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Let's Play Banjo Kazooie: IX Rusty Bucket Bay

Updated on April 23, 2015

Still feel like hopping around at mock speed and terrorizing the denizens of Monster-Land with your pumpkin googly eyes? Mad Monster Mansion hasn't picked itself up and left yet!

http://vgsarai.hubpages.com/hub/Lets-Play-Banjo-Kazooie-VIII-Mad-Monsters-Mansion


Raise the Sea!

First we need to be able to reach Rusty Bucket Bay. To do this, we need to raise the water level near the area where the Mad Monster Mansion puzzle was (that’s where the Rusty Bucket Bay entrance is). To do that, head to the Mad Monster Mansion entrance and knock down the gate on the path to your left if you haven’t already. Next, head into Mad Monster Mansion and get Mumbo to turn you into a pumpkin. Come out of the world to the graveyard and go down the path where the gate was, towards the little house. Climb the steps, then sneak through the hole in the door. Inside is…Mumbo!? Have him change you back to bird and bear, then A+Z/A+Trigger the coffin in this room. Inside is the 1st water level switch—whack it!

Change back into a pumpkin and head out the door. Head through the graveyard and the lava room to the room with the Grunty Big Head. Go across the room, up the ramp, in the door, and get ready to swim. Somehow, magically, the next room is underwater. Swim left through the tunnel and approach the dry land. (There’s a Mumbo’s token underwater in the corner if you’re interested.) Go up the metal staircase and towards the crates in the corner, beaking the eel along the way (A+B/A+X). Yes, we just passed the Rusty Bucket Bay entrance, but the water level isn’t high enough to reach the puzzle yet.

Climb the yellow and grey crates to reach the second blue-green cauldron, making a shortcut back out to the Big Head Grunty area so you don’t have to make that awkward suddenly underwater transition anymore. Go back down to where the feathers are and cross that crate to the large grey one. A+A to the crate in the corner with the Rare company symbol on it and break it open to find the 2nd water level switch. Hit it!

Almost there!
Almost there!

Now the cauldron is at surface level and the Rusty Bucket Bay entrance is underwater. (And yes, that’s a good thing.) Paddle across the surface to the blue metal entryway in the wall and climb inside. To the right of the angry honeycomb hut is a grate, Z+B/Trigger+X it to knock it down and head inside. Puzzle! This one requires 12—anyone guessing the next will take 13? Now that the world’s open, let’s….Not go in. First, Cheato!

The Final Chapter

Swim back to the room just off the room with the Grunty Big Head in it. At the surface is a cave in the wall. A+B/A+X the grate inside the cave and climb up the tunnel. At the top is the 3rd water level switch, but wait—it’s timed. Once the timer stops you’ll have to swim down underwater, through the tunnel with the red eyes over it, up to the surface, and towards the wall with the entrance—at the top is an entryway with green stairs in it. You’ll have 30 seconds to reach it, and if the time runs out you’ll have to go start it over because the water goes back down. Cheato’s at the top of the green stairs with his final cheat, “GOLDFEATHERS.” Be sure to enter it in the Sandcastle at Treasure Trove Cove.

FUN FACT: Grunty’s threat to burn Cheato never quite pans out, but in Banjo Tooie she has ripped out all his pages and guess who has to go get them back? It’s like, you tell one person you’re good at collecting stuff and the next thing you know…

ACHIEVEMENT ALERT! Even though you can’t cheat Cheato, CHEATING CHEATO is exactly the achievement you’ll get when you get all three cheats. Neat!

Now that you’ve doubled your strongest move, let’s head into the Bay, okay?

