Chapter 3-1: To 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.


A day at the Fairgrounds


< ISLE O' HAGS - JINJO VILLAGE >
Just go back through the tunnel to Spiral Mountain.

< SPIRAL MOUNTAIN >
Head back down to Banjo’s house and you’ll find a boulder. A voice from underneath it will cry out, telling you it’s Roysten the Fish and that he’s trapped. Use your Bill Drill to free him, then pick him up and jump into Spiral Mountain’s moat. He’ll reward you by giving you extra air -10 air bubbles, plus teach you how to swim faster. If you find yourself underwater again, press A and B at the same time and you’ll go almost twice as fast as you could before.

Jump out of the moat and climb up the hanging bridge that leads to Gruntilda’s Lair to find the flight pad at the entrance. Fly across Spiral Mountain to the stump-filled area and you’ll discover a grate that covers a secret cavern. Land on the ledge of this grate and you’ll be able to use your Grenade Eggs to blast a hole in its center with Egg Aiming.
Venture inside the cavern and you’ll find a Banjo-Kazooie Game Pak hopping around. Attack the Game Pak and it will spit out a Pink Egg in response.
Collect the Pink Egg and then make your way to the flight pad in the center of the cavern. Take flight, and then steer to the left, making your way to the top of the leftmost waterfall in Spiral Mountain.
You should be able to spot a cave as you get close to the waterfall – land on the grassy ledge on either side and then swim into the cave.

< BEHIND THE WATERFALL >

Swim against the current as you make your way through the cave and you’ll reach a ledge that features another bouncing Banjo-Kazooie Game Pak behind a grate. Follow the shoreline and you’ll be able to use a Flap Flip jump to reach a thin ledge, then use your Grip Grab to shimmy along to a hidden entrance that leads into the caged area. Attack the Banjo-Kazooie Game Pak and you’ll retrieve the Blue Egg. Collect it and make your way back out to Spiral Mountain and then through the digger tunnel to Jinjo Village.

< JINJO VILLAGE >

As you enter Jinjo Village, head to the right and you’ll come to a sandy area. Jump up onto the ledge nearest the wall and you’ll be able to shimmy across with Grib Grab. Take care of the two enemies below you on the wall, and then enter the grotto to discover a small ice cavern.
Inside, you’ll come across the final Banjo-Kazooie Game Pak, attack it and you’ll collect the Ice Key.
Leave the cave and hop into Jamjar’s silo and warp to Wooded Hollow.

< WOODED HOLLOW >
You should know what to do by now. Run up the steps and enter Jiggywiggy’s temple.

< JIGGYWIGGY'S TEMPLE >
Run over to the monolith on the right and attempt Jiggywiggy’s third challenge. You should really have the hang of these now – they shouldn’t pose much of a challenge to you really. Once completed, the Crystal Jiggy will use its powers to blast open the closed gates of Witchy World in Pine Grove. It may have been closed down due to safety hazards, but it’s where you’re going now. Exit the temple.

< WOODED HOLLOW >
Nothing else to do here right now, just jump in the silo to Pine Grove.

< PINE GROVE >
Just head on through the gates the Crystal Jiggy opened for you, and into the next world.


Witchy World


Enter Witchy World – the fairground full of nasty surprises backed by some spooky music. Everywhere you go here you’ll be greeted by an angry staff member and everywhere you look you’ll come across faulty, dangerous rides and contraptions. Hooray… let’s get started then.

Activate the warp pad in front of you, then head left past the polar bear lady and use the shock spring pad behind the ticket booth to jump up onto its roof and press a switch.

Somewhere off in the theme park, a burger stand will open up. Jump off the ticket booth and head across to the electric fence opposite you. Fire a grenade egg into the gate to take it off its hinges, then head through and around the right hand side. Use the shock spring pad to leap up onto the fence, then grab the notes (10) before jumping off again.

