How to Unlock Witchyworld in Isle O’ Hags and Beat Challenge 3

Witchyworld is the amusement-park stop you reach in the Isle O’ Hags area, but it’s gated behind progress. To enter, you need to have gathered 8 Jiggies so far and be able to complete Jiggywiggy’s Challenge 3. Once you can clear that challenge, you’ll get access to the park’s entrance path and start working through its rides, side spaces, and mission content.

Checklists

  • Collect 8 Jiggies up to this point.
  • Be able to complete Jiggywiggy’s Challenge 3.
  • Be ready to place 9 puzzle pieces within 100 seconds during Challenge 3.

Walkthrough Part 4: Witchyworld

Jiggywiggy’s Challenge 3 is the specific hurdle here. The puzzle raises the difficulty by asking you to fit 9 puzzle pieces into the board within 100 seconds. If you succeed, you’ll be shown the route onward to Witchyworld.

Next, head back to the Plateau section of Isle O’ Hags. From there, fire a Fire Egg at the button positioned above the big door directly opposite Honey B’s Hive.

Those doors open into the Pine Grove area of Isle O’ Hags, which is where the Witchyworld entrance sits.

Before you go fully in, activate the nearby silo to create a warp point for easier return trips.

With that done, take in what Witchyworld is all about: it’s Grunty’s amusement park outside the Pine Grove region. The park includes attractions and lots of mini-games, but the tone is more “scare-first” than “fun-first.” Expect side areas, a tough boss encounter, and multiple kinds of dangerous enemies.

Before you enter through the gate, make sure you head to the right to learn a new move—unless you’ve already picked it up.

New Move: Grenade Eggs

Jamjars teaches you everything you need about Grenade Eggs when you visit him in Pine Grove, to the right of the Witchyworld entrance.

These eggs aren’t just useful for the park—they’ll become your go-to offensive tool for the rest of the game.

Witchyworld’s Attractions

Witchyworld is built like a real amusement park layout. In the middle sits the central show arena, the Big Top Tent, where the main showdown happens. Around the outside are multiple attractions and areas that you can explore as you push deeper into the park.

You’ll get used to the park’s layout quickly. One important caveat: not every door is accessible right away. As you progress, side quests will let you reach farther zones and unlock new access, including restoring power with Mumbo, grabbing tickets and food items, and using the Van form to open locked Van Doors and pay fees for premium attractions.

One practical navigation tip is to watch the slot machines. If you linger without moving, they’ll fire at you and deal damage. You can destroy them using Grenade Eggs, but they’ll come back shortly after. Other enemies are typically less threatening since you can roll into them and avoid unnecessary trouble.

Mumbo Jumbo’s Skull: Power

Mumbo’s Skull is located deep within the Inferno area of Witchyworld. To get the necessary Glowbo, follow the path that runs to the left side of the Skull.

Once you have the Glowbo, go into Mumbo’s Skull and hand it to the shaman. Mumbo’s magic in Witchyworld is electric, and you’ll use it to power up several attractions—opening more parts of the park for exploration.

Be sure to make your way to the Space Zone and power Dodgems’ Dome and the Star Spinner attraction inside the large building.

You’ll also need Mumbo’s power for the generator in Area 51.

Humba Wumba’s Wigwam: Van

Humba Wumba’s Wigwam is perched on a cliff to the left of the entrance to the Crazy Castle area. Reaching it requires using Flap Flip and Grip Grab to climb your way up, but the trip is worth it.

Inside the teepee, collect the Glowbo and deliver it to Wumba. This time, jumping into her pink pool transforms you into a Van.

In Van form, you can access areas that are otherwise restricted just by honking your horn, and you also become invincible.

Even though cruising around Witchyworld in an armored four-wheel vehicle sounds great, you still have several tasks to complete while you’re in the Van:

  • Rescue the Jinjo from Area 51.
  • Pay admission to both the Inferno and Dodgem amusements.
  • Collect the Cheato from the Inferno area.
  • Use the Van to obtain the Treble Clef from the Space Zone.

Keep in mind: Mumbo’s power is required to activate the Dodgems’ Dome before you can enter it, so plan your power-up steps accordingly.

Madame Grunty’s Tent

Madame Grunty’s Tent sits along the inside perimeter of the park. If you go into the tent, Grunty reads your fortune, which means you’ll either be punished or rewarded.

The tent may also shut down after delivering a fortune. If it closes, you’ll receive an announcement telling you when it reopens.

Area 51

Behind an electrified fence is a hidden area with mission-critical objectives. To enter Area 51, aim a Grenade Egg at the gate and blast it open.

After it’s open, you can return to Mumbo and power up the generator for the Saucer of Peril found here. To do that, stand on the Mumbo Pad and press A.

Area 51 also contains a Jinjo you can rescue in Van form, plus several music notes that look difficult but are actually easy to pick up.

For the note collection, use the pad outside the fence to jump onto the pillar. The electric fence will hurt you, so hop and flap from pillar to pillar to collect all the notes.

You may notice footprints leading along the wall. If you’re visiting for the first time, you can’t follow them yet because you haven’t learned the wall-walking ability. To run up the wall, you’ll need the Claw Clamber Boots, which are located on top of the Big Top tent—but you must unlock them first in Grunty Industries.

Cave of Horrors

Enter the Cave of Horrors through the purple tunnel near the Dive of Death attraction. The route takes you through a dark, tooth-lined passage—avoid touching the teeth, because they will damage you.

Inside the Cave of Horrors, you’ll find three cages that you can blast open using Grenade Eggs. Each cage contains a creature with a dramatic-sounding label: “The Ancient Bearded Camel,” the “Mighty Evil Dinosaur,” and the “Weird Killer Alien.” The “obviously” part is that the names are exaggerated, and the rightmost cage contains a Jinjo waiting to be rescued.

You should free everyone in the cages. The Jinjo you rescue increases your count of the appropriate color Jinjo immediately. Scrut the dinosaur and Gobi the camel, however, are tied to larger missions that affect events outside Witchyworld.

Gobi—a returning character from Banjo-Kazooie—heads to the Fire Side Train Station near Hailfire Peaks. Scrut boards the train in Witchyworld so you can take them back to Terrydactyland.

Gobi is heading to Hailfire Peaks (“the Lava World”).

Scrut wants to go home to Terrydactyland.

Train Station

The Witchyworld Train Station is located down the green tunnel next to the entrance to the Inferno area.

To open the gates, find the button by Flap Flipping onto the upright coffin on the left side, then Grip Grabbing to the alcove on the far side of the room. After that, approach the wooden sign near the tracks to summon the train.

Bringing Chuffy into Witchyworld is essential if you want to return the lost dinosaur to Terrydactyland.

Once the train has moved into Witchyworld Station, dinosaur Scrut can enter the passenger car and stay there until you retrieve them back in Terrydactyland.

For all collectibles and secrets in Witchyworld—including Jiggies, Honeycombs, Jinjos, Moves, and Cheato Pages—use these references:

  • Witchyworld Jiggies
  • Witchyworld Collectibles

Up Next: Witchyworld Jiggies

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Marcus Chen is a gaming journalist and industry reporter with more than 10 years of experience. He covers releases, announcements, and trends across PC, PlayStation, Xbox, and Nintendo, and keeps a close eye on the indie scene and esports. Previously an editor at several gaming publications, he now writes news, reviews, and breakdowns of major industry moments—from big showcases to updates on popular titles. His work is aimed at players who want a clear, fast read on what happened and why it matters.