Banjo Tooie Walkthrough

Banjo and Kazooie return in this sequel of the hit Banjo-Kazooie game to search for Gruntilda. But this time their journey is larger and more perilous!

While playing cards, Spiral Mountain experiences tremors caused by Hag 1 – one of the evil sisters’ digging machines. Following its trail, Bottles and Mumbo follow it to Bottles’ home on Isle O’ Hags where their home awaits them.

Level 1

Two years have passed since Banjo and Kazooie defeated Gruntilda, and buried her. Mingella and Blobbelda have since used Hag 1 to free Gruntilda, now reduced to her skeletal form due to her time underground.

Banjo and Kazooie decide to stop the witches and rescue Bottles, leading them to the Isle O’ Hags where they search for Master Jiggywiggy’s shrine. Once there, it becomes evident that players need to collect Jiggies to unlock different worlds; Mayahem Temple serves as the starting point.

Once inside the world, a JarJars hatch will appear; activate it to learn Grip Grab (similar to Banjo-Kazooie), and shortly afterwards use Talon Trot on temple walls to acquire Jiggys (3/45).

Get rid of Welldar by attacking him or else he will summon enemies that you must kill, while on the first floor there is an immense fan that blocks your view; to overcome this obstacle have Banjo use his Shack Pack move and jump across toxic waste to reach it before using Shack Pack to take down fan.

Level 2

Two years after Banjo and Kazooie defeated Gruntilda in the original game, she is back as a skeletal witch! Mingella and Blobbelda have attempted to return her body to its original condition by opening worlds and collecting Jiggies; Banjo and Kazooie must stop them by exploring eight new levels, battling enemies and characters, and collecting musical notes – they must find ways to beat Gruntilda to save Gruntilda!

The new worlds in Banjo-Kazooie are at least twice as large, offering more puzzles and challenges. Musical Notes now have different values than in Banjo-Kazooie, making collecting them much simpler compared to their first appearance. Furthermore, life meter does not automatically increase.

Once they arrive at Cauldron Keep, Grunty locks them into her Tower of Tragedy quiz show where she grills them about their adventures and their travels. Klungo tries to disable Hag 1 machine but ultimately kills it before she expells Klungo from the tower and kills her instead; after this defeat the two escapers rush upstairs to reverse Bottles’ and Jingaling’s spells and save their friends.

Level 3

Two years after Gruntilda and her sisters were defeated by Banjo and Kazooie in the original game, she and her sisters have returned to Spiral Mountain and have formed Klungo as they seek to restore themselves by opening worlds and collecting Jiggies.

Banjo and Kazooie arrive back on the Isle o’ Hags only to learn that Bottles has passed on, telling them to seek out Mumbo Jumbo who has now transformed himself into an archaeologist capable of opening new worlds.

Banjo-Tooie features larger worlds than its predecessor and more enemies to fight. Furthermore, characters in Banjo-Kazooie speak more fluently while collecting and holding Jiggies gives way to unique animation.

In this level, players can warp to the ice side of Cauldron Keep from the Coliseum entrance and then traverse its fire caverns by using ice eggs to put out flames. After finding Terry’s nest they can fight him before using a Mumbo Pad to EMP the Crushers on its fourth-floor level.

Level 4

Banjo-Kazooie II was released as a platform game by Rare and Nintendo in 2000, following Banjo and Kazooie on their journey across multiple worlds to defeat Gruntilda.

Banjo-Tooie 2 marks an evolution from its predecessor, featuring some key changes. Players now can navigate a 3-D environment and move freely across it; there are new moves such as Wing Whack; plus there’s even co-op play! Plus! If that wasn’t enough… this game allows two people to share one computer at the same time!

This game includes various mini-games and a boss battle, in addition to several hidden treasures that can be unearthed throughout.

Start off by collecting the Wing-Whack from Jamjars; this will enable you to fly as both Banjo and Kazooie simultaneously. When ready, travel to Witchyworld using both characters simultaneously; collect all doubloons while talking to Mumbo in order to obtain his EMP magic; this will come in handy during the third floor in Electromagnetic Chamber.

