Banjo-Kazooie: Grunty’s Revenge player’s guide

Chapter 1: Revenge is bitter-sweet

Two months after the triumphant finale of Banjo-Kazooie which would see Grunty on the receiving end of witch squishing granite, things seem good and well with the Bear and Bird duo who are finally able to catch some rest and relaxation. While the Bear and Bird clean the house, Klungo is still fruitlessly trying to shift the boulder from Gruntilda’s resting place. While the Minions’ devotion is strong, his shoulder is not as the boulder remains as motionless as it did in Banjo-Kazooie. Giving up, Klungo ventures out from the scene where he begins to toil away at some unseen work which creates quite a ruckus.

The noise stirs the attention of Mumbo-Jumbo who has decided to observe Klungo’s plot from the bush next to the boulder. Just as Mumbo gets into his hiding spot Klungo enters the scene once more, this time rolling out the culmination of his efforts; a large robot sharing the appearance of Gruntilda. As he rolls the creation toward the boulder he explains to Grunty that the robot is a “Mecha-Grunty Suit” that could potentially harbor her spirit and allow an escape from her imprisonment. Without missing a beat, Gruntilda’s ghost floats out from the boulder and enters the Mecha-Grunty suit as it jumps to life. Finally possessing a body after 2 long months, Gruntilda promises to exact her revenge on Banjo and Kazooie by kidnapping Kazooie and traveling through time to separate the duo and change the very course of history!

Uh-oh, it looks like Bear and Bird are in quite a pickle if Grunty is to follow through with her wicked plot! Luckily with Mumbo-Jumbo witnessing the action unfold he escapes unseen to warn Banjo and Kazooie of Gruntilda’s sudden resurrection and vile scheme. Arriving at Banjo’s house, Mumbo hurries down the path to let Banjo know of Gruntys’ return, but before he’s able to finish his sentence Grunty crashes down in Banjo’s yard and kidnaps Kazooie. Holding the Breegul close, Grunty travels back to an unknown time as Banjo and Mumbo are left in a state of despair.

Grunty may have gotten the upper hand from the get-go, but the Shaman has a plan of attack all of his own. Mumbo tells Banjo that he can use his mighty magic to send Banjo back in time as well, and hopefully – with a little luck – to the same time period that Grunty has retreated to. Without any other option to foil the hags plans Banjo agrees much to his better judgment, after all it was just 2 months ago that Mumbo had accidentally turned the duo into a washing machine when a spell went awry. Hoping for the best Mumbo begins to chant and wave his staff to send Banjo back in time, the spell ends with a brilliant flash of white light which consumes Banjo and sends him spinning wayward down a purple and green swirling vortex! Let’s just hope that Mumbo has perfected this spell, there’s no telling where Banjo could end up…

After a brilliant light show Banjo stops his dizzyingly spiral journey through the space-time continuum and ends up squarely in Spiral Mountain of a distant time, looks like Mumbo has perfected the art of time travel thankfully. Though he could have perhaps chosen a more secluded area to have Banjo appear in, as the fantastical journey has rather confused the lone spectator; Bozzeye, the ancient ancestor of Bottles the Mole. Having touched down Banjo asks Bozzeye to direct him towards Gruntilda’s Lair so that he may confront Gruntilda before she starts seriously meddling with the past. Unfortunately for Banjo however, the Lair is in the process of being constructed and even with Banjo eager to fight, the absence of his Breegul partner leaves him without any moves; exactly how Gruntilda planned.
Fortunately for Banjo though, it seems as though Move Instructor runs in the family as Bozzeye offers to teach Banjo and arsenal of abilities that will help him to take on Gruntilda. Bozzeye’s services aren’t free though, as he informs Banjo that he’ll require 10 Musical Notes before he’s able to teach you your first ability at the next Mole hill.

This is hardly a challenge however, as the Notes have been laid out in a simple path for you to follow. The first of which can be found just to the left of Bozzeye’s mole hill. Continue to the north and you’ll collect 3 more Notes, ignore the 2 notes on the bridge as you won’t be able to collect these yet. Once you’ve collected 4 notes you’ll approach a ledge with more notes resting on it, jump onto the ledge using A to get on top. Collect the 2 notes here for a total of 6 and jump onto the next ledge to the right. Collect the 2 more notes on this ledge to bring the total to 8 notes; nearly there yet. Jump up onto the final ledge to collect the final 2 notes. By now you’ve probably heard the annoying whistles and pleas heard just offscreen, if you continue upwards to Bozzeyes’ mole hill you’ll mange to spot a Purple Jinjo imprisoned by a collection of tangled roots; we’ll be able to come to his aid in just a second. Now that we’ve collected a total of 10 Notes we’ll be able to learn our first ability from Bozzeye by standing in front of his mole hill and pressing A.

