Chapter 6-1: To the Industries

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.


PLATEAU


Enter the silo and warp to Pine Grove.

< PINE GROVE >

Head into Wumba’s Wigwam just outside of Witchyworld.

< WUMBA'S WIGWAM >

Approach Wumba’s pool and she’ll remark that you’ve collected the Mega Glowbo. Toss it in and then jump into the pool yourself for a secret transformation. When you’ve emerged, Kazooie will have been transformed into a Dragon. She’ll have a new firebreathing attack and you’ll have access to unlimited Fire Eggs for the rest of the game under this transformation.
If you want to return Kazooie to her less-scaly self, jump into Wumba’s Pool at any point to revert back. Otherwise, you can leave Wumba’s Wigwam.

< PINE GROVE >

Enter the silo and warp to Wooded Hollow.

< WOODED HOLLOW >

Rather than heading up the steps to Jiggywiggy’s temple, we’re going to turn around and travel downhill towards a humongous egg in the center of a nest. A large crack in its side will allow passage inside.

< HEGGY'S EGG SHED >

Approach Heggy and she’ll ask if you’ve found any of her special eggs. As we’ve previously collected the Pink and the Blue Eggs in Spiral Mountain, we’ll be able to have Heggy hatch them for us.

Hatching the Blue Egg will unlock the ability to use Homing Eggs. If you return to the Code Chamber in Mayahem Temple and enter the optional code ‘HOMING’, you’ll find that any eggs slightly misfired will zone in on their intended target.

Hatching the Pink Egg will unlock the Breegul Bash ability, where Kazooie may be withdrawn from the backpack and slammed onto the ground in front of Banjo, serving as a close-quarters attack.

Before we leave, there’s one more secret to unlock as Kazooie solo. In front of the rightmost ramp you’ll find a piece of eggshell covering a Split Up pad. Destroy the eggshell with the Bill Drill ability, and then use the pad to swap over to Kazooie.
Climb the ramp to the second level and you’ll discover a Yellow Egg waiting for you at the top. Sit on the Yellow Egg and use the Hatch ability to unlock the final Heggy award: the ability to play as a Jinjo in the multiplayer games.
Reunite as Banjo and exit Heggy’s Egg Shed.

< WOODED HOLLOW >

With all of Heggy’s secrets spent, we’ll make our way back up the path and up the steps to Jiggywiggy’s temple. . It’s time to open the sixth level of the game, and probably the most frustrating. You’ll only need 28 Jiggies to enter, and if you’ve been following the guide, you should have something in the high 40s.

< JIGGYWIGGY'S TEMPLE >
Head over to the monolith on the right. This is the point in the game where Jiggywiggy’s puzzles start to get a little harder. You don’t need to rotate the pieces or anything like with Bottles’ Bonuses, however it’s still a bit of a challenge, and you’ll find that you’ll have much less time on the clock when you finish. After you’re done with the puzzle, watch as the Crystal Jiggy blasts open another set of gates in some far off area of the Isle O’ Hags. Exit the temple.

< WOODED HOLLOW >
Jump in the silo and warp to the Wasteland.

< WASTELAND >
Time to venture out to a new area. Follow the digger tracks up the hill and you’ll find a pair of springy step shoes on your right. Use them to leap up to a hole above. Head on through.

< QUAGMIRE >
Head straight ahead and activate Jamjars’ silo, then go on through the doors which the Crystal Jiggy opened for the next level.


Grunty Industries


Behold. Arguably the toughest level in Banjo Tooie, Grunty Industries will prove a mighty challenge; if you can find a way in, first, that is. Head left and behind you, and climb the ladder above the entrance and exit. Ignore the battery jumping around for now, but head down the ramp and jump across the barrels which lead across the moat of toxic goop. On the other side, flap flip up to the ledge and grip grab across, then take the ladder up on top of the warehouse. Jump down on the other side to find a Train Switch; press it and you’ll have a way into the factory. Jump back across the sludge again and exit the level.

< QUAGMIRE >
Jump into the silo, ignoring the cries of the imposter Jinjo above Grunty Industries’ entrance. Warp to the Clifftop.

< CLIFFTOP >
Cross the bridge you activated earlier in the game to the temple, and run around it to find some notes (20). Climb the vine at the back of the building to find a Glowbo, then jump down, head across the bridge again and go left, entering Mumbo’s Skull.

