Musical Notes

Musical Notes
MusicalNotes.jpg
A picture of a few Musical Notes on a bridge in Banjo-Kazooie.
Series AppearanceBanjo-Kazooie

Banjo Tooie
Banjo-Kazooie: Grunty's Revenge
Banjo Pilot

Banjo-Kazooie: Nuts & Bolts
EffectBanjo-Kazooie: Unlock doors & access new places.

Banjo Tooie: To learn new moves.
Grunty's Revenge: To learn new moves.
Banjo Pilot: To purchase Cheato pages.

Nuts & Bolts: Used as Showdown Town's currency.
RarityCommon
AppearanceBanjo-Kazooie: Single, gold, represents two eighth notes.

Banjo Tooie: A clustered nest of notes (contains 5).
Grunty's Revenge: Individual or rarely in nests of 5.
Banjo Pilot: Single, gold.

Nuts & Bolts: Bronze, silver, or gold, and shiny.
SizeSmall
QuantityBanjo-Kazooie: 900

Banjo Tooie: 900
Grunty's Revenge: 600
Banjo Pilot: Unknown

Nuts & Bolts: 5230



Musical notes appear in all of the games in the Banjo Kazooie series and are an important part to actually completing the game and moving on to different worlds/places. Musical notes appear as individual pieces or in groups together called nests. By collecting these notes, Banjo and Kazooie will be able to proceed to new worlds, learn new moves from different characters, and unlock Note Locked Doors.

Contents

[edit] Banjo-Kazooie

Banjo-Kazooie is the first game in the series, as well, the first game to have musical notes. The main and original purpose of these notes are to unlock Note Locked Doors in which Gruntilda Winkybunion has sealed to prevent Banjo from progressing to more difficult worlds. It is mandatory to collect notes as Banjo and Kazooie will be unable to get to Gruntilda if they do not collect at least 882/900 of the notes within the game. Each world has a total of 100 notes. Once collected, the notes will permanently be counted onto Banjo and cannot be deducted. Notes will still appear in their original places in the world if Banjo leaves the world though and can be recollected. Banjo's note count will not increase though unless a new note that hasn't already been discovered has been collected. To unlock a note door, Banjo must have the minimum number of notes required as shown on the door, or more.

[edit] Notes Required to Unlock Doors

Note Door Required Notes to Open Door Unlocks
First Note Door 50 Notes Opens room with Grunty Portrait on the wall.
Second Note Door 180 Notes Opens the Pipe Drainage Room.
Third Note Door 260 Notes Opens room with large Grunty statue.
Fourth Note Door 350 Notes Opens the Inferno Room.
Fifth Note Door 450 Notes Opens the Water level room.
Sixth Note Door 640 Notes Opens the entrace to Click Clock Wood.
Seventh Note Door 765 Notes Opens entrance to Grunty's Furnace Fun room.
Eighth Note Door 810 Notes Opens room with the Grunty's Puzzle game.
Ninth Note Door 828 Notes Opens one of Dingpot's room.
Tenth Note Door 846 Notes Opens one of Dingpot's room.
Eleventh Note Door 864 Notes Opens one of Dingpot's room.
Twelfth Note Door 882 Notes Opens one of Dingpot's room.

[edit] Furnace Fun

Furnace Fun is Grunty's gameshow and final challenge before beating her for the first time. Often, Grunty will ask Banjo questions related to the number of notes that are required to unlock each door on Banjo-Kazooie panels.

[edit] Banjo Tooie

A picture of a Treble Clef in Banjo Tooie. Treble Clefs are worth 4 regular note nests.

In Banjo Tooie, notes have a different purpose than in the previous game. Instead of notes unlocking doors, they now unlock new moves. New moves can be taught by Jamjars, a replacement of Bottles due to the fact that he has died from Grunty's Hag1. Notes also appear in clusters instead of individual pieces now. There are 16 note nests, each being equivalent to 5 regular notes in each world, as well, one treble clef which is equivalent to twenty notes. Musical notes are necessary to learn moves from Jamjars to beat bosses in the game and to access new areas.

[edit] Treble Clef

Treble clefs are rare groups of musical notes that are worth a total of 20 notes. In each world, there is one treble clef accompanied by 16 note nests (making a total of 100 musical notes per world). Treble clefs are often very difficult to find and are placed in odd end locations.