The Rusty Bucket

The boat which gives this bay its name is directly in front of you as soon as you enter, up a small ramp. The layout of this world is actually deceptively simple: you can either explore around the Rusty Bucket or go onto the ship proper. Something you have to know before you go anywhere, though, is that the bay is filled with polluted water. You can certainly touch it without being injured, but even just paddling around on the surface costs air—you can literally drown without ever poking your head below water. Under water, your air runs out twice as fast. What’s a bear to do? I’ve found A+Aing repeatedly across the surface rather than paddling seems to help with air consumption and there are several crates and ladders all over the bay that can get you out of the water completely; which you must do if you want your air to come back. The bottom line is: if you fall in, aim for a ladder and climb your way out. With that in mind, let’s get the only major underwater Jiggy out of the way first, so that we can focus on staying dry afterwards.

Anchor's Away!

Difficulty: 4/5

Head left from the world entry/exit pad, past the giant crates. Stand at the platform’s edge and look ahead—you should see a dolphin stuck under the anchor, struggling to move. Hang in there, buddy, we’re coming! We need to get a bit closer before we dive in the water, so pop 2 eggs into the hole underneath the toll sign on the wall to pull out a bridge. Cross the bridge, smacking the eel along the way (A+B/A+X). There’s a ladder right next to the platform we were just on if you fall off. Oh, and you can Z+A/Trigger+A to the Mumbo’s Token if you want. On the other side of the bridge, use Kazooie’s Talon Trot (Z+LeftC/Trigger+Trigger) to walk along the edge of the roof towards the right. Jump toward the boat and land in the water. Doggy paddle along the surface until you’re above the dolphin, then swim down and up, following the anchor’s chain inside the ship.

Inside, immediately surface and A+A over to the dry land on your right, across from the entrance. Walk down the tunnel, smacking the eels as you go (that earlier one was practice). At the end, avoid or kill the sailor buddies, then A+Z/A+Trigger the anchor switch, raising the anchor and freeing Snorkel (that’s the dolphin). He leaves the Jiggy underwater (of course), so you’ll have to swim down and get it when you get out. It’s also really easy to get caught on the anchor chain when trying to exit the hull of the ship, so if you’re low on air, just get back to the dry land and try again. The Jiggy’s on your left when you exit—nab it and then surface and keep A+Aing that direction to the ladder I told you about earlier. If you miss the Jiggy, go for the ladder and try again. Once you’ve got it, breathe a sigh of relief. And don’t worry—even though you lifted the anchor, the ship’s not going anywhere.

Yay for rescuing adorable mammals!
Yay for rescuing adorable mammals!

On Top of Old Smokey

Difficulty: 2/5

It’s time to go play on the boat! Ship. Whatever. Climb the ramp in front of the world entry/exit to get onto the ship deck and head right along the railing. The life preserver will try to kill you instead of save you, so peck his air out and see what he thinks of that (A+B/A+X). Climb the first stack of crates to the landing just above where you were—the one with the smokestack on it. Run behind the smokestack, up the ramp, and around the second smokestack till you see the ladder (whack that life preserver too). Climb the ladder to a metal ring around the smokestack and cross the bridge to the ring around the first one. Back and forth we go, where we stop…Anyway, climb the ladder on the first smokestack to the final metal ring. Go left and find an eel and a Shock Jump pad. Smack the eel and use the pad to jump on top of the first smokestack for a Mumbo’s token. Cross the metal bridge to the second smokestack’s ring. Go behind it for the final ladder—the Jiggy’s on top of the smokestack.

FUN FACT: Is that Grunty’s Industries from Banjo Tooie in the background? Because it sure looks like it.

Blow That Whistle, Banjo!

Difficulty: 1/5

Again on the boat/ship/whatever. Climb the ramp, walk right, kill the life preserver. Instead of climbing the stack of crates, walk along them, keeping them on your left, crossing to the other side of the boat. Once you reach the other boat rail, walk forward a bit to see a life preserver covering a sign—A+B/A+X him so you can read it. Make a note of the numbers: 312-111, then either climb the boxes or the nearby ramp to the higher deck with smokestack #1. Climb the ramp toward smokestack #2, but this time walk around it and jump up to the platform. Behind it are a series of whistles and numbered switches…hmm. Enter 312-111 for your Jiggy. And yes, it’s the same numbers every time.

