------------------------------------------------------------------------------- Banjo-Tooie move guide Written by Adevara Copyright 2009 James Accordino Extended copyright and contact information is located at the bottom ------------------------------------------------------------------------------- I created this guide to list out all of the techniques Banjo, Kazooie, and Mumbo Jumbo can use in Banjo-Tooie. This guide lists every move that they can use in the game (including abilities used by transformations!), where to learn each move, and general notes about each one. If I were skilled at ASCII art, I would put a fancy image here with the game's title and stuff, but I'm not. If you want to send me some, please e-mail me! Also, if anyone wants to volunteer to translate this guide to match Xbox360 controls (I don't have one), then please don't hesitate to e-mail me! ~~~ Version History 7/6/09 - Version 1, completed 7/8/09 - Version 1.1. Added special moves I forgot about (oops), also added to contact information. 4/2/10 - Version 1.1.1. Forgot about a pair of Wading Boots, thanks TomTom! Also tweaked some sentences. ~~~ ------------------------------------- Table of Contents (note that you can use the find feature of your web browser (ctrl + F) to quickly get to certain areas of the guide using the codes in brackets!) ------------------------------------- 1. General Introduction to the Controls [sec1] 2. Bottles' moves [sec2] 2a. Basic moves [sec2a] 2b. Feather moves [sec2b] 2c. Pad moves [sec2c] 2d. Footwear moves [sec2d] 3. Jamjars' moves [sec3] 3a. Basic moves [sec3a] 3a1. Breegull Blaster mode [sec3a1] 3b. New eggs [sec3b] 3c. Feather moves [sec3c] 3d. Pad moves [sec3d] 3e. Footwear moves [sec3e] 3f. Individual Moves [sec3f] 3f1. Banjo [sec3f1] 3f2. Kazooie [sec3f2] 3g. Other Moves [sec3g] 4. Humba Wumba's transformations [sec4] 5. Mumbo Jumbo's magic [sec5] 6. Contact information [sec6] 7. Credits and Copyrights [sec7] ------------------------------------- 1. General Introduction to the Controls [sec1] ------------------------------------- If I were skilled at ASCII art, I would make a fancy diagram of a Nintendo 64 controller with all of the buttons and such, but I'm not one of those people. All of the buttons on the controller are used for something, except for the D-Pad and the L Button. Control Stick: Move around. Pushing the control stick as far as you can makes you run, while only slightly tilting it causes you to tiptoe slowly. For a few jiggies, you have to tiptoe across a crackly floor to obtain them. Failing to do this makes noise which awakens some sort of sleeping guarding creature. Start Button: When you first turn on the game, you need to press start to start the game. When you're actually playing, it pauses the game, and opens a menu. In this menu, you can check out how many jiggies or other collectables you've obtained in each level, and how many jinjos you've rescued. You can also save and quit the game from here. A Button: Does a multitude of things. Used for jumping, and activating various moves. Holding it down while characters are talking speeds up the text speed. When the game asks you a yes or no question, the A button is usually used for "yes." B Button: Also does a multitude of things. B is used to activate various moves (usually offensive moves like rolling or pecking). B is also used to talk to NPCs (Non-Player Characters). When the game asks you a yes or no question, the B button is usually used for "no." Yellow Up Arrow: Used for activating first person view. Also used to activate a few moves, most commonly egg firing and aiming. Down Up Arrow: When you're running around, this button alters the camera zoom to alter the view around you. Also used for activating a few moves. Left/Right Arrows: These buttons swivel the camera angle around you while you're running around. Each button is also used for, you guessed it, activating moves. R Button: Used for many things. The most common use is to switch egg types. Holding it causes the camera to center right behind your character. This is also used for making sharp turns while swimming/flying, and to activate crosshairs in Breegull Blaster mode. Z Button: This is used in combination with all of the other buttons for activating a lot of moves. Some of these moves are crouching, egg firing, and the leg spring. ------------------------------------- 2. Bottles' moves [sec2] ------------------------------------- In the previous game, Banjo-Kazooie, Bottles the mole taught Banjo and Kazooie a variety of different moves that they used to traverse different worlds and to defeat the evil Gruntilda. Banjo and Kazooie