________________________ ____ _____ | __ \===========================================================|_ _| | _/***************** PART 2: BASICS AND GUIDE ******************| | | __ \=============================================================| | |____/ |_| =============== CONTROLS & PLAY =============== Here I'll go over how to control the game, as well as a few special controlling tricks that may be helpful to know. After that, I'll explain the game basics, such as how to open levels and what Jinjos are for. ~CONTROLS~ -Control Stick: This moves Banjo, and he will move at different speeds depending on the pressure applied. *Very Slight Push: Banjo will tiptoe. This is helpful for sneaking up on sleeping characters. *Moderate Push: Banjo will walk. This is good for places where you need to move carefully, such as when you are high in the air on a rope. *Full Push: Banjo will run. This is the best way to get around. -A Button: This makes Banjo jump. *Tap: Banjo will jump. *Hold: Banjo will jump higher. *Press While in Air: Kazooie will help slow the decent. -B Button: This is the action button. When standing still in front of a sign or character, Banjo will read/talk. In any other location, Kazooie will attack when standing still and Banjo will roll while running. -Z Button: This makes Banjo duck. *Z+A: Banjo will do the Flip-Flap jump, which allows him to jump higher than usual. *Z+B: Banjo will do the Beak Barge, which is a charging attack. -Top C: Switches to first person view (Banjo cannot move). -Bottom C: Makes camera go out. There are three camera distances. -Left C: Moves camera to the left. Hold it to continue camera movement. -Right C: Moves camera to the right. Hold it to continue movement. -R Button: This have several functions. *Hold: The camera will move behind Banjo. *Tap: Brings up egg list. Press R again to select a different egg type. -WHILE SWIMMING- -A Button: Banjo does the flutter kick. This gives you more control of Banjo's movements, but is very slow. -B Button: Kazooie does the wig stroke. This gives you good speed, but is harder to control. -DURING TEXT- -A Button: Will speed up the text. -Z Button: Will slow down the text. -B Button: Will cancel the text. -Hold L & R, Press B: Will cancel even important text (though some cannot be canceled ever). ~GAME BASICS~ -Collecting Items: The main focus of the game is to collect certain items. The most prized item is the Jiggy, which will allow you to progress further into the game. Notes are another important item, as they allow you to learn new moves. The other items, however, pretty much simply help you in your quest. For example, collecting Empty Honeycomb pieces will raise your energy level. While helpful, it is not necessary. -Opening Levels: Opening levels is different from Banjo-Kazooie. To do so, you must complete one of Jiggywiggy's Challenges. However, Jiggywiggy will only allow you to attempt these challenges once you have enough puzzle pieces. If you do, you can either walk into his temple or transport there from the yellow Jiggy statue outside the level's entrance. -Jinjos: Jinjos are scattered throughout the Isle O' Hags and the levels. In the Jinjo Village, there are nine houses. Each contains a specific colored Jinjo family, with a specific number of members. When all are reunited, they will show their thanks will a Jiggy. ________________________________________________________________________ =============== CHARACTERS =============== While this game is filled with a bunch of crazy and lovable characters, the main ones are listed below, along with some information that you may find useful... or at least interesting. -BANJO- Appearance: Bear wearing fashionable yellow shorts and blue backpack. Role: Main character (along with Kazooie), i.e.