Chapter 3-2: More Witchyworld
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.
Witchyworld
Back in the Wild West Zone, climb up the ladder in front of you and grip grab across the rope until you get to the tram. Jump up and press the red button to bring it back into the Wild West Zone. Jump across to Wumba’s Wigwam and go inside.
< WUMBA'S WIGWAM >
The glowbo’s right there in plain sight. Grab it and jump into the pool – you’ll be transformed into a Van. This has to be my personal favourite of the Banjo Tooie transformations. Nothing beats roaring around, blaring your horn and running over giant anthropomorphic rats. Hehe…
Exit the wigwam.
< WITCHY WORLD >
Prepare for some great fun. Warp back to the level entrance and exit. Once you’re there, head into the area with the electric fence and go down the runway of Area 51. Press B on the van door to open it – a Jinjo (3) waits inside.
Exit Area 51 and go right and around the tent to the right until you get to the inferno. Run over some rats before paying at the booth to open the Inferno to all. Jump through the doors and into the Inferno.
< THE INFERNO >
Ah, a brand new area to explore… with a VAN! Leap around and feel free to have some fun in here… the van isn’t affected in the slightest by the lava – it feels no pain. Go left across the lava and honk to open another van door for a Cheato Page (1). Go up across some more lava to pick up the Glowbo. Find the warp pad outside Mumbo’s Skull and warp back to Humba’s.
< WITCHY WORLD >
Enter Wumba’s Wigwam. Don’t worry if you want to use the van some more – we’ll be taking her out for a quick spin again later.
< WUMBA'S WIGWAM >
Transform back into Banjo and Kazooie and exit the Wigwam.
< WITCHY WORLD >
Take the warp pad back to the Inferno.
< THE INFERNO >
Nothing to do right now, just enter Mumbo’s Skull.
< MUMBO'S SKULL >
Collect the extra honeycomb piece downstairs (2) before going upstairs and handing Mumbo the glowbo you found earlier with the van. Exit the skull.
< THE INFERNO >
Warp to the space zone.
< WITCHY WORLD >
Once there, use the ‘Power’ spell on the generator next to the Dodgem Dome to restore power to the rides. Then go inside the Star Spinner.
< STAR SPINNER >
Electrocute some rats with your staff if that’s what you fancy, then go over to the generator. Power up the star spinner and exit.
< WITCHY WORLD >
Take the warp pad to the world entry and exit. After you warp, head into ‘Area 51’ and use your magic to restore power to the Saucer of Peril. You don’t know what it is yet, but it’s fun. I guarantee you. Go back to
the entrance pad and warp to Mumbo’s.
< THE INFERNO >
Enter Mumbo’s skull.
< MUMBO'S SKULL >
Take control of Banjo, jump down, think of another fun way to take care of your rat buddy, then exit.
< THE INFERNO >
Take the warp pad back to Humba’s again.
< WITCHY WORLD >
Jump up the steps. It’s time to take out the van again.
< WUMBA'S WIGWAM >
Jump into the pool as Banjo, and out of the pool as Vanjo.
< WITCHY WORLD >
Take the warp pad to the Space Zone. Once there, head past the Star Spinner to find a Van Door – press B to open it and find the treble clef. Enter the dodgem dome.
< DODGEM DOME LOBBY >
Pay up on the left to open the dodgems to Banjo and Kazooie. Exit.
< WITCHY WORLD >
Run over a few more space rats before warping back to Humba’s and entering the wigwam.
< WUMBA'S WIGWAM >
Transform into Banjo… and leave, again.
< WITCHY WORLD >
Jump down, climb up the ladder and take the tram over to Space Zone. Flap flip up for an extra honeycomb piece (3) then roll off and jump over to the small pipe on the wall so you grip grab it. Follow it left and over, but avoid the sparks. Drop down and press the shock spring switch, then beak barge the red button on the wall. A door will open, and the strange hovering box you encountered in Glitter Gulch Mine will come through, break open and reveal a flying saucer. Jump in.
This is arguably the best minigame in the entire game. Saucer of Peril, is the name. The game… isn’t too perilous, but instead, extremely fun. You are in a flying saucer which takes a pre-determined route through witchy world. However, there’s no time for sight seeing. You’re given a load of Golden eggs, and you’ll need to fire down the targets that appear on screen in order to score points. Red targets are worth one point, green are worth two… yeah, you get the point.
Now, by the end of the minigame, when the saucer pulls into the landing strip at Area 51, depending on the amount of points you get you could win a few prizes. Get over 400 points and you’ll score the second prize – a cheato page. Score over 500 and you’ll earn a jiggy.
Once you’ve completed the minigame, collect the Cheato page (2) and Jiggy (5) before dropping back down into space zone. Enter the dodgem dome.