can use almost all of these moves in Banjo-Tooie right off the bat. For future reference, I won't be listing basic functions like running and first person view. I'll only be listing things that you need to talk to Bottles to use. I've divided both this and the next move section into multiple subsections, for better organization. ------------------------------------- 2a. Basic Moves [sec2a] ------------------------------------- The following moves are all moves that only require buttons to be pressed. They don't require any special pads or anything to be used. Each move is listed alphabetically, and in the following format: Move Name: Name of the move Required Buttons: Buttons that need to be pressed Move Information: How often it's used, what it's used for, etc. aaand here they are: Move Name: Flap Flip Required Buttons: Z + A Move Information: This move causes Banjo and Kazooie to do a backflip of sorts so they can reach higher places. This move is infinitely useful for reaching high up places. Move Name: Beak Barge Required Buttons: Z + B Move Information: This is a thrusting technique where Kazooie sticks her beak out and Banjo slides forward. It can be used to attack enemies. When you see a switch in a wall that needs to be pressed, the Beak Barge will press it in for you. Move Name: Beak Buster Required Buttons: Z (while in the air) Move Information: Banjo and Kazooie's version of the ground pound. This is used for many things, which includes pressing down switches and breaking fragile objects (crates mostly). It can also be used as a powerful aerial attack. This can be easily activated by jumping up and then pressing Z. Move Name: Egg Firing Required Buttons: Either Z + Up Arrow, or just Z while in first-person mode (only after learning Egg Aiming from Jamjars), or Z + Down Arrow to spit eggs behind you Move Information: This is Banjo and Kazooie's basic projectile attack. This is used for attacking from afar, hitting special switches, and sometimes just to hit stuff. At first, you can only use the basic blue eggs, but as you progress through the game Jamjars introduces four new types of eggs with varying uses. Those new egg types are covered in the Jamjars section. Move Name: Feathery Flap Required Buttons: A (while in the air, usually after a jump) Move Information: With this move, Banjo and Kazooie can extend their jump while in midair. It's used for jumping onto platforms that are just a tad too high for a single jump, to get across large chasms that a regular jump isn't enough for, and sometimes to soften a large fall. Move Name: Forward Roll Required Buttons: B (while running) Move Information: This causes Banjo to simply roll forward. This is a basic attack that is most commonly used to defeat simple enemies walking around. It can also be used to move slightly faster, but the Talon Trot allows you to move faster. Move Name: Rat-a-Tap Rap Required Buttons: B (while standing still or in the air) Move Information: Pressing B while standing still, or while in the air, causes Kazooie to poke out of the backpack to stab enemies. It can be used to kill pesky hovering enemies. Move Name: Talon Trot Required Buttons: Z + Left Arrow Move Information: This move allows Banjo to ride on Kazooie's back while she runs around. Not only does this allow you to travel faster, but you can also scale slopes that are a tad too slippery for Banjo to climb on his own. Move Name: Underwater Swimming Required Buttons: Press B while swimming above water. Holding A and B at the same time allows you to swim faster, but only after a sidequest Move Information: Underwater swimming is a vital skill to have, especially in the the mostly underwater world Jolly Roger's Lagoon. Pressing B while under propels you. If you go back to Banjo's house in Spiral Mountain after learning Bill Drill from Jamjars, you can destroy a nearby boulder, freeing Banjo's goldfish. If you bring the fish to the Spiral Mountain moat, you can hold A and B to swim around faster. Pressing Z lets you use the Talon Torpedo attack after learning it from Jamjars. ------------------------------------- 2b. Feather Moves [sec2b] ------------------------------------- The following moves require Feathers to use. There are two types of feathers, Red Feathers and Golden Feathers. Move Name: Beak Bomb Required Buttons: B while flying Move Information: Pressing B while flying causes Banjo and Kazooie to rapidly speed up flight speed to ram airborne enemies, at the cost of a red feather. This move isn't used much, if at all. It can be useful for traveling quickly while flying in worlds like Hailfire Peaks and Cloud Cuckooland. Holding B allows