Chapter 5-4: Cleaning Up Spiller’s Harbor

Chapter 5-4: Cleaning Up Spiller’s Harbor


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.

Transformation Turmoil


Once inside Mumbo’s Pad, carry onto the north and speak with Mumbo. Mumbo will gratefully take the Token and ask if you’d like to change into something, Press A to confirm this and you’ll be taken back to the center of room. After Mumbo preforms his dance you’ll notice a new transformation next to the Candle: An Octopus! As an Octopus we’re free to transverse the oily sludge that invades Spiller’s Harbor that would normally harm Banjo. As well we’re armed with a powerful water jet attack that we can spit out using B. As well, Octo-Banjo can reach new heights whilst in the water by pressing A. Once the transformation is complete, exit Mumbo’s Pad.

Spiller’s Harbor


From here we’ll head south descending both sets of stairs, if a Germuloid latches on and attacks just use the same maneuver you’ve used as Banjo to get rid of them. Head south after you’ve climbed down both flights of stairs and you’ll come to the edge of the jetty where you’ll spot a wooden dock just below. Jump off and collect the 2 notes (52) you’ll find on the dock. It’s time to take a dive into the noxious bay of Spiller’s Harbor, though for good reason as you’ll see inside the pipe to the right. Jump off of the rock and swim to the right in order to collect the Empty Honeycomb Piece (9) stuck inside the large pipe.

Once you’ve managed to get a grip on the claustrophobic Empty Honeycomb Piece, jump back on the dock and venture over to the small wooden dinghy on your left. Jump into the boat and collect the final Silver Coin inside (5). Since you’ve collected all 5 Silver Coins, Mr. Ripovski has officially opened the Waterslide of Fear back in Spillerston, though you’re probably eager to ride the slide we’ll have to go back to that as Banjo if we want to take the plunge. Still, there’s plenty that needs taking care of in the harbor, so let’s press on.

Head to the right from here to clamber aboard a Cruise Ship where you’ll find the last Baby Squit. He’ll tell you that he’s unable to get an ice cream from Mr. Drippys due to the Maggies flying about. Luckily we’ve saved that Raspberry Squirt Ice Cream from before, I hope the Squit doesn’t mind that it’s been flattened at the bottom of a backpack and dunked in the noxious harbor water a few dozen times… Nonetheless, the Squit will happily take the Ice Cream and swim back to his momma who has a reward waiting for us. Before we head back to collect it though, we’ll finish up our collecting spree in the Harbor.

From the cruise ship, jump to the right and you’ll find another wooden dinghy, this time harboring a Jinjo inside. The poor fellow is probably feeling seasick, collect the Jinjo (3) and then make your way to the north in order to collect a single note (53) in an alcove by the wall of the jetty, located between 2 Egg Nests. Once you’ve done that, head back down to the south and collect the 3 notes (56) ahead as they’ll eventually lead you to a large pillar of land in the middle of the harbor with harbors its own Jiggy on top.

Normally this feat alone would be worth a Shock Spring Pad Jump for Banjo, but the Octopus can tackle it with a simple bound! Position yourself just in front of the pillar and then leap out from the oily gunk and you should manage to get onto the island to collect the Jiggy (4). Jump off the island and head to the north where you’ll bump into the jetty once more. From here, follow the wall to the left and you’ll find a large pipe sticking into harbor with 3 notes on top, collect all of the notes (59) and then head south around the front to enter the partially submerged pipe.

Mucky Passage


The current here is strong! The water will pull you to the right persistently and there will be little you can do to turn the tide. However, within this mucky passage you’ll find all sorts of interesting objects that have gotten flushed away into the pipes so keep your eyes peeled so that you collect them all on your first go. Another thing to watch out for is the abundance of Shrapnels which have also found their way into the passage, they can easily be defeated with a simple spit of your water jet though. You’ll want to be ready to press the control pad left if the waters accelerate you too quickly.

