Chapter 6-2: Second Floor

BANJO-TOOIE PLAYER’S GUIDE WALKTHROUGH



Navigation:
Chapter 1: After the Witches!
Chapter 2: To the Mines!
Chapter 3: A day at the Fairgrounds
Chapter 4: To the Lagoon
Chapter 5: Land of the Dinosaurs
Chapter 6: Industrial Pollution
– 6-1: To the Industries
– 6-2: Second Floor
– 6-3: Into the Aircon Plant
– 6-4: Leaving the Sludge
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.


Floor 2


Head up the ramp-walkway into the next room, then go behind the pipe on your right for a glowbo. Activate the warp pad just outside Wumba’s metallic Wigwam. Go up the other walkway to the left of the Wigwam and collect the notes (10) before heading up yet another walkway to yet another room. This one is much larger, with a lot of pipes linking to a large cylinder in the centre. There is also a lot of toxic waste you’ll have you watch your step for.

Head over to the giant cylinder in the middle of the room and climb up to the top, keeping wary of the electrical current zapping out from the electrical pipe.

At the top, split up to Banjo and collect the notes (15) which are spread over the three pipes linking from the central cylinder. Jump over to the platform in the corner of the room where another battery lies, and double jump up with your backpack to get to him. Shove him in your backpack and climb back up the cylinder in the centre of the room. From there, take the pipe across to where a door is marked ‘Electromagnet Chamber’ and release your battery there to open the door.

Jump back across to the central platform, then down through the hallway to the room with several fragile crates inside. Destroying the one in the corner will reveal a new path to explore, so head on down.

< FLOOR 1 >
Press the switch in front of you to open the door to the outside so you can get back in again (and get out in the first place) then head outside.

< GRUNTY INDUSTRIES >
Hop down the stairs and smash the crate next to them to find a small pad on the ground with some sparklies on it. By pressing it, a cutscene will show a door opening around the back of the factory, far up the wall above some claw prints. I think you know what to do now; press A to switch.

< FLOOR 2 >
Flutter down to the same room you entered with Banjo and head out the door.

< FLOOR 1 >
Repeat as above…

< GRUNTY INDUSTRIES >
You’ll notice another small crate, identical to the one you smashed with Banjo, out on a small piece of land. Use the wing whack attack to break it open, revealing a pair of claw clamber boots. Quickly run around the back of the factory and up the wall, and collect your Jinjo (1) before heading back down again and reuniting with Banjo. Head back indoors.

< FLOOR 1 >
Unless you find it cool to be able to look through the window at the rest of Floor 1 (which you’ve already explored) head on up to the second floor once again.

< FLOOR 2 >
Head back up to the large pipe with the split up pads on it, and switch to Kazooie. This time, head down through the walkway to the room you came from previously. Smash the closest ‘FRAGILE’ crate to the door to find a pair of Claw Clamber Boots. Walk back up to the room with all the toxic waste.

Avoiding the barrels of waste which come towards you, walk across the metal floor and take a left towards the wall. Head up the wall and at the top go around the side until you find Jamjars’ silo. For 545 notes, Jamjars teaches you how to use Kazooie’s legspring move. By holding down Z and pressing A when Kazooie is on her own, you can spring into the air in a flap-flip fashion, going almost as high as the shock spring would normally take Banjo and Kazooie together.

Flap over to the cylinder in the centre of the room. If you miss, go around the side of it to find a shock spring pad. From there, follow one of the pipes out which goes just beneath a small hole in the wall where a Jinjo whimpers. Leg Spring up and pick up the Jinjo (2) before dropping down to Banjo again. Pair up and head through the door into the E.M.C.

< ELECTROMAGNET CHAMBER >
Nothing much you can do here just yet. You’ll notice a huge red switch on the ground, however it’s far too big for Banjo and Kazooie to press down. It also appears that the switch is opposite a giant electro magnet, so pressing it down with something large and metallic is out of the question… unless you got some help from somebody. Hmm….

Anyways, head up the metal steps on the right and over the metal grating to the other side of the room. On the other side, beak barge the red button, opening the door to the elevator shaft, then exit the room again.

< FLOOR 2 >
As you exit, use a grenade egg on the grate to your left. Head on through the tunnel and use another explosive to open up the other side of it. You’ll emerge next to Wumba’s Wigwam. From there, take the walkway straight ahead of you up to another room, then head down the left walkway from there into yet another room with two workers in it.

Bust open the fragile crate to find a pair of Claw Clamber Boots. Take the Claw Clamber Boots up the brick wall. At the top, flap flip up onto a electrical wire on your right and grip grab across. Drop down onto the metal grating next to the sniveling rabbit and walk through the metal tunnel. At the other end, step on the switch to open the door, which emerges in the room with the crates marked fragile.

Go back through the steel tunnel again and back past the weeping rabbit. Keep going across the grating until you get to the end, then grip grab right across the wire above. Climb the ladder in the corner up to the third floor.

< FLOOR 3 >
Head left to find Mumbo’s Skull. Activate the warp pad in front of it, then go into the storage room and split up to Banjo. Go back to the room with Mumbo’s skull, and go down to pick up the Battery with your taxi pack. Jump up onto the steel pipe in front of Mumbo’s and follow it up to the left to find a tunnel. Head through it to the storage area, then turn around and climb the pipe behind you with electrical current zapping from it. Jump up onto a pile of boxes, then move across them in the direction of the flashing light up near the ceiling. Find the yellow and black striped beam and grip grab it across to the door on the other side marked ‘Boiler Plant’.

< BOILER PLANT >
Take Banjo over to door marked ‘Packing Room’ and take the battery out of his pack. The door will open, however don’t go inside yet. Stand where the ground appears to be emitting sparks and press A to switch to Kazooie.