Take the path up towards the big, blue circus tent and fire a grenade egg at the slot machine enemy to defeat it. Collect the notes (5) and you’ll also pick up a strange ticket – apparently you’ll need 4 of them to enter the big top and watch the show.

Head around the right hand side of the tent, collecting the notes (5) as you go. Blow up yet another slot machine for another ticket and some more notes (5). Keep going around until you find the giant box of fries. Collect the notes (5) in front of it, then go around the back and press the switch to open up the store and reveal a not-too-happy shop owner.

Get back on the track again going around the tent and fire a grenade egg at a third slot machine for your third ticket and some more notes (5).

From where the slot machine was, go left and up the hill towards the circus top. Activate the warp pad and talk to Jamjars. For 160 notes he’ll teach you how to split up by using the split up pads. Find a pair of blue and red pads with Banjo and Kazooie’s faces on them, then press A on Banjo’s Pad to split up. Press A again to switch to Kazooie.

Leaving the pads alone, head back down and keep going around the circus tent. Collect another note nest (5) outside Madame Grunty’s tent – the pinkish tent with stars and moons all over it. Keep going around until you find the fourth slot machine – give it a grenade egg, grab your notes (5) and your ticket.

Head up into the space zone now, and activate the warp pad just left of the building labelled ‘Star Spinner’. Head left from there and collect the notes outside the Dodgem Dome (10) before climbing up the dome and talon trotting up to find a Jinjo (1).

Come back down, and on the right of the Dome next to the wall is Jamjars. Talk to him to learn the Airborne Egg Aiming for 180 notes.

Exit the space zone and head right around the tent for the notes (5) in front of the burger stall. Go left and up the hill and enter the circus tent.

< BIG TOP INTERIOR >
Inside, you’ll meet a familiar face from Banjo Kazooie – Conga the ape. Hand him his tickets and he’ll let you walk in to enjoy the show. Banjo and Kazooie will run over to a greenish lump in the corner to sit down, and the exit to the big top will close.


Boss Battle – Mr Patch: Strange Wobbly Inflatable Thing


Mr Patch takes quite a step up from the difficulty of Old King Coal. A giant, green inflatable dinosaur may not look that intimidating, but he can sure get annoying at times. After the fight begins, press the top C button to get a good aim at Mr Patch from below. You’ll notice he has only 12 health, and if you have good eyes you will see he also has 12 patches on his body. Well, what’s the logical thing to do, now? Switch to your grenade eggs. You should probably try and take out one of the harder patches first so you aren’t struggling to hit it later on in the battle. The one just right of his tail is nice – try going for that one.

When you hit Mr Patch, he’ll start getting serious in the way he fights you. He gets a ‘friend’ from below to make sure you aren’t taking cheap shots from the ground anymore – namely a punching glove which digs itself up from underground to attack you. Get out of egg aiming mode and talon trot over to one of the flight pads which just appeared. Stock up on Grenade Eggs and Red Feathers, then take to the skies. Press the top C button and you’ll be aiming right at him again.

I suggest you take out the harder patches now, as Mr Patch will shrink in size with each subsequent hit, making it harder for you to get those patches. He’ll also start coughing giant beach balls towards you – one at first, but later two, and three at a time. If you ever find yourself too close to Patch to get the right aim, turn around and press B to beak bomb away from him so you have some distance. If you’re running out of grenade eggs, be careful on how you land as the punching glove friend of Patch will be sure to try and take you out.

Just pop all of his patches and you’ll earn yourself a jiggy (1). Go pick it up, then grab some honeycomb if you need it and exit.

< WITCHY WORLD >
Head left and into the Wild West Zone. As you enter, on the right you’ll see the ‘Cactus of Strength’. Hit the switch three different ways to get the bar as high as possible. Hold Z, then press the bottom C button to spit a grenade egg onto it. Then, use the beak buster on it to get the bar up further. Finally, use the bill drill and the bell at the top of the cactus will smash, revealing your prize. Climb the cactus and grab the jiggy (2) before jumping off.

