Chapter 4-1: Bad Magic Bayou

Chapter 4-1: Bad Magic Bayou


Navigation:
Chapter 1: Revenge is Bitter-Sweet
Chapter 2: Pitchforks and Hay Bales
Chapter 3: Exploring the Shore
Chapter 4: Trudging through the Swamp.
-4-1: Bad Magic Bayou.
-4-2: Mad Monster Manor.
-4-3: Minion in the Mansion.
-4-4: Back to the Bayou.
Chapter 5: A Trip to the Pier.
Chapter 6: Out of the Frying Pan, into the Freezer.
Chapter 7: The Final Fight.

Back before Bubblegloop


From the entrance head south until you come to the end of the dock. You’ll spot a few tires floating in the swamp water to your right harboring a few notes. Carefully plan your jump and land on the tires, collecting the notes (3) as you carry onto the right where you’ll locate a tiny patch of sand. Venture onto the island and you’ll find Bozzeyes next molehill at 210 notes. At 261 we’re well ahead of the game, press A in front of the hill to learn your next ability.

Give them a good Rapping: Rat-A-Tat Rap Ability


With Banjo providing most of the attacks that make up the Bear and Birds arsenal, it’s time for Kazooie to stick her neck out and contribute with an attack all her own. The Rat-A-Tat Rap Ability allows Kazooie to crane her neck out from the Pack and peak at foes in front of Banjo gratuitously. To execute this ability you’ll need to press A to jump into the air and then press B to have Kazooie attack. It’s time to peck some Warty butt!
From here, let’s jump onto the dock just to the south of Bozzeye’s molehill and follow it to the end. You’ll encounter a Bogfoot patrolling the dock that is sure to block your path. While it would make sense to allow Kazooie to stretch her neck and try out the new-found Rat-A-Tat Rap Ability, however you might find that the attack is little hard to execute with the Bogfoot so close to the ground. Instead, try using your Roll or Packwhack attack to clear the way and carry on to the south. Once you reach the end of the dock jump off onto the tires and collect 2 notes (5) and mind the Stinglash enemy, Bad Magic Bayou’s equvilent of the Whiplash. Once you’ve treaded the tires, continue onto the sandy area to the left.

The Gruntling Gauntlet


Once you’ve found your way to the large sandy island ahead you’ll be sure to spot a rather militant looking Gruntling adorning an army helmet and matching brown uniform. Turns out Gruntilda is using Bad Magic Bayou as a training ground for her troops for inclusion in her monster army. Unfortunately, this Sgt. Gruntling is anything but friendly as he quickly mistakes Banjo for a scrawny Gruntling and orders him to the center of the training area to see how he compares against the other Gruntling cadets. We’ll give him the benefit of the doubt and say that the helmet was covering his eyes, otherwise the Gruntling General needs some serious work on identifying the enemy.

The first opponent you’ll have to go against is a standard Red Gruntling, use your Rat-A-Tat Rap attack or Roll to take him out in one fell swoop. Once you’ve done that you’ll be pitted against a Blue Gruntling, you’ll need to use 2 Rolls or a Single Rat-A-Tat Rap to clear him off the battlements. After that you’ll be matched up with a Green Gruntling, 2 Rat-A-Tat Raps should send him packing, alternatively you can use 2 Rolls as well. The next Gruntling is Purple and quite fast for such a large guy, 3 Rolls or 2 Rat-A-Tat Raps will have him dealt with. Lastly you’ll have a go against Gray Gruntling who requires 5 Rolls or 3 Rat-A-Tat Raps!

Once you’ve dispatched of all 5 troops of the Gruntling Army, you’ll be awarded with a Jiggy (1) which you’ll find on top of the stump that the Gruntling General was on. Once you’ve collect the Jiggy transverse the sand to the left until you see more tires with a collect of notes on top. Collect the notes (7) and jump onto the next patch of sand to the north. From there, locate the next collection of tires to the left and collect both notes (9).

You should manage to see the next tire spot if you stand on the leftmost edge of the current tire patch. Time your jump carefully and jump the gap, collecting both notes (11) and avoiding the Stinglash as you do so. Once you’ve found your way to the next sandy area to the left, we’ll locate an old face. It’s Mr. Rippovski from Breegul Beach, who knows what shady dealings he has in store for us this time.. To begin the mini-game you’ll have to jump onto the dock that Mr. Rippovski is standing on.

