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Difference between revisions of "Split-Up"

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{{Infobox move
{{Infobox move
|image = [[File:Split-up.png|250px]]
|image = [[File:Split-up.png|250px]]
|game = ''[[Banjo-Tooie]]''
|game = ''[[Banjo-Tooie]]''
|world = [[Witchyworld]]
|world = [[Witchyworld]]
|buttons = {{button|N64|A}} while on [[Split-up Pad]]s
|buttons = {{button|N64|A}} while on Banjo's [[Split-up Pad]]
|uses = Separating [[Banjo]] and [[Kazooie]]
|uses = Splitting up [[Banjo]] and [[Kazooie]]
}}
}}
'''Split-up''' is an ability from ''[[Banjo-Tooie]]'' that can be learned in [[Witchyworld]], just behind the Big-Top Tent. When you find a pair of [[Split-up Pads]], have [[Banjo]] step on the Banjo pad and press {{button|N64|A}}, and [[Kazooie]] will leap out of her backpack onto the Kazooie pad, putting the player in control of the bear. In order to switch to Kazooie, stand on the Banjo pad again and press {{button|N64|A}}, and do the same with Kazooie on the Kazooie pad to switch back. Certain spots will also have colorful sparkles, called Swap Gas, which will allow the player to switch between characters by pressing {{button|N64|A}} while standing in them. To rejoin the pair at any time, simply have one run into the other. You cannot leave a world (or an [[Isle o' Hags]] area) while the bear and bird are still split up.
{{quote|Separate skills are what [[Banjo|you]] lack, so let's get [[Kazooie]] out of your pack! Find your [[Split-up Pad|pads]] is what you do, pressing {{button|N64|A}} makes one become two!|[[Jamjars]]|[[Banjo-Tooie]]}}
'''Split-Up''' is a move in ''[[Banjo-Tooie]]''.


An obvious advantage of splitting up is that both characters can now learn their own set of moves to fit a greater variety of situations. Also, each character has their own attributes. Banjo alone can still swim underwater, [[Grip Grab|hang on edges]], and [[Climb|climb]] objects, while he only learns [[Pack Whack|one attack]] but multiple "utility" moves. Kazooie retains her ability to fire [[Eggs]], [[Flight|fly]], [[Shock Jump Spring]], and use footwear, as well as learns new offensive moves. Lacking Banjo's weight also improves her agility and performance. At maximum energy, Banjo carries eight honeycombs and Kazooie has seven. At minimum, Banjo has three honeycombs and Kazooie has two.
==Overview==
Split-Up allows [[Banjo]] and [[Kazooie]], when on [[Split-up Pad]]s, to separate the two and allow both to walk around by themselves, giving them a mostly new moveset to do things the two together normally wouldn't be able to. It is taught to by [[Jamjars]] in [[Witchyworld]] for 160 [[Musical Note]]s, and is performed by pressing {{button|N64|A}} while on Banjo's pad. To switch to Kazooie, Banjo must press {{button|n64|a}} again on his pad (it does not have to be the same pad he split up on). To switch back to Banjo, Kazooie must press {{button|n64|a}} on one of her pads. There are also sparkly "[[Swap Cloud]]s" at various points that allow Banjo and Kazooie to switch. To bring the two back together, one simply has to touch the other.


Certain switches encountered in later worlds can only be activated when a certain character stands on them. Such switches often come in pairs which must be activated simultaneously, and are accompanied by Swap Clouds so the player can switch between characters. However these and all other Swap Clouds are only visible when the duo is split.
By default, Banjo starts with three honeycombs of HP by himself, while Kazooie only has two. [[Honey B.]]'s upgrades will add honeycombs to their health until Banjo has eight and Kazooie has seven. Banjo initially has no attacks but retains his ability to do the [[Grip Grab]] (albeit without an attack). He can still swim, but the loss of Kazooie causes him to swim slower. He can also do a variant of the [[Flap Flip]] in which he "flaps" his arms. Kazooie initially has an attack as she retains her ability to use Eggs (as well as moves related to them) as well as the [[Beak Bomb]], but she can't swim underwater, locking her out of a majority of [[Jolly Roger's Lagoon]]. When using the [[Shock Spring Jump]] or [[Springy Step Shoes]], Kazooie goes much higher by herself than she would with Banjo. She can also run faster with the [[Turbo Trainers]], which is needed to beat one of [[Mr. Fit]]'s challenges. The [[Beak Buster]], [[Bill Drill]], [[Breegull Blaster]], and [[Talon Torpedo]] cannot be performed while Banjo and Kazooie are split up.


==Jamjars' Rhyme==
The move is a "gateway" to the following moves, which Jamjars will not teach to Banjo and Kazooie while they are together:
:Separate skills
*[[Pack Whack]]
:are what you lack,
*[[Shack Pack]]
:so let's get [[Kazooie]]
*[[Snooze Pack]]
:out of your pack!
*[[Taxi Pack]]
:Find your [[Split-up Pads|pads]]
*[[Sack Pack]]
:is what you do,
*[[Wing Whack]]
:pressing {{button|N64|A}}
*[[Leg Spring]]
:makes one become two!
*[[Hatch]]
*[[Glide]]
 
While Split-Up, neither characters can leave the worlds they are currently in without the other, except for one Jiggy in [[Hailfire Peaks]] that falls into [[Grunty Industries]] but requires the Shack Pack to get.


{{BT}}
{{BT}}
[[Category:Abilities in Banjo-Tooie]]

Latest revision as of 13:33, December 10, 2023

“Separate skills are what you lack, so let's get Kazooie out of your pack! Find your pads is what you do, pressing A Button makes one become two!”
Jamjars, Banjo-Tooie

Split-Up is a move in Banjo-Tooie.

Overview[edit]

Split-Up allows Banjo and Kazooie, when on Split-up Pads, to separate the two and allow both to walk around by themselves, giving them a mostly new moveset to do things the two together normally wouldn't be able to. It is taught to by Jamjars in Witchyworld for 160 Musical Notes, and is performed by pressing A Button while on Banjo's pad. To switch to Kazooie, Banjo must press A Button again on his pad (it does not have to be the same pad he split up on). To switch back to Banjo, Kazooie must press A Button on one of her pads. There are also sparkly "Swap Clouds" at various points that allow Banjo and Kazooie to switch. To bring the two back together, one simply has to touch the other.

By default, Banjo starts with three honeycombs of HP by himself, while Kazooie only has two. Honey B.'s upgrades will add honeycombs to their health until Banjo has eight and Kazooie has seven. Banjo initially has no attacks but retains his ability to do the Grip Grab (albeit without an attack). He can still swim, but the loss of Kazooie causes him to swim slower. He can also do a variant of the Flap Flip in which he "flaps" his arms. Kazooie initially has an attack as she retains her ability to use Eggs (as well as moves related to them) as well as the Beak Bomb, but she can't swim underwater, locking her out of a majority of Jolly Roger's Lagoon. When using the Shock Spring Jump or Springy Step Shoes, Kazooie goes much higher by herself than she would with Banjo. She can also run faster with the Turbo Trainers, which is needed to beat one of Mr. Fit's challenges. The Beak Buster, Bill Drill, Breegull Blaster, and Talon Torpedo cannot be performed while Banjo and Kazooie are split up.

The move is a "gateway" to the following moves, which Jamjars will not teach to Banjo and Kazooie while they are together:

While Split-Up, neither characters can leave the worlds they are currently in without the other, except for one Jiggy in Hailfire Peaks that falls into Grunty Industries but requires the Shack Pack to get.