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{{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]]}} | {{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]]'' | '''Split-Up''' is a move in ''[[Banjo-Tooie]]''. | ||
==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. | |||
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. | 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. | ||
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{{BT}} | {{BT}} | ||
[[Category:Abilities in Banjo-Tooie]] |
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