them to sustain the move, but will cost more red feathers over time. Move Name: Flight Required Buttons: A while standing on a Flight Pad Move Information: When you press A while standing on a flight pad, Banjo and Kazooie leap up into the air and begin flying. Pressing A while airborne allows you to rise at the cost of a red feather. Pressing B lets you use the Beak Bomb attack. Move Name: Wonderwing Required Buttons: Z + Right Arrow Move Information: An infinitely useful ability in the last game, but not much in this one. This move grants Banjo and Kazooie invulnerability to almost anything (the exception being giant crushing objects found in Grunty Industry's trash compactor or Glitter Gulch Mine's shredder). In the last game, this was used frequently to kill flailing brambles blocking tunnels, but there are no such things in this game. The only real use for this is saving one Jinjo in Hailfire Peaks. ------------------------------------- 2c. Pad Moves [sec2c] ------------------------------------- The following move requires a special pad on the ground to use. Move Name: Shock Spring Pad Required Buttons: Hold A while on a Shock Spring Pad (it has a bird foot on it) Move Information: This allows Banjo and Kazooie to jump to significantly high places, higher than what they can reach with the various jumps alone. This is a very frequently used move, there are shock spring pads scattered throughout almost every world. If Kazooie attempts this alone, she can jump significantly higher than with Banjo on her. ------------------------------------- 2d. Footwear Moves [sec2d] ------------------------------------- The following two moves are activated via their respective shoes. They can be found in various places hopping or walking around on their own. Each type grants Banjo and Kazooie with a special ability for a limited time. Move Name: Turbo Trainers Move Information: The Turbo Trainers are a pair of white shoes with red stars on the side. Walking through these allows Banjo and Kazooie to move at very fast speeds. They can also walk on the surface of water with these shoes on. If Kazooie uses these while alone, she can move much more quickly than with Banjo. Move Name: Wading Boots More Information: The Wading Boots are a pair of long green boots. Wearing these allows Banjo and Kazooie to wade through swampy places that Banjo and Kazooie cannot walk through on their own (they'll get bitten by a monster if they try!). The Wading Boots are barely used ever in this game. There are only three pairs in the game, one in Spiral Mountain for practicing, another in Terrydactyland to cross the swamp to Mumbo's Skull, and one in Mayahem Temple to get across a swamp. ------------------------------------- 3. Jamjars' Moves [sec3] ------------------------------------- Now we're getting to the new moves in Banjo-Tooie! At the start of the game, Bottles was violently killed by Gruntilda, meaning that he can't teach you any new moves anymore. Fear not, however! Bottles has a relative named Jamjars, who is willing to teach Banjo and Kazooie "advanced" abilities as long as they have collected enough Notes. ------------------------------------- 3a. Basic Moves [sec3a] ------------------------------------- The following moves are all moves that only require buttons to be pressed. They don't require any special pads or anything to be used. Each move is listed alphabetically, and in the following format: Move Name: Name of the move Required Buttons: Required Buttons World Found In: The World it's in Location: The specific area it's in Notes Required: The amount of notes necessary to learn the move Move Information: Information on the move Move Name: Airborne Egg Aiming Required Buttons: Up Arrow while Flying World Found In: Witchyworld Location: Space Zone, near the entrance Notes Required: 180 Move Information: This moves allows Banjo and Kazooie to aim and fire eggs while flying. This is vital to defeat Witchyworld's boss, Mr. Patch. Move Name: Beak Bayonet Required Buttons: B while in Breegull Blaster mode World Found In: Glitter Gulch Mine Location: Outside of Ordinance Storage Notes Required: 95 Move Information: Pressing B while in Breegull Blaster mode causes Banjo to thrust Kazooie's sharp beak forward as an attack. It's a very useful attack because it requires no eggs, something necessary for Ordinance Storage. Move Name: Bill Drill Required Buttons: Hold Z while airborne World Found In: Glitter Gulch Mine Location: Across the river from Bullion Bill's hut Notes Required: 85 Move Information: This move is similar to a ground pound, only Kazooie spins around in a drilling motion. This move is