Level 5

Banjo-Tooie picks up two years after Gruntilda Winkybunion was defeated by Banjo and Kazooie, as her sisters Mingella and Blobbelda have created an alien machine capable of sucking life from healthy characters into Gruntilda Winkybunion’s body, which had become dismembered due to her defeat. Banjo and Kazooie must use eight new levels, collecting Jiggies, and defeating bosses to stop this machine before it happens again.

The game’s camera has been greatly improved, allowing players to feel more natural when jumping, flying, swimming or running across its vast worlds. Furthermore, over a dozen new moves can be learned, such as splitting Banjo and Kazooie into individual entities while keeping control of both characters at all times.

Welldar can be found on the first floor of the Coliseum; defeat him to stop its large fan and open up Waste Disposal Area. Once inside, use Sack Pack move to hop across toxic waste and reach Banjo switch to collect Jiggy – or race Canary Mary again and collect this Jiggy! Afterward, head towards Terrydactyland and warp through its Ice Caves before heading back home.

Level 6

Banjo-Tooie is Rare’s follow up game to Banjo-Kazooie for Nintendo 64 console and was first released in November 2000, garnering numerous plaudits due to its advanced graphics for its time as well as an equally outstanding soundtrack.

Banjo-Tooie features some differences from its predecessor; no longer do players lose musical notes when dying and are no longer required to locate Banjo statues to open new worlds. Furthermore, worlds are much larger compared to their counterpart and players can split-Up using new moves that help speed them along faster routes.

Banjo and Kazooie follow Hag 1’s tracks into a cave before finding themselves at Jinjo Village where Hag 1 had destroyed one of its inhabitants’ houses and bottle was dead; she gave Banjo and Kazooie her orders to revive her and return her back into action against Klungo before heading onward to Isle o’ Hags, where they met up with Klungo, as well as many of their old friends from previous adventures.

Level 7

On a stormy night, Banjo and Kazooie recognize something is amiss when their house begins shaking violently. While playing cards with Bottles, Mumbo Jumbo, and Klungo – including Gruntilda’s sisters using an evil machine designed to take life from healthy people (including Bottles) and give it to sickly ones instead – Gruntilda’s sisters use an evil device called Gruntillda to drain vitality away from healthy people (including Bottles) before giving it over to those sickly ones instead – killing off healthy individuals ( including Bottles).

Banjo and Kazooie encounter Jiggywiggy again at Mayahem Temple, who informs them they must go to Isle O’ Hags to collect eight additional Jiggies in order to save Bottles. Following the passageway opened by King Jingaling they head toward his wrecked house where an unknown entity lurks within.

Once Welldar is defeated on the first floor, use Banjo’s Sack Pack to hop across toxic waste and pick up Jiggy from him, stopping the fan and entering Waste Disposal world by 4J Studios (who worked on XBLA version), with minor graphic refinements and higher screen resolution than that used by Nintendo (original plan for Stop ‘N’ Swop eggs included in this world).

Level 8

Once leaving the Central Cavern, Banjo and Kazooie should arrive near the Jelly Castle entrance. Inside they will meet Mrs Boggy who asks them to find her three children (which can be found scattered around Witchy World). To collect Jiggy use your Split-Pad and climb up the vine on the left side of Cave to shoot straight to its interior where you will discover a blue Mumbo Skull along with an abundant Jiggium Plant.

Cloud Cuckooland is the next area to visit in Banjo-Kazooie 2, and one of two worlds in which there is no Warp Pad; internal files indicate this was originally planned to have five. Dingpot still appears and can be jumped upon, just like in its predecessor game!

After successfully escaping from the Tower of Tragedy, Banjo and Kazooie quickly make their way upstairs in order to reverse B.O.B’s effects on Bottles and Jingaling. In doing so they also notice Canary Mary has returned for another bout with them; she seems much faster this time!