Chapter 3-1: Breegul Beach

Chapter 3-1: Breegul Beach


Navigation:
Chapter 1: Revenge is Bitter-Sweet
Chapter 2: Pitchforks and Hay Bales
Chapter 3: Exploring the Shore
-3-1: Breegul Beach
-3-2: Bear and Bird are Back!
-3-3: Ascent to the Ancients: Breegul Peak
Chapter 4: Trudging through the Swamp.
Chapter 5: A Trip to the Pier.
Chapter 6: Out of the Frying Pan, into the Freezer.
Chapter 7: The Final Fight.

No Time For Relaxation!


Along with the mellow melody of Breegul Beach, you’re sure to hear the pleading cries of a Lost Jinjo as soon as you enter the level. To free this Jinjo let’s walk on ahead a few paces and you’ll see him under a palm tree, slightly shrouded by it’s giant leaves. Walk forward and collect the Jinjo (1), nothing to it. Continue to the right and you’ll find a path leading to the south, on it you’ll collect 3 notes (3), be sure to watch out for the Yum-Yum; they’ll take your eggs and feathers if you’re carrying any. It’s a little difficult to defeat the Yum Yum by using the Pack Whack as bounces in such awkward motions.

Instead it’s best to use the Rolling Attack twice on this enemy to defeat it – be sure to recollect any of the items you’ve dropped if you took a hit from the Yum-Yum. Let’s drop down the ledge and head to the left to encounter the Jinjo Oracle, collecting 2 notes on the way (5). Continue to the right making sure you collect the note (6) to the left slightly blending into the sand. Ignore the next bit of ledges here; we’ll come back later. Instead just keep on walking to the right until you spot an anxious looking white breegul in front of a tiny cavern entrance.

Breegul Breakout: Jail Bird Liberation


Talking to the White Breegul will reveal that Gruntilda has been capturing Breeguls to work for her in Breegul Beach. Inside the tiny entrance, which is White Breegul is unable to enter, you’ll find 6 chained Breeguls that are being held captive inside. While the hole is too small for the Breegul and much too small for Banjo, we’ll have to enlist the help of something that can fit in tiny crevices…Let’s help her out by continuing to the right and entering Mumbo’s Pad.

MUMBOS PAD


Once inside Mumbo’s Pad, we’ll approach the shaman and confirm that we’d like to be transformed. We won’t need to find any Mumbo Totems on Breegul Beach though, because this time the transformation abilities are able to cross-over to different levels! Mumbo magic get weak is a thing of the past…or future… Regardless, once Mumbo has performed his dance, select the Mouse transformation and wait for the process to complete.Once Mumbo has finished we’ll exit Mumbo’s to get back out to the beach.

BREEGUL BEACH


Now that we’ve assumed a form small enough to enter the crevice to the Quarry Heights where the Breeguls are being held captive we’ll manage to stealth through the trenches and use our razor-like fangs to gnaw through the steel chains that imprison the six Breeguls inside. From Mumbo’s Pad we’ll head on back over to the left where the White Breegul can be found and we’ll use our small stature to enter the Quarry Heights.

QUARRY HEIGHTS


From the start of the Quarry, head to the south and collect the single Note (7) and then turn left to collect the next one (8). Make sure to watch out for the Gruntling here! Since you’re defenseless you’ll have to wait until it completes its pacing to the left so you can sneak up from behind without getting injured. Each time you’re hit by a Gruntling you’ll lose two units of Honey Energy, so you’re only warranted to screw up the stealthy snoop 3 times. Once you’ve followed the Gruntling to the left head up to collect 2 more notes (9) and use your Nibble ability to free the Breegul (1) from it’s chains.

When its safe to venture out, head to the south and collect the next note (10), on your way to the next Breegul which is located just underneath. Use your gnawing ability a second time to chew through the heavy duty chains holding the Breegul captive. Once you manage to free the Breegul (2) continue to the right. Mind the Gruntling and collect the 2 notes (12) that head to the right and be sure to collect the 1 just above this collection (13).

Once you’ve finished with this area carry on to the right and cross the rope bridge provided. Once you reach the other side of the bridge you’ll find your next Breegul (3) waiting patiently underneath a palm tree. Be sure not to fall off the edge of this precarious peak and use your Nibble ability to free the Breegul from under the shady palm tree.

From here continue to the right and use the descending rocky ledges to make your way back to the ground below. Once you’ve touched down on the sandy terrain, head into the corner to liberate another trapped creature in the Quarry Heights; a Jinjo (2) shoved in the corner. Make sure to avoid the patrolling Gruntling here as best as you can and then head to the left until you find a grouping of ascending ledges leading up to the next area.

Collect the 2 notes (15) notes here and avoid the Whiplash, when you’re finished, jump up the grassy area and go to the right. You’ll manage to collect another note (16) which will lead you to the next Breegul (4). Once you’ve freed it, just head south off the ledge and head down to the south to collect the three notes in this area (19). Head down south into a grassy area and carry on to the left, picking up a note (20) as you do so.

From here, drop down to the thin sandy area and collect the 2 notes in the slender pathway (22). Continue to the left and You’ll manage to spot your next Breegul (5) underneath the shadow of the rope bridge by a run of barbed wire fence. Use your gnawing ability to free this Breegul akin to the prisoners previous, just one more Breegul to go yet and we’ll have freed all of the captured Breeguls inside the Quarry.