useful for destroying boulders, certain crates, and ice cubes in Hailfire Peaks (including live ones!). Move Name: Breegull Blaster Required Buttons: None World Found In: Mayahem Temple Location: On a cliff behind the temple, to the left Notes Required: 30 Move Information: The Breegull Blaster is activated by entering certain areas. Breegull Blaster lets Banjo use Kazooie as a gun, and the camera angle takes a first person perspective. There's more information on this mode in the next section. Move Name: Egg Aiming Required Buttons: Up Arrow while on the ground World Found In: Mayahem Temple Location: Near world entry? Notes Required: 25 More Information: This move grants Banjo and Kazooie with a crosshairs when going into first person mode, allowing them to aim and fire eggs. This is one of the most useful techniques you can learn, as it allows you to precisely hit enemies from afar. Move Name: Grip Grab Required Buttons: None World Found In: Mayahem Temple Location: Jade Snake Grove entrance Notes Required: 35 Move Information: This allows Banjo to grab onto a ledge or pipe and then shimmy along it. Occasionally there are odd biting plant creatures that try to pop out and knock you off. Pressing B causes Kazooie to come out and peck such enemies to death. Move Name: Sub-Aqua Egg Aiming Required Buttons: Up arrow while underwater World Found In: Jolly Roger's Lagoon Location: The hotel room in Jolly's Notes Required: 275 Move Information: This moves allows Banjo and Kazooie to aim and fire eggs while underwater. This is vital to defeat Jolly Roger Lagoon's boss, Lord Woo Fak Fak. This ability is also used by Submarine Banjo. ------------------------------------- 3a1. Breegull Blaster Mode [sec3a1] ------------------------------------- Breegull Blaster mode is activated when you enter certain areas. While in Breegull Blaster mode, your view is switched into first person, and Kazooie is used as a gun. The controls are changed immensely, so a new section for this is necessary. The controls are as follows: Control Stick: Move around. Pushing the control stick as far as you can makes you run, while only slightly tilting it causes you to tiptoe slowly. Start Button: It pauses the game, and opens the start menu. A Button: Used to open doors. This is only used in Targitzan's Temple B Button: Activates Beak Bayonet Yellow Up Arrow/Down Arrow: Allows Kazooie to be tilted up or down for aiming Left/Right Arrows: Allows Banjo to step sideways. R Button: Tapping changes the type of egg being used. Holding it activates crosshairs to aim better. Z Button: Fires eggs. Breegull Blaster mode is only activated in the following areas: Mayahem Temple - Targitzan's Temple Glitter Gulch Mine - Ordinance Storage Grunty Industries - Clinker's Cavern Cauldron Keep - Hag 1 Boss Battle ------------------------------------- 3b. New Eggs [sec3b] ------------------------------------- Four new types of eggs are introduced in Banjo-Tooie. Each egg has a variety of strategic applications throughout the game. To switch between egg types, tap the R button. Each new egg type is found in the Isle O'Hags. Move Name: Fire Eggs Location: Plateau Notes Required: 45 Move Information: Fire Eggs are flaming eggs, hence the name. They're slightly more powerful than regular eggs, and set things on fire. They're required to open the Pine Grove area of the Isle, and for a boss battle in Hailfire Peaks. They're also used occasionally to warm characters up. Kazooie can fire off two of this type of egg rapidly at a time, as opposed to the normal egg being fireable three times rapidly. Only 50 of this type of egg can be carried at a time. Move Name: Grenade Eggs Location: Pine Grove Notes Required: 110 Move Information: Grenade Eggs are arguably the most useful egg in the game. They're more powerful than all of the other egg types, though equal to Clockwork Kazooie eggs. Grenade Eggs explode on impact, and are required for four boss battles. The explosions can break cracked walls open, and in some cases harm armored enemies. Kazooie can not rapidly fire this kind of egg; There is a short delay between each firing. Only 25 of this type of egg can be carried at a time. Move Name: Ice Eggs Location: Cliff Top, near the Train Station Notes Required: 200 Move Information: Ice Eggs freeze on impact. Any enemy hit by an Ice Egg is frozen temporarily. While they cannot actually kill enemies, they're perfect for immobilizing them so they can be attacked easier. Ice Eggs are needed in Jolly Roger's Lagoon to freeze the giant flailing octopi to access new areas underwater. These eggs are required for a boss fight in Hailfire Peaks. Only 50 of