Chapter 2-2: Lofty expectations: Farm Heights.

Chapter 2-2: Lofty expectations: Farm Heights.


Navigation:
Chapter 1: Revenge is Bitter-Sweet
Chapter 2: Pitchforks and Hay Bales
-2-1: Cliff Farm
-2-2: Lofty expectations: Farm Heights.
-2-3: Barn Boys
-2-4: Finishing up the Farm
Chapter 3: Exploring the Shore
Chapter 4: Trudging through the Swamp.
Chapter 5: A Trip to the Pier.
Chapter 6: Out of the Frying Pan, into the Freezer.
Chapter 7: The Final Fight.

A Tall Order For Trouble!


After following the large bridge upward you’ll come to the next area of Cliff Farm; Farm Heights.
Collect the string of notes after the bridge (35) and you’ll meet another helpless hen.

Momma Clucker will tell you that her chicks are out playing while the Gruntlings are about and she fears they’ll eat her babies. Banjo offers to bring them home and hen offers to repay his kindness. Continue to the right and enter the paved area collecting the note as you do so (36) you’ll notice a Gruntweed in the center of this area, use your Pack Whack to take it out and collect the 5 notes around it (41) Instead of heading off to the right however, head back to the left where you entered the gate to the paved area.

If you go north from here you’ll find a slope that leads to higher ground. Heading left to the area here leads to one of Momma Clucker’s Chicks (1), you may have a little difficulty in picking up the quick chick but try to nail its pattern down and pick it up. Once you’ve managed to get hold of the first chick you’ll have to head down the new slope to the left. Collect the note at the bottom (42) and continue to the left. Head up the grassy path to collect 2 more notes (44) and face the water to your left.

Up for grabs: Jiggy Island


You should see a Whiplash and 2 notes from the shore. Dive in and collect them while avoiding the Whiplash (46) and you’ll encounter an island in the center of the water which the Chick is running around as well as a Jiggy! With limited running space you shouldn’t have too much trouble in picking up the Chick this time, as it is restricted to waddling around on top of the tiny island. Collect the Chick (2) as well as the Jiggy (4) and dive into the water to collect the note between the Whiplashes (47) Jump back onto the island and head south in the water.

Waging raging rapids


As you head down to the south via the stream you’ll notice that if you let go of the control pad the stream will slowly push you back north, so fight against it and head downstream. To complicate matters the stream is filled with Whiplashes that can easily be nudged into if you haven’t mastered pressing onward through the rushing waters. You’ll manage to collect a total of 3 notes as you meet up with the bridge, bringing your total to 50. From here we’ll head under the Cliff Farm bridge in order to access the other side.

Once you’ve managed to force your way onto the other side of the bridge you’ll collect 6 more notes (56) and turn your swimming direction to the north, now fighting against being pushed south. Eventually you’ll find the culprit behind the raging rapids; a large Watermill where all of the water is being churned out to create the stream. Amidst the cogs and gears of the mill wheel lies the next helpless Jinjo who whistles for your attention. Jump into the Wheel and you’ll collect the Jinjo (3).

Mulling About The Mill


Since you won’t be able to get back to shore, swim back down the river until you spot a piece of land on the north shore which slopes downward. You can jump onto this piece of land from the water and continue your journey to the north, collecting the 3 notes (59) beyond the ledge and making sure to avoid the Whiplashes. If you go toward the left you’ll find a trailer that another one of Momma Clucker’s chicks has decided to play on. Luckily the trailer is hardly large and you’ll manage to snatch up the chick with relative ease. Collect it (3) then head to the right.

If your health is low you can use your Pack Whack ability to break open the Bee Hive and collect the delicious units of honey energy, otherwise simply continue north.
You’ll find 2 more notes on the path (61), and 1 in the paved area to the left (62). Let’s head up the grassy slope at the end of the path and we’ll find our next Chick (4) as well as a single note (63) next to the Mill. Unfortunately this chick has ample space to run around, so be on your toes to pick up this chick.
If we continue down the Mill area we’ll collect 2 more notes (65) just in front of the Mill.

As you approach the mill door you might notice that the bottom right corner has been kicked in. Unfortunately there’s no way to enter the mill by opening the door, so the only option left is to somehow squeeze through the hole. However, even without Kazooie to bulk up the pack Banjo is unable to fit through such a small opening. He does comment though that if he were smaller he might just be able to squeeze into the hole in the door. A brilliant deduction, Banjo. Let’s ignore this area and continue back up until we see 2 barrels.

From here we’ll jump up onto the barrels to reveal a field on top of the ledge filled with Sheep. Ordinarily on Cliff Farm the sheep are free to to soak in the Sheep Dip and bask in the warm sun, however with all of the baddies now roaming the farm they’re afraid that they’ve been left vulnerable for an attack. While the sheep are able of leaving the dip, the little Bleaters aren’t as capable and they’ll need a little help to be removed from the goo. This is where we come in. To begin the mini-game jump over the barrels and walk into the open field.

Ewe in the goo: Sheep Dip Mini-Game


Armed with a single baited rod, it’s up to Banjo to cast out the line to snag the sheep and rescue them within the time limit. Once Banjo manages to snag 12 Sheep and bring them ashore you’ll complete this game. Use the control pad to move left and right as the sheep will constantly be passing each other on the screen, pressing B will cause the rod to latch out and grab a passing sheep parallel to Banjo, while holding B will cause Banjo to cast his baited line out farther, as indicated by the gauge in the top left corner of the screen. Try to line up any number of sheep as they cross each others path on the same level as you’ll bring them both up with a single cast.

Once you manage to catch 12 sheep within the time limit, though this game may warrant some retries you’ll earn the next Jiggy from the thankful sheep. The Jiggy (5) will appear just below the barrels, collect it to earn your 5th Jiggy in Cliff Farm. Head left down the slope and jump over the wall to the paved area to get a single note (66) then head north beside the trailer to find 2 more notes (68). Head up the large slope here and go right to find Bozzeyes Mole Hill. We should have 93 Notes at this point, well over the requirement of 60. Press A in front of the Mole Hill to learn the next move.

Bowl over your enemies: Forward Roll Ability


It’s time to add another attack to our arsenal as Bozzeye is ready to teach our next moving ability; the Roll Attack. This move may be executed by running and pressing B causing Banjo to curl into a ball and ram into enemies in front of him. This ability is also handy triggering switches which Bozzeye points out will work on the switch to the right. Use the Roll Attack on the switch and you’ll cause 3 notes to pop up! Collect them all to bring your total to 71. From here, head back down the slope and enter the paved area once again.

Bluff Barn


Once inside, head north up the paved slope and you’ll spot a trailer with hay on it. Continue to the left and you’ll see an entrance that you can access. Go inside and you’ll enter the “Bluff Barn”. Mind the Gruntling as you make your way up the path and continue right when you see the static Witchy Warp switch. Let’s fix this switch by rolling into the Roll Switch just to the right of the pad below some crates. Once the pad has stopped displaying static, stand on it and press A to warp!

Next: Barn Boys