Woot woot!
Woot woot!

Now Boarding

Next up is some exploration. The ship has multiple breakable windows and climb-downable pipes. There’s also a number of unbreakable windows and pipes that grow teeth and try to eat you when you get close. With that in mind, let’s explore this boat one section at a time.

1) Just Left of the Boarding Ramp; Pipe: This one leads to a strange storeroom with shelves of eggs, feathers, and notes. And eels. And explosive boxes. Fun. Shoot the boxes from afar with eggs and A+B/A+X the eels. There’s a Mumbo’s Token on some non-explosive boxes in the corner. Jump on the wall pipes to get out.

2) Just Right of the ramp next to the numbers used in the “Blow That Whistle” Jiggy; Window: A+B/A+X the window to break it, then climb in. Inside you’ll find bunks for the sailors, with Red feathers on every pillow and notes on the floor.

3) Back of the Boat; Pipe: Head in the opposite direction of the smokestacks to drop to the lowest deck of the boat, at the back. You’ll know you’re there when you see a flag and two pipes. Facing the front of the boat, the pipe on the right is the one you want. There’s more notes and switch inside—make note of this switch for later.

1) Upper deck of the boat, below the smokestack on the right; Window: The Captain’s Cabin. Has two gold feathers, some notes, and the “Oh Captain, My Captain” Jiggy (look ahead for it matey).

2) Upper deck of the boat on the left; Window: A sort of radar room. Has eggs, notes, and a Mumbo’s token.

3) Very front of the boat, left of the cage when looking towards the back of the boat; pipe: Possibly the weirdest placed kitchen ever. Be careful—all the red glowing surfaces are hot. You’ll have to get burned for that Mumbo’s token. There are also some notes in here and there are blue eggs in the fridge, but the latter aren’t worth it—there’s an eel guarding them. You can stand on the island in the center and look around with UpC/Y to see if you’ve missed anything—the notes in here are tricky.

Finally, some Mumbo’s tokens: The first is all the way at the front of the boat, in plain view. There’s a giant tower near the back of the boat with a ladder, climb it and walk around behind it to find an eel guarding the second Mumbo’s token. The third’s in a lifeboat off the back right.

Oh Captain, My Captain!

Difficulty: 1/5

Return to the upper deck at the front of the boat and hop in the window on the boat’s right side. Walk to the back of the cabin and Z+B/Triggger+X the wooden door. Do the same to the eel inside (rather than jumping and pecking him, which is difficult in the small space) and jump for the Jiggy. Easy.

Boss Boom Box

Difficulty: Varies

And now things get hard. From the boarding ramp of the ship, head right. This time climb all the way to the top of the box of crates. The TNT crate suspended in the air is kind-of hard to miss—jump on top of it and climb the rope holding it up. Walk carefully along the top of the crane and use the ladder to climb down to a platform. On it are two red arrows—the one pointing down is sticking out. Z+B/Triggger+X it to drop the TNT crate on the boat, exploding open the cargo hold. Climb the ladder, walk across the crane, and drop on in!

Note: If you fall from the crane to the platform below, use the Shock Jump pad to get back up—jump away from the crane, then up onto the walkway around it. If you fall all the way into the water, work your way around the boat’s back to the ladder by the entrance.

When I think of "boom box," I think of those things that play CDs.  Not this.
When I think of "boom box," I think of those things that play CDs. Not this.

Inside the cargo hold, Boss Boom Box awaits. Each time you break him he splits into multiple smaller boxes. He splits down four times total and there are three ways to beat him:

1) Hack + Sack; Difficulty 4/5: Obviously not recommended, but you could keep smacking him with basic moves until he dies.

2) Egg Smack; Difficulty 3/5 or 4/5 depending on your aim: With this method you squat a distance from him and shoot eggs whenever he gets too close. Even if you start this process with 200 eggs, you’ll burn through most of them—he takes a lot of hits to break.