this type of egg can be carried at a time. Move Name: Clockwork Kazooie Eggs Location: Wasteland Notes Required: 315 Move Information: Clockwork Kazooie Eggs cause a tiny version of Kazooie to hatch upon impact. The player can then control this mini Kazooie, using A to jump and B to explode. After 20 seconds, the miniature explodes automatically. They're used primarily in Terrydactyland to sneak behind Rocknut tribe members to get past their armor, but are also used in the final boss fight to power down the Hag 1. ------------------------------------- 3c. Feather Moves [sec3c] ------------------------------------- There's only one new move in Banjo-Tooie that requires the use of feathers. Move Name: Talon Torpedo Required Buttons: Z while underwater World Found In: Jolly Roger's Lagoon Location: Electric Eel's Lair Notes Required: 290 Move Information: Talon Torpedo allows Kazooie to separate from Banjo while underwater at the cost of five red feathers. Holding down A causes Kazooie to move faster, allowing her to destroy rocks and pieces of metal with her face on it, or to snatch items from the see-thru fish in Jolly Roger's Lagoon. Actually steering Kazooie is rather difficult. ------------------------------------- 3d. Pad Moves [sec3d] ------------------------------------- There's only one new move in Banjo-Tooie that requires the use of a special pad, but it is one of the most important moves in the entre game. Move Name: Split-Up Required Buttons: A while on Banjo's pad World Found In: Witchyworld Location: Behind the Big Top Tent Notes Required: 160 Move Information: Split-Up allows Kazooie to separate herself from Banjo, allowing them to roam about separately. A number of jiggies require the duo to be separated to obtain. In addition, Banjo and Kazooie each have their own separate movesets which make them capable of certain feats they can't accomplish while joined. You can switch between Banjo and Kazooie by pressing A on either the current character's pad, or while they're standing in a spot with glitter coming up out of it. Section 3f details the moves of each character. ------------------------------------- 3e. Footwear Moves [sec3e] ------------------------------------- There are two new types of shoes in Banjo-Tooie, both involve "reaching new heights." Move Name: Springy Step Shoes World Found In: Terrydactyland Location: World Entry and Exit Notes Required: 390 Move Information: The Springy Step Shoes allow Banjo and Kazooie one very high jump. While jumping together can bring Banjo and Kazooie quite high, Kazooie can jump especially high without Banjo, though there's no need for her to use the shoes by herself. They're two purple shoes with giant springs on the bottom of each. Move Name: Claw Clamber Boots World Found In: Grunty Industries Location: First floor by the Elevator Shaft Notes Required: 505 Move Information: The Claw Clamber Boots allow Banjo and Kazooie to vertically climb walls. However, they can only do it along set trails that look like bird footprints. These shoes are used extensively in Grunty Industries to climb to new floors. The shoes are blue with red suction cups on the bottom of each. ------------------------------------- 3f. Individual Moves [sec3f] ------------------------------------- When separated, Banjo and Kazooie have access to separate movesets. Each have access to some of the moves learned from Bottles and Jamjars already, but they can both learn all new moves from Jamjars to be used alone. The new moves emphasize on the lack of their partner. For example, Banjo's new moves revolve around his now empty backpack, while Kazooie's revolve around her freedom from Banjo's bag. But first, here's a list of the moves each character can use alone: Banjo: Jump Failed Backflip (he jumps a little higher) Grip Grab Crouch Pack Whack Sack Pack Shack Pack Snooze Pack Taxi Pack Underwater Swimming Climbing Poles Kazooie: Jump Egg Firing (all types) Egg Aiming Airborne Egg Aiming Feathery Flap Flight Beak Bomb Talon Trot (always active) Shock Spring Pad Turbo Trainers Wading Boots Springy Step Shoes Claw Clamber Boots Wing Whack Leg Spring Hatch Glide You probably noticed the brand new moves in each of those lists, which will be listed in this section. ------------------------------------- 3f1. Banjo [sec3f1] ------------------------------------- Move Name: Pack Whack Required Buttons: B World Found In: Witchyworld Location: By the Inflatable Castle Notes Required: 120 Move Information: Pack Whack is Banjo's only attacking move while separated. When pressing B, Banjo swings his backpack around him. While jumping, this can be used to slightly extend the