I have given the general area things can be found, rather than give a blow by blow, as limiting the search space makes things farily easy to find, without taking away all of the fun of discovery.
I have used the following codes:
Special codes: (used where there is unlikely to be more than 1 per area)
Numeric codes:
I've used my own terms for a lot of the moves and some other things.
In order of power, weaker to stronger.
I havn't found any way to distinguish Charge & Peck, they seem to have the same damage value (1 for low targets, 1 for high targets).
The attacks are given to indicate the strength of something (ie lesser attacks should fail, greater ones should also succeed).
There are 6 rings, 1 for each Mole hill, demonstrating the types of things you have to do to get them.
Its best to go around clockwise.
Unlike the Castle in Mario, this is almost a full world. It has everything except notes.
Mostly I have here maps, as it gets quite confusing trying to remember where each world can be reached.
This is the first Nexus after the first area.
The Treasure Trove Key is obvious, the Clanker's Cavern key is inaccessible without the Jump Disk move.
--> Caulron to Web Nexus --> +------+ / |\ / \ /| Treasure | --+ ------ +-- | Clanker's Trove | * / \ J|* | Cavern Cove Key | --+ \ || / +-- | Key |/ \ --||-- / \| \ || / ---++---
This area has 2 high places separated by a canal, a low dry place, and a low pool.
Clanker's Cavern The pipe leads to ^ the Cauldron to Click Clock Wood | +--+ | | Nexus <- 180 +---+--+------+ 260 _/ H |__| | + | | | <- | high | | high | +------+ +------+ | | | Click, Clock, Wood | low | pool | -> key (1) | | | +------+---------+ | V Treasure Trove
This is mostly water, with a number of pipes and switches.
+---+----------+------+ Clanker's | H3| |!| | Cavern <- | | () () | | <- | ! | | () | +---+ ===========| |!=====F+---------+ | | | | +-------+ | V Bubblegoop Swamp key (7)
This is a gaint model of the witch. The link From Vase Nexus comes out of the hole in the roof above the hat. You should press the witch switch in Bubblegoop Swamp before going in the vase.
------------------ ( 260 -> Vase Nexus Bubblegoop <- WITCH ( Swamp --\ /-- \ / \--- ---/ ^ | 180
Use the boots to go down the pipe to the Snow key and smash the ice block.
Use the aligator to go down the narrow pipe to the first spell book. The spell gives you 200 eggs maximum, and fills them to 200.
This is a hexagonal chamber with a giant vase in the centre.
Once you activate a switch, a jump disk will rapidly orbit the vase. Jumping in the vase drops you onto the Witch below.
Sarchoigas +------+ / ! \ Web <- /up up\ -> Gobi's Vally / \ \ / \ / Switch <- \ / -> boots +------+ ^ | Nexus 260
This is more or less the center of Gaunty's domain. Its used to Access Blizzard Peaks, Mad Monster Mansion, & Rusty Bucket Bay.
Break the web covers by farting 3 eggs into them.
The Mad Monster Mansion jiggy appears in Gruntilda's right eye. Dive bomb to release it.
+-----+ +-----+ | | | J | Blizzard Peaks | H | ENTRY | | +------+ +------+ | | Gobi's Valley | | KEY | | ^ | | | | | +----+ +----------+ +-+ | |350| H | Fairy on brim of hat. | ++ ++ | Life at back of hat. +----+ | | +-+ | | | 1 V |^| | | 1 is from Treasure Trove Cove Key +----+-- +-+ / / | \ / / 2 is to Rusty Bucket Bay Entry \ ----------------- / \ _____ / \ | 2 | /-+ +--- -------- |450| ^ | (underneath) | V Vase Nexus Water Nexus
Second Spellbook ^ | +-----------+-- ---+------+ | | F | | | / ------+ | | ------- / | | / ------- | Mad Monster --+-+ / | Mansion <- | | ENTRY --+ | | |\ | | | | | LAVA | | | | (Instant | | | | Death) | | | | | |/ / | +----+ / | | KEY | | | 7 | | +----+ | | | | | | | | \ \ | \ \ | \ \-----+ | \ | | -+ +-+--------------+ | | ^ | Web Nexus
This is a diabolical question game.
Skulls are do or dies. Avoid them.
Clocks are timed trials. Often the trial involves taking damage, in addition to the damage from failing, so avoid them even more than the do or dies.
Tips:
Don't try to get to the witch by the shortest path, take your time.
Work your way towards each Joker in turn, avoiding skulls and timers. Use the 2 Jokers to avoid any skulls and timers on the way to the next joker.
I worked my way down the left hand side, and managed to avoid all skulls and timers, except for the last skull near Gunty, which as luck would have it - I got right.
You don't need the notes from Click Clock Wood to get in here, but some of the questions relate to that world, so it is easier to go there first.
Make sure you have lots of lives. I started with 8 and finished with 2.
