12.Quick Move Guide
Move 1: Pack Whack (10 Notes/Spiral Mountain) While standing still push B to send the pack slamming down on the ground.
Move 2: Swimming (25 Notes/Cliff Farm) When theres a spring of water or you see bubbles on the water, push R to submerge and you will be underwater! Push A to swim higher and the control pad to move (of course). Be careful though, because you have a limited air supply.
Move 3: Climbing (40 Notes/Cliff Farm) When you see a bunch of vines or anything else you can climb simply walk up to it, and move up down left or right and push A to jump off.
Move 4: Rolling (60 Notes/Cliff Farm) While running, push B to do a roll attack. This can be used to also press switches.
Move 5: Flip Jump (0 Notes/Breegull Beach) Kazooie teaches you this move when you rescue her. Simply hold R and push A to have a big jump.
Move 6: Normal Eggs (80 Notes/Breegull Beach) Hold L and push B to get into Egg Aiming mode. You can move and jump with A, and switch eggs with R. To shoot the egg selected push B. Normal eggs are really basic but you can carry 25 eggs and show enemies who's boss!
Move 7: Feathery Flap (110 Notes/Breegull Beach) This move can give banjo a jumping boost. Simply jump with A like you usually do, and press A gain to hover for a few seconds.
Move 8: Talon Tront (140 Notes/Breegull Beach) Kazooie's legs can become useful with this move. Hold L then push R to get into talon tront mode. You can go up steeper slopes, run faster, although you can't attack in this mode. To get out of it simply press L.
Move 9: Rat-a-Tat-Tat (210 Notes/Bad Magic Bayou) Jump and press B to make Kazooie tap anything in her way. This is the most powerful attack in the game besides wonder wing.
Move 10: Bill Drill (170 Notes/Bad Magic Bayou) Jump in the air and push L to drill the ground below Banjo. This can be used to break certain blocks and shake things out of trees.
Move 11: Battery Eggs (260 Notes/Bad Magic Bayou) These are brand new eggs that haven't been seen before! These give enemies a shock and can be used to charge things up, and can carry up to 15.
Move 12: Wonder Wing: (350 Notes/Spiller's Harbor) Find a Gold Feather pad to activate wonder wing. You will be invincible for a limited amount of time, and it takes 1 gold feather for about 1 second. To end it simply press R. You can carry up to 25 gold feathers.
Move 13: Jump Pad (370 Notes/Spiller's Harbor) If you can't jump high enough even with Feathery jump, find a jump pad and simply jump on it to have a big boosted jump.
Move 14: Ice Eggs: (410 Notes/Spiller's Harbor) Chill out (Pun Intended, a very bad one) with Ice Eggs. These can be used to end fires and freeze enemies, kills fire based enemies in 1 hit, and you can carry up to 20.
Move 15: Fire Eggs (470 Notes/Freezing Furnace) Fire eggs can be used to melt icy objects, and can kill ice-based enemies in 1 hit. You can carry up to 10 of these.