Warp Pad

Warp Pads are pads that were introduced in Banjo-Tooie. Warp Pads can teleport the player to any other previously-visited pad in the same world.

Warp Pads are blue with a swirling image. When the player finds and touches one, the pad changes from transparent to active. After finding at least two Warp Pads in a world, the player can use them by pressing while standing on them, and choosing another active pad to warp to.

Worlds
There are usually five Warp Pads in a world, and tend to appear at the world's entrance, near Humba Wumba's wigwam, and near Mumbo Jumbo's skull. There are only three worlds that don't have five Warp Pads:


 * Cloud Cuckooland and Cauldron Keep have ony two each.
 * Isle o' Hags has Silos instead of Warp Pads. The main difference is that Silos never let in Mumbo Jumbo, and there are seven of them.

Warp Pads reappear in Banjo-Kazooie: Nuts & Bolts as large golden pads only appearing in Showdown Town rather than in the worlds. Their function has not changed, but they can only be used while on vehicle.

Users and restrictions
When the pads are active, almost anyone can use them. This includes Banjo and Kazooie (alone or together), Mumbo Jumbo, and nearly all of Wumba's transformations.


 * Mumbo's Golden Goliath ignores the pads.
 * The daddy T-Rex is too large to use the Warp Pads!
 * Because of a factory rule, Washer Banjo may not use the Warp Pads. The loudspeaker orders him to use the service elevator.

Warp Pads tend to be optional; you almost always have the option to ignore them and walk the long way. However, Banjo-Tooie requires so much backtracking, and so many repeat visits to Mumbo's and Wumba's, that the Warp Pads provide a very important shortcut around annoyances and frustration.

There are at least a few cases where the Warp Pads are truly necessary, and provide the only way to reach the Jiggy.


 * In Terrydactyland, Banjo must use the Taxi Pack to carry the largest baby to Terry. Banjo has no way to climb the mountain, because he cannot use the Springy Step Shoes, so Banjo must go the easy way by warping to the top.
 * In Grunty Industries, the Warp Pads are the only way for Mumbo Jumbo to leave floor 3. Mumbo must warp because his Mumbo Pads are on floors 2 and 4.
 * What else?

Warp Pads also enable a few other tricks. For example, to rescue the Jinjo at the entrance to Terrydactyland, one must first grenade the switch on the pillar to open the cage. Then one can use the Springy Step Shoes to reach the Jinjo, but no shoes are nearby! The trick is to grab the shoes by Wumba's Wigwam, then warp (while wearing the shoes) from wigwam to 'World Entry and Exit', then step on the ramp in front of the cave and spring up to the Jinjo. This trick is quite optional, because the other ways are to fly there (after Terry grants the Flight Pad), glide there, or toss a clockwork Kazooie up there.

Locations and icons
Icons are the character's faces which appear to the left of the names of the places you want to go through the warp pads.


 * Mayahem Temple
 * Glitter Gulch Mine
 * Witchyworld
 * World Entry And Exit: Master Jiggywiggy
 * Behind The Big Top Tent: Conga
 * Space Zone: Saucer of Peril
 * Outside Wumba's Wigwam: Humba Wumba
 * Outside Mumbo's Skull: Mumbo Jumbo