Stomping Plains

 Stomping Plains '''is an area in Terrydactyland guarded by the mighty Stomponadon. Attempting through the Plains is dangerous, as Stomponadon will try to stomp on Banjo & Kazooie every four seconds after the previous stomp, bringing them down to one honeycomb if they are hit. There are Split-up Pads available at the entrance of Stomping Plains. Throughout the Plains, there are Stomponadon Tracks, which Banjo & Kazooie can hide in without being hit.

When you first visit the Stomping Plains, Banjo can't cross them because he's too slow. Kazooie can easily bypass the plains alone. Once you learned the Snooze Pack from the waste disposal plant in Grunty Industries, you can return to the Stomping Plains to get a Jiggy.

Once you've reached the end, there are four caves and the sparkling spot that allow Banjo to switch to Kazooie, or Kazooie to switch to Banjo when Split-Up. The first cave on the left is locked and requires Kazooie to step on the Kazooie Switch. Inside contains a Jinjo. The cave to the right of that requires Banjo to step on the Banjo Switch. Inside leads to Hailfire peaks. There is nothing inside the room of Hailfire peaks but a Jiggy. The third cave leads back to the start of Stomping Plains. The last cave on the right requires Banjo-Kazooie to step onto the Banjo-Kazooie Switch. Inside contains the Stomping Plains Jiggy.

Strategy
Banjo: In order for Banjo to cross Stomping Plains, he must have the Snooze Pack Ability from Grunty Industries. Banjo must run into the first Stomponadon Track in order to hide from the stomp. Right after the Stomponadon raises his foot, Banjo must immediately run into the next Stomponadon Track but will be hit during the process, leaving Banjo at one honeycomb. Banjo must use his Snooze Pack ability inside the next Stomponadon Track in order to recover all of his honeycombs, then attempt to run into the next Stomponadon Track, while still being hit, leaving him at one honeycomb. Repeat this strategy until you reach the end.

Kazooie: Because Kazooie is faster than Banjo, Kazooie has the ability to run into each Stomponadon Track after another without being hit. Although, this may be difficult, because Kazooie will have to exit each Stomponadon Track immediately when Stomponadon's foot comes up, and rush quickly into the next Stomponadon Track, barely making it.

Get the Terrydactyland Jiggy Early (Not Recommended): Banjo & Kazooie can run straight from the start of Stomping Plains to the end using the Wonderwing Ability. It is recommended to carry many Golden Feathers, as it takes at least seven Golden Feathers to reach from the start to the end. The only problem with this is that Banjo and Kazooie can only activate one switch, unlocking the Stomping Plains Jiggy, but cannot activate the Kazooie Switch that unlocks a Jinjo, and the Banjo Switch that unlocks the Hailfire peaks Jiggy.

Enemies

 * Stomponadon