After Bozzeye has received his collection of Notes he’ll tell you all about the Pack Whack. Since Banjo’s pack is empty it makes itself the perfect weapon against foes, if you stand still and press B Banjo will grab the strap of his Backpack and slam down the pack against the ground. This is especially useful for activating objects such as switches and taking out obstacles. Speaking of which, let’s use the Pack Whack move on the tangled roots imprisoning the Jinjo by facing it and pressing B.
Once you’ve destroyed one of the roots you’ll be able to free the Jinjo by walking into it.
Bozzeye will tell you about the Jinjo Oracle, a great statue responsible for all of the lost Jinjos. Once you’ve collected all of the Jinjos in a certain world the Jinjo Oracle will provide you with a Jiggy as well as its’ sage advice for each Jinjo you rescue.

From here, continue to the right and collect 4 notes. You’ll encounter a WhipLash here which shouldn’t pose any threat unless you run into it, it’s optional to use your Pack Whack here, but it makes for some good practice to test out your new-found ability on an enemy. Regardless, follow the path downward to collect 2 more notes. Be on your guard though, as you’ll meet your first moving enemy; the Gruntling! While he’s a little harder to hit than the Whiplash, the Pack Whack ability will sort him out just the same; distance yourself from the Gruntling and when you’ve given yourself ample time, execute the Pack Whack to defeat the Gruntling in one swift attack. From here, move to the right to collect your 15th note.

You’ll spot a ledge below where the path will continue, but before you drop down head to the right to find the Jinjo Oracle and press A to talk while facing it. After a brief introduction the Jinjo Oracle will tell you that “Gruntilda has cast a spell on the Jiggy Priest. He needs your help in his Temple to the South.”. Now that we’ve introduced ourselves, drop down to the ledge below and be sure to collect the note, grab the next note on the next ledge and find yourself on the ground. As you drop down you might notice a glittering root similar to the ones surrounding the first Jinjo. While facing, use your Pack Whack ability to break it revealing a Hollow Honeycomb.

Hollow Honeycomb will allow you to extend your health bar provided you collect the required amount. Once you’ve collected enough you can enter Honey B’s Hive just to the north in order to earn the extension. Explore around the patches of soil in order to collect your 19th, 20th and 21st notes, continue down south when you’ve finished collecting them.
Another Gruntling! Once again, use your Pack Whack ability to dispatch of this Gruntling and you’ll earn a Honeycomb piece in return. Bozzeye will explain the different Honeycomb pieces you’ll encounter throughout your adventure, pay close attention as they can help or hinder depending on their appearance. Continue down south to collect the remaining notes here, your grand total should be at 25 at the entrance of the Temple.

If you continue up the stairs to the temple you’ll spot a switch depicting a Jiggy, use your Pack Whack to activate the switch which will open the door allowing you access inside the Temple. Once you’re inside the Temple, head up the stairs to collect your first Jiggy in front of the Jiggy priest. He’ll tell you that Jiggies are magical entities that are your only hope against Gruntilda’s vile magic. However, Gruntilda has used her magic to prevent the Jiggy Priests from collecting the Jiggies, luckily you still can as evidenced by grabbing your first Jiggy just moments ago. Let’s use our Jiggy to open the first world; Cliff Farm!

The Jiggy Priest will open the door underneath the stairs which will allow you access to the Jiggy Pad which you’ll use to open up the rest of the worlds in the game.
Descend the stairs and go into the new passage to get to the Jiggy Pad, press A once you’re on top of the pad and Cliff Farm will open up allowing you access inside.
You’ll notice that the Jiggy Counter at the top left corner of the screen will now display 1/6. This means that you’ll have to collect at least 5 Jiggies of a possible 10 in Cliff Farm in order to open the next world. As you progress farther into the game the counter will get higher and you’ll require a greater amount of Jiggies to unlock the more difficult levels.
Once you exit the Temple you’ll find the entrance to Cliff Farm located at the top left corner within the soil area just outside. Wander into the entrance once you’ve located it.

Chapter 2: Cliff Farm

Categories: Player's Guides

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