From the start avoid the Shrapnel ahead and head down the waterfall. You’ll have to avoid 2 shrapnels here as you coast the rapids, and a third at the bottom. Once the stream levels off, you’ll find your first 2 notes 61 in the passage before you hit a large pipe. Jump through the center avoiding the Whiplashes and you’ll find your next note (62) after the next large pipe has blocked the water. Jump over the next Whiplash pipe and you’ll collect your next 2 notes (64) before you head into a circle of Shrapnels. The least time consuming method for dealing with these Shrapnels is to destroy one of them with the spit attack so that you can create an entrance into the center of the circle.

Once you’ve done that, use another jet to make an exit. Keep the control pad pressed firmly left on this next bit, as you’re liable to miss notes! Collect 2 notes (66) and avoid the Whiplashes at the sides, but collect the single note (67) behind the third Whiplash. Avoid the next Shrapnel over the hill and jump over the pipe, collecting your next note (68) in the path of a patrolling Shrapnel. You’ll have to collect the next 2 notes (70) in similar fashion. Use a big jump to get on top of the platform when you reach the end and collect the 2 notes (72) and the Jiggy (5) before exiting the pipe to the north.

Spiller’s Harbor


Once you emerge on the other side of the pipe you’ll be plopped back into Spiller’s Harbor, which leads to the only possible conclusion that if the harbors water were to rise past the platform in the Mucky Passage then the pipe would burst forth with noxious goop and sewage, raining down on the people below. Hooray! From the exit of the pipe you’ll find yourself behind Mr. Drippy’s Ice cream truck, take the staircase down in front of it and then head to the left. Once you approach the entrance continue north up both sets of stairs where you’ll find the Germuloids again. Make quick work of the Germuloids and then continue up the last staircase and enter Mumbo’s Pad.

Mumbo’s Pad


Now that we’ve explored the shore throughly as the Octopus, we won’t require it’s special abilities anymore. No need to fret though; this isn’t the last time we’ll need to use the Octopus Transformation… Once inside Mumbo’s Hut, carry onto the north and speak with Mumbo and he’ll ask if you want to change, accept the offer and he’ll lead you back to the pad. Choose the Bear transformation once the option appears and then wait for Mumbo to work his magic. Once you’re returned to your familiar furry self, we’ll tie up some loose ends in Spillerston by exiting Mumbo’s Pad.

Spiller’s Harbor


Let’s head off to Spillerston! From Mumbo’s Pad we’ll head down the initial flight of stairs, once again being greeted by the grouping of Germuloids. You can choose to either deal with them of ditch them entirely as you make your way back to the main portion of the harbor. Once you’ve descended the final flight of stairs, head to the left until you find Mr. Drippy’s Ice Cream Van. Work your way around the back of the van and then climb the two flights of stairs heading north here and you’ll find yourself back in the sobering world of Spillerston.

Spillerston


As soon as you enter Spillerston, head north passing the Gazebo until you bump into one of the houses lining up with the Arcade machine where we found the Toy UFO. From here head to your left and you’ll find a grateful Mrs. Squitter. Now that you’ve managed to save the Squits Mrs. Squitter has a reward lined up for you. With a final farewell she leaves behind a ‘trinket’ in her wake as she heads for the harbor. Hopefully the Jiggy has managed to stay relatively clean… Collect the Jiggy (6) and head up the stairs to the right. Once you reach the top you’ll spot Mr. Ripovski ready to accept your hard-earned Coins.

While a slide can be fun, a race is even more so, which must be the logic behind Mr. Ripovski who challenges the Bear and Bird to the bottom of the Waterslide of Fear. Banjo is up for a little friendly competition, but Kazooie is more concerned with a winning incentive. Upon putting a Jiggy at stake Mr. Ripovski agrees to race the duo to the bottom, first one to reach the end first is awarded the Jiggy. While Mr. Ripovski is confident that the Bear and Bird duo will be easily beaten he should know better than to count his coins before he races. Once you’ve limbered up for the race ahead, head into the cavern.