- you control him Status: Returnee from Banjo-Kazooie Home: Spiral Mountain Gibberish Quote: "Guh-huh!" Description: Banjo the Honey Bear prefers a quiet life to the thrill of adventure that his breegull partner seeks. Unfortunately for him, Gruntilda's up to her old tricks, so he won't get to relax anytime soon. And this time around, Banjo will have to learn some new tricks, since his partner plans to ditch the backpack and head out alone... -KAZOOIE- Appearance: Red-crested breegull Role: Banjo's partner and main character. Status: Returnee from Banjo-Kazooie Home: Spiral Mountain Gibberish Quote: "Bree!" Description: This red-crested breegull is ill-mannered, foul-mouthed, and proud of it! She's the attacking force behind the formidable bear-and-bird partnership, but Banjo's steady head makes too many sensible decisions for her liking. Kazooie can't wait to see what kind of trouble she can get herself into once she' free from his backpack! -BOTTLES- Appearance: Short-sighted Mole Role: Reviews Moves from Banjo-Kazooie, One Reason for Quest Status: Returnee from Banjo-Kazooie Home: Isle O' Hags (Bottles' House) Description: This timid mole's moves enabled Banjo and Kazooie to defeat Gruntilda in their first adventure. But he chose the wrong night to visit his old friends as the recently-exhumed witch blasted him with her fatal spell. Will Bottles ever see his family again? The bear and bird are his only hope... -JAMJARS- Appearance: Rhyming Military Mole Sporting Sunglasses Role: Teaches Advanced Moves Status: New Character Home: Unknown Gibberish Quote: "Hey-huh!" Description: As different from his brother as chalk is to cheese, Sergeant Jamjars joined the mole military when he was just a nipper. Those years of rigid rodent discipline may explain his lack of manners and nonexistent sense of humor, but his advanced ability training will be essential if Banjo and Kazooie are to stand any chance of defeating the evil coven. -MUMBO JUMBO- Appearance: Shaman with Skull on his Face Role: Best Shaman in All Game (will perform magic) Status: Returnee from Banjo-Kazooie Home: Various Skulls Gibberish Quote: "Oobalaka!" Description: This skull-headed shaman has spent the last two years at witch doctor school, so his mysterious powers have never been greater. Mumbo hopes that this time he'll get a chance to leave the safety of his skull hut to show Banjo and Kazooie what he can really do with his newfound skills. -HUMBA WUMBA- Appearance: Sexy Native American with No Mouth Role: Best Magic Person in All Game (transforms Banjo and Kazooie) Status: New Character Home: Various Wigwams Gibberish Quote: "Han-na!" Description: The Isle O' Hags' resident magic user takes none too kindly to the intrusion of Mumbo Jumbo and his supposed reputation. She, too, has the ability to transform subjects into other forms and is determined to expose the shaman as the amateur he is. -KING JINGALING Appearance: Large Jinjo with Crown Role: Rules Over all Jinjos Status: New Character Home: Jinjo Village Description: King Jingaling is the king of all things Jinjo and the ruler of Jinjo Village. At least he was before Grunty and her sisters plowed through the peaceful kingdom with their digging machine, scattering his subjects to the far corners of the island. -MASTER JIGGYWIGGY- Appearance: Figure in Cloak with Jiggy for its Head Role: Opens New Worlds, Controls the Power of the Jiggies Status: New Character Home: Isle O' Hags (Wooded Hollow) Description: Little is known about the ancient order of the Jiggywiggy except that it is based in a bizarrely-shaped temple and led by a recluse known only as Master Jiggywiggy. Legend has it that Master Jiggywiggy controls the all-powerful Crystal Jiggy and that those seeking help must first prove their worth... -HONEY B- Appearance: Giant Bee Role: Gives Banjo and Kazooie More Life Energy Status: New Character Home: Isle O' Hags (Plateau) Description: She is one of the few friendly characters you're likely to meet on Grunty's Isle O' Hags. In exchange for the tasty empty honeycombs she craves, Honey B will provide passing travelers with much-needed extra energy. Be on the lookout for her distinctive home-a gigantic beehive, naturally. -MINGELLA & BLOBBELDA- Appearance: Thin and Fat Witches, Sisters of Gruntilda Role: Plan to Help Grunty Get Her Body Back Status: New Characters Home: Isle O' Hags Description: The comical appearances of tall, thin Mingella and short, fat Blobbelda disguise this pair's magical prowess. Not since childhood have these two been united with their sister Gruntilda, but now the odds have suddenly swung back to three against two in their favor. -GRUNTILDA- Appearance: Large Bony Old Witch Role: Main Enemy Status: Returnee from Banjo-Kazooie Home: Gruntilda's Lair Description: A small matter of being dead