Difference between revisions of "Jamjars"

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In ''Banjo-Tooie'', Jamjars is found in [[Jamjars' hatch|hatch]]es that are located around the [[Isle o' Hags]] and its levels. Jamjars can first be encountered at [[Mayahem Temple]], where he learns of Bottles' death from Banjo and Kazooie. As such, Jamjars agrees to help the duo on their adventure by teaching them moves along the way. Whenever Banjo and Kazooie collect a type of item the first time, even before meeting Jamjars, he explains the item and its purpose to them. Furthermore, Jamjars allows Banjo and Kazooie to use his network of [[silo]]s to quickly travel between areas.  
In ''Banjo-Tooie'', Jamjars is found in [[Jamjars' hatch|hatch]]es that are located around the [[Isle o' Hags]] and its levels. Jamjars can first be encountered at [[Mayahem Temple]], where he learns of Bottles' death from Banjo and Kazooie. As such, Jamjars agrees to help the duo on their adventure by teaching them moves along the way. Whenever Banjo and Kazooie collect a type of item the first time, even before meeting Jamjars, he explains the item and its purpose to them. Furthermore, Jamjars allows Banjo and Kazooie to use his network of [[silo]]s to quickly travel between areas.  


Unlike Bottles, Jamjars charges the duo [[Musical Note]]s before teaching his "advanced techniques" to them. Whenever Jamjars teaches a move, he marches to a military theme, and he rhymes as he explains the move to Banjo and Kazooie. After this, Jamjars yells "Dismissed!" and jumps back into the silo, which has its light change to green. Occasionally, after Jamjars teaches a move and opens the silo to leave, the hatch closes before before Jamjars can enter, causing him to hit his head. Jamjars crawls back into the silo and opens it once more to grab his hat. If the {{button|N64|B}} button is pressed while Banjo and Kazooie stand next to a green-lighted silo, Jamjars quickly recapitulates how to use the move that the duo learned at that Silo. Similarly to Bottles, if Banjo or Kazooie's [[health bar]] is low while they learn a move from Jamjars, he provides "[[honeycomb|rations]]" to instantly refill it.  
Unlike Bottles, Jamjars charges the duo [[Musical Note]]s before teaching his "advanced techniques" to them. Whenever Jamjars teaches a move, he marches to a military theme, and he rhymes as he explains the move to Banjo and Kazooie. After this, Jamjars dismisses them and jumps back into his hatch, which has its light change to green. Occasionally, after Jamjars teaches a move and opens the hatch to leave, it closes before before Jamjars can enter, causing him to hit his head. Jamjars crawls back into the hatch and opens it once more to grab his hat. If the {{button|N64|B}} button is pressed while Banjo and Kazooie stand next to a green-lighted silo, Jamjars quickly recapitulates how to use the move that the duo learned at that Silo. Similarly to Bottles, if Banjo or Kazooie's [[health bar]] is low while they learn a move from Jamjars, he provides "[[honeycomb|rations]]" to instantly refill it.  


If [[Mumbo Jumbo]] tries to interact with Jamjars, he tells him that "Jamjars' advanced training school is for bears and birds only".
If [[Mumbo Jumbo]] tries to interact with Jamjars, he tells him that "Jamjars' advanced training school is for bears and birds only".