3) Wing Whack; Difficulty 1/5: The easiest method, obviously, is to go all Invulnerability on his butt (Z+RightC / Trigger+Right stick right). He even lines up for you as he multiplies.

Once every multiplication has been defeated, he drops the Jiggy. Climb up the ladder once you’ve got it.

Lifting the Cage

Difficulty: 4/5

On the opposite end of the boat from the “Boss Boom Box” Jiggy is another crate and crane scenario. This time the Jiggy is clearly visible under the crate, but there’s no apparent way to get it. Z+A/Trigger+A on top of the crate and climb the rope to the crane. Carefully walk across the ladder and climb down to the middle where the red arrows are. This time the arrow sticking out is the one pointing “up.” Smack it in with the Z+B/Trigger+X and get ready to run. You’ll have 16 seconds to climb back up the ladder, cross the crane, climb down the rope, and slide under the cage to grab the Jiggy. As soon as you’re under the cage, you’re good to go—it won’t drop on you. If you fall, just make your way back to the switch and try again. Slide under that crate with your best baseball-player-to-the-base impression and you’re in! That’s another one under your belt.

It's so tantalizing, just sitting there...until the cage closes without you inside.
It's so tantalizing, just sitting there...until the cage closes without you inside.

Ring Around the Rusty Bucket, Part I

Now for some exploring. There is a semicircle of “port” around the ship which holds lots of goodies and dangers, so treasure hunt with caution. Head left of the world entry/exit pad, past the crates. In the wall is the toll we paid when we rescued the dolphin in “Anchors, Away!” If you’ve left the world, quit the game, or died, you’ll have to pay the toll again. Pop 2 eggs in and cross the bridge, smacking the eel along the way. Talon Trot (Z+LeftC / Trigger+Trigger) up the boathouse roof and you’ll see a clear window on its other side. Stand directly on top of it and you can release Talon Trot without sliding off. A+Z/A+Trigger the windowpane to fall inside…

Boathouse Blues

Difficulty: 2/5

…Where you land on a plank. Walk towards the screen and go onto the crate on Banjo’s right. Hop up and the Jiggy’s right there.

If you fall into the water, flap to the grey platform with the eel and you can get back up by hopping along the floating boxes and then jumping up the crates on your right, then A+Aing from plank to plank. Or just jump back in from the roof.

Extra Life Alert! On top of the highest crate, guarded by an eel. Use the Shock Jump pad to reach it.

To get out, jump down into the water and swim through the open door. Immediately surface and get to the nearby ladder (follow the wall away from the chain link fence).

Ring Around the Rusty Bucket, Part II

Once you’ve crossed the first boathouse you’ll see a square of chain link fence surrounding one of the more hellish corners of the world. Why? Snackers lives there. That’s right, the annoying blue shark from Treasure Trove Cove. He’s only in that corner, but between him and the murky water, that area is no picnic. Carefully walk along the top of the chain link fence to the other boathouse. If you fall in Snacker’s corner, there’s a hole in the fence you can swim out through (between the two boathouses).

Talon Trot over the second boathouse to find a small pool of damaging radioactive liquid! Fun. There’s floating barrels in the liquid with notes, a Jinjo, and a Mumbo’s token on top. Walk along the edge of the pool and egg the boom box. Continue around the bottom of the crane to find another toll in the wall. Pay your 4 eggs for your bridge, then take it to the other side. Here are three blue crates, all with stuff inside. The ones on the left and right have open doors at ground level and the one in the middle has a door on top—you can get up there by climbing the boxes next to the right crate.

Contents? The left crate has a couple notes and a Mumbo’s token; the middle crate has Red Feathers, Gold Feathers, a Mumbo’s token, and a Jinjo; and the right crate has some eggs and notes.

Extra Life Alert! Kill all four boom boxes inside the right crate for an extra life.

