Chapter 4-4: Back to the Bayou

Chapter 4-4: Back to the Bayou


Navigation:
Chapter 1: Revenge is Bitter-Sweet
Chapter 2: Pitchforks and Hay Bales
Chapter 3: Exploring the Shore
Chapter 4: Trudging through the Swamp.
-4-1: Bad Magic Bayou.
-4-2: Mad Monster Manor.
-4-3: Minion in the Mansion.
-4-4: Back to the Bayou.
Chapter 5: A Trip to the Pier.
Chapter 6: Out of the Frying Pan, into the Freezer.
Chapter 7: The Final Fight.

Braving Bad Magic Bayou


Now that we’re back on the porch, let’s head to the right until we drop off where the railing has been broken. You should manage to see an Empty Honeycomb Piece along with a Stinglash, avoid the swinging Stinglash and collect the Empty Honeycomb (8). From here, head directly north and you’ll locate Bozzeye’s next molehill at 170 notes, at 315 we’re more than prepared! Approach the Mole Hill and we’ll learn how to get that pesky Jinjo.

Shaking Up Loose Ground: Bill Drill Ability


Once Bozzeye emerges from his mound he’ll divulge in a classic essential ability from the duos arsenal, The Bill Drill Ability. To execute the Bill Drill press A to jump into the air, then press L to send Kazooie spinning into the ground like a jackhammer! You’re free to use this ability as an alternative to the Pack Whack ability when you need to set off a switch, but you don’t have much space to work with. It’s also very handy when you want to shake up loose ground, just keep a look out for cracked earth and execute your Bill Drill over top. There’s no telling what you’ll manage to dig up using this ability.

Let’s venture to the left of Bozzeye’s molehill until we spot a large crack in the ground, position yourself over the crack and execute the Bill Drill. Once you’ve shaken things up, the Jinjo will be tossed loose from the tree, allowing it to be picked up much more easily. Grab the Jinjo (2) and head down south where we found the Stinglash. If you stand on the edge of the cliff you’ll manage to see a boardwalk carrying onto the right. Drop down onto the boardwalk and collect the single note (58) then head south to collect the next (59).

Mind the Bogfoot and collect the last note (60) in front of the Chompa hole. Once you’ve finished, return back up to the top of the boardwalk by heading back to the right and up north until you reach the level boardwalk. From here, jump to the right to land on a suspended boardwalk and right again to land on the final one. Drop down below to grab a single note (61) and then locate the bit of cracked ground. You know what to do here, slam on the crumbly soil with a Bill Drill! The sheer magnitude of your drilling will cause the things hidden behind the vines on the cliff above to drop down to your level. The first two of these things are Germuloids, and the final item is a Jiggy.

The Germuloids are a pink sticky baddy that will cling to you slowly sapping your energy. In order to defeat them you’ll need to tap left and right on the control pad very quickly and they’ll disappear. After the first initial drill you’ll have to face off with the first Germuloid, rock the control pad until you’ve defeated it and return to the cracked spot, drilling it a second time. This time a second Germuloid will be shaken from its protective netting and you’ll have to use the same strategy to shake it off.

Once you’ve managed to shake yourself of the Germuloid menace you’ll just have to get things shaking one last time. The final Bill Drill will at last shake the Jiggy from the platform and onto the ground just in front of you. Now that the it’s left completely out in the open, you’re free to snatch up the Jiggy (6) and head toward the south boardwalk, collecting 2 more notes (63) as you come to a sandy island.

Drop down onto the sand and you’ll spot a helpless Jinjo stuck in a stump to the right. Use your Feathery Flap to reach the stump, but use a Rat-A-Tat Rap to access the front of the hole as a Chompa has been placed directly behind. Once you defeat the Chompa and collect the Jinjo (3) head back to the sandy island and use the tires to the left to find your way back to the starting boardwalk. Instead of heading back up to the entrance though, head south and use the collection of tires to make your way back to the area where we faced off against the Gruntling Army.

If you keep to the left of this island you’ll see a boardwalk harboring an egg nest, time a Feathery Flap carefully and land on the boardwalk. From here continue to the left and collect the single note (64) before dropping down to the tires below. From here collect the 3 notes (67) and jump onto the next boardwalk to the left. You’ll find a Bigafoot patrolling the boardwalk, so deal with him swiftly and collect the 3 notes (70) before you venture onto the next sandy island which is home to the Jinjo Oracle. Transverse the island until you find a final boardwalk harboring 2 notes (72). To the left of this boardwalk you’ll find 3 Stinglashes surrounding a Beehive. I recommend dropping down to collect the honeycomb because for this next segment you’ll need all the health you can get. Once you’ve topped off your energy bar jump back onto the boardwalk and collect a single note (73) by heading north and into the trees.

