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Quiz about Only Connect Banjo
Quiz about Only Connect Banjo

Only Connect "Banjo" Trivia Quiz


This quiz looks at connections between various aspects of "Banjo-Kazooie" and "Banjo-Tooie" (N64). It is also my homage to the BBC quiz show "Only Connect" (though you don't need to have seen it to play). Good luck (and enlarge the photos if needed)!

A photo quiz by eburge. Estimated time: 7 mins.
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Author
eburge
Time
7 mins
Type
Photo Quiz
Quiz #
389,644
Updated
Dec 03 21
# Qns
10
Difficulty
Very Difficult
Avg Score
3 / 10
Plays
137
-
Question 1 of 10
1. Which of these connections applies to these four seemingly unrelated clues? Hint


Question 2 of 10
2. What number connects all of these things from "Banjo-Kazooie" and "Banjo-Tooie"?

Answer: (1 WORD: number or word)
Question 3 of 10
3. What connects these four worlds from both games? Hint


Question 4 of 10
4. What's going on with these four clues? Hint


Question 5 of 10
5. Take a look at this sequence of numbers. What comes fourth?

Answer: (1 WORD: number or word)
Question 6 of 10
6. Time for a picture sequence. What would you expect to see in the fourth picture?

Answer: (1 WORD)
Question 7 of 10
7. Think about what these words might represent. What would come fourth in the sequence? Hint


Question 8 of 10
8. Here's another sequence. What would replace the question mark to follow the first three clues? Hint


Question 9 of 10
9. I've taken out the vowels from a phrase and re-spaced the remaining consonants. It's up to you to work out which vowels go where to complete the phrase.

What is the solution to this vowel-less phrase, which features two moves that have been merged together (ie, the last word of the first is the first word of the second)?

Answer: (2 WORDS)
Question 10 of 10
10. Here's two more moves merged together. What is the resulting phrase?

Answer: (3 WORDS)

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Quiz Answer Key and Fun Facts
1. Which of these connections applies to these four seemingly unrelated clues?

Answer: They all award Jiggies for making or producing sounds

Each of these requires Banjo and Kazooie to make a sound or a correct series of sounds in order to win a Jiggy.

The Cactus of Strength in Witchyworld in "Banjo-Tooie" sees them using a combination of three moves on a giant cactus-shaped strength-o-meter in order to ring a bell and claim a jigsaw-shaped prize.

Motzand, the disembodied organ-playing hand inside Mad Monster Mansion's chapel, will press a series of keys on his organ and the pair needs to follow along by Beak Busting on each in turn. A successful tune will spawn a Jiggy on top of the pipes.

In Rusty Bucket Bay, inputting the correct code on the boat's whistles will produce another shiny Jiggy for the collection.

The Tiptup Choir (found, bizarrely, inside Tanktup the turtle) of Bubblegloop Swamp will award a Jiggy for successfully remembering the order in which they sing three tunes.
2. What number connects all of these things from "Banjo-Kazooie" and "Banjo-Tooie"?

Answer: 3

These things all come in threes!

Gruntilda has three sisters: Brentilda, who is met in the first game and offers sometimes a little too much information about Grunty's personal life, and Mingella and Blobbelda, who rescue Grunty after her first fall from grace and feature in "Banjo-Tooie".

Conga the Ape is found in Mumbo's Mountain in "Banjo-Kazooie" and is fiercely protective of his oranges. Straying too close to him will start a bombardment of oranges from above, but this is the key to winning another Jiggy. The three blocks situated on the ground around his tree are conveniently susceptible to being hit by oranges, so Banjo just needs to run around and get him to throw one onto each of them.

In each of the three battles with Klungo in "Banjo-Tooie", he'll quaff a coloured potion that gives him special abilities. Each time it's something different - one will make him invisible, one will make him bigger, and one will produce a few clones. Which potion Klungo drinks is random, so he won't always kick off the first fight with the same potion.

Boggy's children (Moggy, Soggy and Groggy) are found in their igloo in Freezeezy Peak in "Banjo-Kazooie", sad at their lack of Christmas presents. Later on, in "Banjo-Tooie", Mrs Boggy will be trying to find her lost children in Witchyworld. Both of these activities reward Jiggies for our heroes' efforts.
3. What connects these four worlds from both games?

Answer: These are all places that you'll find Gobi

Perhaps the last clue in the sequence is the most obvious, but these are all places where an oftentimes disgruntled Gobi the camel makes an appearance across the two games.

At the Fire Side of Hailfire Peaks, Gobi is at the train station and unwillingly sacrifices some of his stored water to cool down Chuffy the train.

In Witchyworld, Gobi is trapped inside a cage in the Cave of Horrors and needs to be freed (so that he can later go to Hailfire Peaks).

In Click Clock Wood, Gobi is forced to use his precious water to help grow an enormous plant, at the top of which sits a Jiggy.

In his eponymous world, Gobi is first rescued from being tied up to a rock and then uses his water (again, not consensually) to quench the thirst of a parched Trunker the tree.
4. What's going on with these four clues?

Answer: They're Banjo's exclusive moves as represented on the N64's C buttons

With the ability to Split Up in "Banjo-Tooie", each of our heroes gains the ability to learn some exclusive moves from Jamjars. Banjo's moves are executed (on the Nintendo 64 controller, at least) by way of holding the Z button and pressing one of the four yellow C buttons.

