|Jiggywikki was recently forked from Banjo-Kazooie FANDOM, and is currently under heavy renovation. Take note that most of the articles, images, and categories are currently being reworked for the new wiki.|
|This article/section requires cleanup in order to qualify for Jiggywikki's standards. |
You can discuss this issue on the talk page or this page to improve it.
Artwork of Kazooie using her Hatch ability.
|Used with|| + |
Hatch is an ability which Kazooie alone can learn from Jamjars in Terrydactyland in Banjo-Tooie. This move is executed by holding and pressing . It allows Kazooie to sit on top of an object and warm it with her downy feathers. This ability is primarily used for hatching eggs, such as the eggs which Terry lost in Terrydactyland, although it could potentially be used on anything that needs warming up (and won't respond to fire).
The Hatch ability can be used ten times in Banjo-Tooie':
- In Jolly Roger's Lagoon, Tiptup's egg is very overdue in hatching, and requires a hand from Kazooie.
- In Terrydactyland, Terry's four eggs need hatching after Terry is defeated, and then the fourth baby must be carried back to Terry's nest with the Taxi Pack move.
- In Hailfire Peaks, the Alien baby must be warmed up with the Hatch move, as Fire Eggs and Dragon Kazooie's fire breath have no effect on it.
- In Cloud Cuckooland, there are three eggs to hatch, all of which contain a rare Floatus Floatium Creature.
- In the Isle O' Hags, there is a Yellow Stop 'n' Swop egg in Heggy's Egg Shed. Hatching this will grant the ability to use Jinjo in multiplayer games.
- I can't believe that
- you're a bird,
- who can't hatch eggs
- it's so absurd!
- So hold down and
- then press ,
- then a real bird I'll
- finally see!