Careful Casting: Magic Angler Mini-Game


The Bayou Water may be poisonous to the touch, but apparently it’s the perfect habitat for Snippets and Fish. That said, Banjo is still unable to venture in and snag the fish up so he’s been armed with a single baited line to reel in 12 Red Fish before 40 seconds is up. That’s not all though; if Banjo accidentally reels in a Snippet they’ll give him a pinch that’s sure to affect his honey energy so avoid bringing any crabby characters ashore. The controls haven’t been altered from the Sheep Dip mini-game on Cliff Farm; Use the control pad to move left and right, pressing B will cause the rod to cast, while holding B will cause Banjo to cast his baited line out farther.

When you’ve caught a dozen fish, Mr. Ripovski will award you with a “Shiny Paperweight”.. Back on the sand, you’ll manage to locate your next Jiggy (2) just south of Ripovski’s dock. We’ll have to backtrack to the main entrance now, so let’s locate the tires to the right and jump onto them avoiding the Stinglash as we do so. Jump the gap again to the next set of tires and once you locate the plot of sand head north to reach the starting dock. Jump up to the dock and execute your Talon Trot ability in order to make it all the way to the top.

Making your way to the Monster Manor


Once you’ve reached the tiny grassy area just in front of the entrance get ready to do some heavy platforming! Face toward the left and you’ll spot a gap in the dock, use your Feathery Flap ability to jump over this obstacle. You’ll notice pieces of docks above you, unfortunately we won’t be able to access these yet so simply follow the current dock until you reach a hole, then stop before you venture in front of it. Inside this hole is an enemy called a Chompa, who will lash outward if it suspects trespassers in front of it’s hiding place. If you get knocked back by a Chompa there’s little recovery; with the area below filled with poisonous swamp water you’ll have little chance of locating land before your energy is completely sapped. Nonetheless, position yourself carefully just to the right of the hole and execute a Rat-A-Tat Rap while jumping in front of the Chompa. If you’ve done this correctly than Kazooie’s beak will have negated the Chompa’s attack as evidenced by the plume of smoke. Crisis averted.

From here, continue to the right until you spot a slightly elevated dock with a gap in the middle. As long as you time your Feathery Flap correctly you’ll manage to jump onto the dock without an issue. Once you’ve done that you’ll spot a Beehive on a higher dock; execute a Flip Flap to gain some much needed height and land on the dock. After you’ve done that you’re free to destroy the Beehive for a chance at delicious honey energy. And now comes the most difficult bit of platforming yet: To the right is a sloped dock that has no piece which levels off for you to jump on. If you attempt to land on this dock by using your Feathery Flap ability, then you’ll slide off in vein. Instead, execute your Talon Trot ability while on the current dock and jump across the gap and onto the slopped dock. Continue up the dock until it levels off and collect the note (12) there.

Now that we’re on a level surface we can deactivate our Talon Trot and execute a Flip Flap to gain access to the next dock above, collecting the note (13) as we do so. Let’s execute a final Talon Trot jump to gain access to the next dock and we’ll collect the next 3 notes (16) as we access the pinnacle of all this climbing: Mad Monster Manor! Though the Manor isn’t as complete as it will appear in the first Banjo-Kazooie adventure, the will-be Mansion is still filled to the brim with maniacal monsters, spooky sights and most importantly; the next Boss Battle!

Before we venture into the foreboding mansion however, let’s rescue the Jiggy on the roof just above the doorway. We’ll need a way up onto the roof though as the Jiggy lies just out of reach. To gain access to this Jiggy, we’ll have to venture to one of the boarded up windows on either side of the mansion, once there it’s just a simple task of executing a Flip Flap to clamber onto the shingles. Don’t be so eager to rush out and snatch up the Jiggy so quickly though; the mansion is about to gain its reputation as a haven for tricks and traps.

While the Jiggy may seem to lie unprotected, the hole in front tells quite another story, and if you go about just running into it you’ll be on the receiving end of a Chompa’s chomp. Get into position just outside the Chompa radius and execute a Rat-A-Tat Rap just over the hole, this will defeat the Chompa and collect the Jiggy (3) simultaneously. Once you’ve done that, drop back down to the first story and get ready to enter Mad Monster Manor!

Next: Mad Monster Manor