Avoid the Gruntling ahead patrolling the narrow pathway the best you can and the carry on north. From here you should manage to spot the final Breegul (6) waiting on the left. Just chomp through the chains one last time to free the final Breegul from the Quarry. That’s all six captured Breeguls taken care of. Once you’ve done this head up north and you’ll locate the exit which will pop you back in front of the White Breegul.

BREEGUL BEACH


With her friends freed from their enslavement inside Quarry Heights, The White Breegul will show her gratitude by rewarding the duo with a gleaming Jiggy (1). Once we’ve collected it we’ll continue our liberation to free all of Breegul Beach from Gruntilda’s menacing paradoxical reign! But first we’ll need to return to our proper proportions now that we’ve explored the cramped crevices so we take on Gruntilda full size. From here head back to the right towards Mumbo’s Pad and enter inside.

MUMBOS PAD


Once inside we’ll approach Mumbo and ask to be transformed a second time, all of this transforming in the hot sun must take a toll on the shaman. Nonetheless he’ll agree to transform us as he leads Mouse Banjo back to the pad in the middle of the room. Choose the Bear Transformation and wait for Mumbo to work his magic, once the transformation is complete we’ll leave Mumbo’s Pad and venture back outside.

BREEGUL BEACH


From the entrance of Mumbo’s Pad we’ll head right until you spot a Blue Shell (1) stuck in the sand, after you’ve picked it up head to the right and you’ll spot your next Blue Shell (2). There are 5 Shells in all so we’re on a good start. In between the two shells to the north you’ll spot a cave leading to Gruntilda’s Quarry, jump up to the platform above and enter the cavern.

GRUNTY’S QUARRY


Once you’re inside Grunty’s Quarry head north until you drop down to the sand below then keeping walking north. Go around the oil canisters and you’ll pick up your next note (23). Walk to the north again and you’ll collect your next note (24) beside a large ladder. Climb the ladder until you reach the top, then jump to the right to land on the grassy platform. Once you’ve touched down execute a Pack Whack onto the switch to activate the Witchy Warp Pad. Collect the 3 notes (27) as you head towards the Pad and press A to warp to the Witches Keep where Kazooie is being held captive!

WITCHES KEEP


Gruntilda and Klungo have been working hard; but not as hard as the Breeguls that Gruntilda keeps prisoner on their own island to work for her. As Kazooie is firmly locked behind bars Gruntilda gloats that her plan is carrying out exactly as intended. Don’t speak too soon though Witchy-Poo, because here comes Banjo to foil your wicked plot! As Klungo warns Grunty that the Mecha-Suit is running low on batteries and that the shield will only activate while running she starts the fight regardless. It’s time for us to have our Revenge!

Confrontation in the Keep: Gruntilda Boss Fight

From the get go Gruntilda will chase after you with her shield activated, if you collide with her you’ll lose a unit of Honey energy so try to avoid confrontation. After she’s chased you around the room 3 times she’ll stop to have a gut laugh, thereby stopping the shields. Wasn’t this exactly what Klungo warned her of? Nonetheless use this time to land a Rolling Attack on the hag bringing her down to 5 hitpoints.

Immediately Grunty will start up again, charging at you once more until she’s finished 3 strides. Rearing back her robotic head to laugh the shields deactivate a second time. Doesn’t Grunty learn anything?Use this ample time to land another Rolling attack. If you find your health is getting low you can always climb one of the four ladders in the corners of the room to collect a single unit of honey energy waiting at the top. Gruntilda will be must faster this time, wait for the strides to complete and she’ll laugh again, Roll into her to decrease her hitpoints to 3.

Grunty will change things up a bit now, as she’ll rocket into the air and drop down from above!You’ll have to pay close attention to Grunty’s shadow, if she does drop this will indicate where she’s going to hit, so try to stay away from the shadow as much as possible.
Once she drops she’ll rocket back into the air to try again, once she’s done this 3 times she’ll laugh and offer you a chance to hit her with a Rolling Attack.

After the hit Gruntilda will soar into the air again and slam down once more, though this time at a much quicker rate, you’ll really have to do your best to avoid her shadow this time.
Once she rises and falls 3 more times she’ll drop to the floor and take time to have another chuckle, we really don’t see what’s so funny about a bear attacking a witch repeatedly…
Nonetheless, attack her again while she’s laughing to take her down to her last hitpoint.

You’ll really have to watch out this time; Grunty will pinpoint your location and home in on it when she pounds the ground, so you’ll have to do everything you can to get out of the way.
Usually a well-timed Roll will allow you to escape the vicinity of the Hags girth in the nick of time. Keep it up for 3 more stompings and you’ll finally get your chance to Roll into the witch as she laughs, once you do you’ll have taken her hitpoints down to 0.

Clearly without the added abilities of Kazooie, Banjo is without an increased arsenal of attacks and power, but even without his Breegul partner Banjo remains a force not to be reckoned with. Grunty had obviously overlooked this detail assuming that Banjo would be rendered completely helpless without Kazooie, and in doing so this underestimation has led to her downfall. As Grunty flies off to have her suit repaired she leaves the caged Kazooie behind and Banjo the victor! Just outside you’ll see the Jiggy you’ll receive for winning appear on one of the platforms, but the biggest surprise is back in the Witches Keep…

Next: Bear and Bird are Back!