jump. There is a glitch involved with this move: activating it while jumping then pressing A while preforming the move causes Banjo to jump again. With this, he can jump slightly higher than with Feathery Flap. This glitch makes it significantly easier to get to the place where Taxi Pack is. Move Name: Sack Pack Required Buttons: Z + Up Arrow World Found In: Cloud Cuckooland Location: Central Chamber, behind a gelatin wall by the entrance from the farm area. There's a small hole next to the wall which can be entered with Shack Pack. Notes Required: 765 Move Information: Banjo's answer to Kazooie's Wading Boots (which she barely even uses anyway), and Turbo Trainers in a way. While holding Z Banjo can hop around in his bag through any terrain, most notably lava, spikes, and over water. Move Name: Shack Pack Required Buttons: Z + Down Arrow World Found In: Hailfire Peaks Location: Upper Fire Side, on a cliff near the Colosseum Notes Required: 640 Move Information: Hey, if Kazooie can somehow stuff her entire body into Banjo's bag, then why can't Banjo do the same? With this move, Banjo goes inside his own bag and shuffles around. He can even jump somewhat. In this form he can sneak through small openings, and dive into pools of hot/acidic water without harm. Move Name: Snooze Pack Required Buttons: Z + Right Arrow World Found In: Grunty Industries Location: Waste Management Plant Notes Required: 525 Move Information: Banjo scoops himself up into his backpack, and takes a nap inside it. As he sleeps, he slowly regains health. This move is useful for several jiggies which involve large crushing objects that take all but one honeycomb off the health bar. Inbetween crushes, Banjo can take a snooze and regain all his health, so he can not die when he gets crushed again. Move Name: Taxi Pack Required Buttons: Z + Left Arrow. While holding Z, use B to scoop World Found In: Terrydactyland Location: In the Waterfall Cavern near the electric eels. You can use the Pack Whack glitch to easily get to Jamjars from the water as opposed to Grip Grabbing around the cave Notes Required: 405 Move Information: Hey, if Kazooie can somehow stuff her entire body into Banjo's bag, then why can't any old NPC do the same? Well, not any old NPC, just the ones that are either too lazy to go places by themselves or are immobilized. Banjo can scoop up said NPCs and then bring them to the places they need to go. Banjo can somehow use the Sack Pack even while he has a guest in his bag (yet not while Kazooie's in there of course). ------------------------------------- 3f2. Kazooie [sec3f2] ------------------------------------- Move Name: Glide Required Buttons: Hold Z while in the air World Found In: Hailfire Peaks Location: Ice side, at the end of the Icicle Grotto Notes Required: 660 Move Information: While holding Z in the air, Kazooie can fly without the need for a flight pad. However, she can't go any higher than her initial height, and is slower than flying. However, it requires no feathers and can literally be used anywhere. Kazooie can go higher if she uses Leg Spring beforehand. Move Name: Hatch Required Buttons: Z + B World Found In: Terrydactyland Location: Unga Bunga Cave Notes Required: 420 Move Information: If activated while standing on top of an egg, Kazooie can instantly hatch it. The most notable application of this move is at Heggy's nest in Wooded Hollow. Kazooie can hatch the yellow egg there to unlock Jinjo in multiplayer mode. Move Name: Leg Spring Required Buttons: Z + A World Found In: Grunty Industries Location: The room outside the Electromagnet Chamber, requires Claw Clamber boots to get to it. Notes Required: 545 Move Information: This move allows Kazooie to do a backflip without Banjo. This can be used to get to higher ledges, but can also be used to gain height for the Glide move. Move Name: Wing Whack Required Buttons: B World Found In: Jolly Roger's Lagoon Location: Turtleview Cave balcony Notes Required: 265 Move Information: As if the ability to use eggs wasn't enough, this is yet another offensive attack for Kazooie. She spins around violently with her wings out to slice up enemies. It can also be used to extend a jump in a similar fashion to Banjo's Pack Whack, but there's no jump glitch here. ------------------------------------- 3g. Other Moves [sec3g] ------------------------------------- Besides the moves Jamjars and Bottles taught you, there are still a few other moves that Banjo and Kazooie can learn, without their help. Some of these can only be used in certain areas or in certain modes. Move Name: Amaze O' Gaze Glasses Required Buttons: Up arrow for first person view, left