
The Submarine is Humba Wumba’s transformation in Jolly Roger’s Lagoon and the fourth ordinary world form in Banjo-Tooie. It turns the pair into a compact underwater craft with a rounded hull, fins and a rear propeller, while retaining Banjo’s blue backpack and the yellow shorts wrapped around its body. Its combination of propulsion, unlimited torpedoes and resistance to deep-water pressure is used for a shooting challenge and can also be taken into the world’s boss fight. Humba’s wigwam is in a separate cavern reached through a tunnel off Atlantis, the submerged ruins beneath the harbour. Look on the seabed beneath the rock arch supporting the wigwam’s island for a Glowbo, collect it as the normal duo, then surface and enter the tent. Give Humba one ordinary Glowbo and dive into her pool; later changes at this wigwam need no additional payment. Steering works differently from walking: the Control Stick turns the craft, including while stationary, and holding A propels it forward. On Nintendo 64, Z fires a torpedo and B produces a Sonar Ping. On Xbox, either trigger fires and X performs the sonar attack. Torpedoes have a homing effect and an unlimited supply, so they do not consume Grenade Eggs or require the separate HOMING cheat. Sonar sends a pulse around the craft, damaging nearby ordinary enemies and stunning the Inky octopuses that block connecting tunnels. Sonar can also stun the orange Blubbul anemones, briefly releasing the items held in their tentacles. The Submarine has its own unlimited air supply, but can still take damage from attacks. Mumbo’s Oxygenate Water spell allows the normal duo to breathe throughout the lagoon too, so air alone is not the reason the transformation is needed. Its pressure resistance is a separate property, and the deepest challenge entrance remains restricted even after the water has been oxygenated.
Grunty’s Submarine Challenge
The transformation’s required Jiggy task is in Sea Bottom Cavern, entered through the dark opening in the floor of the locker-filled Sea Bottom area. The warp destination for the surrounding room is Lockers Cavern. Activate the appropriate underwater warp pads during normal exploration, then use them to travel from Atlantis after transforming. Ordinary Banjo and Kazooie are prevented from entering the challenge cavern by the water pressure; increasing their air supply does not overcome that restriction. As the Submarine, enter to receive Gruntilda’s shooting challenge. The objective is sixty points within sixty seconds, earned by destroying the coloured Shrapnel mines with torpedoes. Red mines give one point, green mines two and blue mines three, so the requirement is a score rather than sixty separate targets. Blue and green mines are useful priorities whenever several colours are visible. Avoid colliding with any colour, since the mines explode on contact and can damage the craft. Keep firing while moving through the chamber, turning toward fresh groups after clearing the targets immediately ahead. The unlimited ammunition allows repeated shots without stopping for pickups, and the torpedoes’ homing makes it unnecessary to line up every mine with the precision required for a small stationary switch. First-person aiming is available if it helps judge the targets, but the challenge does not require remaining in that view. Holding A keeps the craft travelling while the stick changes its direction; release propulsion when a slower turn is more useful than continuing past a group. On success, a Jiggy appears on a small stone platform in the cavern. Collect it before leaving through the entrance. Failing the score requirement permits another attempt rather than requiring another Glowbo or a fresh visit to Humba. This shooting activity is also represented in the game’s multiplayer selection as Mini-sub Shootout. That competitive mode uses its own match results; the adventure’s Jiggy comes from completing Grunty’s sixty-point task in the lagoon.
Fighting Lord Woo Fak Fak
The Submarine can fight Lord Woo Fak Fak inside Davy Jones’ Locker, reached from the same locker-filled area as the shooting challenge. Search for the cracked, rusted door labelled D. Jones rather than following a fixed direction to one corner: the names and the boss entrance’s position vary between games. A torpedo blasts the door open. Entering the locker triggers the anglerfish encounter, which has two distinct stages. First, target the six boils on his sides, three on each flank. Only the boil currently glowing yellow is vulnerable, so move around the fish to locate that mark instead of firing repeatedly at whichever side is closest. Torpedoes provide the explosive hits needed to burst each boil, but their homing does not remove the need to select the active weak point. Stay mobile when the fish turns toward the craft and fires energy bolts from its lure. After all six boils have been destroyed, he opens his eyes and begins a second phase with six more hits required. Aim at the eyes while continuing to dodge his attacks. Bubbles can trap the Submarine and leave it exposed to a follow-up shot, making it safer to move away and turn back for a clear angle than remain directly in front of his face. Defeating this second phase produces another Jiggy inside the locker. The fight is optional for the transformation: the normal duo can open the door with a Grenade Egg and defeat the same weak points using Sub-Aqua Egg Aiming, taught in Jolly’s back room for two hundred and seventy-five Notes. The craft’s advantage is its propulsion and unlimited explosive ammunition, which avoid managing a supply of Grenade Eggs during combat. It is not invulnerable, and the close-range sonar pulse does not replace torpedo hits on the boss’s designated targets. Choosing the Submarine for this battle and needing it for the pressure-gated mine challenge are separate considerations.
Warp Pads, Surface Travel and Later Appearances
Underwater warp pads are useful for travelling between the transformation’s main tasks, but the warp menu refuses to send the Submarine to dry-land destinations such as the Town Square. That restriction does not prevent every surface excursion. The craft can be taken manually back through Atlantis and the connecting tunnel toward the bay, using sonar to stun the blocking octopus, then driven up the waterfront ramp onto land. The accessible lower area includes the docks, Captain Blubber’s Waveracer Hire, Turtle View Cave and the small pool used by Piggles and Trotty. Its limited ground movement cannot negotiate the stairs to the higher shops, Mumbo’s Skull and the world exit, so this route does not turn it into a general vehicle for the Isle o’ Hags. Nor does the Submarine supply all of the normal pair’s underwater tools. Its fired torpedoes are different from Talon Torpedo, the move in which Kazooie leaves Banjo’s backpack and breaks marked barriers. The alien UFO’s entrance and its four Ice Egg power receptacles are normal-duo tasks, for example, rather than further uses of the craft’s unlimited ammunition. Return through Atlantis to Humba’s cavern and enter her pool to recover those abilities before continuing the rest of the lagoon’s quests. The transformation also appears as a model in Banjoland in Banjo-Kazooie: Nuts & Bolts. There it belongs to the museum’s collection of earlier adventures; the sequel’s constructed underwater vehicles are part of its vehicle-building system rather than another visit to Humba’s Tooie spell. The original design remains recognisable through its rounded hull, yellow body detail and backpack.