and buried isn't enough to finish Banjo's arch enemy. And now, thanks to her grave-robbing sisters, Grunty is back and almost as good as before. Her subterranean stay may have reduced her to a mere skeleton, but she's wasted no time in blasting poor Bottles into oblivion and devising and evil plan to restore her carcass back to its former bloated glory. ________________________________________________________________________ =============== COLLECTIBLES/ITEMS =============== In this section I'll go over the things you'll collect in Banjo-Tooie, and of course descriptions on what they do. Also here are items, such as feathers and eggs that appear throughout your quest. -JIGGIES- Type: Collectible Number Per Level: 10 Jiggies are the number one item to collect. They allow you to progress through the game and unlock new levels. They are the reward for most tasks you must perform in levels, and ten can be found in each level you visit. -NOTE NEST- Type: Collectible Number Per Level: 16 Like most abundant items returning from Banjo-Kazooie, Notes now come in a nest. Each Note Nest contains five notes, so now you'll always have a nice round number of notes. These are usually fairly easy to find, as they aren't hidden away, and two or more nests usually appear together. There are a total of sixteen Note Nests in each level. -TREBLE CLEF- Type: Collectible Number Per Level: 1 These are like super-Note Nests, and contain twenty notes (fifteen more than the normal note nest). There is only on of these in each world, and it's hidden a little better than the normal Note Nests. -JINJOS- Type: Collectible Number Per Level: 5 The lovable Jinjos return, and once again they are strewn throughout the levels. With the power these guys possess, how are they captured/frightened so easily? Anyway, these guys are waiting for someone to find them so they can go back to their homes and families in Jinjo Village. Once all family members for a certain color has returned, they'll give you a Jiggy as thanks. -GLOWBOS- Type: Collectible Number Per Level: 2 In this game, Mumbo and Wumba will not use Mumbo Tokens for magic, but instead the magical creatures known as Glowbos. These guys pack more of a wallop than the Mumbo Tokens, and only one is needed for magic. They are always found near the homes of Mumbo or Wumba, and thus are fairly easy to find. However, I must note how these poor creatures are treated. They're just captured and thrown around, their powers sucked out so you can get a few Jiggies. How cruel. -CHEATO PAGES- Type: Collectible Number Per Level: 3 After Banjo-Kazooie, Gruntilda ripped out most of Cheato's pages (how she did this when she was buried under a rock...). Because of this, Cheato can't help Banjo and Kazooie with the spells as they are on the pages (or maybe he's just greedy and wants you to do tons of work when you don't have to). Anyway, he wants you to collect five of his lost pages for each new cheat he gives you. There are three of these in each level. -EMPTY HONEYCOMB PIECES- Type: Collectible Number Per Level: 3 Empty honeycomb pieces are what you need to increase your energy. When you give an ever-increasing amount of these to Honey B, she'll increase your energy meter with more Honeycombs. Needless to say, these are quite helpful. -EGG NESTS- Type: Item These nests contain a certain amount of eggs, which varies depending on the type. Once more than the standard Blue Eggs become available, these nests will cycle through each of the types so you can stock up on whichever kind you're low on. These are very common and are found in abundance in each level. The number of eggs for each type is listed below. Blue Egg: 20 per Nest Fire Egg: 10 per Nest Grenade Egg: 10 per Nest Ice Egg: 10 per Nest Clockwork Egg: 1 per Nest -FEATHER NESTS- Type: Item These nests, much like Egg Nests, contain a certain amount of Feathers (depending on the kind displayed). They will usually cycle between Red and Gold Feathers, allowing you to stock up on whichever is low. Like Egg Nests, these are quite abundant. The number of feathers for each type is listed below. Red Feather: 20 per Nest Gold Feather: 2 per Nest -HONEYCOMB- Type: Item Honeycomb pieces are usually found when an enemy is defeated. These tasty little hexagons will refill one Honeycomb