[edit] Unlockable Moves From Jamjar

Move Name Number of Notes to Unlock Location Details
Egg Aiming 25 Mayhem Temple This move will switch Banjo and Kazooie in first-person mode and allow Kazooie to shoot Eggs precisely at enemies or targets with a cross-hair.
Breegull Blaster 30 Mayhem Temple This move, similar to Egg Aiming, will allow the duo to go into first person mode and shoot eggs. This move will shoot eggs less precisely in a straight path.
Grip Grab 35 Mayhem Temple This move will allow Banjo and Kazooie to hang on to steep edges and move across them.
Fire Eggs 45 Plateau, Isle O' Hags This move can be used with others to now allow Kazooie to shoot Fire Eggs.
Bill Drill 85 Glitter Gulch Mine This move will allow Kazooie to pound the earth using her beak as a drill to break large objects.
Beak Bayonet 95 Glitter Gulch Mine This move will allow Kazooie to get out of Banjo's backpack and attack enemies by pecking at them with her beak repeatedly.
Grenade Eggs 110 Pine Grove, Isle O' Hags This move can be used with others that use eggs to now allow Kazooie to shoot the strongest of eggs, Grenade Eggs.
Pack Whack 120 Grunty's Industries This is Banjo's only move while by himself and away from Kazooie. Banjo will swing his backpack around him to attack enemies around him.
Split-Up 160 Witchyworld This move will allow Kazooie to split up from Banjo will on land and roam around as an interactive independent character.
Airborne Egg Aiming 180 Witchyworld This move will allow Banjo and Kazooie to now aim at targets and shoot eggs while in the air.
Ice Eggs 200 Clifftop, Isle O' Hags This move can be used with others that use eggs to now allow Kazooie to shoot ice eggs.
Wing Whack 265 Jolly Roger's Lagoon This move allows Kazooie to attack enemies by flapping her wings violently.
Sub-Aqua Egg Aiming 275 Jolly Roger's Lagoon This move will allow Banjo and Kazooie to now aim at targets and shoot eggs while under water.
Talon Torpedo 290 Jolly Roger's Lagoon This move is the only move that requires the use of feathers other than flight. This move will allow Kazooie to separate from Banjo and have her be controllable on her own under water.
Clockwork Kazooie Eggs 315 Wasteland, Isle O' Hags This move will allow Kazooie to shoot Clockwork Kazooie eggs.
Springy Step Shoes 390 Terrydactyland This move will allow the duo to jump to higher locations that a normal jump by the two could not reach.
Taxi Pack 405 Terrydactyland This move will allow Banjo to squish other characters in the game into his backpack and take them to various places.
Hatch 420 Terrydactyland This move will allow Kazooie to hatch an egg if she is sitting on it.
Snooze Pack 525 Grunty's Industries This move will have Banjo squish into his backpack to take a nap. Slowly, Banjo will regain health.
Leg Spring 545 Grunty's Industries This move will allow Kazooie to backflip to access higher locations and gain height for the glide move.
Claw Clamber Boots 590 Grunty's Industries This move will allow the duo to follow bird footprints left on walls to vertically climb those specific walls.
Shack Pack 640 Hailfire Peaks This move will allow Banjo to get into his backpack and shuffle around, sneak into small areas and prevent damage from terrains.
Glide 660 Hailfire Peaks This move will allow Kazooie to fly without the need of a Flight Pad. Kazooie will not be able to fly higher though and this move does not require any feathers.
Sack Pack 765 Cloud Cuckoo Land This move will allow Banjo to get into his backpack and walk through it. It will allow him to be impervious to damage from spikes and other dangerous terrains.

[edit] Banjo-Kazooie: Grunty's Revenge

Musical notes serve the same purpose as they do in Banjo Tooie, as they are required to learn new moves. Notes are found either individually or rarely in note nests valued at 5 notes. Moves are taught by Bozzeye, a relative to Bottles and Jamjars.

[edit] Unlockable Moves From Bozzeye

Move Name Number of Notes to Unlock Location Details
Pack Whack 10 Spiral Mountain This move will allow Banjo to attack enemies with his backpack by slamming his backpack onto them.
Underwater Dive 25 Cliff Farm This move will allow Banjo to dive under water that has bubbles rising in it, and access new areas.
Climb 40 Cliff Farm This move will allow Banjo to climb branches, vines, or other climbable objects to get to new areas.
Roll Attack 60 Cliff Farm This move will allow Banjo to roll to attack enemies by ramming into them.
Egg Blaster  ??? Breegull Beach This move will allow Kazooie to shoot eggs out of her mouth with precision.
Feathery Flap 110 Breegull Beach This move will allow Kazooie to flap her wings while in the air giving her a boost to get to greater heights.
Talon Trot 140 Breegull Beach This move will allow Kazooie to lift Banjo and climb up steep slopes. It can also be used to run at faster speeds.
Bill Drill 170 Bad Magic Bayou This move will use Kazooie's beak to drill into the ground to smash large objects.
Rat-a-tat Tap 210 Bad Magic Bayou This move will let Kazooie peck enemies. This move works while on the ground and in airborne.
Battery Eggs 260 Bad Magic Bayou This move will let Kazooie shoot eggs like a gun.
Wonderwing 310 Spiller's Harbor This move will unlock Wonderwing pads so that the duo can access them and become invincible as long as they have golden feathers.
Shockjump Pad 370 Spiller's Harbor This move will unlock Shockjump pads so that the duo can access them and jump to very high areas.
Ice Eggs 410 Spiller's Harbor This move can be used as ammo and can be shot at enemies to stun and attack them. Ice eggs can also put out flames.
Fire Eggs 470 Freezing Furnace This move can be used as ammo and can be shot at enemies to damage them.

[edit] Banjo-Kazooie: Nuts & Bolts

In Banjo-Kazooie: Nuts & Bolts there are three different types of notes. These are Bronze notes which are worth 1, Silver which are worth 5 and Gold when are worth 10.


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