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Hazards

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Hazards are natural or artificial objects and features that are not enemies, yet just as dangerous to Banjo and Kazooie.

Contents

Damaging TerrainEdit

Damaging terrain can take various forms, but all are hazardous to step into unless the Wading Boots are worn or the Wonderwing or Sack Pack is being used. Most hazards cause damage every four or five seconds; in this time Banjo can get out of the substance without being hurt more than once. Banjo usually cannot move very fast in hazardous terrain, however it is possible to jump and Feathery Flap your way out of harm.

Piranha WaterEdit

Swamp
This be piranha water, keep your smelly feet out!

The swampwaters in and around Bubblegloop Swamp are infested with many piranhas. Piranhas tend to bite things that enter their territory (except for crocodiles), so avoiding it is a good idea.

Freezing WaterEdit

Freezeezy Peak's pools of water are far too cold to safely swim in without a thick layer of blubber. The water is just deep enough to force Banjo to paddle, so at least he doesn't take any fall damage from it - the Wonderwing cannot be used due to this, though. The water on Hailfire Peaks' Icy Side is just as cold but not as deep. The water seems to be home to some Snowys.

Superheated SandEdit

Some (well, half) of the sand in Gobi's Valley is superheated by the desert sun, burning anyone who falls into it. A certain portion of the sand can be destroyed once its surface is filled in with water. The sand eels, creatures that look like worms, are the one living thing that can survive in it.

Toxic WellwaterEdit

The wellwater of Mad Monster Mansion has some sort of poisonous quality about it. What exactly is never explained. Banjo can safely dive in as a pumpkin.

  • It's suggested that the wellwater has Thorns on the bottom (see below), as Grunty may do her rhyme about how Thorns hurt if you fall into the wellwater before being hurt by other thorn patches.

Thorns/BramblesEdit

In Mad Monster Mansion and Click Clock Wood are spiked plants that cover parts of the ground. The thorns in Mad Monster Mansion are somewhat rare, while the entire patch of ground in front of Mumbo's Skull in Click Clock Wood is covered in brambles. The brambles die during winter and have no effect on bees. All seem to be grown by Grunty.

Quicksand/Toxic WaterEdit

Large areas of Mayahem Temple and Terrydactyland are flooded with quicksand. The quicksand itself is not dangerous, but the Dragundas living within are. Dragundas also appear in the poisoned water around Grunty Industries. The quicksand in Mayahem Temple does not damage Banjo constantly; it instead flings him out. While the Wonderwing won't stop you from getting flung out, it does absorb the damage given.


Lava (Banjo-Tooie)Edit

The Inferno in Witchyworld and the Fire Side of Hailfire Peaks is covered in molten rock. It is not to be touched.

Breath HazardsEdit

Banjo and Kazooie can't breathe in anything but normal air, so entering another fluid can be dangerous.

WaterEdit

While water by itself is no hazard, staying underwater too long definitely is, and such is unavoidable in Clanker's Cavern.

Oily Water/Icy WaterEdit

Rusty Bucket Bay's reservoir is full of oil pollution. Simply swimming on the surface of this "water" uses up air, and diving underneath uses up air twice as fast. The water in Clock Clock Wood's winter has the same properties.

Toxic WasteEdit

Rusty Bucket Bay2
KEEP OUT OR DIE!
Chicken7Added by Chicken7

A large green pool in the corner of Rusty Bucket Bay contains this dangerous material, which is so toxic that it attacks both Banjo's air meter AND health bar.

Toxic GasEdit

While Banjo and Kazooie are not physically limited in any way by toxic gas, they have to leave the area before their air meter depletes. If such happens, then health is constantly lost until fresh air can be taken in. Toxic gases of various kinds appear in Glitter Gulch Mine, Grunty Industries, Hailfire Peaks, Cloud Cuckooland, and the Hag 1 battle. While most toxic gases cause normal air loss, a certain gas in Grunty Industries is so dangerous that air is lost two or three times a second.

