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Safer fall:
Press Z immediately before hitting the ground from a fall.

Jump further:
Press Attack during any jump.

Swim faster:
Press A + B to swim faster.
Information in this section was contributed by JTPMONEY76.

Faster dialogue:
Hold B to scroll the text dialogue faster.

Slower dialogue:
Hold Z to scroll the text dialogue slower.
Information in this section was contributed by Romit Panesar.

Skip dialogue:
Press L + R + B skip the dialogue display.

Cheat mode (Bottles):
Go to Treasure Trove Cove and complete the Underwater Castle section by spelling out BanjoKazooie. Return to Spiral Mountain and enter Banjo's house. Move towards the fireplace and stand on the green rug. Press the C-Up and look at Bottles' picture above the fireplace. Keep looking until Bottles speaks and a puzzle game starts. Bottles will give clues as to how the puzzles have to be completed. After each puzzle is finished, Bottles will reveal a code, which is then entered by using the Beak buster on the tiles of the Underwater Castle in Treasure Trove Cove. Note: These codes are not saved and must be re-entered with each new game session.

Effect Code
Banjo has big headBOTTLESBONUSONE
Banjo has big hands and feetBOTTLESBONUSTWO
Kazooie has big headBOTTLESBONUSTHREE
Banjo is skinny with small headBOTTLESBONUSFOUR
Banjo is skinny with small heads, big hands, and big feet. BOTTLESBONUSFIVE
Combination of all previous "Bottles" codes. BIGBOTTLESBONUS
Banjo is a washing machineWISHYWASHYBANJO
200 eggs1BLUEEGGS
100 red feathers2REDFEATHERS
20 gold feathers3GOLDFEATHERS
200 eggs and 100 feathers1, 2 BRELDUFEATHERGGS
Restore all items1, 2, 3BLUEREDGOLDFEATHERS
Disable codesNOBONUS

1. Requires book near Freezezy Peak puzzle.
2. Requires Mad Monster Mansion book.
3. Requires Rusty Bucket Bay book

Note: The following Spell Books are required for some codes:

Cheato Book 1
This book is located behind the entrance to Bubblegloop Swamp, near the jigsaw puzzle for Freezeezy Peak. When you first walk through the pipe that leads to the puzzle board for Freezeasy peak and the second pipe to the spell book, a block of ice will be covering the second pipe. First, get the wading boots in the pipe near the beginning of the Bubblegloop Swamp area. Go through the pipe as Banjo and break the block of ice. Then, have Mumbo Jumbo transform you into the alligator in Bubblegloop Swamp and enter the pipe that leads to the spell book
Information in this section was contributed by Nick Zissimopoulos.
Cheato Book 2
Transform into a pumpkin in the Mad Monster Mansion level with Mumbo's help. Leave the skull and follow the winding path to Brentilda's platform. Enter the small hole and follow the path to the spell book.
Cheato Book 3
Find the entrance to Rusty Bucket Bay. Locate the cave with three pipes to the right of this location. Open the middle pipe and enter. Activate the "321" switch that is inside to raise the water level. Jump into the water and quickly move to the right. The book is located in the cave to the right.

More codes:
The following variations on the other cheat codes will also work after all Spell Books have been collected.

Effect Code
20 gold and 100 red feathersBGOLDREDUFEATHERS
20 gold and 100 red feathersGORBELUDFEATHERS
20 gold and 100 red feathersGROELDBFLEAUTHEREGS
20 gold and 100 red feathersREGOLDFEATHERS
100 red feathersBREGODLFEATHERS
20 gold and 100 red feathers, 100 eggs BRGGOLDEFUREDGFATGHERS

Information in this section was contributed by ryne182.

Cheat mode:
Begin a new game and play until Treasure Trove Cove is unlocked without transforming at Mumbo's hut in any world. Collect the Jigsaw piece from the Underwater Castle in Treasure Trove Cove. Enter the sand castle after lowering the water. Enter one of the following codes on the floor tiles. The sound of a cow will be heard as confirmation each time a letter is entered. Another sound will confirm complete entry of the code. Note: If a mistake is made during code entry, Banjo must exit thecastle, then reenter and start all over with CHEAT followed by the rest of the code. Note: The location-based cheats will only work if you have already been to the respective levels. Additionally, if the life bar is red when the "8 honeycombs" code is entered, the red Honeycombs will disappear and must be earned again. Warning: If you use more than two codes that are not related to eggs or keys, Grunty may erase your saved game.
Some information in this section was contributed by AxMan1066.

Each time you enter the letter "C", "H", "E", "A", or "T" you will hear moo.
Information in this section was contributed by RKB22NOW.

Effect Code
Open grill by Clanker's Cavern for Click Clock Wood picture CHEATONCEITSHONEBUTTHELONGTUNNELGRILLEISGONE
Remove ice cube blocking Freezeezy Peak picture CHEATITSYOURLUCKYDAYASTHEICEBALLMELTSAWAY
Remove gate blocking path to the crypt by Mad Monster Mansion CHEATYOUWONTHAVETOWAITNOWTHERESNOCRYPTGATE
Remove coffin lid in the crypt by Mad Monster Mansion CHEATTHISSHOULDGETRIDOFTHECRYPTCOFFINLID

Information in this section was contributed by Ice Mario and Subdrag, Adamace1010, Dave10588, and bryce stoneham.

Alternate game selection screens:
The game will randomly play a humorous saved game animation. Rare has confirmed that any code that involves pressing A when the fish in the bowl does something is false.

Alternate ending sequence:
Successfully complete the game with all 100 Jiggys.

Hint: Sunken ship:
Note: This trick requires Banjo-Kazooie, Banjo-Tooie, and a Transfer Pak. Save the Banjo-Tooie data to the Transfer Pak, as long as you have plenty of Grenade Eggs and Fire Eggs. Then, insert Banjo-Kazooie. Load your Transfer Pak data from Banjo-Tooie to the file you want to use. You will now have the Grenade and Fire Eggs in Banjo-Kazooie from Banjo-Tooie. Now, go directly to Mumbo's Mountain. Go to the Semicircle Ruins. Fire a Grenade Egg at the back of one of the pillars. A chunk will blow away, and a stone button will be there below a crude picture of Kazooie doing a Beak Barge. Beak Barge the button and the little platform in the middle of the ruins where the Jiggy was located will rise, showing an entrance only big enough for a termite to enter. Turn into a termite and go inside. A bunch of termites will ambush you and you will have to run and jump as fast as you can to reach the Rock Key at the end of the long moldy ancient stone corridor. The only problem is, Banjo will say that it is too heavy for a termite to lift while Kazooie suggests that they could wack the termites with it if they were big enough. Change back into Banjo-Kazooie and Grenade Egg the bottom of one of the diagonal stone slabs from under it. Another button will appear in the shape of an egg. Fire seven eggs at it and the termite entrance will rise growing larger, revealing an entrance big enough for Banjo-Kazooie to enter. Go inside and get the Rock Key. Taking it to Mumbo will get you nothing because he has no idea what to do with it. However, he does say that you should ask other people. Go to Cap'n Blubber in Treasure Trove Cove. He will say that he has heard legends of lost pirate treasure connected to this Rock key, but has no idea where to go with it. Notice when he holds it up, the color of the key matches the reddish brown rock of the Stone Archway. Fly from the Crow's Nest to the Lighthouse Passage in the Archway. Before you enter the Passage, the key will fly out of Banjo's backpack and into the Passage. You will hear the sound of a Rock Key turning. At the strange little pool attached to the rock archway above the other pools (where there is an extra life in the strange pool), a rectangular stone door will open. Make your way over to the pool and enter the secret doorway. It is very dark in the huge secret cavern inside of the Archway. Banjo and Kazooie will fall while Banjo does his trademark yelling, and land in a great subterranean lake. You cannot see the bottom or anything else because of the darkness. All you can see is a single rock platform on the far wall with a crack in the sunlight above it shining on the torch. Swim to it and light the torch with a Fire Egg. Light the other six torches by firing the eggs around the cavern to find them. The cavern will now be dimly lit, but the lake is still too dark to see much. Note the large crack in the ceiling revealed by the lit torches. Fire a Grenade Egg at it, and a circle of sunlight will flood a sunken ship on the bottom of the very deep lake. Swim down to the bottom. Note: It helps to have learned the Speed Swim, but just hold B and you should reach Gloop in time halfway down. He will give you Bubbles as you follow him to the bottom to the huge sunken ship.
Information in this section was contributed by CoralCapers417.

Hint: Extra jigsaw puzzle:
Look at the portrait of Bottles the Mole at the beginning of the game. You will get an extra jigsaw puzzle game. Solving these puzzles will earn you extra cheats for the game.
Information in this section was contributed by Tunde Adelabu.

Hint: Spell Banjo-Kazooie without time in the Sand Castle:
Enter the Sand Castle with the crab. Enter the "B" when he first says something, then when he gets done put in the finishing letters "anjoKazooie" and the time will not be on the screen.
Information in this section was contributed by GDck.

Hint: Extra life:
To get another life as soon as you start the game, get Super Jump from just around the left corner and go back to the house. Go around to the side of the house that has the trash cans. Jump up on top of the one in the corner. Jump up onto the top of the house, then jump up on the chimney, and get the extra life found up there.
Information in this section was contributed by flash man999.

Hint: Extra lives in Mr. Vile's games:
With Mumbo's help, turn into an alligator in the Bubblegloop Swamp. Then, enter the nose of the giant alligator statue. Beat Mr. Vile in his games to get the puzzle piece, then walk out and re-enter for a new challenge. Beat Mr. Vile in his three games to collect extra lives. Note: You will lose a life if any of the games are lost.
Information in this section was contributed by Nick Zissimopoulos.

When you play against Mr. Vile and lose when going for the extra lives, get the sneakers that make you go fast and run out of the alligator snout. You will not lose the life that he threatens to take. You can go back in and try again without him taking a life.
Information in this section was contributed by For4mario.

Hint: Refill extra lives:
Complete the Treasure Trove Cove area. You may now return Treasure Trove Cove at any time. Go to Banjo's house, press C-Up at the picture of Bottles, then press Start. Leave the house and all the extra lives will re-appear. The closest ones are located behind the water fall and on top of the house.
Information in this section was contributed by !!mysterymeatsbro!!.

Hint: Get Mumbo's transformations without using any Mumbo Tokens:
This trick will allow Mumbo's transformations to be activated without using any Mumbo Tokens. Start a new file in the game. Play through the game until five Mumbo Tokens have been collected and have access to Treasure Trove Cove; but do not give Mumbo any tokens yet. Get the Sandcastle jiggy piece. Return to Banjo's house in Spiral Mountain and complete the Bottles puzzles to earn the washing machine code. Enable the code in Treasure Trove Cove to become the washing machine. Return to Mumbo's Mountain and enter Mumbo's hut. He will say, "Banjo has plenty tokens, stand on skull and press B for mighty Mumbo magic!" Stand on his platform and press B to become a termite. The sign will disappear, the spell will become free, and Banjo will still have the same number of tokens.
Information in this section was contributed by Jesse Smith.

Hint: Defeating Bees:
Use the Wonderwing move (gold feather invincibility) to hit a bee hive. As long as the Wonderwing is active, the bees will instantly die when they attack.

Hint: Defeating Snowmen:
Use the following trick to kill the snowball-throwing snowmen with no flight pads nearby. Go up to one of the snowmen so you are almost touching him, then Talon Trot away very quickly. He will not throw a snowball at you for about two to five seconds. Snowmen do not throw snowballs at you when you are directly next to or in front of them.
Information in this section was contributed by Nicholas Chapman.

Hint: Gruntilda's Quiz Show:
You must remember little bits of trivia from throughout the game. For example, what a place looks like, or what a character sounds like. Grunty will try to stump you with questions about herself. If you have been good about talking to Brentilda whenever you encountered her, you should know most of answers. Note: When in doubt, go with greasy. If you have no idea what the answer is, and one of them has anything ''greasy'' in it, that should be your best guess. Grunty's game is a test of memory about the places and populace of the worlds you have visited, with Tooty as the grand prize. Getting a question wrong while standing on a skull is a one way ticket to lava land. If you win a joker, use it to skip over any square. Even when you pass the test, Grunty has a hideous fate in store. It will be time to pick your prize and head home. After that, you will trigger a short intermission sequence where Banjo, Kazooie, Mumbo and Bottles all have a Barbeque.
Information in this section was contributed by Stinkytaco.

Hint: Gruntilda's Final Chamber:
The area leading up to the final battle with Gruntilda-and the final battle ground itself is a smallish series of inner chambers. If you have been very good about collecting musical notes and Jiggies, it really pays off now. Several doors in Grunty's inner chamber require musical notes to open many notes. If you have them, the big battle will be a a lot easier. When you are ready to fight, jump inside Dingpot and he will transport you to the final battle.
Information in this section was contributed by Stinkytaco.

Hint: Defeating Gruntilda:
When DingPot takes you to the roof of the lair, Grutilda will say another rhyme about winning, then she will swoop down and try to dive bomb you. When you hear her laugh, move out of the way as far as possible. She will keep this up. When her broom stalls, Rat-a-Tat-Rap her (A and B). Every time you do so, she will fire a fireball. Zig-zag to avoid them. Repeat this until she throws a ball that homes in on you. When you hear the whirring sound, turn invincible. Note: She will dive for more times the more you hit her.
Information in this section was contributed by Travis Duncan.

Get on the move unless you want Grunty to run you down early. When you see a green pinwheel-shaped spell or when you hear the sound it makes, become invulnerable to get rid of it. Dispense a few eggs. but not too many, as you will need them very soon. Bottles will help you get airborne for a little dog fighting action. Do not waste time or ammunition getting through Grunty's protective spell. Instead, fire eggs into the holes of the Jinjo statues to activate them. The last one will knock Grunty off her broomstick. A giant statue will then appear in the middle of the arena. It will take three eggs in each slot to activate it. If things get difficult with Grunty's spells, then use invulnerability. The giant Jinjo hammers Grunty into submission and she will make one last lunge for you.
Information in this section was contributed by Stinkytaco.

When you are fighting Grunty, free the four Jinjo statues. Her broom will break. Then, the giant statue will appear. Use the Gold Feathers to push Grunty off. Her shield will be visible, but jump into her when you cannot see it. She will not fall. She will still aim the fireballs at you. Free the statue and watch Grunty fall off air.
Information in this section was contributed by Mickeymouse246.

When you first fight Gruntilda, she starts to ram into you. After two times she will stop. Use this opportunity to attack her. Do this again. After that it will take three times until she stops. Attack her again, then next time it will be four times before she stops. After another attack, she will go to a ledge and fire spells at you. Get as many gold feathers as possible and use them as you get there. Jump on the ledge and fire eggs at her one at a time. Use the gold feathers between shots. She will move. Repeat this four times. On the third time, shoot three eggs at her all at once then use the gold feathers again. Do this during the fourth time also. She will now fly. Grab the honey comb piece she dropped and use the fly pad to catch up to her. When she stops to fire her spells, quickly beak-bomb her. Keep doing this four or five times, but try to dodge the spells at the same time. She will then make a shield to protect herself. Fire three eggs in the holes in the Jinjo statues then use your gold feathers yet again. Do this three more times then you will have to release the Jinjonator. Dodge her blasts, then use your wonder wing to deflect her aiming spell. She will stop for a few minutes, giving you time to put five eggs in one hole. Do this four more times to defeat her.
Information in this section was contributed by tatertot94.

Hint: Bubble Gloop Swamp: Get across the green ooze:
When you get to the Bubble Gloop Swamp you will notice it is very hard to get across the green ooze it contains piranha. Find the boots when you step into the first room. You must go to the side where a weird part of the door appears. Run along the side and avoid the piranha. Bottles will be waiting for you at the end. He will teach you how to use the boots. Note: The boots only last for 20 seconds.
Information in this section was contributed by Brian Peck.

Hint: Bubble Gloop Swamp: Translucent Banjo:
Get the boots in Bubble Gloop Swamp and wait in front of the exit portal until they are about to wear off. Stand on the portal when the boots wear off to create a translucent Banjo.

Hint: Clanker's Cavern: Hidden magic token:
Do a back flip on the very edge of where Banjo enters the area to find a magic token.

Hint: Click Clock Wood: Entering Gnawty's house:
Locate the tree in Click Clock Wood in the spring near the boulder that blocks the entrance to Gnawty's house. Climb the tree and get directly over the boulder. Drop eggs on the boulder to break it, allowing Banjo to get to Gnawty's house during the spring.

Hint: Click Clock Wood: Breaking the boulder:
It is possible to break the boulder blocking the Beaver's hole in Click Clock Wood on the Spring level. Stand on the ledge above the rock, then find the correct angle just to the right of the rock. Drop eggs onto the boulder to break it open. Swim into the hole on this level to find some glitches, such as the Beaver still asking to move the now destroyed rock.
Information in this section was contributed by Nick Zissimopoulos.

Hint: Click Clock Wood: Extra life:
Use this trick to get that extra life on the entrance to Click Clock Wood. Go directly behind the entrance, but to the right of the back of the level. Do this as slowly and quietly as you can and you will hear the sound of Banjo walking on a pad. This is a shock-spring pad and when you jump on it you will jump up high enough to reach the top of the entrance to the level and get the extra life. Note: You cannot see the pad because of the long grass -- you can only hear Banjo walking on it (near the back, on the right).
Information in this section was contributed by Nicholas Chapman.

Hint: Freezy Peak: Present locations:
Information in this section was contributed by Travis Duncan.

Inside the big Christmas tree with the Twinklies near it.
On the giant snowman's nose.
Climb down from the location for the snowman's nose present. Go down the scarf that is not that steep. When you reach the bottom, slide down the steepest hill. The last present is on a small "island" that is surrounded by ice near it.

Hint: Mad Monster Mansion: Hidden room:
Go to the graveyard and walk around until you see a window with Banjo-Kazooie's picture on it. Break the window to find dozens of eggs and feathers.
Information in this section was contributed by RKB22NOW.

Hint: Mad Monster Mansion: Defeating the green ghosts:
To kill the green ghosts in Mad Monster Mansion, run into them using Wonderwing. They give you one Honey Comb.
Information in this section was contributed by BELN64.

Hint: Rusty Bucket Bay: Code:
Go from the start, straight to the ship. Walk to the other side of the ship and you see the code "312-111". That is the code you can blow in front of the ship.
Information in this section was contributed by timothy hendriks.

Hint: Treasure Trove Cove: Living Mine in Jiggy:
The Jiggy in Treasure Trove Cove near the orange Jinjo has a Living Mine in it. Hop into the water until the Living Mine comes toward you. Then, hop out of the water and shoot eggs backward. The maximum eggs required to defeat the Living Mine is five.
Information in this section was contributed by Zach.

Hint: Treasure Trove Cove: Kill Snackers:
To kill Snackers the shark, shoot five eggs at it. Or, drag it to shore and jump while using Golden Feathers on him. You can do the same thing to kill piranha fishes. The shark gives you three honeycombs and the fish gives you one honeycomb.
Information in this section was contributed by RKB22NOW.

Hint: Transporting pot locations:
Information in this section was contributed by ArichetaR.

Purple Pots
The first is located near the Treasure Trove Cove Puzzle.
The second is found close to the note door near Freezy Peak. You will first have to break the web with Eggs.
Green Pots:
The first is found close to the second Purple Pot. Go up the ramp close to the tunnel that leads to Freezy Peak. Keep going straight until you see a web covering a hole.
The second is located near the entrance to Rusty Bucket Bay. You have to raise the water to level 2.
Red Pots
The first is located in the tunnel near Treasure Trove Cove and Clanker's Cavern.

Hint: Mad Bottles:
Start a new game and go to Bottles the mole's first hole. Talk to him and press B when he tries to give you a move.
Information in this section was contributed by WiseGuy816.

At the first molehill outside of Banjo's house, repeatedly try to talk to Bottles. After about five times he will threaten to erase your file (which he will not actually do).
Information in this section was contributed by Dmr52787.

Hint: Avoid fall damage:
Enable the "Unlimited gold feathers" code. Activate them before you jump from a ledge. You can do this in Mad Monster Mansion on the beams on the top of the "church" room with the hand thing, and not lose any health after falling. This can also be used to walk on the rosebushes in Mad Monster Mansion.
Information in this section was contributed by Emblazon_Blade.

To avoid getting hurt while falling down a steep cliff, put the Wonder Wing on before your jump. Hold Z and you will not get hurt when you land.
Information in this section was contributed by Kara Death.

To save your life when falling off a cliff or having only one honeycomb, pause game play and turn off the Nintendo 64 before you die.
Information in this section was contributed by Kara Death.

Hint: Gruntilda rock:
After defeating Gruntilda the witch, go to Spiral Mountain. Go to were she fell in the ending sequence when you defeated her. There will now be a rock that is rumbling and shaking here. This is Gruntilda.
Information in this section was contributed by BOO! da ghost.

Glitch: Walk underwater:
In the Click Clock Wood level, go to where Gnawty's hole is in spring. There will be a big rock in the way. Go to the ledge directly over the rock and shoot out eggs to break the rock. You may need to do this at an angle. Go inside and you will see that it is only a tunnel that goes up slightly and stops. Jump out of the top then press A in air so that you can flutter back. Hit the tunnel you came in through and you will be back inside. You can now walk underwater as if you were on land. If you go back to shore you will lose that ability.
Information in this section was contributed by BCJ153.

Glitch: Remain as washing machine:
Enable the "Banjo is a washing machine" code. Then, go and transform into a mombo animal and do not use any of your tokens. When you transform back, you will still be the washing machine.
Information in this section was contributed by eMmYLou FulkerSoN.

Strategy guides from GameFAQs
Published strategy guides: Banjo-Kazooie: Prima's Official Strategy Guide
Published strategy guides: Totally Unauthorized Banjo & Kazooie Strategy Guide
GameShark codes

Get the Ice Key:
Note: This trick requires a GameShark or Pro Action Replay cartridge. Enable the "Moon Jump" code: D0281251 0020 + 8137C4BC 43E0. Go to the Ice Cave and press L to fly over the wall and take the Ice Key. Kazooie will say something similar to "We better keep this for later". Pause game play, look under "View Totals", then press Analog-stick Right to scroll through the level statistics. The screen will eventually stop at the Ice Key below the text "Stop n' Swop".
Information in this section was contributed by Matt Bergman.

Stay as transformed animal:
Note: This trick requires a GameShark or Pro Action Replay cartridge. Enable the "Moon Jump" code: D0281251 0020 + 8137C4BC 43E0. As an animal, exit the area that was being explored and hold L when the "Mumbo Magic Get Weak" message appears. Do not touch the ground and go through the door. Banjo-Kazooie will still be in the shape of that animal and can explore other areas with that form.
Information in this section was contributed by Jesse Panesar.

Saved game files
Copyright © 1998-2008 Al Amaloo. All rights reserved.