The Sack Pack allows Banjo to jump inside his backpack and use it to bounce over or through otherwise hazardous substances or terrain.

The Snooze Pack, as its name suggests, lets Banjo clamber inside for a quick nap to regenerate some lost health.

The Shack Pack is kind of the opposite of the Sack Pack, as Banjo puts the backpack over his head to shuffle along and survive underwater, as well as fit into gaps normally too small for him.

The Taxi Pack actually uses the backpack for its intended purpose, allowing our ursine friend to stuff an object (living or otherwise) inside to carry elsewhere.
5. Take a look at this sequence of numbers. What comes fourth?

Answer: 1

If you recall, this is the beginning of the whistle combination in Rusty Bucket Bay. Printed on the side of the boat is "312-111", a clever clue to nabbing a Jiggy. Towards the back of the titular Rusty Bucket, there are three buttons connected to whistles. Beak Busting on each in the aforementioned order will spawn the Jiggy.
6. Time for a picture sequence. What would you expect to see in the fourth picture?

Answer: pumpkin

These are, of course, the Mumbo transformations in "Banjo-Kazooie", starting with the first. For 5 Mumbo Tokens, the bear and bird will become a termite in Mumbo's Mountain. Handing over 10 Mumbo Tokens will unlock the crocodile transformation to navigate the murky waters of Bubblegloop Swamp. Accumulating 15 Mumbo Tokens will make the shaman turn the pair into a walrus, handy for braving the icy landscape of Freezeezy Peak. 20 Mumbo Tokens will unlock the pumpkin transformation in Mad Monster Mansion. Giving a whopping 25 Mumbo Tokens to the man with the magic grants the ability to become a bee in Click Clock Wood.
7. Think about what these words might represent. What would come fourth in the sequence?

Answer: Subaquatic

These adjectives describe the themes of the worlds in "Banjo-Tooie", starting with Hailfire Peaks and going in reverse. As its name suggests, Hailfire Peaks is set amongst two differing landscapes - one hot and fiery, the other cold and icy. On both sides, there are bosses to beat and Jiggies to collect.

"Industrial" describes the labyrinthine factory that is Grunty Industries, a world notorious for being the most difficult and confusing to navigate and complete.

Terrydactyland can be accurately described as being prehistoric, with dinosaurs and cavemen found all over this world.

The next world (or previous, as we're going in reverse) is Jolly Roger's Lagoon, with its subaquatic theme. Granted, the world is divided into the small, land-based village at the beginning and the watery depths of Atlantis, but the majority of the action occurs underwater so it's fair to say it's subaquatic.

"Empyreal" describes the sky or heavens, a somewhat accurate description of Cloud Cuckooland; "Aztec/Mayan" is quite obviously the theme of Mayahem Temple at the beginning of the game; and Witchyworld is the (frankly quite dangerous) theme park.
8. Here's another sequence. What would replace the question mark to follow the first three clues?

Answer: Brown (4)

Perhaps this one is a little harder to get at first glance. These are the colours of the Jinjo families in "Banjo-Tooie" and the number of members in each, starting with the white Jinjo family that only has 1 to find. There are 2 orange Jinjos hidden around the Isle o' Hags and its associated worlds, while the yellow Jinjo family has 3 lost members to find.

The family with 4 Jinjos is, therefore, the brown family. Continuing on, the green family has 5, red 6, blue 7, purple 8 and black 9. All 45 Jinjos to collect are randomised; that is to say, there won't always be the same Jinjo in the same location in each save file.
9. I've taken out the vowels from a phrase and re-spaced the remaining consonants. It's up to you to work out which vowels go where to complete the phrase. What is the solution to this vowel-less phrase, which features two moves that have been merged together (ie, the last word of the first is the first word of the second)?

Answer: Wonderwing Whack

Kazooie's Wonderwing move first appears in Clanker's Cavern in "Banjo-Kazooie", inside the belly of the great trash compactor himself. The Wonderwing makes use of gold feathers and lets Kazooie shield herself and Banjo from harm (and damage any enemy that touches them) until the move is manually ended or their supply of gold feathers is depleted.

The Wing Whack is one of Kazooie's exclusive moves in "Banjo-Tooie" (learned once the pair can Split Up). Without Banjo to help dish out the damage, the Wing Whack lets Kazooie spin around with her wings extended, whacking any enemies that stray near.
10. Here's two more moves merged together. What is the resulting phrase?

Answer: Feathery Flap Flip

The Feathery Flap is one of the duo's basic moves learned in Spiral Mountain in "Banjo-Kazooie" and lets Kazooie extend the length of a jump briefly by flapping her wings. Eventually, she will run out of strength and won't be able to flap again until the pair land again. In contrast, once Split Up, Kazooie on her own can flap for much longer as she is no longer burdened by Banjo's weight.

The Flap Flip is also taught in the early stages of Spiral Mountain and is one of the most useful moves in the game. Initially crouching, Banjo and Kazooie will execute a backflip, allowing them to reach ledges or surfaces that are too high for a regular jump.
Source: Author eburge

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
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