Banjo tooie witchyworld where is mumbo
First do a Ground Pound, then use the Drill, and for the third, just shoot a Grenade Egg on the switch to nab your reward.
Also in the Western Zone, the Crazy Castle can be found by going through the open doors. As you enter, you'll see that the castle is deflated. To fix these, first go to the back and destroy the grating with a Grenade Egg to gain access to the Pump Room.
Afterwards, split up, and go inside. There are two switches that need to be stepped on by Banjo and Kazooie, respectively. Once both are on their switches, the pump will activate and inflate the castle. Inside the castle, there are two games: the Hoop Hurry game that can be played as Kazooie alone and the Balloon Burst game that can be played as Banjo and Kazooie together.
Once you're done, use the Shock Spring Pad to get on top of the Crazy Castle, allowing you to get your rewards. Inside the Horror Zone, you'll find a pool of water and a really high platform. This is the Dive of Death. Use the ladder to climb up the platform and you'll see a Jiggy waiting on a platform connected only by an extremely narrow path.
You can either try to slowly walk across without falling off or use the Grip Grab. In any case, once on the other side, simply backflip to grab your reward and jump down into the pool of water to safely get back to the ground. Inside the Inferno, there's a Jiggy on top of the structure in the Inferno.
To get this one, you'll need to have learned the Split Up move from Jamjars. Go to the Split Up pad inside the Inferno to split up. Have Banjo run to the nearby switch which creates a Shock Spring Pad at the top of the structure.
Switch to Kazooie, grab the Running Shoes in front of the slide and have her run up the slide avoiding the Hotheads sliding down. Once at the top, use the Shock Spring Pad to reach the Jiggy. Backtrack there, transform into the Detonator and go to the Fuel Depot to the left of the level entrance.
You will see a shaking box, unable to progress because a bunch of rocks are in the way. Get near the TNT and the Detonator will ignite it and detonate the rocks. The box will progress forward, but then stop due to a blocked door. Go back to Witchyworld, go to the Western Zone and climb the tower. Get on top of the rope and walk across to get to the Space Zone, on top of the entrance to the Star Spinner.
If you wish, you can also enable the cable car found above the Big Top by stepping on the red switch. Once over, hit the red switch on the wall to allow the box to get over and unfold to reveal the Saucer of Peril. Provided that Area 51 is powered up, you can jump inside to start the minigame. You will fly all across the level with targets on the way which you can shoot with your golden eggs. The Glowbo is inside Humba Wumba's hut. There are several door that will open if you beep your horn as the van scattered throughout the level, along with two boxes were you have to place coins which the van has once you get it.
One of the boxes is outside the Inferno, and the other inside the Dodgem's Challenge building. Step on the switch, and do these three moves: Beak Bomb, Bill Drill, and a grenade egg. Climb the machine to claim your Jiggy. Climb up it and get the Jiggy, then dive off. Inside, put Kazooie on her switch, then bring Banjo to his switch. This will turn on the pump and inflate the castle outside. Inside the castle, go through the open door with both Banjo and Kazooie , and beat the Balloon Burst mini game to get a Jiggy which will appear on the roof; there is a shock pad.
Beat the Hoop Hurry Challenge to get the Jiggy that appears on the roof. Swich to Kazooie, get the Turbo Trainers, and make your way up the spiral slide in the center. You want to watch out for the Flame kids coming down you can just jump over them.
At the top, use the Shock pad to get the Jiggy. It is run by deranged and hostile employees that will attack anyone on sight, as well as perverse purveyors running the unsanitary food stands.
Witchyworld also has strict constraints on taking out food off of the park's premises. Any food that Banjo and Kazooie try to sneak out of Witchyworld is immediately confiscated, unless a certain route is taken. Each "Zone" has different scenery and attractions. However most of the rides are out of service, and require a jolt of electricity from Mumbo to jump start them. The entrance is a locked gate located in the Pine Grove. It was originally meant to be in Banjo-Kazooie , but was put on hold due to time delays.
This area was also featured in Banjo-Pilot. This move is learned next to the Big Top tent. Step on the Banjo pad and press A to split up Banjo and Kazooie, making them separate playable characters.
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