Extra Honeycomb #1: Remember the 2nd boathouse, the one we only climbed over? The only way in or out of that boathouse is through Snacker’s corner—there’s a hole underwater that leads inside. Jump down from the fence as close to the wall of the boathouse as you can and stick to that wall as you swim inside—Snackers somehow doesn’t notice you if you stick to the walls of his corner. Inside, immediately surface and get to dry land (watch out for the life preserver enemy). Across the room is a switch with a picture of a honeycomb on it—A+Z/A+Trigger it to make the honeycomb piece appear. To reach it, use the Flight pad on the side of the room where you entered. Grabbing it is a little tricky—I’ve found flying up into it seems to be your best bet. Basically, get below it and use A to flap up into it. To get back out of the boathouse, swim out through the hole and immediately surface and head for the hole in the chain link fence. Again, stick to the wall and Snackers completely ignores you.

A Couple of Propellers

Difficulty: 5/5

For this Jiggy, head to the back of the boat and into the pipe with the switch. We’re finally going to hit it—what this does is slow down some propellers in a room we’re headed to. If you leave the world, quit the game, or die (the third is more likely) before you get this Jiggy, you’ll have to hit the switch again, otherwise getting the Jiggy is plain impossible. Once you’ve activated the propeller slow down, go to the first smokestack (the one closest to the back of the boat and the ramp to the entry/exit switch) and look for the little door at its base. Z+B/Trigger+X it open and go inside. You’ll be on a metal ring, walk around in either direction, kill the eel, then climb down the ladder. Be careful not to fall—it’s a long way down. At the bottom, past the honeycomb hut, is the doorway to the room I’ve dubbed “The Propeller Room” because of all its moving parts and spinning propellers. But first…

Empty Honeycomb #2: Just above the entryway to the propeller room is a small alcove. Z+A / Trigger+A up into it and walk to the end for your honeycomb piece.

Okay, now head on into The Propeller Room. This room is the entire reason I have a beef with Rusty Bucket Bay: not only are there numerous moving objects you have to jump over or through, but it all takes place over a bottomless pit—you fall, you die. How there’s a bottomless pit inside of a boat, no one bothers to tell us. Magic, I guess. There are multiple Mumbo’s tokens in here, but I want you to ignore all of them. They’re not worth losing a life over. Also, stop in front of anything that moves to make a note of its pattern so that you know when it’s safe to cross.

Yep, this place is pure evil.
Yep, this place is pure evil.

First, A+A across the U-shaped blue path after it stops moving. Don’t walk along the bottom of the U where the Mumbo’s token is because it takes too long.

Next, Z+A / Trigger+A to the top of the bottom gear, and A jump up the next two gears to the small platform. Use eggs or Invulnerability to kill the monster here—the key is not to let him knock you off the platform. If you’re going for the notes on either side, use Talon Trot (Z+LeftC/Trigger+Trigger) to cross the spinning cylinders while they’re stopped (a jump at the end never hurts either); if not, the Jiggy is straight ahead, on the other side of a propeller.

Aaaaaaahhhhh!!
Aaaaaaahhhhh!!

The propellers only slow down for a few seconds and in those few seconds you’ll have to jump through. Either A or A+Aing can work here, but I actually recommend using Talon Trot and jumping through as Kazooie, that way if you land on a slanted surface you won’t slide off and die. If you release Z or the Trigger, you can also make that second A flap to safety. And no, Invulnerability is no help here—the second a propeller hits you, you bounce off it. It doesn’t hurt you this way, but it does stun you and if you bounce off toward the bottomless pit, it also doesn’t do you any good either.

Once you’ve jumped through that middle propeller, carefully cross the non-moving pipes to the Jiggy. Phew!

The Jinjos Five

Difficulty: 5/5

The last Jiggy comes with a conundrum, so I’m listing this first. Also, do not save the pink Jinjo for last if you can help it—he’s underwater.

BLUE: Inside the middle blue crate on the port.

