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Hatch

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The Hatch technique is an exclusive skill acquired by Kazooie in the game Banjo-Tooie. It can be obtained from Jamjars in the world Terrydactyland and is initiated by simultaneously holding the Z button and pressing the B button. This skill enables Kazooie to perch atop an object and utilize her downy feathers to generate warmth. While its primary function is to facilitate the hatching of eggs, such as those misplaced by Terry in Terrydactyland, it can also be applied to other objects requiring heat, provided they aren’t responsive to fire. Throughout the course of Banjo-Tooie, the Hatch ability can be utilized up to a maximum of ten times. Its initial implementation takes place in the fourth playable world Jolly Roger’s Lagoon, where Kazooie’s assistance is needed to aid in the overdue hatching of Tiptup’s egg. In Terrydactyland, the four eggs belonging to Terry require hatching subsequent to Terry’s defeat, with the additional quest of returning the fourth hatchling to Terry’s nest accomplished through the use of Banjo’s Taxi Pack move. Within the world Hailfire Peaks, the Hatch ability is essential for warming the Alien baby, as neither Fire Eggs nor Dragon Kazooie’s fire breath prove effective. The world Cloud Cuckooland presents three gray eggs that require hatching, each containing a rare Floatus Floatium Creature. Lastly, Heggy’s Egg Shed in the game’s hub world Isle O’ Hags contains the Yellow Stop ‘n’ Swop egg, hatching which grants players the ability to use Jinjo in multiplayer games. Notably, this particular reward is exclusive to the Nintendo 64 version of Banjo-Tooie, while the Xbox Live Arcade version consistently provides rewards in the same predetermined order, regardless of which Stop ‘n’ Swop egg is hatched.

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