
Candle Banjo is the second transformation unlocked in Banjo-Kazooie: Grunty’s Revenge, obtained from Mumbo Jumbo in Bad Magic Bayou. Banjo becomes a white candle with a flame above his head, retaining his yellow shorts and blue backpack. The flame provides a pool of light in otherwise inaccessible dark passages and can be brought into contact with wicks, fuses and enemies. Rare developer Gavin Hood later explained that the Candle influenced Bad Magic Bayou’s dark setting during the design of its levels. Move with the Control Pad, press A to jump and press B for the Flaming Somersault, a forward flip that extends the flame into an attack. It can also be performed during a jump. Unlike the earlier Mouse’s Nibble, this move damages susceptible enemies, including the green Spookos in the haunted rooms. They resist ordinary bear attacks, while the Candle provides a fire attack without spending egg ammunition. To unlock the form, defeat Klungo for the second time in Monster Manor. The manor’s Bozzeye lesson teaches Battery Eggs for two hundred and sixty Notes; use the marked toll machines to activate the Witchy Warp leading to the fight. Take the Jiggy and Mumbo Token left after the battle, then leave the manor and cross the Vapor Scrubs to reach Mumbo’s Pad in the northern part of the bayou. The fumes make that approach dangerous, so use the normal duo’s Talon Trot to cross promptly and replenish health before transforming. Speak to Mumbo, hand over the token and choose Candle on the central pad. Mouse and Bear remain selectable, and Candle stays available on later worlds’ menus after this unlock. Its light and fire do not protect it from the swamp: contact with water removes all its health, including ordinary water as well as the bayou’s green pools. Use the raised paths and jump the channels instead of attempting to swim. Return to Mumbo and select Bear when an onward route requires Kazooie’s moves or the world exit.
Creepy Corridors and the Haunted Halls Puzzle
From Mumbo’s Pad, head right and climb the small ledges to the dark entrance of Creepy Corridors. Banjo and Kazooie cannot explore this passage in their normal form, but the Candle’s light makes the route available. Follow the corridor north and around to the right, collecting the Musical Notes before the green-water channels. Jump each gap with A and check the recess to the south and right for a green Jinjo. The light does not make the water safe, and an uncontrolled somersault can carry the Candle off a narrow landing. Return toward the main route, cross toward the furnace and use the Flaming Somersault against the Chompa concealed there before climbing the stairs to Haunted Halls. The halls contain a reward room marked with a Jiggy outline and four candle rooms identified by a circle, triangle, square or star on the floor. Pictures on the walls show a shape and marked corners; each is a clue for the matching shape room elsewhere, rather than a command to light the candles immediately around the current picture. There is one shared sixty-second timer, beginning when the first correct candle is lit. One route starts in the circle room, left of the hallway near the stacked boxes beyond the fallen grandfather clock. Light its upper-left and lower-right candles only. Next enter the triangle room beside the clock and light only its upper-left candle. Cross to the square room opposite the boxes and light all except the upper-left candle. Finish in the star room farther north by lighting all four. These directions refer to the four positions as seen on the screen. Other room orders also work; the required candle patterns are what determine success. Aim each B-button attack toward the intended wick so that the flip does not ignite an unwanted neighbour. Lighting a wrong candle costs health and resets the puzzle, and the complete set must be finished within the timer. On success, a Jiggy appears over the outline in the reward room. Return there to collect it, then retrace the corridors, jumping the water and dealing with the furnace Chompa on the way out. The rescued green Jinjo counts separately toward Bad Magic Bayou’s five-Jinjo reward at the Oracle.
The Frozen Jinjo in Freezing Furnace
Candle has a further collectible use in Freezing Furnace, where a large ice structure near Mumbo’s Pad conceals a blue Jinjo. Select Candle at this world’s pad using the form already unlocked in Bad Magic Bayou; the local Tank token is not needed to repeat the earlier spell. Exit and go down and right toward the ice structure, keeping clear of the freezing water. A barrel of explosives and its fuse stand against the ice. Use the Flaming Somersault to ignite the fuse and let the explosion open the passage, then enter the new hole and follow it to the Jinjo. Collect the blue Jinjo inside and return to Mumbo when finished. The Jinjo is one of Freezing Furnace’s set of five. Once all five have been rescued, collect their shared Jiggy from the Jinjo Oracle among the crates in Furnace Stores, inside Grunty Industries. The Candle’s fuse opens only one of those rescue routes, so other abilities and transformations are needed to complete the set. Return to Mumbo and change into the normal duo for the Fire Egg devices, or choose Octopus when continuing through the icy water and its submerged passages. Bozzeye’s Fire Egg lesson costs four hundred and seventy Notes and allows ordinary ice blocks elsewhere in the world to be melted. Those blocks and the ice structure’s explosive fuse are separate obstacles.