< MUMBO'S SKULL >
Jump up to the top and hand the Glowbo over to Mumbo. Exit the skull again.

< CLIFFTOP >
Head around the cliff and down to the train station. Walk up to the sign and press B to summon Chuffy the Train to the station. When he arrives, walk up again and stand on the pad to use Mumbo’s heal spell upon the sick dinosaur you rescued earlier. Head back up to Mumbo’s again.

< MUMBO'S SKULL >
Jump up into Mumbo’s chair and exit the skull again. You won’t be needing his healing spell again.

< CLIFFTOP >
Head back down the cliff again and hop inside Chuffy the train.

< CHUFFY'S CAB >
Take Chuffy back to Terrydactyland.

< TRAIN STATION (TERRYDACTYLAND) >
As soon as Chuffy stops, the healed Styracosaurus in the back will leap out and hop gleefully back to momma. Another jiggy (8). Then take Chuffy back to Grunty Industries.

< TRAIN STATION (GRUNTY INDUSTRIES) >
Wahee! We’re finally inside the factory! Head up the metal steps and break the box labelled ‘FRAGILE’ to reveal a shock spring pad. Use it to leap up to a girder above. Grib grab across to the middle of the girder and you’ll pick up an extra honeycomb piece (1).

Drop down and head through the doorway to find another room with a strange silo in the middle. When you get within view of the camera on watch, it will send out some of the guards native to the Industries – hovering, laser-zapping, armoured Tintups. The only way to defeat them is to use an explosive when they’re open. Ignore them, instead collect the notes in the room on the crates (15) before exiting.

< FLOOR 1 >
Head right around the large metal cylinder in the centre of the room and up the steps on the left to find two split up pads and Jamjars’ silo. For 505 notes, Jamjars will teach you how to use the Claw Clamber boots. These boots will allow Kazooie to walk straight up certain walls with mysterious footprints on them.

Jump back behind you onto the split up pads. Split up to Banjo first and run over to the roller door. Jump onto the pad with Banjo’s face on it, switch to Kazooie and do the same for her. The roller doors will open, revealing a second (and much easier) entrance to the factory. Activate the warp pad with Banjo alone, then head outside.

< GRUNTY INDUSTRIES >
Jump over to the platform above the world entrance and exit. Use your backpack to stun the Battery, then pick him up with your taxi pack move. Take ‘Bazza’ back into the factory.

< FLOOR 1 >
Head past Kazooie and up to the Split up pads, then jump over and towards the small cylinder with ‘Waste Disposal Plant’ printed on it. Double jump up to the platform and release the battery into the small slot and the hatch to the waste disposal plant will open. Grab the rungs of the ladder, climb up. Grib grab to the left for some notes (10) then jump inside the cylinder.

< WASTE DISPOSAL PLANT >
Walk up to Jamjars’ silo right in front of you to learn the Snooze Pack for 525 notes. When Banjo is alone, he can hold Z and press the right C button to get inside his pack and take a quick nap to recover his health. Head past Jamjars and leap onto the pipe to find a switch. Upon pressing it, the toxic waste level will be lowered right down. Leap down and grab the notes (10) below before going up the ladder again and exitting the toxic waste department. We’ll be back later.

< FLOOR 1 >
Jump out and head around to the right until you find the ‘Trash Compactor’. Sounds lovely, doesn’t it? Head inside.

< TRASH COMPACTOR >
As soon as you enter, you should notice the conveyor belt on the floor running. What’s more, if you move forward, you’ll also notice that your head is missing – a giant crusher has just squished it. Staying on the left side, run forward across the conveyor belt, and after the crusher squishes you, you’ll have all but one honeycomb left. Jump into the little hole on the left side and use your Snooze Pack to recover, then make your way across a second conveyor belt to find a switch. After snoozing and recovering again, press the switch to make a door roll up and reveal a jiggy. Keeping on the right side this time, make your way back across to snag the jiggy (1), then sleep up and exit again.

< FLOOR 1 >
Pair up with Kazooie again and take the claw clamber boots sitting across from the trash compactor and head up the ramp into the corner. Follow the footprints up the wall and to the top. Head across the steel grating until you find a pipe with a odd hole in the side – inside is a shock spring pad. Use the pad to leap up to the next floor.

Next: Second Floor