A good fairy gives you 3 clues each time you meet her. She changes her story from time to time.
There is no need to write them down, except as an aid for memory, as when you are being questioned, you have only 10 seconds, including the time to read the question. This means there is NO time to look up the answer.
My notes were really lousy in this world, so trust nothing.
There are 3 flight disks: Snowman's nose, House chimney, and Presents area (easiest to get to).
The first thing I do, is go to the presents, launch, go bomb ALL the snowmen, then go and do whatever it is.
Feather | Special | ||||||||||||||||
Area | Honey | Note | Egg | Red | Gold | Mumbo | * | J | L | 0 | ! | ! | ! | ! | ! | ||
Igloo | 0 | 0 | 0 | 0 | 1? | 1 | * | ||||||||||
Slide | 0 | 5+ | 0 | 0 | 0 | 0 | * | ||||||||||
Tree O | 2 | ? | ? | 0 | 0 | 1 | |||||||||||
Tree I | 2 | 12 | ? | * | 0 | 0 | * | ||||||||||
Presents | 3 | ? | 0 | * | 0 | 1 | P | M | |||||||||
Walrus | 0 | 8 | ? | ? | ? | 1 | * | O | 0 | ||||||||
Legs | 0 | 10 | 0 | 0 | 0 | 2 | * | ||||||||||
Houses | 0 | * | 0 | ? | 0 | 0 | G | ||||||||||
Mumbo | 0 | 6 | 0 | 0 | 1 | 0 | Y | ||||||||||
Scarf | 0 | 15 | 0 | 15? | 0 | 0 | |||||||||||
Neck | 3 | 4? | 0 | * | 0 | 0 | |||||||||||
Face | 0 | 0 | 0 | 0 | 2 | 1 | |||||||||||
Broom | 0 | 0 | 0 | 0 | 2 | 0 | B | ||||||||||
Hat | 2 | * | 0 | 0 | 0 | 0 | * | ||||||||||
Snowmen | * | 0 | ? | ? | 2? | ? | 0 | ||||||||||
Finish | 0 | 4? | ? | ? | ? | 0 | * | * |
Dive bomb attack.
The trick to getting the blubs to the tree is to jump & stomp the chompers strictly from front to front to back - if the first one is up, go & stomp it, not some other one.
Gobi is an irrasicble camel.
Feather | Special | ||||||||||||||||
Area | Honey | Note | Egg | Red | Gold | Mumbo | * | J | L | 0 | ! | ! | ! | ! | ! | ||
Start | 3 | 5 | 5 | 4 | 1 | 0 | * | Y | |||||||||
Sphinx O | 1 | 9 | 6 | 4 | 2 | 2 | * | ||||||||||
Sphinx I | 0 | 4 | 8 | 0 | 0 | 1 | * | O | |||||||||
Sandy | 1 | 28 | 2 | 0 | 1 | 3 | * | P | L | 0 | W | ||||||
PyramidO | 0? | 4 | ? | ? | ? | 1 | * | G | |||||||||
PyramidI | 1 | 4 | 0 | 0 | 0 | ? | * | ||||||||||
Stack | 3 | 7 | 4 | 7 | 0 | 2 | * | ||||||||||
Gobi | 0 | 0 | 0 | 6 | 0 | 0 | 0 | ||||||||||
Rubee | 0 | 6 | 0 | 0 | 0 | 1 | * | ||||||||||
Grabber | 0 | 10 | 0 | 0 | 0 | 0 | * |
"Sandy" in the table.
The platform with the deep moat around it.
Should have a separate inside and outside.
The stepped pyramid, with the running track to the top.
The small island behind the pyramid.
Under the bird pole.
Way down behind Rubee.
Up to 7 jiggys and 100 notes.
The last Jinjo is in the Engine room, I suspect - I've heard cries for help in the Switch room.
