
Weldar is the living welding torch fought in the basement Repair Depot of Grunty Industries in Banjo-Tooie. His announced title, Visually-Impaired Welding Torch, describes the poor eyesight that repeatedly enters his conversation with Banjo and Kazooie. He has a heavy cylindrical body surrounded by yellow metal rails, a red valve on the front and two pressure gauges near the top. Six red panels cover the sides, providing a visible record of damage as they break away during the fight. A long flexible hose connects the base to a dark, pointed head with uneven eyes and sharp triangular teeth. The mouth serves as both his torch and his means of drawing things inside, making it the source of his attacks and the opening through which the heroes can hurt him. His entrance initially makes the large machine seem awkward: he plants his head on the floor and drags the body out through the depot doors. Once upright, however, he can leap into the air and pursue the pair around the room. The pair initially mistake him for a giant toilet cleaner, before his title identifies him as a torch. The factory setting also shapes his introduction. Weldar cites the workers’ guidelines forbidding bears inside the building, then asks whether Banjo is a bear. Banjo denies it, prompting Weldar to blame his missing glasses. Having already taken the trouble to come out, he decides to attack anyway. On another attempt, the shortened exchange has Kazooie confirm Banjo’s identity and threaten Weldar with the recycling plant. His dialogue continues during combat, announcing changes to his machinery and complaining when an egg ignites the gas inside him. Defeat leaves his head alive on the depot floor, and the later Nuts & Bolts carries the design forward through the vehicle weapon named Weldar’s Breath.
Opening the Repair Depot
Grunty Industries opens at 28 Jiggies, with its entrance in Quagmire. On the first visit, activate the Train Switch outside the factory, then board Chuffy at another station and travel inside. Jamjars teaches Claw Clamber Boots on Floor 1 at 505 collected Notes; use the boots and marked wall route to reach Floor 2. The depot’s locked entrance is controlled by the large red switch in the Electromagnet Chamber on Floor 2. Banjo and Kazooie are too light to press it, while Washer Banjo has the necessary weight but is pulled away by the working electromagnet opposite it. Reaching Weldar therefore requires preparation across several floors before the timed part of the puzzle begins. Open the chamber by splitting up in the Floor 2 room with the large central cylinder and toxic waste. As Banjo, stun the nearby battery, carry it with Taxi Pack and place it in the socket beside the Electromagnet Chamber door. Inside, open the route to the elevator shaft with the smaller red button on the upper walkway. Outside the chamber, destroy the grates at both ends of the ventilation tunnel leading towards Humba Wumba’s Wigwam. This shortcut and the warp pads beside Humba on Floor 2 and Mumbo Jumbo’s Skull on Floor 3 make the later journey much quicker. The other essential preparation is in the Floor 3 Boiler Plant: Bill Drill the four bolts securing the metal floor plate, dropping it into the chamber below and exposing Mumbo’s pad. Give the local shamans their respective Glowbos if their services are not already available, then take Mumbo to that pad. His EMP temporarily disables the magnet for 90 seconds. Return through the opened vent, warp back to Mumbo’s Skull and sit in his chair to regain Banjo and Kazooie. Warp down to Humba, enter her pool to become the Washer, and use the vent again to reach the large switch before the timer expires. With the magnet inactive, the heavy transformation can press it and open the Repair Depot door permanently. Change back into the pair, return to Floor 1 and take the stairs near the trash compactor into the Air Conditioning Plant. Climb the ladder and Grip Grab along the upper route to the newly opened depot entrance. Inside, a Cheato Page is visible across the upper room, but the route is still moving. Descend the ladder to the lower floor to begin Weldar’s encounter.
Six Hits and the Electrified Floor
Weldar takes six successful hits, each delivered through his open mouth during an inhaling phase. Grenade Eggs provide a straightforward way to ignite the flammable gas inside him; Fire Eggs and Clockwork Kazooie Eggs can also damage him through that opening. Ordinary attacks against the outside of the metal body do not replace this vulnerability. Keep some distance while he attacks, then face him when he lowers his head and begins to suck. A position towards a corner gives room to aim without being drawn straight into his mouth. Egg supplies in the room’s corners help if ammunition runs low. The first sequence brings blue fireballs, which can be avoided by moving across their path rather than standing in front of the torch. When the inhalation follows, fire into his mouth to remove one health point and break away a body panel. He then spits out living pieces of hardware, including Nutta, Boltoid and Washup. Clear these enemies with close attacks such as the Rat-a-Tat Rap; a dropped honeycomb can be left until health is needed. Once the loose enemies have been defeated, Weldar inhales again, providing the second opening. His next sequence uses the weight of the entire machine. Move out from beneath him when he leaps, avoid the landing and keep running as he chases the pair across the depot. The end of the pursuit brings another inhalation and the third chance to shoot. At half health, Weldar searches for his emergency switch and turns on the electrical cables between the floor tiles. The fireballs, loose hardware and crushing pursuit then repeat, but crossing the seams now causes damage unless the pair jump over them. Stay within a tile when lining up a shot, use controlled jumps when moving between positions and avoid rolling blindly across a live boundary to reach an enemy. Talon Trot helps with the running and jumping required during the chase. The second set of three successful mouth hits removes the remaining panels. Weldar declares that his welding days are over, overheats and explodes, sending the head into a high-voltage box on the wall.
The Fan Jiggy and Weldar’s Breath
The damaged power box stops the giant fan in the Air Conditioning Plant, while Weldar’s detached head remains in the Repair Depot. When Kazooie asks for a prize, he initially produces a Shock Spring Pad. Her disappointed response makes him explain that it is an exit aid, before he accidentally reveals that he hid his Jiggy behind the fan. Use the pad to regain the ladder and upper walkway. The now-stopped pipe across the depot allows the pair to collect the Cheato Page on the far side, then return through the entrance to the Air Conditioning Plant. Cross its stopped cylinder and jump across to the fan to take Weldar’s Jiggy. The nearby route towards Waste Disposal also becomes usable once the fan is stopped, although its toxic section requires Banjo’s Shack Pack; that later objective is separate from the boss’s reward. Revisiting Weldar’s head produces complaints about the pain and damage, an admission that poor eyesight is now the least of his worries, and a request for a decent repairman. His machinery receives another use in Nuts & Bolts, where Mumbo describes recovering discarded pieces and turning them into Weldar’s Breath. The compact flamethrower retains the toothed head and flexible neck on a smaller tank-like base. Its default red finish differs from the original black and yellow machine, and the workshop’s painting tools can recolor it. Two units are available: Mumbo awards one when the player reaches 80 Jiggies, while Mumbo Crate 32 contains the other. That safehouse crate uses a combination bought from Captain Blubber in Uptown and can be reached with the trolley’s Spring upgrade. Fit the weapon with ammunition capacity to sustain its stream of flame, which consumes ammo quickly. One practical use is Nutty Acres Act 5’s Hard-Boiled Egg challenge: the flame can cook Klungo’s egg without the trip to the volcano, after which the cooked egg still needs to be delivered.
Additional Information
QUOTES
- ✤ Well, you’re a bear, aren’t you?
- ✤ I must remember to bring my glasses.
- ✤ Time to turn up the power dial, I think...
- ✤ How about a few nuts ’n’ bolts?
- ✤ Perhaps if I used my weight a little more...
- ✤ Now let’s see how nimble you are!
- ✤ I appear to be quite badly injured...
- ✤ You may use it to get back out.