Crushing HazardsEdit

If the bear or bird get violently forced between two solid objects, their health plummets to one or two honeycombs. A second hit finishes the job. The Wonderwing can protect against most crushers.

Crushing ShedEdit

Found in Glitter Gulch Mine, these relatively weak crushers only do 1 honeycomb of damage. They must be shut down so the Jiggy Boulder can be mulched up.

StomponadonEdit

The Triassic Steamroller, Stomponadon is found in the Stomping Plains of Terrydactyland. Kazooie can outrun his Crushiness' foot, but Banjo has to recover health constantly to make it through.

Trash Compactor and Wall CrushersEdit

While the Trash Compactor on Floor 1 of Grunty Industries is much the same as Stomponadon, the Wall Crushers can't be bypassed (even with the Wonderwing) unless Mumbo gives them an EMP, allowing Banjo and Kazooie to pass.

OtherEdit

HeightsEdit

Banjo's leg bones can't take the stress of impact from too high up, so leaping off a cliff will likely lead to pain. Using the Feathery Flap can help prevent this, but not for very high plummets. Kazooie alone can Feathery Flap indefinitely to avoid this problem, but is still vulerable to fall damage. The FALLPROOF cheat in Banjo-Tooie deactivates fall damage, but doesn't prevent fall helplessness (the inability of action during a long fall). Falling into a liquid deep enough to swim in does no damage.

Just to note, the longest fall in Banjo-Kazooie takes place in the Engine Room (which has no floor, see below), while the biggest plummet in Banjo-Tooie is the Elevator Shaft in Grunty Industries. Sometimes if you fall real high in Banjo-Kazooie, it can cause an instant-kill.

FireEdit

While burning stuff can certainly be useful, it's generally a bad idea to touch the flames. Ice Eggs can put out some fires.

Beak Bomb misuseEdit

Flying like a missile can have its benefits, but if Kazooie misaims and rams into something indestructable, there could be a medical problem. Especially if the momentum of a ground impact leads to sliding off a cliff.

Splash damageEdit

Grenade Eggs and Clockwork Kazooie Eggs are very useful, but their detonation can harm the shooter if used at too close a range. (Proximity Eggs also have this property.)

Toxic Gloop/Boiling WaterEdit

Vats of dangerous chemicals can be found in Grunty Industries and Cauldron Keep, while pools of boiling water exist on the Fire Side of Hailfire Peaks. Jumping into either causes the jumper to be flung towards land. Banjo can safely float on the surface or dive underneath if need be.

Boiling WaterfallEdit

A certain Jinjo in Hailfire Peaks is trapped by this impassable wall of scorching liquid. The Wonderwing is the only way to get through; although it is difficult yet possible to make it through with the Honeyking cheat.

Electric GatesEdit

Cauldron Keep is protected by a series of electrical gates that not only prevent entry, but injure would-be tresspassers.

StovesEdit

The stoves at The Galley are very hot. Any sort of contact will give Banjo a third degree burn.

Instant KOsEdit

King Sandybutt's TombEdit

If Banjo and Kazooie cannot find their way out of the maze in King Sandybutt's Tomb before time runs out, the spiked ceiling drops in on them.

Bottomless fallsEdit

Rusty Bucket Bay, the Top of the Tower, the Isle O' Hags, Glitter Gulch Mine, Witchyworld, Terrydactyland, Hailfire Peaks, Cloud Cuckooland and Cauldron Keep all have edges without ground below them. Falling off a cliff in such a case leaves it all to gravity. A similar case is in two locations in Grunty's Lair (the Gobi's Valley puzzle room with the entrance to Mad Monster Mansion and Grunty's Furnace Fun), where falling off (or getting knocked off) the pathway results in a lava bath. (Note: In Banjo-Kazooie, all bottomless falls incorporate the "fell into lava" sound effect.)

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