Ripovski’s Rip-Off Race: Slide O’ Fear Mini-Game


Once you’ve begun the race you’ll notice that Mr. Ripovski has chosen to float down the center of the slide via umbrella; he never said that he was going to race fairly did he? Nonetheless, you’ll be able to beat him to the bottom if you use the Zippers to your advantage, float over a zipper and you’ll receive a speed boost. Avoid the tar though, as you’ll spin out and lose momentum if you slide through the sludge. The controls remain the same as the Grubby Chute and Egg Scramble; Use the control pad to move yourself left and right. The racer closest to the end will be indicated by the head icons to the right that’s on the bottom. Finish the race as quickly as possible to win.

Bilge Haven


I suppose the scariest part of the “Waterslide of Fear” is when you’re unexpectedly thrown out of a hole down by Bilge Haven about 10 feet from the ground, good customer satisfaction there, Mr. Ripovski. Regardless, now that we’ve beaten Mr. Ripovski we’ve been awarded with a Jiggy, you’ll find it sitting on the platform to the right. Collect the Jiggy (7), and use your Flip Flap to boost yourself up to the next platform to the north. Snatch up the note (73) on the platform and use your Pack Whack ability or Bill Drill to activate the Shock Spring Switch. Once you’ve done that, drop down and head to the left to use the Shock Spring Pad to access the platform to the north.

Collect the next note (74) and leap across to the left platform separated by rock. Once you’ve landed, collect the single note (75) and activate the next Shock Spring Switch. This time you’ll be given 7 seconds to use the Shock Spring Pad back on the right platform separated by rock. Simply use a Feathery Flap to access the ledge to the right and use the Shock Spring Pad to access a higher platform, collecting the 2 notes (77) as you reach it. Slam the switch and you’ll be given 10 seconds to reach a Shock Spring Pad near the bottom of the beach, use your Talon Trot ability to reach the pad in time.

Once you’ve managed reach the pad with time to spare, use the Shock Spring jump to leap to the right and collect the note (78) on top of the pillar. Once you’ve done that execute your Feathery Flap ability at the south edge of the platform to reach the next pillar to the south where you’ll find the final Shock Spring Switch. With little room to use our Pack Whack ability, our space would be put to better use by executing the Bill Dril ability to activate the switch. Once you’ve done that you’ll be given 10 seconds to Talon Trot to the north back to the first Shock Spring Pad.

Once you’ve sprinted through the sand and reach the Spring Spring Pad, boost up to the platform ahead and use your Feathery Flap to make it around the rock that splits the cliff. Use the new Spring Pad to the north to reach the final platform where you’ll collect your Jiggy (8), Whew… When you’re finished, drop down two rocky levels to get back to the shore of Bilge Haven and then head to the entrance of the sandcastle. It looks a little small doesn’t it? Mumbo might have just the transformation we need to tackle this castle.

Head to the right of the castle until you reach the grassy shoreline, then head south once you’ve jumped on top of it. If you reach the very south edge from the second platform then you’ll spot a Note Nest on an island in the middle of the oily waters. Be sure to time your Feathery Flap properly and pick up the stranded Note Nest (83). From here, head back to the north until you reach Bozzeye’s molehill, and then go around to the left where you’ll find the stair case leading to Spiller’s Harbor. Ascend the stairs toward Spiller’s Harbor and head up to the north and ascend the stairs to Mumbo’s Pad, avoiding the Germuloids and entering inside.

Mumbo’s Pad


Once you’re inside Mumbo’s Hut, carry onto the north and speak with the shaman. Last transformation Mumbo, we promise. Once you’ve spoken with him he’ll ask if you want to change, accept the offer and he’ll lead you back to the center of the room where he’ll begin the transformation process. Instead of choosing the Octopus transformation, let’s select the Mouse transformation instead and deal with exploring the shores hidden nooks and crannies. Upon selecting the Mouse, Mumbo will begin his disco dance to transform the duo into the rodent. Once the transformation is complete, exit Mumbo’s Pad.

