Chapter 5-2: Heart of the Harbor: Spillerston
Navigation:
Chapter 1: Revenge is Bitter-Sweet
Chapter 2: Pitchforks and Hay Bales
Chapter 3: Exploring the Shore
Chapter 4: Trudging through the Swamp.
Chapter 5: A Trip to the Pier.
-5-1: Spiller’s Harbor
-5-2: Heart of the Harbor: Spillerston.
-5-3: Hag in the Harbor
-5-4: Cleaning up Spiller’s Harbor
Chapter 6: Out of the Frying Pan, into the Freezer.
Chapter 7: The Final Fight.
Traipsing about the Town
Once you arrive in Spillerston head left from the entrance until you’re in front of an auburn tree that sits just left of the entrance. Mind the Gruntling and Germuloid and head north to collect the two notes (15). Defeat the Whiplash blocking the fence above and be wary of the Gruntweed as you stroll inside. Head up the cobblestone path in front of the house and collect the Coin (2) beside the step; This will come in handy later. Exit the fenced area and follow it around to the right where you’ll bump into another house after passing a tire.
Squitter’s never Prosper: Lament of Mrs. Squitter
Follow this house to the right and you’ll meet a curious character called Mrs. Squitter. Unfortunately this motherly Squit has gotten herself into quite the predicament, an outing with her two offspring Squits goes rather pear-shaped once the kids refuse to return to the sea without their treats. Let’s reunite the Squits and send them out to sea then. Climb the steps to the right of Mrs. Squitter and jump up to the next level where you’ll find 2 notes (17) and that Sneaky Rat, Mr. Ripovski. Approach his counter once you’ve collected the notes and see what he’s up to.
It seems that sneaky rat can be found anywhere the promisary note of cash can be swindled off of naive locals. Unfortunately for the rat his business is anything but booming as Gruntilda’s meddling has left the harbor far from bustling. This does nothing to Mr. Ripofski’s morale, as he’s still willing to charge full price for the Bear and Duo. Only 5 silver coins will grant us access to the “Waterslide of Fear”, a gargantuan spiraling ride that takes us from the top of Spillerston to the bottom of Bildge Haven. With two coins already collected we’re well on our way to riding the Waterslide of Fear.
Let’s head down the stairs and collect the note (18) at the base of the steps and head south just until we reach the gazebo filled with Golden Feathers. Go right from here and collect 2 more notes (20), then head north and speak to the baby Squit. This little fella is all ready to get back to his mother, it’s only just that a Maggie had stolen his toy UFO and put it on top of an arcade machine. Thankfully for this little Squit Banjo and Kazooie are more than capable of retrieving the UFO, but first we’ll need some extra height…
To find the current location of the UFO you’ll need to head right from the baby Squitter until you spot 2 Whiplashes protecting an arcade machine. From here just defeat either of them using any method of attack and then use your Flip-Flap ability to get onto the top of the machine to recover the Spaceship toy that has been placed on top from the Maggie. This arcade machine will prove itself to be a vital part of our adventuring once we’ve defeated Gruntilda, so try not to forget about it’s placement amidst the gloom of surrounding Spillerton.
Though we have retrieved the toy Spaceship from the lofty heights on top of the Arcade Machine, we’ll hold off on reuniting the toy with its owner for a minute and instead focus on getting a little more progress made in Spillerton. From here go south and you’ll meet up with the Jinjo Oracle. Go behind and you’ll collect a hidden Note Nest tucked away from view (25). Once you’ve collected the notes, head to your immediate right until you leave the pavement and you’ll discover Bozzeye’s next molehill. At 393 notes we’re set to learn the move, but Bozzeye is creeping up fast with his price of 370.
Reaching new heights: Shock Spring Pad Ability
This new ability is quite handy for accessing new areas just out of reach. If you spot a Green Pad adorning an image of Kazooies’ foot stand on top and press A and you’ll launch yourself exponentially high. Let’s head to the left and then north to locate our first Shock Spring Pad; conveniently hidden behind a Whiplash wedged in between two buildings, use the Pack Whack ability or Roll attack to make easy work of this enemy. Approach the pad afterwards and use the Shock Spring Jump to soar into the air, press forward on the control pad to land safely on a bit of grass on the side of the cliff. Naturally you’ll want to head to the left, but instead get into Talon Trot Mode and jump onto the roof to the right, it’ll take some precision, but you’ll land on the roof if you carefully aim a little to the south and then right. Once you’ve completed the jump head up to the chimney and jump inside.
Seaman’s Lounge
Once you’ve tumbled down the chimney you’ll find some presents on either side of you, collect the 2 notes (27) to the left and right. To the right you’ll find a television stand harboring your next 2 notes (29). Head south from here until you spot a Wonderwing Pad on the coffee table in the center of the room, activate your Wonderwing ability by standing on the pad and then charging to the south. You’ll find six BoomBoxes at the bottom of the room, which you can clean off easily by using the Wonderwing attack.