Grab the notes behind the wooden doors (10), then flap flip up onto the right door and grip grab the wall across for a Jinjo (2). Do the same over on the left, except activate the warp pad instead. Drop down onto the ground and enter the doors.

< CRAZY CASTLE STOCKADE >
You’ve entered a western room with a giant, yellow deflated bouncy castle in the middle. Head over to the right side and you’ll find some split up pads – split up and take Banjo over to the other side of the room. Don’t be fooled – the ‘helpless’ creature is not a Jinjo, but an evil Minjo and will try to attack you. Avoid it and jump up onto the platform and talk to Jamjars.

For 170 notes, Jamjars will teach Banjo the pack whack. When Banjo is alone, he can press B to swing his pack around. A great trick to use with this is the double jump trick. This only works with Banjo, but if you jump once, press B then jump again, you’ll be able to jump in midair and reach areas you wouldn’t normally be able to.

Go back to the split up pads and switch to Kazooie. Using your egg aim, look over to the back of the room where the pipe from the Crazy Castle leads. Shoot a grenade egg into the grate to reveal a new area to explore. Jump up to the ledge, grab the extra honeycomb piece (1) and go inside.

< CRAZY CASTLE PUMP ROOM >
Jump over to the right hand side of the pump, avoiding the rat enemy and stand on the switch. Press A and you’ll switch to Banjo again.

< CRAZY CASTLE STOCKADE >
Take Banjo over to the pump room, and either hold Z and press A to jump up, or just use the double jump trick you learned of earlier.

< CRAZY CASTLE PUMP ROOM >
Jump onto the switch on the left side of the pump and you’ll start up the pump again. The crazy castle will inflate again, and you’ll be able to go inside. Run back and get Kazooie then exit the room.

< CRAZY CASTLE STOCKADE >
If you hate Jinjos and their annoying ‘Help’ cries, zoom in on the Minjo and use a grenade egg from afar – it feels just as good. Otherwise, just enter the Crazy Castle from the left.

< CRAZY CASTLE LOBBY >
The crazy castle is home to two minigames – the Balloon Burst game and the Hoop Hurry game. If you’ve entered with both Banjo and Kazooie, you’ll only be able to access the Balloon
Burst, so head on through the door on the right.

Basically, in the Balloon Burst game, you’re given 60 seconds in which you need to pop balloons to score 50 points. Red balloons are worth one point, Green balloons are worth two and Blue Balloons are worth three points.

You’re given some golden eggs just for the minigame, so just hold down on your Z trigger until time is up. Fly up to the top of the room and just keep looking around and shooting the
balloons before they get to the top and burst. Once you’ve completed the minigame, a Jiggy will appear on top of the Crazy Castle. Exit the lobby.

< CRAZY CASTLE STOCKADE >
Split up so that you have Kazooie, then enter the castle again.

< CRAZY CASTLE LOBBY >
Enter the door on the left which was previously blocked off and you’ll be able to play the Hoop Hurry challenge.

You’ll have 60 seconds to score 30 points by jumping through hoops. Again, the score you get from a hoop depends on its colour. Red hoops will give you one point. These are the largest ones. Green hoops get you two points, and these are slightly smaller. Finally, Blue hoops earn three points. These hoops are tiny and are difficult to jump through.

As soon as the timer starts, grab the running shoes in the middle of the room so you can run faster, then jump hoops. Blue hoops are tricky to get through, so you should go for greens first, then blues or reds if they’re easy enough.

Upon completing the challenge another Jiggy will appear on the top of the castle. Exit.

< CRAZY CASTLE STOCKADE >
Pair up with Banjo again and go around to the Minjo’s side of the castle. Use the Shock Spring Pad to jump up onto the castle, then collect jiggy (3) and jiggy (4). Jump off the castle and exit the stockade.

Next: More Witchyworld