Vapor Scrubs


This is the worst of Bad Magic Bayou, and the most lethal if you’re too slow. The Vapor Scrubs is an area filled with noxious fumes from the swamp water, stay too long and the stench will drain your health in no time flat. Luckily, scattered around are pieces of honeycomb energy which are free for the taking if your health starts dwindle. We’ll have to get through this segment as quick as possible, so execute a Talon Trot and get ready to run! First, head north until you reach the end of the path then jump to the left to clear the large gap. Once you land you’ll collect a single note (74) continue down the path to gain a piece of honey energy and then head north to collect the next note (75). Jump the gap to the north here to grab the next note (76) and reach the end of the boardwalk to grab another single note (77). You’ll have to jump diagonally here to reach the next section north, do so and collect the next note (78). Once you’ve collected the note, head north to exit the Vapor Scrubs.

Bad Magic Bayou


Ahhh…Fresh Air. Now that our health is safe for the time being we won’t have to rush through any challenges ahead. From the trees head north and collect the single note (79) and then travel left over the slope and collect the next 2 notes (81). Use a Pack Whack to take out the Stinglash to gain access to the area behind it where you’ll grab 2 more notes (83), and smash open the Beehive to replenish your health from the Vapor Scrubs. Once you’ve done that, head back to the right and continue to the north, collecting the next note (84) as you approach land and enter Mumbo’s Pad.

Mumbo’s Pad


Once inside, carry onto the north and speak with Mumbo. Mumbo will gratefully take the Totem and ask if you’d like to change into something. Press A to confirm and Mumbo will take you to the pad. After Mumbo takes you back to the center of his Pad you’ll notice a new transformation next to the Mouse: A Candle. Choose the Candle and press A. As a Candle you’ll be able to venture into dark areas that Banjo normally can not. You’ve also got an interesting attack called the Flaming Somersault which allows you to flip forward when you press B as your flame extends to light various objects and enemies on fire. After the transformation has finished, exit Mumbo’s Pad.

Bad Magic Bayou


Once you’re back outside let’s carry onto the right and collect the single note (85) next to the ledge. Jump up to the next ledge and collect another note (86) and lastly jump up to the final ledge to find yourself at the foot of an extremely dark cavern. When you’re ready jump into the spooky cavern to enter the Creepy Corridors…

Creepy Corridors


Akin to the Mad Monster Mansion the Manor will soon become, there are plenty of rooms that have been restricted to keep unwanted visitors out. However, as a candle we’ve discovered a hidden annex of the future mansion! Though it is very dark, you can use your aura of light to guide your way through the Creepy Corridors. From the entrance, continue north and collect the single note (87) and then turn to the right to grab the next 3 notes (90). Carefully head south and stop once you’ve collected the note (91). The green area in front of you is a stream of noxious Bayou water, if Candle Banjo even so much as touches it than it’s an instant death.

Instead, leap over the stream using your regular jumping ability to access the next island harboring a single note (92). While it may be a little dark to see, the plea of the Jinjo carries into the air just fine, and we’ll be able to save it if we jump to the south and than carry onto the right to rescue the stranded Jinjo (4). From here, carry on back to the island we were just on and prepare to execute a Flaming Somersault Attack as we jump to the right as a Chompa lies inside the furnace… Once you reach the other side carefully, collect the 3 notes (95) and continue up the staircase to the north.

Haunted Halls


From the entrance, continue north until you see a Spooko, you can use your Flaming Somersault attack to great effect here as it’s lethal to the Spookos. If you look on the wall you’ll see a picture of a Circle with a marking on the top left and bottom right corner of the frame. There are 5 rooms in the Haunted Halls which contain an image similar to the one we’re viewing now, however, while our room harbors an outline of a Jiggy, the others will have shapes surrounded by candles. We’ll have to locate the room with the image shown on the picture and light only the candles which have been depicted. In this case we’ll need to seek a Circle drawing on the floor and light the top left and bottom right candles.

Let’s get at it shall we? From the current room, head left until you find the main hallway. Walk north past the fallen Grandfather Clock until you come to a stack of cardboard boxes. From here head to the left and enter the room. Inside you’ll find a drawing of a circle on the floor with 4 candles surrounding it. Light only the top left and bottom right candles by using your Flaming Somersault attack, once you’ve lit one you’ll be given a time limit of 60 seconds. Defeat the Spooko that pops up and make sure you’ve lit the proper candles. Look toward the wall at the painting to see a Triangle with only the top left corner lit.