GREEN: On top of a barrel floating in the radioactive green liquid.

ORANGE: On an eel infested path past the 8 egg toll by the crane near the back of the boat—the one with the TNT box.

PINK: To the right of the world entrance, past the house, is a grate. Jump off the platform’s edge and swim down through the hole in the wall.

YELLOW: In the Snacker’s corner, on a buoy. Jump from the corner of the 1st boathouse (close to the wall) and A+A over to him. Wait until Snackers disappears to make your escape through the hole in the chain link fence. Stick close to the walls and the fences and Snackers will stay completely oblivious to your presence. It’s like magic.

A Mess Load of Propellers

Difficulty: 10/5

No, that difficulty is not a typo. This is, by far, the most difficult Jiggy in the entire game. The first time I played Banjo Kazooie, I could not get this Jiggy. (I also didn’t beat the witch, which this world was partly responsible for). I’m not trying to psych you out—I just want you to be prepared. The first few steps are an exact copy of the “A Couple of Propellers” Jiggy: hit the slow down switch at the back of the boat and enter The Propeller Room. I highly recommend killing both eels at the top, by the entrance. You’ll see why later.

Jump across the U spinning platform, up the gears, and kill the monster in the center area with eggs or Invulnerability. Jump through the propeller straight ahead, in the middle. You’ll be standing on the platform directly in front of the one that held the “A Couple of Propellers” Jiggy. To your left and right are propellers leading to switches. Go left first—you’ll be able to see a window up ahead, looking into the room with the slow down switch. Jump the propeller and hit the switch.

Extra Life Alert! Up the stairs, by the window. You’re gonna need it.

Too...many...spinning things.
Too...many...spinning things.

The switch animation shows underwater propellers slowing—those are the propellers at the back of the boat (how they spin so fast while the boat stays stationary with the anchor lifted is a mystery). Even at a slower speed, they’ll still chop you to bits, so cross the room to the second switch and hit it also. Be ready when you do, because fully stopping the back of the boat propellers starts a, you guessed it, timer. With all of 65 seconds on it.

What.

Yes, you have 65—that’s not a typo either—65 seconds to boogie out of The Propeller Room, down to the end of the boat, jump off, and swim down and behind the stopped propellers to claim the Jiggy. The propellers start up again as soon as the timer stops, regardless of whether or not you’ve picked up the Jiggy so it’s entirely possible to collect this, and then get fileted on your way out (this is most frequently how I die). There’s also the distinct possibility of drowning or falling into the bottomless pit in The Propeller Room. Die without the Jiggy and you have to start all over again from the slow down switch at the back of the boat.

This is the propeller you really have to worry about.  It'll get ya every time.
This is the propeller you really have to worry about. It'll get ya every time.

I rated this a 10/5 difficulty for a reason, folks.

Inside The Propeller Room, after you’ve hit both switches, note that the spinning cylinders have stopped in order to make your life a tiny bit easier. Everything else still moves though. From the second switch, A+A across the blue U when it stops moving (the one on the other side is harder because you have to Z+A/Trigger+A over it, which takes too long). Cross the cylinder using Talon Trot, hop down the gears, and wait again for the blue U to stop moving to A+A across. Climb up the ladder, and circle around to the exit. (Watch out for the eels if you didn’t kill both of them earlier.)

Run right across the crates, past the tower looking part of the boat, down and along the side of the boat (either one) and drop off the edge at the back. Swim down and past either propeller (they’re connected in back where the Jiggy is, but the one on the right is where it’s at) and claim your prize. If you’re quick enough, you can then swim out and make for dry land. Again, this is where I usually die.

Congratulations. No other Jiggy in Gruntilda’s lair will ever give you as much trouble as this one.

Witch Switch Where!?

