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Quiz about Anagramming BanjoKazooie
Quiz about Anagramming BanjoKazooie

Anagramming 'Banjo-Kazooie' Trivia Quiz


The words in all-caps in each question are anagrams of things visited or found or met or used throughout 'Banjo-Kazooie' (N64).

A multiple-choice quiz by eburge. Estimated time: 7 mins.
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Author
eburge
Time
7 mins
Type
Multiple Choice
Quiz #
359,113
Updated
Dec 03 21
# Qns
10
Difficulty
Average
Avg Score
8 / 10
Plays
179
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Question 1 of 10
1. There are 100 of these to collect in each of the nine worlds of Gruntilda's Lair, and doing SO CULMINATES in a nice melodic fanfare and a message from Bottles the mole. But what are they?

Answer: (Two Words)
Question 2 of 10
2. With Banjo and Kazooie confined to the ground in Mumbo's Mountain, the developers decided that, in Treasure Trove Cove, Kazooie should take to the skies. And with that, RARE HEFTED the bird into the air thanks to what crimson resource?

Answer: (Two Words - singular)
Question 3 of 10
3. Upon entering the eighth world, Banjo and Kazooie are STRUCK BY BEAUTY not seen before in any of the previous seven worlds. Of course, that's beauty by Gruntilda's standards. What it really appears to be is a horrible, toxic, waste-filled harbour. What is it called?

Answer: (Three Words)
Question 4 of 10
4. Had Gruntilda decided to PUT IRON ANIMALS in Banjo's home area, it would have made his training a lot more difficult. Thankfully, the only things there are giant vegetables to practice new moves on. Where are we?

Answer: (Two Words)
Question 5 of 10
5. Banjo can't have all the fun with Bottles' moves. In Mumbo's Mountain, Kazooie learns a hard-hitting move that could potentially BREAK TUBES made of metal. Luckily for Kazooie's snout, it was mainly used for activating switches and getting turtles to make noises. What is this move?

Answer: (Two Words)
Question 6 of 10
6. In a parched desert almost entirely devoid of water, one lone creature is determined to keep his stored-up water. But, as soon as Banjo and Kazooie show up, this character is forcibly made to BECOME A LIGHT, bouncy animal again, much to his annoyance. And it doesn't just happen the once, oh no. It happens again in Click Clock Wood. Poor guy. What's his name, again?

Answer: (Three Words - something the something)
Question 7 of 10
7. Bubblegloop Swamp isn't called that for nothing, you know. Thanks to this handy set of Breegull footwear, Kazooie needn't worry about getting her legs dirty in the swampy waters. TOO BAD WINGS don't get something similar - her feathers aren't easy to clean. Still, she'll have to make do with which item?

Answer: (Two Words)
Question 8 of 10
8. Eekum bokum! Transform switch not working. Me MUST BOOK MEN into fix it. Hope they take skull-shaped relics. Bear and bird give me lots of them for changing into termite or walrus or even pumpkin. What are these items again?

Answer: (Two Words - plural)
Question 9 of 10
9. Upon entering this spooky DOMAIN, MOST MANNERS are thrown out the window as Banjo and Kazooie try to contain their fear at the sight of wandering skeletons and ghosts. Luckily, there are a couple of friendly beings in this haunted world, like a talking toilet and an ethereal, piano-playing hand. Where must we be?

Answer: (Three Words)
Question 10 of 10
10. The Talon Trot can let Banjo and Kazooie get around a lot quicker than if it was just Banjo lumbering around. It's not that quick, though. Not until Kazooie gets herself a nice pair of running shoes. Then, she can BURST INTO RARE speeds not reached before. As with most things, however, it's only temporary, and soon Kazooie will be back walking around on her bare feet. Which short-lived item are we taking about here?

Answer: (Two Words)

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Quiz Answer Key and Fun Facts
1. There are 100 of these to collect in each of the nine worlds of Gruntilda's Lair, and doing SO CULMINATES in a nice melodic fanfare and a message from Bottles the mole. But what are they?

Answer: Musical Notes

Collecting most of the notes scattered across each world is mandatory to be able to progress further into Gruntilda's Lair. Using her magic, Grunty set up doors throughout her lair that would only open if Banjo and Kazooie had the required number of musical notes in their possession, indicated by the number on the door. Collecting all 900 notes isn't required, but just before the final fight with Grunty at the top of the tower, having a fair amount can unlock some special bonuses for the bear and bird, like double health and replenished egg and feather capacity.
2. With Banjo and Kazooie confined to the ground in Mumbo's Mountain, the developers decided that, in Treasure Trove Cove, Kazooie should take to the skies. And with that, RARE HEFTED the bird into the air thanks to what crimson resource?

Answer: Red Feather

Flight Pads allow Kazooie to stretch her wings and take flight, thanks to red feathers. Kazooie will slowly lose altitude as she flies (because she's got to carry around Banjo too), but she can get a quick upwards boost by using up a feather. One of Cheato the spellbook's cheats allows the duo's red feather capacity to double from 50 to 100, but finding him is the tricky bit.
3. Upon entering the eighth world, Banjo and Kazooie are STRUCK BY BEAUTY not seen before in any of the previous seven worlds. Of course, that's beauty by Gruntilda's standards. What it really appears to be is a horrible, toxic, waste-filled harbour. What is it called?