Spiller’s Harbor


Before we go about trying to capture the castle, we’ll finish one last final task in Spillerston as a Mouse in order to tie up all loose ends. Let’s descend the initial staircase where we’ll locate the grouping of Germuloids, you can make quick work of them as a mouse as you’ll be capable of speedier actions. You’ll also manage to escape them twice as fast if you choose to ignore them as well. Once you’ve taken care of them you’ll need to head down south past the next staircase until you come into the hub of Spiller’s Harbor. From here, head right and continue toward Mr. Drippy’s Ice Cream Van. Go ’round the back of the van and up both staircases in order to enter Spillerston.

Spillerston


From the entrance of Spillerston head to your immediate left and you’ll stumble across a wrought iron fence. It may not look like anything special as is, if you look to the south however, you’ll spot an area in the grass where the earth has been trodden on, making a tiny hole underneath the fence. This easily missed feature allows travel between Spillerston and the area just beyond the fence if you’re able to squeeze underneath with a character small enough; such is the expertise of the Mouse transformation. Approach the fence and use your small stature to squeeze through the passage, you’ll manage to pass through to the other side of the fence without any difficulty.

Once you’ve made it through, head to the left and south in order to collect a single note (84) behind a flowerbed. Make sure to avoid being snapped at by a Whiplash as they can be found in plenty supply behind the fenced area. From here venture to the right and north in order to collect the next note (85) in your path and then head north further still to locate the next illusive Jinjo. Unfortunately, he’s been trapped by a Whiplash who blocks off the path entirely. Without any range of attack as a Mouse things look sour indeed. However, if you manage to squeeze through diagonally ahead you’ll be able to sneak by the Whiplash and collect the Jinjo (4).

Head back down to the south and then to the right in order to locate an Empty Honeycomb Piece. Luckily, the honeycomb has been left completely unguarded by the surrounding Whiplashes, so you won’t have anything to worry about when you attempt to snatch up the Empty Honeycomb Piece (10). When you’re ready to exit we’ll just head back to the left and south when we encounter the next Whiplash, then left and north to go through the hole. Go south and right and find your way around Mr. Drippy’s to the left. Head back toward the entrance of the level and then head south and left to enter Bilge Haven.

Bilge Haven


From the entrance of Bilge Haven, we’ll head to the left in order to descend the staircase and then to the south until we spot the shore. Be careful not to get too close to the water, though it will only cost you a single unit of Honeycomb energy as Banjo, even so much as dipping a toe in as your current Mouse transformation is lethal and will result in an instant death. From here head to the left until you spot the sandcastle, though Banjo commented that he was much too large to squeeze into the entrance, the Mouse transformation is the perfect size for fitting inside. Once you’ve located the doorway into the castle, enter inside.

Castoffs Castle


From the entrance head south to collect the first note (86) and pass underneath the bridge. At the fork, venture to the left and collect the next note (87). Go south and left and you’ll spot the last Jinjo up on the elevated section, which we won’t be able to get yet. What we will we be able to get though is the note (88) just left of the Jinjo. Once you’ve collected that, head back up north, right and north once you get back to the fork. Once you reach a soda lid in the ground, turn to the left and collect the next note (89) and head up north. After you reach the top, turn to your right to gnaw though the rope holding the lever in place and you’ll cause a blue bridge to be built on the upper level.

Head under the newly constructed bridge then off to the right and north to collect the next note (90). Let’s get back to the fork now by heading south and then to the right, collecting the next note (91) as you head right. We’ll head south now and go all the way to the right until we bump into the castle wall and collect the next note (92). Venture on up north, and left until you find an Egg Nest. From here we’ll go north and to the right to discover the second lever. Use your gnawing ability to bite through the rope and you’ll construct the pathway that leads to the Jiggy.

