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The Twinklies

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The Twinklies are the talking Christmas lights who ask Banjo and Kazooie to help them reach the giant Christmas tree in Freezeezy Peak. They emerge from a present and hop towards the tree, but three Twinkly Munchers wait along the route to eat them. Protecting enough lights begins a larger puzzle involving an egg-operated switch, a flight through the treetop star and a Jiggy hidden inside the tree. The Twinklies return in Banjo-Tooie, where red, green and blue varieties provide points in Witchyworld’s Dodgems Challenge and Grunty Industries’ Twinkly Packing Challenge. Their original appearance gives them a speaking rescue role, while the sequel uses them in two different collection games.

Living Christmas Lights

The Freezeezy Peak Twinklies come in red, orange, green and blue. Their small, brightly coloured bodies resemble Christmas bulbs, and they move by hopping along the wooden path towards the tree. A Twinkly speaks for the group when their present is opened, explaining the danger and asking for protection. The bulbs travel independently once the challenge begins, so Banjo and Kazooie’s job is to keep the route clear. Twinkly Munchers emerge from three holes in the walkway and snap at passing lights. The contrast between the cheerful decorations and their hungry predators gives the tree-lighting task its urgency, with swallowed bulbs failing to reach their destination.

Opening the Present and Starting the Rescue

Find the large blue present at the beginning of the wooden walkway leading to the Christmas tree. It lies near the bottom of the initial snowy slope, beyond Boggy’s position. Use Beak Buster on the moving present to open it and hear the Twinklies’ request. The protection round requires ten Twinklies to reach the tree within eighty seconds. A counter tracks the remaining lights needed while the timer runs. The Twinklies keep hopping out of the box, giving the heroes opportunities to protect replacements if some are eaten. Stay beside the route and watch the holes rather than trying to pick the bulbs up or carry them to the tree.

Keeping the Twinkly Munchers Away

Strike a Muncher when it rises from its hole to make it retreat and leave that stretch of walkway safe temporarily. Rat-a-tat Rap works well because it lets Kazooie hit quickly while the pair move between the three positions. A useful rhythm is to clear the first hole, move to the second and third, then return to the beginning as the predators reappear. A hit does not remove a Muncher permanently, so waiting beside the final hole leaves earlier Twinklies exposed. Watch which bulb is closest to danger and adjust the circuit if a gap needs attention sooner. Ten successful arrivals complete the protection stage and reveal the switch behind the tree’s pot. If time expires first, return to the present to start another attempt.

The ON Switch and the Treetop Star

After the rescue, walk around the back of the Christmas tree and fire three Blue Eggs into the switch marked ON. The lights illuminate and a separate sixty-second timer begins. Reach the Flight Pad on the nearby stack of presents and take off, then pass through the star at the top of the tree three times before the lights go out. Fly through its opening and turn for another clean pass, adjusting height rather than colliding with the surrounding points. The Flying ability is learned from Bottles in Treasure Trove Cove; crossing the star uses ordinary flight. Completing the three passes breaks the icy covering around the Jiggy inside. If the flight timer runs out, reactivate the switch and try the star again without repeating the completed Twinkly escort.

Climbing Inside for the Jiggy

Once the star puzzle is complete, land beside the tree’s pot and enter through the opening at the base of the trunk. Climb the central trunk and make your way onto the upper platform to collect the uncovered Jiggy. Watch for the small enemies moving inside while positioning the final jumps. The reward is inside the tree, so rescuing ten Twinklies and turning on the lights are steps towards it rather than immediate Jiggy pickups. The rescue counter and eighty-second timer belong to the first stage; the sixty-second star timer belongs to the second. Following both stages through to the interior completes the Twinklies’ Christmas-tree task.

Red, Green and Blue Twinklies in Banjo-Tooie

The Twinklies return in Banjo-Tooie as the coloured pickups used in two minigames. Red Twinklies are worth one point, green ones two and blue ones three, giving the player a reason to choose between nearby groups and individual high-value targets. These games use the three scoring colours rather than the original flock’s four-colour selection. The Twinklies are collected directly by the player instead of hopping towards a Christmas tree under protection. In Witchyworld the collection happens from a dodgem car, while the factory requires carrying bulbs to loading chutes. The shared point values remain the same, but the way points are earned and the obstacles to collecting them differ.

Collecting Twinklies in the Dodgem Dome

At the Dodgem Dome in Witchyworld, first restore the attraction’s electricity using Mumbo Jumbo’s Power spell at the generator. Then use Humba Wumba’s Van transformation to pay at the lobby’s toll before returning as Banjo and Kazooie to play. There are three rounds, each lasting forty-five seconds. The first requires sixty points against one opposing car, the second fifty against two cars and the third forty against three. Drive over Twinklies to score, favouring valuable blues and greens or several bulbs clustered together. Avoid getting boxed into corners by the other drivers, since time spent escaping reduces the next collection opportunity. Completing all three rounds earns the attraction’s Jiggy.

The Factory’s Twinkly Packing Challenge

In Grunty Industries, the Packing Room is reached from the third-floor Boiler Plant. Open its powered doorway by delivering a battery to the socket as Banjo alone, using Taxi Pack. Inside, Twinklies appear through the mesh floor and must be collected before disappearing. Carry them to the loading chutes and step onto the pad matching their colour to unload them and score. The target is forty points within sixty seconds, using the same red-one, green-two and blue-three values as the Dodgems. Carrying more Twinklies makes the character slower, so banking a load restores movement speed for the next run. Only bulbs delivered to the chutes contribute towards the packing target.

Packing Faster and the Quiz Reference

Kazooie alone is a useful choice for Twinkly Packing because of her running speed, and the room’s Turbo Trainers help reduce the time spent crossing between pickups and chutes. Deliver a load when its weight begins to make the return journey noticeably slower instead of carrying everything until the final seconds. Blue and green Twinklies build points faster, although nearby reds can still be worth taking along a route already leading to a chute. Reaching forty points earns the factory Jiggy. The activity is also remembered in Tower of Tragedy, where the factory’s packed items are identified as Twinklies. The answer refers to this industrial collection game, completing their change of setting from Freezeezy Peak’s Christmas tree to the factory floor.

Additional Information

QUOTES

  • ✤   Yipeee! Be a star and you’ll find your reward! Hurry!
  • ✤   Twinklies are heavy, so the more you carry, the slower you run.