Chapter 6-3: The Frozen Heart of Grunty Industries
Navigation:
Chapter 1: Revenge is Bitter-Sweet
Chapter 2: Pitchforks and Hay Bales
Chapter 3: Exploring the Shore
Chapter 4: Trudging through the Swamp.
Chapter 5: A Trip to the Pier.
Chapter 6: Out of the Frying Pan, into the Freezer.
-6-1: Freezing Furnace
-6-2: Grunty Industries.
-6-3: The Frozen Heart of Grunty Industries
-6-4: Working Over-time
-6-5: Finishing Freezing Furnace
-6-6: Backtracking to the Bayou
Chapter 7: The Final Fight.
Klungo thinks he’s Mumbo
Deep within the core of Grunty Industries lies a frozen pit of ice and machinery, which Klungo has turned into his own Laboratory. While the loyal minion battles frostbite he puts the finishing touches on his latest failed formula; a Germuloid serum that when administered to Banjo and Kazooie they’ll unwittingly become the two newest addition to Gruntilda’s Army by turning into Germuloids! Fat chance, Meager Minion! As Klungo works away to stay warm, his senses remain frozen and numbed as ever as he’s completely unaware to Banjo and Kazooies’ arrival into his laboratory at first. Once he’s finished divulging his plan to himself however, the minion gets moving. Let’s do this!
Germuloids… On Ice! Klungo Boss Fight
Klungo will start this battle off as he has the others before it; through the needless destruction of fleakers as he attempts to pelt the glassware off of the bear and birds noggins. After Klungo has thrown three vials towards you he’ll turn off his shield and go invisible, this is your chance to go after him and return fire, but it could be easier said than done. The frigid floor around Klungo’s Lab is just slippery, and the controls will definitely reflect that. While the minion won’t show his loose footwork from the absence of friction, you’ll certainly have a difficult time trying to master yours, so be sure to stick close to Klungo and use a Rat-A-Tat Rap to get the job done.
Once you’ve managed to hit Klungo he’ll retreat toward his machine. Once the minion has gotten a hold of his controls and dials, he’ll send a couple of New and Improved Germuloids your way via the four pipes in the corner of the Lab. Though their appearance may seem daunting, these new Germuloids are hardly much of an upgrade from their counterparts. You’ll need to lure only one Germuloid toward you at a time and deal with it as you would a regular Germuloid by frantically slamming on either side of the Control Pad as quickly as you can.
Once you’ve managed to shake off both Germuloids, Klungo will snap into action by throwing six more vials your way before he goes invisible once more. Show off some fancy footwork to catch up to Klungo and pelt him again, he’ll respond by venturing back to the machine and creating four more Germuloids to mess you up. Once again you’ll have to lure them all one at a time to a secluded corner and then shake them off as soon as possible. As soon as you’ve defeated the new fleet of Germuloids Klungo will give chase once more, this time throwing nine vials before briefly turning invisible, you’ll have to be at the top of your game to hit him this time.
As soon as you’ve hit Klungo for the final time he’ll skate his way southbound and flee the arena, promising to up the strength of his next potion for the next confrontation. As Klungo leaves the Lab in his wake he’ll leave behind a Jiggy and a Mumbo Totem. Back in the lab simply locate the Witchy Warp and grab the Jiggy (5) and Mumbo Totem (1) when you spawn in the Livewire Room. Be sure to gather up a full supply of Wonderwing Feathers and use your Wonderwing ability to take on the Livewires. Re-enter the room to top off your health if need be and leave the robot once you’ve refueled.