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Washer Form

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The Washer is a washing-machine transformation that appears in Banjo-Kazooie as a spell mishap and bonus-code form, then becomes Humba Wumba’s regular transformation for Grunty Industries in Banjo-Tooie. The original version is a white front-loading appliance wearing Banjo’s yellow shorts and blue backpack. During an occasional transformation by Mumbo Jumbo, his spell produces this machine instead of the intended animal. He remarks on the mistake and his laundry before correcting the spell, so the brief accident does not normally leave the player free to explore as a Washer. A playable version is unlocked through Bottles’ Moving Picture Game. After collecting the Sandcastle Jiggy in Treasure Trove Cove, return to Banjo’s house and look at Bottles’ portrait from the carpet to play his puzzles. Complete all seven, including the final puzzle available after the sixth reward, BigBottlesBonus. The last reward is WISHYWASHYBANJO. Enter those letters without spaces using Beak Buster on the Sandcastle floor to activate the form; it does not need a CHEAT prefix. This Washer retains most learned bear-and-bird abilities, including swimming and flight from Flight Pads, and can cross piranha water, hot sand and freezing water without their normal damage. It cannot wear Wading Boots or Turbo Trainers, has shorter attack reach and cannot carry objects such as Captain Blubber’s gold. It therefore changes how an existing route can be played without replacing every ordinary interaction. Mumbo objects to the unusual visitor but will still perform his world’s transformation, with the active code restoring the Washer when that spell is reversed; he also waives the usual token payment for the initial change from the coded Washer. To restore the normal pair and cancel the bonus alteration, enter NOBONUS on the same Sandcastle floor. These codes belong to the original Nintendo 64 game as well as its Xbox release. The ordinary washing machine offered among Grunty’s Furnace Fun prizes is a separate object from the playable form.

Humba’s Washer in Grunty Industries

In Banjo-Tooie, the Washer is the sixth ordinary world transformation and has specific factory duties. Reach Humba’s sheet-metal wigwam on Floor 2 of Grunty Industries, collect the nearby Glowbo behind a pipe and offer it to her before entering the pool. The factory’s first interior access is normally obtained by opening its outside train switch and riding Chuffy in, after which the duo can establish routes between floors. Learn Claw Clamber Boots from Jamjars on Floor 1 for five hundred and five Notes, use the marked wall near the service elevator to reach the Shock Spring Pad inside the vertical pipe, then spring up to Floor 2 and follow the walkways to the wigwam. Activate the warp pad beside Humba for later normal-duo visits. This version of the Washer has wheels, a face on its control panel, a blue band across its metal body and a yellow lower section, with the familiar backpack and a projecting hose behind it. It can roll along the factory’s ramps but has a much lower jump than the normal pair, making prepared walkways and ventilation passages important. On Nintendo 64, press Z to fire pairs of underwear; on Xbox, use a trigger. First-person aiming, entered with C-Up on Nintendo 64 or Y on Xbox, helps direct these shots. They deal damage comparable to a Blue Egg but follow an uneven trajectory. The machine’s energy capacity is one honeycomb above the normal duo’s maximum, reaching eleven after all health upgrades, although attacks and factory hazards can still hurt it. Its weight operates the large electromagnet-room switch, while its mechanical body is admitted through doors marked for mechanical personnel. The service elevator carries it between Floors 1 through 5. Ordinary warp pads refuse the Washer, so the elevator and opened ramps provide the return route to Humba instead. Enter her pool to recover the normal duo’s tools before attempting tasks that require climbing, drilling, carrying batteries or accurate egg fire. Prepare those routes before transforming rather than expecting the machine’s extra health to overcome an inaccessible ledge or a locked entrance.