arrow to zoom in and right arrow to zoom out World Found In: Bottles' House Location: In front of Wooded Hollow shortcut Taught By: Goggles Move Information: If you talk to Goggles before heading out to Wooded Hollow, he gives you a very handy piece of equipment known as the Amaze O' Gaze Glasses. These invisible goggles allow Banjo and Kazooie to zoom in and out at things while in first person view mode. This is a vital asset to have, it makes aiming eggs at faraway switches infinitely easier, and makes it easier to kill monsters from far away. Move Name: Breegull Bash Required Buttons: B + B World Found In: Wooded Hollow Location: Heggy's Egg Shed Taught By: Heggy Move Information: In order to learn this move, you must bring the Pink Mystery Egg to Heggy. The Pink Mystery Egg is hidden in Spiral Mountain, behind a grate above the area with the Wading Boots and Turbo Trainers. Blow it off with a Grenade Egg and fly in. Destroy the living game cartridge, grab the egg it drops, and then bring it to Heggy in her egg shed. She'll hatch it, and grant you with the Breegull Bash technique. Pressing B twice in a row will cause Banjo to grab Kazooie and slam her on the ground, squishing any enemies unfortunate enough to be standing in front of you. Move Name: Proximity Eggs Required Buttons: R to switch egg types Mode Found In: Multiplayer Shootout mode Move Information: Proximity Eggs are a special type of egg only found in Multiplayer Shootout mode. They can be obtain through egg nests, just like the other types of eggs. Shooting a Proximity Egg causes it to latch onto a wall or floor, and it acts as a proximity mine. If anyone gets close to the mine, it activates and explodes. Shooting a Proximity Egg at a person directly only causes them to flinch. They also collect the egg somehow. ------------------------------------- 4. Humba Wumba's Transformations [sec4] ------------------------------------- In every world, Humba Wumba offers her powerful transformation magic to Banjo and Kazooie in exchange for a Glowbo. Each transformation has its own different abilities and attacks. They will be listed by world in this format: Transformation: name of the transformation World: world the transformation is used in Abilities: abilities and attacks used Comments: comments about the transformation as a whole Transformation: Stony World: Mayahem Temple Abilities: B makes Banjo thrust forward to damage enemies, or to steal a kickball. Comments: Stony Banjo is slow and can't really jump. His only use is in Mayan and Colosseum kickball. He can understand Stony language, which Banjo and Kazooie cannot. Transformation: Detonator World: Glitter Gulch Mine Abilities: B causes Banjo to explode, at the cost of one honeycomb. Standing on TNT barrel strings will detonate the TNT barrel without costing any health. Comments: Detonator Banjo can jump somewhat, and can cause major damage with explosions. His only use is to detonate the TNT barrels scattered all over the mine. Transformation: Money Van World: Witchyworld Abilities: Invincible. Can pay for attractions by pressing A in front of a money box Comments: Money Van Banjo can ram anything and not get hurt. He can also pay for Witchyworld's premium attractions Transformation: Submarine World: Jolly Roger's Lagoon Abilities: B is a Sonic Ping attack, and Z is a torpedo attack. Can use Sub-Aqua Egg Aiming to aim the torpedos Comments: Submarine Banjo can use Sonic Ping to freeze the flailing octopi throughout the lagoon. He can also be used for the boss battle against Lord Woo Fak Fak. It is recommended to use submarine Banjo because of his unlimited torpedos. Transformation: Baby T-Rex/Daddy T-Rex World: Terrydactyland Abilities: Tapping B is a short roar, holding B is a long roar. Daddy T-Rex is invincible like the Money Van Comments: To toggle between each transformation, Mumbo's magic needs to be used on Wumba's wigwam. The Baby T-Rex can roar to open doors with his image on it. The Daddy T-Rex is used to scare away the Unga Bunga in front of the Oogle Boogle's cave. Transformation: Washing Machine World: Witchyworld Abilities: Z fires off a pair of underpants. Can use Egg Aiming. Pressing B in a service elevator allows the washer to use it. Comments: The Washer can clean the dirty clothing of the worker rabbits in the factory. His weight can be used to activate large switches if necessary. He can also traverse the polluted waters in the world without harm (the creatures beneath don't want to bite a hard metal box I guess). Transformation: Snowball World: Hailfire Peaks Abilities: Holding B grants the ball invincibility and allows it to ram anything. As it