Answer: Rusty Bucket Bay

Named for the ship that dominates the central section of the world, Rusty Bucket Bay is notorious amongst the 'Banjo-Kazooie' community for being the most annoying and difficult world in the game, thanks to the infamous Engine Room in the heart of the ship.

The oily water that forms the harbour can also be frustrating - it reduces Banjo's air meter far quicker than diving through normal water, and it even depletes while he is swimming on the surface of the muck. The similarly industrial Grunty Industries featured in 'Banjo-Tooie', and well and truly yanked the title of "Most Complex Level in a Banjo-Kazooie Game Ever" away from Rusty Bucket Bay.
4. Had Gruntilda decided to PUT IRON ANIMALS in Banjo's home area, it would have made his training a lot more difficult. Thankfully, the only things there are giant vegetables to practice new moves on. Where are we?

Answer: Spiral Mountain

After Tooty's kidnapping, Banjo and Kazooie begin their training in their home, Spiral Mountain. Bottles the mole teaches them the basic moves and controls and tells them to test them out on the local vegetables Topper the carrot, Collywobble the cauliflower and Bawl the onion.
5. Banjo can't have all the fun with Bottles' moves. In Mumbo's Mountain, Kazooie learns a hard-hitting move that could potentially BREAK TUBES made of metal. Luckily for Kazooie's snout, it was mainly used for activating switches and getting turtles to make noises. What is this move?

Answer: Beak Buster

Just outside Mumbo's hut in Mumbo's Mountain, Bottles teaches Kazooie the Beak Buster, which is exactly what it sounds like. Performed after jumping, the Beak Buster sees Kazooie ramming her beak downwards to break whatever it is that is unfortunate to be underneath her.

In the case of Mumbo's Mountain, Kazooie can use it to break open the small huts and activate the first of the game's many switches - the Mumbo's Mountain Witch Switch.
6. In a parched desert almost entirely devoid of water, one lone creature is determined to keep his stored-up water. But, as soon as Banjo and Kazooie show up, this character is forcibly made to BECOME A LIGHT, bouncy animal again, much to his annoyance. And it doesn't just happen the once, oh no. It happens again in Click Clock Wood. Poor guy. What's his name, again?

Answer: Gobi the Camel

When Banjo and Kazooie first meet Gobi in his Valley, he's tied up to a rock and needs freeing. He can then be found seeking shade from the harsh desert sunlight underneath a very thirsty tree called Trunker. Poor Gobi is made to give up his water to Trunker and runs off to hide from the bear and the bird.

The third encounter in Gobi's Valley rewards the duo with an Hollow Honeycomb. Annoyed and saddened, Gobi leaves his Valley in search of safety. When Banjo and Kazooie make it to Click Clock Wood, they water a plant by using, you guessed it, Gobi's water.
7. Bubblegloop Swamp isn't called that for nothing, you know. Thanks to this handy set of Breegull footwear, Kazooie needn't worry about getting her legs dirty in the swampy waters. TOO BAD WINGS don't get something similar - her feathers aren't easy to clean. Still, she'll have to make do with which item?

Answer: Wading Boots

Bottles teaches the Stilt Stride move, allowing Kazooie to don a pair of highly-fashionable Wading Boots to cross harmful terrain like piranha-infested water and, later, quicksand and brambles. The Wading Boots wear off after a short while but some transformations, like the crocodile, can safely travel through dangerous waters without the need for Wading Boots.
8. Eekum bokum! Transform switch not working. Me MUST BOOK MEN into fix it. Hope they take skull-shaped relics. Bear and bird give me lots of them for changing into termite or walrus or even pumpkin. What are these items again?

Answer: Mumbo Tokens

Mumbo Tokens facilitate transformation transactions with Mumbo Jumbo. Five transformations are available in total, with each costing five tokens more than the one before: termite (5), crocodile (10), walrus (15), pumpkin (20) and bee (25). A finite amount of Mumbo Tokens are found in the game, unlike things like red and gold feathers which reappear when exiting and re-entering a world.
9. Upon entering this spooky DOMAIN, MOST MANNERS are thrown out the window as Banjo and Kazooie try to contain their fear at the sight of wandering skeletons and ghosts. Luckily, there are a couple of friendly beings in this haunted world, like a talking toilet and an ethereal, piano-playing hand. Where must we be?

Answer: Mad Monster Mansion

Dominated by the titular mansion and a spooky church, Mad Monster Mansion is Grunty's personal residence. Haunted by ghosts, skeletons, bats and even living gravestones, this world features a hedge maze, a dark cellar and a giant ouija board in a shack.
10. The Talon Trot can let Banjo and Kazooie get around a lot quicker than if it was just Banjo lumbering around. It's not that quick, though. Not until Kazooie gets herself a nice pair of running shoes. Then, she can BURST INTO RARE speeds not reached before. As with most things, however, it's only temporary, and soon Kazooie will be back walking around on her bare feet. Which short-lived item are we taking about here?

Answer: Turbo Trainers

Particularly handy when used after activating time-based switches, the Turbo Trainers allow Kazooie to run like the wind for a short time. Learned in Gobi's Valley, the Turbo Talon Trot is the last move that Bottles teaches in the game, but the Turbo Trainers are first encountered two worlds previously, at Mr. Vile's challenge in Bubblegloop Swamp.
Source: Author eburge

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