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Difference between revisions of "Stomping Plains"

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(Added Strategies and more in-depth description of Stomping Plains.)
bkwikia>Pandaboy78
(Wow, no offense BK wiki, but last time this page was edited was in 2014, and the last edit was ME. This wiki really needs to step up its game and polish every page, even the small ones. -Evan, Bureaucrat admin of the Yooka-Laylee Wiki.)
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|game = Banjo Tooie (XBLA)
|game = Banjo Tooie (XBLA)
|world = Terrydactyland
|world = Terrydactyland
|jiggies found/involved = none|image = Stomping Plains.png}}
|jiggies found/involved = none|image = Stomping Plains.png}}'''
'''Stomping Plains '''is an area in [[Terrydactyland]] guarded by the mighty [[Stomponadon]]. Attempting through the Plains is dangerous, as Stomponadon will try to stomp on [[Banjo]] & [[Kazooie]] every four seconds after the previous stomp, bringing them down to one honeycomb if they are hit. There are [http://banjokazooie.wikia.com/wiki/Split-up_Pads Split-up Pads] available at the entrance of Stomping Plains. Throughout the Plains, there are Stomponadon Tracks, which Banjo & Kazooie can hide in without being hit. 
'''Stomping Plains '''is an area in [[Terrydactyland]] guarded by the mighty [[Stomponadon]]. Attempting through the Plains is dangerous, as Stomponadon will try to stomp on [[Banjo]] and [[Kazooie]] every four seconds after the previous stomp, bringing them down to one honeycomb if they are hit. There are [http://banjokazooie.wikia.com/wiki/Split-up_Pads Split-up Pads] available at the entrance of Stomping Plains. Throughout the Plains, there are Stomponadon Tracks, which Banjo and Kazooie can hide inside to avoid getting hit. 


When you first visit the Stomping Plains, [[Banjo]] can't cross them because he's too slow. [[Kazooie]] can easily bypass the plains alone. Once you learned the [[Snooze Pack]] from the waste disposal plant in [[Grunty Industries]], you can return to the Stomping Plains to get a Jiggy. 
When the player first visits the Stomping Plains, Banjo cannot cross them due to his slow speed. Kazooie can easily bypass the plains alone. Once Banjo has learned the [[Snooze Pack]] from the waste disposal plant in 
==Strategy==


Once you've reached the end, there are four caves and the sparkling spot that allow Banjo to switch to Kazooie, or Kazooie to switch to Banjo when [http://banjokazooie.wikia.com/wiki/Split-up Split-Up]. The first cave on the left is locked and requires Kazooie to step on the [http://banjokazooie.wikia.com/wiki/Kazooie_Switch Kazooie Switch]. Inside contains a [http://banjokazooie.wikia.com/wiki/Jinjo Jinjo]. The cave to the right of that requires Banjo to step on the [http://banjokazooie.wikia.com/wiki/Banjo_Switch Banjo Switch]. Inside leads to [http://banjokazooie.wikia.com/wiki/Hailfire_Peaks Hailfire peaks]. There is nothing inside the room of Hailfire peaks but a Jiggy. The third cave leads back to the start of Stomping Plains. The last cave on the right requires Banjo-Kazooie to step onto the Banjo-Kazooie Switch. Inside contains the Stomping Plains Jiggy.


== Strategy ==
'''Banjo:''' In order for Banjo to cross Stomping Plains, he must have the [[Snooze Pack]] Ability from [[Grunty Industries]]. Banjo must run into the first Stomponadon Track in order to hide from the stomp. Right after the Stomponadon raises his foot, Banjo must immediately run into the next Stomponadon Track but will be hit during the process, leaving Banjo at one honeycomb. Banjo must use his Snooze Pack ability inside the next Stomponadon Track in order to recover all of his honeycombs, then attempt to run into the next Stomponadon Track, while still being hit, leaving him at one honeycomb. If the player must repeat this strategy until Banjo reaches the end.
'''Banjo:''' In order for [[Banjo]] to cross Stomping Plains, he must have the [[Snooze Pack]] Ability from [[Grunty Industries]]. Banjo must run into the first Stomponadon Track in order to hide from the stomp. Right after the Stomponadon raises his foot, Banjo must immediately run into the next Stomponadon Track but will be hit during the process, leaving Banjo at one honeycomb. Banjo must use his [[Snooze Pack]] ability inside the next Stomponadon Track in order to recover all of his honeycombs, then attempt to run into the next Stomponadon Track, while still being hit, leaving him at one honeycomb. Repeat this strategy until you reach the end.