on the energy meter. They will stick around (he he) after they first appear, but sometimes will disappear if you take your eyes off them. -SKILL HONEYCOMB- Type: Item Skill Honeycombs look just like regular Honeycombs except they have a "!" in the center. When collected, the Honeycomb segments on your energy meter will flash in order. When it gets to the top, tap B and you'll have full energy. If you tap it anywhere else, that's what you get. While incredibly easy to get at the beginning of the game, stopping it at the top gets harder as the game progresses. Avoid these if you have full energy, because there's nothing you can gain from it. -MYSTERY HONEYCOMB- Type: Item Mystery Honeycombs are much like Skill Honeycombs, only instead of flashing in order, they flash randomly. This makes things a little trickier, but it still shouldn't be hard to get the full energy you need. -WADING BOOTS- Type: Item (Kazooie Footwear) Wading Boots, a returning item from Banjo-Kazooie, allow you to tread in murky waters and swamps or over other places that would normally bruise your poor little feet. -TURBO TRAINERS- Type: Item (Kazooie Footwear) Also returning from Banjo-Kazooie, the Turbo Trainers (the white tennis shoes) give Kazooie incredible speed. She's so fast with these on, in fact, that she can even run across water (don't slow down though, or you'll fall in). -SPRINGY STEP SHOES- Type: Item (Kazooie Footwear) A new shoe for Kazooie to wear in Banjo-Tooie, the Springy Step Shoes unfortunately don't let you bounce around the entire world. Instead, their super-springiness can only be used once, but the height from the leap is humongous. -CLAW CLAMBER BOOTS- Type: Item (Kazooie Footwear) The second new shoe for you to u...se (sorry, I had to keep the rhyme going) is the Claw Clamber Boots. These allow you to climb up the steepest of walls, providing that there are footprints going up there. ________________________________________________________________________ =============== SPECIAL OBJECTS =============== This section will go over some special objects you'll encounter. These aren't items or collectibles, but rather things like switches and special pads. Read on to find out more. -SHOCK SPRING PADS- If you've played Banjo-Kazooie, you'll already know all about these. when you stand on the and hold A, Kazooie will perform a jump that'll go much higher than a normal jump or event he Flip-Flap Jump. -FLIGHT PADS- Flight Pads, strangely, make you fly. Crazy, huh? Press A while on one and you'll take to the skies. -WARP PADS- A new Special Object in Tooie, Warp Pads allow you to quickly warp to other Warp Pads so you don't have to trek through the same territory over and over. Once you walk onto a Warp Pad for the first time, it'll activate and you can warp to others. Simply stand still on one and Press B, then choose the one you want to go to and you're off. -MUMBO PADS- Since Mumbo Jumbo is now a controllable character, there are certain things that he and only he can do. One of the main (and usually only) things he's useful for is to provide his magic at the point indicated by a Mumbo Pad. Stand on one and press B, and Mumbo will perform his magic. -SPLIT-UP PADS- Once you learn how to split up from Jamjars, when you see one of these Pads you can break the two characters apart for some separate exploration. Just stand on one of the pads and Press A. To change characters, press A while on the Split-Up pad or a special swap point (they aren't specified, but it may be apparent when you need to do swap). -SWITCHES- Switches do all sorts of things, from raising blockades to opening doors. Sometimes both Banjo and Kazooie must stand on separate switches, causing you to find a Split-Up Pad first. -MOLEHILLS- Bottles' Molehills are only found in Spiral Mountain, which is the only place that you've already been to in Banjo-Kazooie. Bottles will help you re-learn some of the old moves from the last game when you stand on these and press B. -JAMJARS' HATCHES- These Hatches work just the same as Bottles' Molehills, but they're found on the Isle O' Hags and teach you new, advanced moves. Stand by them and press B to have the rhyming Jamjars teach you what you want to know. -JAMJARS' SILOS- Jamjars not only teaches you new moves, but he also gives you