Feather | Special | ||||||||||||||||
Area | Honey | Note | Egg | Red | Gold | Mumbo | * | J | L | 0 | ! | ! | ! | ! | ! | ||
Start | 0 | 5 | 5-2 | 0 | 2 | 1 | |||||||||||
Grill | 3 | 4 | 0 | 0 | 0 | 0 | |||||||||||
Pen | 0 | 5 | 0 | 0 | 0 | 0 | Y | ||||||||||
Bow | -3 | 2 | 0 | 4 | 0 | 0 | * | ||||||||||
Bedroom | 3 | 3 | 0 | 0 | 0 | 0 | * | ||||||||||
Navigat | 3 | 4 | 4 | 0 | 0 | 1 | |||||||||||
Crew | 2 | 4 | 0 | 8 | 0 | 1 | |||||||||||
Stacks | ? | 12 | 0 | 0 | 0 | 1 | * | ||||||||||
Lifeboat | 0 | 0 | 3 | 0 | 0 | 1 | |||||||||||
Cranes | 0 | 6 | 0 | 0 | 2 | 0 | |||||||||||
Kitchen | 2 | 3 | 9 | 0 | 0 | 1 | |||||||||||
Store | 2 | 5 | 5 | 5 | 0 | 1 | |||||||||||
Hold | 0 | 0 | 31 | 0 | 0 | 0 | * | ||||||||||
Contain | 0 | 0 | 4 | 0 | 0 | 0 | |||||||||||
ContainL | 6 | 8 | 0 | 0 | 0 | 1 | |||||||||||
ContainM | 1 | 0 | 0 | 10 | 0 | 0 | B | ||||||||||
ContainR | 0 | 4 | 6 | 0 | 0 | 1 | |||||||||||
Toxic | 0 | 3 | 0 | 0 | 0 | 1 | G | ||||||||||
Tower | 1 | 0 | 0 | 4 | 0 | 0 | W | ||||||||||
Shed | 4 | 4 | 5 | 0 | 0 | 0 | * | L | |||||||||
Corner | 3? | 0 | -8 | 0 | 0 | 0 | O | ||||||||||
Switch | 1 | 4 | 0 | 0 | 0 | 0 | |||||||||||
Engine | 6 | 12 | 0 | 0 | 0 | 3 | * | 0 | |||||||||
Screws | 0 | 0 | 0 | 0 | 0 | 0 | * | ||||||||||
Ahcnor | 3? | 4 | ? | ? | 0 | 0 | * |
Including the ramp onto the ship, and the void to the left, before the Boat Shed.
Small area to right of Start.
To left of Start.
Bow & Stern have the same attributes.
Jump to the top from the rear crane. You have to run a tiny distance, jump and hold, then flap and hold. It took me upwards of 20 goes to get this done.
On far side of ship, sub areas outside, left, middle, and right.
The acid vat to bow stardard.
The room down from the stern air duct. The switch slows the blades in the Engine room. The Engine room is visible thru a window.
This is the hardest area in the game so far. The reason is: to fall off is instant death.
+---+-----+-----------+--+-----------+ | | G | | *| | +- + H | +--+ | | +-+ || | Engine | +---+ |E| | || | | Room | |#!#| |L| +--+ | +--+ | +--+ | | |# #| |E+-+! |=|==|4#|==|=|! |===| | +---+ +-+-+--+ | +--+ | +--+ | | | || | || | || | +---------+ == || :: | SWITCH | == ---<>--- :: | ROOM | || || || | | +--+ +--+ +--+ | |M==|4#|====| H|====|4#|==M| | +--+ | | +--+ | | +--+ | | ========== | | ======== | | ====== | | +--+ | | | | | | | | | | | | | | +--+ | | || | | +--+| | | |+--+ | | || | | |+--+ | | +--+| | | || | | +--+ | | | | |
Tips:
Use Kazooie on the rotating axels when they stop
- if it stops with a sloping face up, Banjo will slip off.
The blades don't stop, when they slow, your timing has to be good
- go for the second gap.
Touching them not only harms, it tends to throw you to the side
(and to your death)
Both switches (!) have to be pressed to stop the screws,
and activate the 65 second timer.
The path on the right is actually easier than the one on the left,
as you can jump the gap easily (despite being narrow),
so go to the one on the left first.
You only have to go thru the blades to get the jiggy (once),
and to get the 4 notes there,
its a lot easier to go around them for the switches.
Instant death.
Up to 8 jiggys, 85 notes.
This is dangerous, but not deadly like Rusty Bucket Bay.
The danger comes from being up high a lot, doing gymnastics and other dangerous moves. Falling will deal at least 2 damage, sometimes 3. To compensate, there is heaps of honey in the form of snapping birds.
I got really slack with documentation here - it has to be done over 4 times for each world.
Leave the snapping flowers for the bee - use the bee to clean them out in every season (once you open all 4 doors).
There are heaps more caterpillers than required, so don't worry too much about them.
Winter has far less honey than the others, plus the lack of snapping birds is overcompenstated for by a large number of snowmen and a flying disk. Be sure to bomb all of the snowmen before doing anything - with them around it becomes deadly, not dangerous.
Most of the notes are in Autumn.
Season | Symbol | Leaves | Water | Feature |
Spring | Flower | small | high | Eggs |
Summer | Sun | large | low | Red Feathers |
Autumn | Leaves | medium | high | Notes |
Winter | Snow | none | high | ? |
Feather | |||||||
Area | Honey | Note | Egg | Red | Gold | Mumbo | Special |
Start | 12 | 4 | 4 | 4 | 1 | 0 |
Mumbo | 0 | 4 | 4 | 4 | 0 | 1 |
Including the bramble field around.
Bee: 25 Move, Cling, Survive, Fly
I'm undecided between this & the Aligator as to which is the best animal form.
Tasks: