Plot
| Banjo-Kazooie series fictional chronology |
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The game begins two months after Banjo-Kazooie, with the witch Gruntilda trapped beneath a boulder as a result of her first confrontation with Banjo and Kazooie. After failing to move the boulder, Gruntilda's minion Klungo builds a mechanical body for Gruntilda which she possesses with her spirit, allowing her to have her revenge on the duo. Gruntilda kidnaps Kazooie and travels twenty years back in time to keep the duo from ever meeting, which would prevent her defeat. Mumbo Jumbo uses his magic to send Banjo back in time and stop her.
Just like his previous adventures, Banjo must collect 10 Jiggies from each world to advance to new worlds, eventually leading to Gruntilda's castle. Aiding him is Mumbo, who turns him into different forms, and Bozzeye, one of Bottles' relatives who teaches him new moves. Banjo quickly reunites with Kazooie, and they arrive in Gruntilda's castle and defeat her, dismantling her robotic body and sending her spirit back into her real body underground. Gruntilda sends Klungo for assistance from her sisters, while Banjo has Kazooie invite Mumbo and Bottles over for a card game, setting up the events of Banjo-Tooie.
There are several cameos of different characters in the Banjo-Kazooie series present throughout the game including the statue head of King Jingaling in Spiral Mountain, and a seaside beach house named the Tip Tup Suite named after the turtle Tip Tup in Spillar's Harbor.
Read more about this topic: Banjo-Kazooie: Grunty's Revenge
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—Charles Dickens (18121870)
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“The plot was most interesting. It belonged to no particular age, people, or country, and was perhaps the more delightful on that account, as nobodys previous information could afford the remotest glimmering of what would ever come of it.”
—Charles Dickens (18121870)