Difference between revisions of "Jamjars"

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{{quote|Drill sergeant Jamjars reporting f'duty, sir!|Jamjars|[[Banjo-Tooie]]}}
{{quote|Drill sergeant Jamjars reporting f'duty, sir!|Jamjars|[[Banjo-Tooie]]}}
'''Jamjars''' is [[Bottles]]' brother and serves as the replacement trainer for [[Banjo]] and [[Kazooie]] in ''[[Banjo-Tooie]]''. Assertive and strict, this militaristic drill sergeant mole requires the pair to prove themselves by collecting a certain number of [[Musical Notes|musical notes]] before teaching them any new moves. Like his brother, Jamjars doesn't think too kindly of Banjo's smart-aleck sidekick, Kazooie, but tolerates her enough to teach the pair some of the game's most important moves, possibly beacause of Kazooies's enthusiasm to beat the living (or in this case, undead) daylight out of [[Grunty]].
'''Jamjars''' is [[Bottles]]' brother and serves as the replacement trainer for [[Banjo]] and [[Kazooie]] in ''[[Banjo-Tooie]]''. Assertive and strict, this militaristic drill sergeant mole requires the pair to prove themselves by collecting a certain number of [[Musical Notes|musical notes]] before teaching them any new moves. Like his brother, Jamjars doesn't think too kindly of Banjo's smart-aleck sidekick, Kazooie, but tolerates her enough to teach the pair some of the game's most important moves, possibly beacause of Kazooie's enthusiasm to beat the living (or in this case, undead) daylight out of [[Grunty]].


Banjo and Kazooie must find his hatches in each world (unlike ''[[Banjo-Kazooie]]'', all of ''[[Banjo Tooie]]'s'' worlds have at least one hatch and one move to learn) and have the correct number of notes to obtain the next move. His hatches are flat with a red light if the move hasn't been learned yet and green when it has. Pressing {{B}} next to a green-lighted hatch will give a quick recap on how the move is performed. Also, if Banjo opens a hatch without full health, Jamjars will provide him some [[honeycomb]] "rations", instantly filling the health bar.
Banjo and Kazooie must find his hatches in each world (unlike ''[[Banjo-Kazooie]]'', all of ''[[Banjo Tooie]]'s'' worlds have at least one hatch and one move to learn) and have the correct number of notes to obtain the next move. His hatches are flat with a red light if the move hasn't been learned yet and green when it has. Pressing {{B}} next to a green-lighted hatch will give a quick recap on how the move is performed. Also, if Banjo opens a hatch without full health, Jamjars will provide him some [[honeycomb]] "rations", instantly filling the health bar.
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