easier transportation around the Isle O' Hags. This are the same as Warp Pads, but allow you to warp around the Isle instead. -BEEHIVES- Beehives are a welcome sight to the weary traveler. Inside are three Honeycombs. Handy indeed, and there are usually a few in each level. -SIGNPOSTS- Signposts give out helpful hints or tell you some information needed. They can be on a wide variety of subjects, and will usually help you complete some nearby task. -JIGGYWIGGY'S ALTARS- One of Master Jiggywiggy's mystical altars is located by the entrance to each world. They will tell you how many Jiggies are required to enter, and if you have enough, will warp you to Jiggywiggy's Temple to open the level. ________________________________________________________________________ =============== BASIC MOVES =============== These moves should be familiar to those that have played Banjo-Kazooie. To review, I've placed them in this section. They're oldies, but are still used frequently. You'll start out being able to perform all of these moves. RAT-A-TAT RAP: Jump and Press B This attack is one of the most commonly used in the game, because it has decent range and is quite powerful. When A then B are pressed, Kazooie will perform three short pecks. While this move is intended for enemies in the air (as you jump first), you can also hit most enemies on the ground by jump tapping A for a small hop. BEAK BUSTER: Jump and Press Z The Beak Buster is a slow but powerful attack. After leaping into the air, Pressing Z will cause Kazooie to smash into the ground beak-first, destroying anything there and also sometimes activating stuck switches. This isn't very useful for enemies, because it takes longer to perform than most attack and the enemy must be directly under you. TALON TROT: Hold Z and Press Left C The Talon Trot is Kazooie's way of getting around. She comes out of the background and carries Banjo until you let go of Z. Kazooie can go up steeper slopes than Banjo, and also moves faster (though more recklessly). EGG SHOT (FORWARD): Hold Z and Press Top C The Egg Shot is a commonly used attack, which will fire eggs forward. While this is good for shooting things with eggs, it is rather weak and won't hurt enemies much. However, you can fire from a distance, so it may be worth it. EGG SHOT (BEHIND): Hold Z and Press Bottom C While the forward Egg Shot will fire quickly, an Egg Shot from Behind will bounce around. It's not very useful unless you have no time to react. Even then, it takes longer than turning around and attacking. Not much use unless there's something on the floor you need to hit. FLYING: Press A on Flight Pad Flying is very helpful, as it will allow you to reach place normally inaccessible. Flying is a quick and easy way to get around the world. BEAK BOMB: Press B while Flying The Beak Bomb is a very powerful attack, which sends Kazooie at top airborne speed through the air, and I pity whatever is in her way. It also is a good way to get around quicker while flying. ________________________________________________________________________ =============== ADVANCED MOVES =============== The moves in this section are all new to Banjo-Tooie, and are learned throughout your trek through the Isle O' Hags. Also listed here is where they are found, which character(s) learns it, and how many notes you need to learn them. -EGG AIM- Level: Mayahem Temple Notes Needed: 25 Perform: Top C, Then Z to Fire This move will allow you to aim with accuracy. Whenever you switch to the first- person view, crosshairs will appear. Target what you want to shoot with an egg, then fire. After you learn this move, you'll never go back to using eggs any other way. -BREEGULL BLASTER- Level: Mayahem Temple Notes Needed: 30 Perform: When Enter Specific Areas When you learn this, you can use Kazooie as a gun, so you move around like in Perfect Dark or Goldeneye (a First-Person Shooter). You won't be able to do this whenever you want, but when you enter certain areas, you'll automatically switch. -GRIP GRAB- Level: Mayahem Temple Notes Needed: 35 Perform: Jump to Ledge The Grip Grab allows you to hang onto ledges, and also to scooch across them. Simply jump to a ledge and you'll grab on to it. While on ledges, you can attack to the left or right by moving the control stick in