Start this hunt fresh—leave the world/quit the game/die/whatever. Then get on the boat and climb the crates to the right until you’re on top. A+A to the TNT box (much easier than to the rope, hence the resetting the world bit; plus there’s no risk of falling into Boss Boom Box’s lair if it’s not open) and climb the rope. At the top, stand on the crane and look towards the back of the boat. The switch is sitting on top of a tower there—a tower that can’t be climbed. You’ll just have to land on it. Inch to the edge of the crane and do your best long jump ever, A+Aing over on top of the tower. This may take several tries, but standing at the edge of the crane to start is a huge help.

The Jiggy, by comparison, is easy. Back in Grunty’s lair, swim to the waterlogged chamber just off the room with the Grunty Big Head in it. The Jiggy is inside a cave at surface level, in plain view. Finally, an easy one.

To Note a Note

Please note that if you’re playing the N64 version, you’ll want to pick up the notes in The Propeller Room first. It’s much less devastating to die with 4 notes than it is to die with 96.

-4 in the room with the anchor switch.

-4 on the grate above the Pink Jinjo, right of the world entry/exit.

-5 on the ramp leading to the boat from the world entry/exit.

-4 on the ramp between the smokestacks, close to the deck.

-4 on the bridge between the smokestacks, mid-level.

-4 on the bridge between the smokestacks, top level.

-2 on the either side of the boat whistles.

-4 inside the pipe to the left of the boarding ramp.

-4 inside the window to the right of the whistle numbers sign.

-7 on the back of the boat.

-4 in the pipe on the back of the boat.

-3 in the Captain’s cabin (window, upper deck, right)

-4 in the window on the upper deck, left.

-5 in the pipe at the front of the boat.

-3 on the crane near the back of the ship.

-3 on the crane near the front of the ship.

-4 inside the first boathouse, the one with all the crates.

-5 along the top of the chain link fence surrounding Snacker’s corner.

-3 on top of the barrels in the radioactive green liquid.

-8 inside the left blue crate along the port.

-4 inside the right blue crate along the port.

-12 in The Propeller Room.

Rusty Bucket Bay Checklist

Jiggies
Music Notes
Empty Honeycombs
Witch Switch
Anchors Away!
-4 in the room with the anchor switch.
Inside the boathouse accessible from Snacker's pen.
Switch: On top of the tower near the rear of the boat accessible from the top of the crane.
On Top of Old Smokey
-4 on the grate above the Pink Jinjo, right of the world entry/exit.
Above the entry to the propeller room.
Location: Alcove in the watery cavern.
Blow That Whistle, Banjo!
-5 on the ramp leading to the boat from the world entry/exit.
 
 
Oh Captain, My Captain!
-4 on the ramp between the smokestacks, close to the deck.
 
 
Boss Boom Box
-4 on the bridge between the smokestacks, mid-level.
 
 
Lifting the Cage
-4 on the bridge between the smokestacks, top level.
 
 
Boathouse Blues
-2 on the either side of the boat whistles.
 
 
A Couple of Propellers
-4 inside the pipe to the left of the boarding ramp.
 
 
The Jinjos Five
-4 inside the window to the right of the whistle numbers sign.
 
 
A Mess Load of Propellers
-7 on the back of the boat.
 
 
 
-4 in the pipe on the back of the boat.
 
 
 
-3 in the Captain’s cabin (window, upper deck, right)
 
 
 
-4 in the window on the upper deck, left.
 
 
 
-5 in the pipe at the front of the boat.
 
 
 
-3 on the crane near the back of the ship.
 
 
 
-3 on the crane near the front of the ship.
 
 
 
-4 inside the first boathouse, the one with all the crates.
 
 
 
-5 along the top of the chain link fence surrounding Snacker’s corner.
 
 
 
-3 on top of the barrels in the radioactive green liquid.
 
 
 
-8 inside the left blue crate along the port.
 
 
 
-4 inside the right blue crate along the port.
 
 

Next up, on Banjo Kazooie: The last of the worlds of Gruntilda's Lair is here! It's four seasons of fun in Click Clock Wood!

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