Glowbo

Revision as of 23:38, August 11, 2020 by Results May Vary (talk | contribs) (rewrite page)

Glowbos are small, pink magical creatures that appear in Banjo-Tooie. They are a source of magical energy that is used by both Humba Wumba and Mumbo Jumbo. As such, Glowbos are the replacement of Mumbo Tokens from Banjo-Kazooie. There are two Glowbos in every level, one for each shaman to use.

“You've caught a Glowbo! They're supposed to have magical powers...”
Jamjars, Banjo-Tooie

In each world, one of the Glowbos must be taken to Wumba's Wigwam. When Banjo enters inside with a Glowbo, he throws it into a small pool, and by entering it, Humba Wumba can transform Banjo into another creature or object for that world. Entering it again returns Banjo to normal. There is a Mega-Glowbo, and giving it to Humba Wumba allows Kazooie to become a dragon. The other Glowbo must be taken to Mumbo's Skull and be used as energy for Mumbo's wand, allowing him to use a spell somewhere in that world.

In Banjo-Pilot, Glowbos are found on most tracks. If the racer shoots at them, a boost appears. By flying through it, the next boost appears and so forth; up to four boosts can appear. There is a lesser common green variant, and firing at it creates a yellow boost, which the racer can fly through to automatically be taken almost an entire lap around the track.

In Banjo-Kazooie: Nuts & Bolts, a Jinjo says they were walking on the volcano in Nutty Acres, when he "accidentally" kicked a Glowbo into a pool and asks Banjo to retrieve it. Unlike its two previous appearances, the Glowbo in Nuts & Bolts does not move.