'''Kazooie:''' Because [[Kazooie]] is faster than Banjo, Kazooie has the ability to run into each Stomponadon Track after another without being hit. Although, this may be difficult, because Kazooie will have to exit each Stomponadon Track immediately when Stomponadon's foot comes up, and rush quickly into the next Stomponadon Track, barely making it.
'''Kazooie:''' Because Kazooie is faster than Banjo, Kazooie has the ability to run into each Stomponadon Track after another without being hit. Although, this may be difficult, because Kazooie will have to exit each Stomponadon Track immediately when Stomponadon's foot comes up, and rush quickly into the next Stomponadon Track, barely making it.


'''Get the Terrydactyland Jiggy Early (Not Recommended):''' Banjo & Kazooie can run straight from the start of Stomping Plains to the end using the [http://banjokazooie.wikia.com/wiki/Wonderwing Wonderwing Ability]. It is recommended to carry many [http://banjokazooie.wikia.com/wiki/Golden_Feathers Golden Feathers], as it takes at least seven Golden Feathers to reach from the start to the end. The only problem with this is that Banjo and Kazooie can only activate one switch, unlocking the Stomping Plains Jiggy, but cannot activate the [http://banjokazooie.wikia.com/wiki/Kazooie_Switch Kazooie Switch] that unlocks a [http://banjokazooie.wikia.com/wiki/Jinjo Jinjo], and the [http://banjokazooie.wikia.com/wiki/Banjo_Switch Banjo Switch] that unlocks the [http://banjokazooie.wikia.com/wiki/Hailfire_Peaks Hailfire peaks] Jiggy.
'''Get the Terrydactyland Jiggy Early (Not Recommended):''' Banjo and Kazooie can run straight from the start of Stomping Plains to the end using the [http://banjokazooie.wikia.com/wiki/Wonderwing Wonderwing Ability]. It is recommended to carry many [http://banjokazooie.wikia.com/wiki/Golden_Feathers Golden Feathers], as it takes at least seven Golden Feathers to reach from the start to the end. The only problem with this is that Banjo and Kazooie can only activate one switch, unlocking the Stomping Plains Jiggy, but cannot activate the [http://banjokazooie.wikia.com/wiki/Kazooie_Switch Kazooie Switch] that unlocks a [http://banjokazooie.wikia.com/wiki/Jinjo Jinjo], and the [http://banjokazooie.wikia.com/wiki/Banjo_Switch Banjo Switch] that unlocks the [http://banjokazooie.wikia.com/wiki/Hailfire_Peaks Hailfire peaks] Jiggy.
==Enemies==
==Enemies==
*[[Stomponadon]]
*[[Stomponadon]]
[[Category:Locations]]
[[Category:Locations]]

Revision as of 09:29, March 22, 2017

Template:Small world area Stomping Plains is an area in Terrydactyland guarded by the mighty Stomponadon. Attempting through the Plains is dangerous, as Stomponadon will try to stomp on Banjo and Kazooie every four seconds after the previous stomp, bringing them down to one honeycomb if they are hit. There are Split-up Pads available at the entrance of Stomping Plains. Throughout the Plains, there are Stomponadon Tracks, which Banjo and Kazooie can hide inside to avoid getting hit. 

When the player first visits the Stomping Plains, Banjo cannot cross them due to his slow speed. Kazooie can easily bypass the plains alone. Once Banjo has learned the Snooze Pack from the waste disposal plant in 

Strategy

Banjo: In order for Banjo to cross Stomping Plains, he must have the Snooze Pack Ability from Grunty Industries. Banjo must run into the first Stomponadon Track in order to hide from the stomp. Right after the Stomponadon raises his foot, Banjo must immediately run into the next Stomponadon Track but will be hit during the process, leaving Banjo at one honeycomb. Banjo must use his Snooze Pack ability inside the next Stomponadon Track in order to recover all of his honeycombs, then attempt to run into the next Stomponadon Track, while still being hit, leaving him at one honeycomb. If the player must repeat this strategy until Banjo reaches the end.

Kazooie: Because Kazooie is faster than Banjo, Kazooie has the ability to run into each Stomponadon Track after another without being hit. Although, this may be difficult, because Kazooie will have to exit each Stomponadon Track immediately when Stomponadon's foot comes up, and rush quickly into the next Stomponadon Track, barely making it.

Get the Terrydactyland Jiggy Early (Not Recommended): Banjo and Kazooie can run straight from the start of Stomping Plains to the end using the Wonderwing Ability. It is recommended to carry many Golden Feathers, as it takes at least seven Golden Feathers to reach from the start to the end. The only problem with this is that Banjo and Kazooie can only activate one switch, unlocking the Stomping Plains Jiggy, but cannot activate the Kazooie Switch that unlocks a Jinjo, and the Banjo Switch that unlocks the Hailfire peaks Jiggy.

Enemies