rolls in the snow it increases in size so it can press giant switches. Comments: Snowball Banjo can roll around and kill any enemy easily. It can even kill the firey hands that come out of the walls on the fire side with ease. It melts rapidly if in the fire side, because snow obviously melts in the heat. Transformation: Bee World: Cloud Cuckooland Abilities: A while in the air allows it to fly. B in the air lets it fly faster. Z allows it to fire a stinger. Holding Z in the air allows rapid fire stingers. Comments: Bee Banjo can fly around shooting stingers rapidly. It can enter the Zubaa's hive if it shoots the giant bulls' eye on the top of the mountain repeatedly. Transformation: Dragon Kazooie World: Isle O'Hags Pine Grove Abilities: Holding B fires a steady stream of flame. Kazooie can fire infinite Fire Eggs in this form Comments: Dragon Kazooie can be used in any world, unlike the other transformations, and requires a Mega Glowbo to use. Dragon Kazooie can use its fire breath and infinite fire eggs while split up as well as while with Banjo. ------------------------------------- 5. Mumbo Jumbo's magic [sec5] ------------------------------------- Mumbo Jumbo has a variety of magic abilities which he will offer to Banjo and Kazooie in exchange for a Glowbo. The player can control Mumbo and bring him to special Mumbo pads, where he can use powerful magic for various purposes. He can also use his wand as a weapon by holding down B. It electrocutes enemies to death, and can also kill the firey hands in Hailfire Peaks. The following are his various spells and the worlds they are used in, with a short explanation of what it does. Heal - Isle O'Hags - Used to heal a sick dinosaur that Banjo has to bring to the train from Terrydactyland. Summon - Mayahem Temple - Mumbo takes control of the giant Golden Goliath statue near the world entry. It is used to open the Prison Compound and Jade Snake Grove areas. Levitate - Glitter Gulch Mine - Mumbo uses this spell to put the train back on its tracks properly, and to lift a giant boulder into a crusher Power - Witchyworld - Mumbo uses this spell to jump start the generators in Witchyworld to power attractions. Oxygenate Water - Jolly Roger's Lagoon - Mumbo uses this to make it possible for Banjo and Kazooie to breathe while underwater in the lagoon. Enlarge - Terrydactyland - Mumbo uses this spell to make the stepping stones outside his hut bigger so he can use them to walk across the swamp. He also uses this to enlarge Wumba's wigwam so Banjo can transform into the Daddy T-Rex. EMP - Grunty Industries - Mumbo uses this spell to temporarily short circuit various machines in the factory. Life Force - Hailfire Peaks - Mumbo uses this spell to bring dead organisms back to life. The newly revived creatures may need to be warmed up due to being frozen for a long period of time. Rain Dance - Cloud Cuckooland - Mumbo uses this spell to cause rain in the area. It creates a rainbow to a pot of gold, and makes beanstalks grow. ------------------------------------- 6. Contact Information [sec6] ------------------------------------- If you have any concerns about this guide, please do not hesitate to contact me at kingdarknessgs[at]gmail[dot]com. Make sure to include [Banjotooie] in the subject or I will delete your e-mail! I'll also delete your mail if it contains a question already answered in the guide. Don't try to PM me at Gamespot or anything, I won't respond. A note to other FAQ sites e-mailing me for permission to include my guide on their websites. Do not e-mail me. If I decide to display my FAQ on any other website, I will add it myself on my own accord. So, if you're from another FAQ site, and you're considering asking me to use my guide, then don't waste your time, it's an automatic no. ------------------------------------- 7. Credits and Copyrights [sec7] ------------------------------------- A big thank you to the Banjo Kazooie Wikia at http://banjokazooie.wikia.com for the Banjo Kazooie move names and Mumbo's spell names Thanks to Croco and his FAQ/Walkthrough at http://www.gamefaqs.com/console/n64/file/196695/9871 for the note requirements for each of the Banjo-Tooie moves. ------------------------------------------------------------------------------- This guide is Copyright 2009 James Accordino This guide may be not be reproduced under any circumstances except for personal private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. GameFAQs is the only website authorized to display this guide. E-mail me if you find this guide on any other sites, please! -------------------------------------------------------------------------------