< FLOOR 3 >
From the split up pads, jump over to the corner with a box labeled ‘Big O Pants’. Leg Spring up on top of it, then again and break the crate labelled Fragile to find a shock spring disc. Shock Spring up to find anothre Fragile Crate with an Extra Honeycomb piece inside, then feathery flap and wing whack over to the yellow flashing light and enter the Boiler Plant.

< BOILER PLANT >
Leave Banjo outside for this one. Head into the Packing room.

< PACKING ROOM >
Another minigame challenge to complete. This time you have to run around collecting the twinklies, but put them through the correct slots at the back of the room to score points. By stepping on either of the coloured pads you will release any twinklies you hold of that colour. Red are worth one point, Green are worth two and Blue are worth three. As soon as the game starts, pick up the running shoes in the centre of the room. Be wary that you’ll get slower depending on how many twinklies you carry, so keep emptying them in the chutes at the back. Once you finish, collect the Jiggy (2) before exiting.

< BOILER PLANT >
Reunite with Banjo, then head over to where you entered from to find a metal plate on the floor with four screws in it. Use your bill drill move on each of the screws to unscrew the platform and drop it down to Electromagnet Chamber, revealing a Mumbo Pad for use. Go up the stairs and beak barge the red button to open the door to the elevator, then exit.

< FLOOR 3 >
When you exit the Boiler Plant, on a lone box down to your left is a glowbo. Pick him up, then navigate the boxes up to the boiler plant and across to where you found the Honeycomb piece with Kazooie. Jump across to the pipe on the wall, climb it and grab the notes (10) on the metal grating, before jumping down and going through to Mumbo’s Skull in the next room.

< MUMBO'S SKULL >
Hand over the glowbo to Mumbo and exit the skull with the Shaman.

< FLOOR 3 >
Take the warp pad outside the skull to Wumba’s Wigwam.

< FLOOR 2 >
Head through the metal tunnel next to Wumba’s Wigwam to get to the Electromagnet Chamber, then head through the door.

< ELECTROMAGNET CHAMBER >
Jump up the steps and use Mumbo’s EMP spell on the Electromagnet to cause it to malfunction temporarily. Now you’ll have to act quick before it starts working again – exit the chamber.

< FLOOR 2 >
Head through the tunnel to Humba’s again, and take the warp pad back to Mumbo’s Skull.

< FLOOR 3 >
Jump up the steps and into the Skull.

< MUMBO'S SKULL >
Run up the ramp and jump in Mumbo’s chair, then take Banjo and Kazooie out the exit again.

< FLOOR 3 >
Take the warp back down to Floor 2 again. You should have enough time if you haven’t mucked up majorly; otherwise if you’ve been following this you’ll be fine.

< FLOOR 2 >
Jump up the steps to Wumba’s Wigwam and go inside.

< WUMBA'S WIGWAM >
Hand over the glowbo to be transformed into a Washing Machine. Press Z to fire out dirty underpants at enemies (although it’s a better idea to avoid baddies altogether as the attack isn’t the best…) and press A to jump. Exit the Wigwam.

< FLOOR 2 >
Head down and go through the tunnel to the Electromagnet Chamber, then enter.

< ELECTROMAGNET CHAMBER >
Press the large red switch and sparks will shoot up the wires on the wall and somewhere else in the industries, will open a door. Exit the chamber again.

< FLOOR 2 >
Go through the steel tunnel to Humba’s then up the ramp to the room with the fragile crates and the tintops. Go through the metal tunnel you opened earlier and wash the Skivvy worker on the otherside. After he’s all clean, come back again and break the crate by the wall by shooting some washing at it with Z, then head down the steps.

< FLOOR 1 >
Head out through the fire exit.

< GRUNTY INDUSTRIES >
Go down the stairs, then across the sludge to the back wall. Jump up onto the platform to find another Skivvy. Wash his clothes and head back inside again.

< FLOOR 1 >
Head back up the stairs to Floor 2 once more.

< FLOOR 2 >
Head down the ramp to Humba’s room, then down another ramp on the right. Enter the service elevator and go to floor 3.

< FLOOR 3 >
Head across the floor between the crates, taking out the nuts and bolts as you go. On the other side, shoot the crate underneath the sign marked ‘Boiler Plant’ and head on through.

< BOILER PLANT >
Avoiding the worker, find the third Skivvy in the corner and wash his clothes before exitting again.

< FLOOR 3 >
Head back across to the elevator again, this time choosing to go up to the fifth floor.

< FLOOR 5 >
Head through the service door in the corner to gain access to the other side of Floor 5’s warehouse. You’ll see a Jinjo up on a box. Although you can’t jump up to him, if you have enough health to spare you can lure a tintop towards you, then let him zap you – when you get hit you’ll spring up into the air, high enough to get onto the platform and rescue the Jinjo (3). Go around the tintop silo and head up the ramp to find a fourth skivvy. He’ll tell you there are only 2 of his workmates left to clean up in the factory. Go back through the service door and take the elevator down to Floor 1.

< FLOOR 1 >
The last two skivvy’s are down here; however you’ll only be able to clean up one of them right now. Go down into the Worker’s Quarters.

< WORKER'S QUARTERS >
Head down the back to find your fifth rabbit worker in a small room on the right. Clean him up and exit again.

< FLOOR 1 >
You won’t be able to get the last worker clean for a while, so just take the elevator back up to Floor 2 again.

< FLOOR 2 >
Head up the ramp again to get to Wumba’s and head inside her metal wigwam.

< WUMBA'S WIGWAM >
Change back into Banjo and Kazooie and exit again.

Next: Into the Aircon Plant