Once you’ve managed to eliminate all six Boom boxes, a Jiggy (1) will appear at the bottom of the lounge. Once the smoke has cleared and you’ve collected it, jump up to the speaker to your right and grab the note (30). Next, head to your left until you bump into a couch, wedged in between it’s cushions is another Note Nest (35). That finishes up the Seaman’s Lodge, head back up north and exit via the chimney, make sure to activate your Talon Trot ability so that you don’t fall off the roof once you exit.
Spillerston
From the roof, jump to the left to get back onto the grassy lip and execute a Flip Flap to get onto the roof to your left, collect the Note Nest (40) and get ready for another one of the most infuriating Jiggies in Grunty’s Revenge… When you’re ready, use your Pack Whack ability or Bill Drill to activate the Wonderwing Switch. You’ll be given 10 seconds to make your way back to the Gazebo in the center of the town and use the Wonderwing Pad before time runs out. For the most productive route, I recommend using the Talon Trot to jump off the roof to the South East and rush to the Gazebo this way.
Once you reach the Spring Pad at the foot of the Gazebo, activate your Wonderwing ability and run to the left making sure to eliminate any enemies that get in your way. Once you run off of the main pavement you’ll enter a rather woodsy area with a few trees, this area harbors vicious swarms of bees that are sure to attack Banjo if he comes near. Luckily for the Bear and Bird duo the Wonderwing Ability will still protect them and will exterminate the pests once they come in contact. While you’re busy running through the swarms, be sure to collect both of the notes (42) and the single Coin (3) in the area.
After you’ve downed all of the swarms, deactivate your Wonderwing ability and head to your left. Atop a risen patch of earth you should manage to find a Shock Spring Switch. Activate it in similar fashion to the WonderWing switch using either the Pack Whack or Bill Drill ability and the new pad image will replace the image where we last activated our Wonderwing Pad in front of the Gazebo. You’ll be given another 10 seconds to make it back to the foot of the Gazebo and use the Shock Spring Pad, execute your Talon Trot ability to make it with time to spare.
Once you arrive at the Gazebo, use the Shock Spring Pad quickly to boost yourself up to the roof of the Gazebo. Once on top, use either your Pack Whack or Bill Drill ability to activate the Jiggy Switch. The Jiggy will appear on the second roof to the left of the Arcade machine, you’ll be given 14 seconds to take on a task most difficult. As soon as you find yourself in control again, use your Talon Trot ability and jump off the roof to the North East, and run along the sidewalk to the Shock Spring Pad we used to get up to the Seaman’s Lodge.
Use the Pad to boost yourself up to the grassy lip and execute a Flip Flap to get on top of the roof to the left. Don’t try to cross the gap using a Talon Trot jump, you’ll never make it. Instead, use your Feathery Flap just at the end of the first roof to clear the gap to the second. The moment you land, rush to the right to collect the Jiggy (2) and 2 notes (44) in the process. If you make even 1 mistake in acquiring this Jiggy you’ll have to start the entire process over again starting from activating the Wonderwing Pad in front of the Gazebo.
Once you’ve got your paws on the Jiggy though, just head to the left of the roof and drop down below where you’ll find the first child Squit waiting for you to return with his toy. Jump in front of him and initiate conversation. Once you reunite the Squit with his missing spaceship he’ll thank you dragging it behind him. 1 down, 1 to go.We’ll have to exit Spillerston now, so we’ll head back to the south, passing the Gazebo replenishing Gold Feathers if need be and leaving through the entrance.
Spiller’s Harbor
Once you’ve returned to Spiller’s Harbor we’ll learn our next move once we locate Bozzeye’s Molehill. At the entrance leading north to Spillerston climb down the entire flight of stairs until you arrive back in front of Mr. Drippy’s Ice Cream Van in the center of the Harbor. From here, head to the left until you approach a second flight of stairs closest to the entrance of Spiller’s Harbor. Climb up the stairs and you’ll be confronted by a trio of Germuloids, tap left and right on your control pad to defeat them and then continue north until you locate Bozzeye’s molehill next to Mumbo’s Pad. This time 410 notes are required to our current total 412, that was close.
A lesson in Freezing Firing: Ice Egg Ability
Once summoned to the surface, the mud muncher will teach us about Ice Eggs which can be selected with R once you’ve gone into Egg Firing Mode. The Ice Eggs are a must-have in your arsenal; they’ll freeze enemies in their tracks as well as allow you to use their chilling abilities on Ice Egg Tolls. Let’s bid Bozzeye adieu as we continue to explore the Harbor.