Chapters 3-3: Wrapping up Witchyworld

BANJO-TOOIE PLAYER’S GUIDE WALKTHROUGH



Navigation:
Chapter 1: After the Witches!
Chapter 2: To the Mines!
Chapter 3: A day at the Fairgrounds
– 3-1: To Witchyworld
– 3-2: More Witchyworld
– 3-3: Wrapping up Witchyworld
Chapter 4: To the Lagoon
Chapter 5: Land of the Dinosaurs
Chapter 6: Industrial Pollution
Chapter 7: Fire and Ice
Chapter 8: Head in the Clouds
Chapter 9: Toil and Trouble

Canary Mary Guide
Cheato Page Guide


Disclaimer: This guide was written as a full game walkthrough, and thus was meant to be read from start to finish. If you are stuck collecting a certain item, refer to the in-depth guide links. Whilst this walkthrough tries to remain spoiler-free, users may find that when skipping ahead, or reading parts of the guide when they haven’t followed it from the beginning, that they may come across spoiler material. To ensure that you get as much enjoyment out of the game as possible, we ask that you refrain from reading ahead in this manner. Do so at your own risk.


Dodgem Dome Lobby


The dodgems are another series of minigames, involving bumper cars. You can’t go to a themepark without bumper cars, afterall. There are three rounds, each harder in difficulty than the last. In each, you’ll have to collect a number of ‘twinklies’ (remember these from Banjo Kazooie?) within the time limit to move on. Red Twinklies are worth one point, Green are worth two and Blue Twinklies are worth three points.

Each round will see you collecting a certain amount during the 45 second time limit. In round one, you’ll be up against one enemy car and you’ll need to get 60 points in the time limit. In round two, there are two enemy cars and you’ll need 50 points to advance.

Round three sees you up against three other cars, but you’ll only need to get 40 points within the time limit to snag your Jiggy.

Some things to remember:
Don’t go into the corners, especially in the later rounds. Even if you’re going for a blue twinkly, it won’t be worth it, as you’ll get trapped in by the other cars. Try going around in a circle getting whatever pops up in front of you. In the third round, start by going into the centre. Don’t hide in the corner from the other three or they’ll just cut you off.

Once you’ve completed the three rounds, collect the Jiggy (6) and exit the dodgem dome.

< WITCHY WORLD >
Enter the next ride on your left – the star spinner.

< STAR SPINNER >
Boy, are you gonna love this one. Physics takes a holiday and leaves you with this horrid experience. Head over to the power generator first and destroy the open panel with a grenade egg. This will cut the speed of the stars and the planet by half, making it a lot easier for you to get your prize.

Get onto a high bit of land and get into talon trot mode, then jump onto the star closest to the ground. Quickly exit talon trot mode. The star will zoom upwards and stop when it is right next to the second one. Press C left or right until you have the next star in view, then jump and feathery flap to it.

The same thing happens again – the second star will shoot up and stop in line with a third star. Feathery flap over to the next one. The third and final star will shoot up and line itself up with a metal replica of Saturn.

Feathery flap over so you land on the ‘rings’ of the planet, then get into talon trot mode. This is the tough bit. What you’re waiting for is one of the circular faces of the sphere in the middle. You want to leap up onto one of those when it starts going upwards to the jiggy at the top. If you simply try talon trotting up the sphere, it won’t work.

If you fall but survive when you hit the ground, there are a few rat workers and a beehive you can scavenge some honey from. Otherwise, after you’ve collected the jiggy (7), feathery flap down to the other stars and head through the exit.

< WITCHY WORLD >
Head around to the warp pad and warp back to Mumbo’s.

< THE INFERNO >
Find the split up pads and split up, then take Banjo over to the small piece of land with a Shock Spring switch on it. A shock spring pad will appear at the top of the inferno. If you step off the pad, the disc will shatter, so instead press A to switch to Kazooie.

With Kazooie, grab the running shoes to the right and start running up the ramp of the inferno. Watch out for enemies coming down as you run up – if you see one, just jump up against the side of the inferno to dodge it. Once at the top, press B to get out of the running shoes, then use the shock spring pad to leap up onto the top and grab the jiggy (8). Run back down the inferno, pair up with Banjo again and exit.

< WITCHY WORLD >
Upon exitting the inferno, head right and enter the purple coloured doorway.