Washing the Six Workers’ Overalls

Six Skivvies need their dirty overalls cleaned, and their locations span the factory rather than one laundry room. Approach each rabbit as the Washer and use the conversation prompt to offer help. He puts his overalls into the machine, briefly covers himself while they are washed and receives them back clean. The worker status panels record progress, and a sign in the Workers’ Quarters lists the locations. Two rabbits are on Floor 1: one in a Workers’ Quarters dormitory and the other on a ledge beside the Trash Compactor. The latter requires a platform the normal duo must lower first. Activate the outside Flight Pads with the Floor 4 switch, fly to the patched window overlooking this part of the factory, blast it with a Grenade Egg and enter as Banjo and Kazooie. Use Bill Drill on all four screws in the floor panel to drop the platform beside the compactor, creating a crossing the low-jumping Washer can use. On Floor 2, the rabbit stands on an elevated metal walkway in the large toxic-waste area near the Electromagnet Chamber. Open the ventilation passage from the adjacent security room as the duo, then use that passage as the machine to arrive at the walkway. On Floor 3, enter the Boiler Plant through its mechanical access door and check the coal-storage passage concealed behind a crate. Floor 5’s rabbit is in the other storage area from the elevator landing, reached through the connecting mechanical door. The remaining worker is outside, behind the factory near the trees across the polluted ground. Open the Floor 1 Fire Exit in advance by taking the downward passage from Floor 2 and pressing its switch; the Washer can then leave through it and follow the exterior route to that rabbit. Use the service elevator for the interior floor changes, returning to any prepared route that was missed. The order of washing is flexible, but every one of the six must be completed before the final rabbit supplies the Jiggy. Cleaning a single worker does not produce a separate piece, and the routine is initiated through conversation rather than firing underwear at him. If a panel still shows an unfinished stop, check the two separate Floor 1 rabbits and the exterior worker before searching for an additional factory floor.

Opening the Repair Depot

The large red switch in the Floor 2 Electromagnet Chamber is heavy enough to require the Washer, but the active magnet pulls its metal body away whenever it approaches. Opening the route therefore requires preparation by Banjo and Kazooie followed by a timed change between both shamans. As solo Banjo, use Taxi Pack to carry a battery to the socket outside the chamber and open its door. Break open the ventilation shortcut near Humba’s wigwam so the machine can reach the room quickly. On Floor 3, visit the Boiler Plant as the normal duo and Bill Drill the four screws securing its floor panel. This drops a Mumbo Pad onto the upper walkway inside the Electromagnet Chamber; it is a different panel from the one used for the Trash Compactor laundry route. Recruit Mumbo with a Glowbo, conveniently found among the boxes near his skull on Floor 3, then use the warp pads to return to Floor 2. Enter the chamber, reach the elevated Mumbo Pad and cast EMP. The electromagnet is disabled for ninety seconds. Immediately warp Mumbo back to his skull, return him to his chair and regain control of the duo, then warp to Humba and become the Washer. The machine must now travel through the opened vent instead of using a warp pad. Reach the chamber and press the heavy red switch before the countdown expires. Success powers the Repair Depot door in the Floor 1 Air Conditioning Plant, and that opened route remains available after the temporary EMP ends. If the magnet becomes active before the switch is pressed, repeat Mumbo’s spell and the return sequence. Restore the normal duo at Humba before descending to the Repair Depot to fight Weldar. The Washer opens access to the boss, while Grenade Eggs fired into Weldar’s mouth during his suction attack provide the damaging hits in the fight. Defeating him stops the large fan and allows the associated Jiggy to be reached through the Air Conditioning Plant route; pressing the magnet-room switch alone is not the reward. The ninety-second magnet spell is also distinct from Mumbo’s shorter shutdown of the Floor 4 wall crushers.

Quality Control and Later References

Another Jiggy requires the normal duo to complete the Floor 4 Quality Control challenge and the Washer to collect the result. First use Mumbo’s EMP on the wall crushers. This gives forty-five seconds to return control to Banjo and Kazooie and pass between the crushers to the permanent stop switch. Open the Cable Room with a battery carried by solo Banjo, then follow that route into Quality Control as the reunited pair. Shoot the seven blue barrels marked with the Rare logo as they pass on the conveyor, avoiding the other barrels and allowing for the belt’s changing speed. The completed challenge sends its Jiggy into the section beyond the barrier, which the duo cannot collect from their shooting position. Return to Humba, become the Washer and take the service elevator to Floor 4. From the landing, follow the ramp and adjoining room to the mechanical access door for Quality Control. This entrance reaches the other side of the machinery, allowing the Washer to collect the Jiggy already earned by the shooting task. Arriving in machine form before completing the barrel challenge does not bypass its requirements, and the underwear projectiles are not a replacement for the duo’s egg-aiming route. Finish any remaining mechanical-access visits before taking the elevator back to Floor 2 and restoring the duo. A later visual reference appears in Banjoland in Banjo-Kazooie: Nuts & Bolts, where washing-machine exhibits resemble the earlier transformation. They belong to the museum’s collection of previous adventures rather than supplying another playable Humba spell.