Exit the room and hug the wall traveling south, you’ll come across a doorway to the left adjacent to the Grandfather Clock. Enter the room to discover a drawing of a triangle. Just as the diagram showed, light only the top left corner and then take a look at the painting on the wall. This time the painting will show a square with all the corners lit except the top left. Exit the room once you’re finished. From here continue north until you find the cardboard boxes again, and enter the room to the right. Light all of the candles except the top left and view the last painting; a picture of a star with all of the corners lit.

Exit the room to the left and continue north past the cardboard boxes until you reach the chimney. Light all of the candles in this room and you’ll have completed the Haunted Halls Puzzle! Your pyromaniac pentagram spree will be rewarded with a Jiggy that will pop up in the room with a Jiggy tile. From the chimney, head south until you spot the Grandfather clock and head right to get back to the Jiggy room. Collect the Jiggy (7) and head south back out to the Creepy Corridors.

Creepy Corridors


From the stairwell you descend, head to the right and watch out for the Chompa hidden in the furnace. Execute a Flaming Somersault attack to defeat the Chompa and leave a pathway for you to take. Jump to the left over the stream followed by a quick jump to the north avoiding the second stream of Bayou Water. Follow the hallway back to the left and then south to get back to Bad Magic Bayou. From here, Jump back down the ledges and head to the left once you’ve touched down to enter Mumbo’s Pad.

Mumbo’s Pad


Once you’re inside Mumbo’s Pad, approach Mumbo and confirm that you’d like to transform into something else. Once you’re led back to the starting pad select the Bear Transformation and wait for Mumbo to complete the transformation process. Luckily we won’t need to venture out as a Mouse, so all that’s left to do is enter the Bayou as a bear. After the transformation is complete just head south back into Bad Magic Bayou.

Bad Magic Bayou


I hope you’re ready for another bit of rushing, because the only way out of this area is back through the Vapor Scrubs… Make sure that you’re in Talon Trot mode as you head south from the boardwalk and enter the trees.

Vapor Scrubs


Once inside the Vapor Scrubs, head to the right to collect the unit of health as well as a single note (96), once you’ve done that head south and jump across the gap using the Talon Trot. Upon reaching the other side you’ll grab your last Jinjo (5) which will warrant a reward from the Jinjo Oracle. Before we go fetching that though, we’ll finish up the Vapor Scrubs. Head south and then right when you reach the end of the boardwalk, collecting a single note (97) as you come to the end. Jump the gap to the right and collect the next note (98) as you land.

From here you’ll manage to tackle the steep slope to the north with your Talon Trot ability already activated. Once you reach the top you’ll collect the last 2 notes (100) of Bad Magic Bayou! Luckily this means that Bozzeye will have tell us that we’ve gotten 100 Notes, allowing us to let our fingers rest for just a minute without panic of imminent death. Once Bozzeye has finished his speech though you’ll be in control once more so be ready.

Carefully jump on the stump to your left and than jump again to the top of the next stump on the otherside of the boardwalk which harbors the Jiggy (8). While you’ve still got some breath left in you, jump to the left to land on the boardwalk and than head south. Jump the gap here and head right, jump the final gap and head south to exit the Vapor Scrubs, whew, that was close!

Bad Magic Bayou


Once you’ve escaped the dreaded stench of the Vapor Scrubs travel down the boardwalk and then to the right to locate the Jinjo Oracle. Grab the Jiggy (9) in front of the Jinjo Oracle and you’ll learn of our next world; Spiller’s Harbor. Before we get a move on however, you might notice that we’ve only collected 9 of the 10 Jiggies in Bad Magic Bayou. Currently with our progress thus far in the game we won’t be able to get the last Jiggy as we’re lacking certain abilities that we’ll acquire later on in our adventure. Though this means that we’ll have to put Bad Magic Bayou on hold, we have collected enough Jiggies to warrant opening Spiller’s Harbor, so we’ll come back later for it.

From the sandy area let’s jump up to the boardwalk on the right and make sure to deal with the patrolling Bogfoot. Once we’ve transversed the entire boardwalk we’ll drop onto the tires that cross the water, avoiding the Stinglash in the process. From here, jump onto the boardwalk to the right and drop down onto the sand, then head north to jump onto the hexagon pattern of tires and again to the sandy area just to the north.
Once you’ve reached the island, jump up onto the boardwalk and execute the Talon Trot ability to climb upward and exit Bad Magic Bayou.

Next: A Trip to the Pier.