< THE HAUNTED CAVERN >
Another dark place for you to explore. You need to navigate the walkways to get to the other side. Either wait for the ghosts to hover above you and light up the walkway, or use fire eggs, if you’re that impatient. Either way, carefully make your way across to the other side of the room and enter the door.

< CAVE OF HORRORS >
Witchyworld has attempted to put together an exhibit of three horrible creatures in this room. You might recognise two of them as well – the ‘Ancient Bearded Camel’ and the so called ‘Weird Killer Alien’. Head over to the cage on the left to find Gobi the camel. Remember this old face? Well, he’s a bit unshaven, but it’s still the same old Gobi from Banjo Kazooie. Unlock him from his cage by using a grenade egg to the lock and he’ll happily hop away in search of the Lava World.

On the far right, you’ll find a Jinjo locked away in a cage. Blast the lock and collect him (4) then head over to the centre one. You’ll find a small pink dinosaur. Apparently she’d lost her way when some horrible people came and locked her up. Blast her cage open, and she’ll tell you she needs the chuffing train to get back to her home. Exit the cave.

< THE HAUNTED CAVERN >
Instead of taking the path you previously took, head up to the right hand side. Stop when you find the eggs, and stock up on them if you need to before flip flapping up and grabbing the ledge. Grip grab over to the small hole in the wall containing a Cheato page (3) then jump over to the exit.

< WITCHY WORLD >
Head left and enter the greenish doorway this time.

< TRAIN STATION (WITCHY WORLD) >
Upon entering, head left until you find a brown coloured coffin lying against the wall. Flap flip up and then flap flip up to the ledge. Zoom out with C Down, then grip grab across, taking care of the baddies with Kazooie’s beak. Stop at the hole, get up and press the switch and the doors of the train station will open.

Drop down and run over to the tracks, then press B at the sign. Chuffy will tell you he is loading coal in Glitter Gulch Mine. Press A and tell him to pick you up. When he comes through, the dinosaur you were just talking to in the Cave of Horrors will run down and into the train. That’s all you need to do here right now, so exit.

< WITCHY WORLD >
Once outside, climb the giant diving board in front of you, or, the ‘Dive of Death’ as they like to call it. At the very top is a broken diving board. Walk along the thin edge out to the jiggy, and don’t panic if you fall as you’ll probably just grip grab onto the edge.

At the end, flap flip up to the jiggy (9) and fall down into the pool below if you don’t want to get hurt. Collect the notes in the pool (10) then jump out and go back to the world entry and exit. You’re done here for now.

< ISLE O' HAGS - PINE GROVE >
Warp back to Wooded Hollow – we aren’t finished just yet.

< WOODED HOLLOW >
Enter Mayahem Temple.

< MAYAHEM TEMPLE >
Take the warp pad to the Prison Compound.

< PRISON COMPOUND >
Go around the right hand side of the prison and jump up the mossy rocks and on top. Grip Grab across on the left side to find the Wading Boots – use them to get through the marsh to the other side where a Jiggy (9) lies. Grab the wading boots, come back again and jump up the rocks until you’re on top of the prison again.

This time, grip grab over to the right – making sure to take care of the bad guy above you. Go through the tunnel and collect the Cheato page (3) before dropping into the room below. You’ll see several pillars of varying height, and a Jiggy on the tallest one. Drill Bill the boulder in the middle of them and go down the stairs.

< COLUMNS VAULT >
Go around to Banjo’s right and hit the pillar not the pillar right in front of him though). From there, hit all the pillars in an anti-clockwise fashion until the jiggy outside has been bumped onto the shortest of the pillars. Run up the steps.

< PRISON COMPOUND >
Run up to the small pillar and flap flip up to grab the jiggy (10). Jump into the pool of water and swim through to the main area. Once you get there, enter the Prison and Bill Drill the boulder trapping Dilberta inside. Follow her through.

< PROSPECTOR'S HUT (GLITTER GULCH MINE) >
Bullion Bill will tell you he’s been looking for his rodent friend, Dilberta. She’ll scurry through and he’ll be so happy he’ll give up his gold nugget. Grab the jiggy (9) on the wooden bed.

If you decided not to get the Power Hut Jiggy in chapter two, go and collect it now using your newly acquired Split up move – there’s a switch upstairs for you to press. Otherwise you’re done.

End of Chapter Three

Next: To the Lagoon