the desired direction then pressing B. -FIRE EGGS- Level: Isle O' Hags Notes Needed: 45 Perform: Press R to Switch Fire Eggs are the first type of special eggs you'll learn to use. Fire eggs can be used for a variety of purposes, including lighting fires, warming someone up, or just in attacking an enemy. You can access the Egg Menu by tapping R, then switch by pressing it again. -BILL DRILL- Level: Glitter Gulch Mine Notes Needed: 85 Perform: Jump and Hold Z This is one of the most common moves you'll use in Banjo-Tooie, and it's especially useful in the first two levels. Large rocks, special patches of ground, ice, and more can be broken with the Bill Drill. The Bill Drill is much like the Beak Buster, but drills into the object, causing it to shatter if it's the right kind. -BEAK BAYONET- Level: Glitter Gulch Mine Notes Needed: 95 Perform: B (while in 1st-Person) This attack will become your main attack when in 1st-Person mode, as it makes it is an attack that doesn't use up any eggs. By simply pressing B, Kazooie will smash enemies with her beak. While it doesn't have the range of eggs and takes a second to pull her back, it is useful. -GRENADE EGGS- Level: Isle O' Hags Notes Needed: 110 Perform: Tap R to Switch Yipee, another type of egg! This is a very commonly used egg, not only for destroying things with cracks in them but also for damaging enemies severely. Jamjars' Hatch is located just under the ride where the log cars are falling out, right on the beach. Tap R to bring up the Egg Menu, and select this egg by tapping R again and again until you reach it. -PACK WHACK- Level: WitchyWorld Notes Needed: 120 Perform: B (while Banjo) This is Banjo's main attack when he's separated from Kazooie. When performed, Banjo takes off his backpack and swings it around twice, whacking any enemies that get in the way. It's quite slow to start and ends sooner than you'd think, so you must time it just right if you want to do any damage. It's can also be used for getting across larger pits, as Banjo floats while doing this. -SPLIT UP- Level: WitchyWorld Notes Needed: 160 Perform: Press A on Split up Pad Splitting Up is one of the main features of this game, and you'll be doing it quite a bit throughout the course of your adventure. Simply stand on a Split Up Pad and Press A. You'll now only control one character. The characters can perform attacks they could normally; for example Kazooie can still shoot eggs. However, moves requiring both members of the team (which is most of them) can't be performed. New, single-character moves can be learned, however, and is one of the main reasons for Splitting Up. -AIRBORNE EGG AIMING- Level: WitchyWorld Notes Needed: 180 Perform: Top C to Aim (while Flying) While you can shoot eggs normally, you can't while flying... and this move will now let you do just that. It's handy to be able to hurt enemies while flying around, but you won't use it all that much. -ICE EGGS- Level: Isle O' Hags Notes Needed: 200 Perform: Tap R to Switch Add another egg type to your repertoire. Ice Eggs, like Fire Eggs, aren't used all that much. However, they are useful for putting out fires and freezing things. When shot at an enemy, they will not harm them. Instead, they freeze them in their tracks. This makes it a rather worthless attacking egg. Tap R to bring up the Egg Menu, and select it by tapping R until you reach it. -WING WHACK- Level: Jolly Roger's Lagoon Notes Needed: 265 Perform: B (while Kazooie) This move is one of Kazooie's few attacks when she's separated from Banjo. While standing still, Kazooie will slice the air (or an enemy) with three chops, and while running, she'll spin around. A good attack, and helpful for dispatching baddies when away from the backpack. Just press B. -SUB-AQUA EGG AIMING- Level: Jolly Roger's Lagoon Notes Needed: 275 Perform: Top C while Underwater You can shoot eggs on land, you can shoot eggs in the air, now learn to shoot them underwater. This is an incredibly useful move to know, especially in Jolly Roger's Lagoon, a level that's almost entirely underwater. You'll fire eggs like you normally do; just press Top C. -TALON TORPEDO- Level: Jolly Roger's Lagoon Notes Needed: 290 Perform: Z while Underwater This attack is one of the few ways you can choose to attack underwater, and it's