Head left, south and right until you meet the wall again, then head south to bump into the sand wall. Head left and south, ignoring the room with the Milk Carton, to collect the next note (93). From here, go left and up until you spot a Note Nest (98) to the right, collect it and head left underneath the green bridge. Go south when you see the red soda can and collect the next note (99). Once you’ve done that head left and you’ll spot the next lever. Gnaw through the rope and a blue bridge will pop up to the right. From here, head south and right to collect the final note (100).

Keep heading right until you hit an interior sand wall, then head right until you spot a lopsided Milk Carton. Go right toward the Milk Carton and you’ll locate an area which harbors the final lever. Approach the last lever and use your gnawing ability to chew through the rope through the rope, doing so will construct the final bridge above the Milk Carton. Go north and to the left on the sloped edge of the Carton and climb up to reach the upper level. Once you’ve reached this upper area, head north across the blue bridge and left once you reach the other side.

Take the Popsicle path to the north and then head all the way left and you’ll finally be able to collect the final Jinjo (5). Once you’ve managed to secure all five Jinjo’s of Spiller’s Harbor the Jinjo Oracle will reward your efforts with a Jiggy that you can collect once you’ve made your way back to Spillerston. From your current position head back to the right and down the green bridge. The path will stay linear until you reach the next green bridge, at which point head north until you locate the blue bridge and cross over it to the right.

Once you’ve crossed the bridge, continue over to the next green bridge. From here head to the south and you’ll locate the next green bridge, follow it to its end and then continue off to the right. Keep on following the path until we reach the Popsicle platform that harbors Castoffs Castles’ Jiggy. Collect the Jiggy (9) and then follow the path backward from the way you came until you reach the green bridge. Once you’ve found the green bridge then drop off of it once you’re in the center and you’ll manage to find the exit to the castle if you continue off to the north.

Bilge Haven


Once you exit the sandcastle, head to the right and north up the stairs and enter Spiller’s Harbor. From here, head right to Mr. Drippy’s and go ’round the back and up both staircases to enter Spillerston.

Spillerston


After you’ve entered Spillerston, head to your right and make sure to follow the wrought iron fence until you reach a red oil drum; this is your indicator to head north from here where you’ll come across the Jinjo Oracle harboring your final Jiggy. Travel up to the north to pick up the Jiggy (10) and the Jinjo Oracle will impart you with a final bit of gossip in Spiller’s Harbor. As it turns out Gruntilda has headed off to Freezing Furnace; a vast frozen landscape that will eventually turn into Grunty Industries, fortunately we’ll be able to tour through the factories’ beginnings! Doesn’t that sound fun… Travel to the left once you’re through and south again to enter Spiller’s Harbor.

Spiller’s Harbor


Go south and then to the right in order to find your way around Mr. Drippy’s Ice Cream Van to the left. From here head back toward the entrance of the level and attempt to exit, in doing so Mumbo will warp you conveniently back to the entrance of his Pad, head north to enter inside.

Mumbo’s Pad


Once you’ve made you way inside, carry onto the north and speak with Mumbo. The shaman will ask if you’d like to change into something, accept the offer and he’ll lead you back to the center of the room. This time, choose the Bear transformation once the option appears and wait for Mumbo to work his magic. After all this transformation turmoil we’re sure Mumbo is just about fed up with getting his grove on, and we can surely vouch for having to constantly run back and forth from his Pad relentlessly, but now that Spiller’s Harbor has been cleaned up we won’t have to worry about transforming here anymore. Once you’ve returned to your familiar furry self, exit the Pad.

Spiller’s Harbor


From the entrance of Mumbo’s Pad we’ll head down the flight of stairs leading to the grouping of Germuloids, this is the last time we’ll have to confront them so you might want to lay them down one final time as we leave the Harbor. Once you’ve finished with them whether you’ve chosen fight or flight, venture down the next flight of stairs and then head south until you’re able to locate the level entrance. Head around the fence to the left to get into the tiny area which features the gaping maw and then exit through it without any interruption from Mumbo this time. That’s Spiller’s Harbor out of the way.

Next: Out of the Frying Pan, into the Freezer.