good in some cases while not so good in others. When Z is pressed underwater, Kazooie will shoot out from the backpack and swim around at high speeds. This is most useful for destroying things with her picture on it, but it can also be used to hurt enemies or steal items from the Clear Fish in Jolly Roger's Lagoon. There's a time limit and also a cost of five Red Feathers each time you use it. -CLOCKWORK KAZOOIE EGGS- Level: Isle O' Hags Notes Needed: 315 Perform: Tap R to Switch The final type of egg you learn how to use is the Clockwork Kazooie egg. While its explosion is identical to that of the Grenade egg, Clockwork Kazooie eggs have a special feature. When they hit the ground, they will break open and a controllable bird will come out. While it can only run and perform small jumps, you can take it anywhere you want, including small openings. If it hits a wall with force or an enemy/character, it'll explode like a Grenade egg. After you take the bird to where you want it to go, press B to detonate it. It can also collect items. -SPRINGY STEP SHOES- Level: Terrydactyland Notes Needed: 390 Perform: A While Wearing S.S. Shoes Jumping on the Shock Spring Pads allows for increased jumping height, and jumping on them with only Kazooie allows for even more. But a jump while wearing the Springy Step Shoes surpasses both. These shoes are found just like Running Shoes or Wading Boots are, but instead of gaining speed or swamp-treading powers, the Springy Step Shoes gives Banjo a huge jump. The best part is that you can use them wherever you want, so long as you can reach the location before the time runs out. For the highest jump in the game, wear the shoes while only Kazooie, and you'll rocket incredibly high into the air. -TAXI PACK- Level: Terrydactyland Notes Needed: 405 Perform: Hold Z, Press Left C The Taxi Pack is one of Banjo's most common uses of his backpack. When Kazooie is gone, Banjo can use his backpack to hold other characters and transport them places. When you hold Z and press Left C, Banjo takes off his backpack. He can then grab certain characters and put them in his backpack, then drop them off at a certain location. -HATCH- Level: Terrydactyland Notes Needed: 420 Perform: Hold Z, Press Left C (Kaz.) This move is learned by Kazooie and is used to hatch eggs. By holding Z and then pressing Left C, Kazooie will sit down on any kind of egg and will use her bird instincts to hatch it open. There are many different kinds of eggs found throughout your quest, so this move will be used often. -CLAW CLAMBER BOOTS- Level: Grunty Industries Notes Needed: 505 Perform: Run Up Walls The last type of shoe you'll learn, and one you've likely needed to learn for a while, are the Claw Clamber Boots. With these you can run up walls. Sounds pretty sweet, doesn't it? Well, you can't run up any wall, just areas with footprints going up. Still, there are quite a few of these places in the game. Also known as the "suction cup shoes". -SNOOZE PACK- Level: Grunty Industries Notes Needed: 525 Perform: Hold Z and Bottom C This is one of Banjo's most useful moves. When Kazooie's away, Banjo can hop inside his backpack and take a quick nap. This nap refills his energy. Yup, it really does. This makes being careless with Banjo a whole lot easier. -LEG SPRING- Level: Grunty Industries Notes Needed: 545 Perform: Hold Z and Press A The Leg Spring is an incredibly powerful jumping move that Kazooie learns by herself. This jump will allow Kazooie to leap much higher than even the Flip Flap Jump, though not as high as a Shock Spring Pad. Still, having a great jump at your disposal to use anywhere is very handy. -SHACK PACK- Level: Hailfire Peaks Notes Needed: 640 Perform: Hold Z and Press Bottom C Another move that Banjo performs with his famous blue backpack is the Shack Pack. Banjo throws the backpack over his head, squeezing himself into the tight space. This not only protects him from hot and toxic liquids, but it also makes him smaller and allows him to enter small holes. -GLIDE- Level: Hailfire Peaks Notes Needed: 660 Perform: Press Z While in Air Kazooie's Glide move allows you to fly at any time without the use of red feathers, but is very limited. You cannot fly higher than your starting |
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