Chapter 6-3: Into the Aircon Plant

BANJO-TOOIE PLAYER’S GUIDE WALKTHROUGH



Navigation:
Chapter 1: After the Witches!
Chapter 2: To the Mines!
Chapter 3: A day at the Fairgrounds
Chapter 4: To the Lagoon
Chapter 5: Land of the Dinosaurs
Chapter 6: Industrial Pollution
– 6-1: To the Industries
– 6-2: Second Floor
– 6-3: Into the Aircon Plant
– 6-4: Leaving the Sludge
Chapter 7: Fire and Ice
Chapter 8: Head in the Clouds
Chapter 9: Toil and Trouble

Canary Mary Guide
Cheato Page Guide


Disclaimer: This guide was written as a full game walkthrough, and thus was meant to be read from start to finish. If you are stuck collecting a certain item, refer to the in-depth guide links. Whilst this walkthrough tries to remain spoiler-free, users may find that when skipping ahead, or reading parts of the guide when they haven’t followed it from the beginning, that they may come across spoiler material. To ensure that you get as much enjoyment out of the game as possible, we ask that you refrain from reading ahead in this manner. Do so at your own risk.


Floor 2


Now, remember the door which opened when we pressed the red switch in the Electromagnet Chamber? We’re going through that door now. Warp down to Floor 1.

< FLOOR 1 >
Go over near the trash compactor and you’ll find some steps leading down marked ‘Aircon Plant’.

< BASEMENT - AIRCONDITIONING PLANT >
Grab the notes (5) on the left side, then head over to the right side and grab some more notes (5) before climbing the ladder and grip grabbing across to the door marked ‘Repair Depot’ which was opened just recently. Head inside.

< BASEMENT - REPAIR DEPOT >
Ignore the cheato page on the other side of the room for now, just climb down the ladder on your right to the bottom of the room.


Boss Battle – Weldar: Visually-Impared Welding Torch


As the ‘giant toilet cleaner’ crawls out through the doors towards you, get ready for a tough fight. Have your grenade eggs ready – if you need more, head out into one of the corners of the room to get some more.

Weldar needs to be hit six times to be beaten. There are basically two stages to this fight – the easy stage, and the everything-you-just-did-but-harder stage.

First, Weldar will hop towards you in an effort to stomp and hurt you. Run away towards a corner, and sooner or later he will stop and spit blue flames at you. Dodge them easily by running in a circle or from side to side. After a while he will stoop down and try to suck you up – this is the tricky bit. Make sure you have your grenade eggs out, face towards him, crouch and fire away. Hopefully he’ll suck up one of the grenades.

Alternate strategy: If you’re getting sucked up each time you crouch and try firing eggs, try sitting in the corner (not in the very corner, but in the middle of one of the corner tiles) and bring up your aiming site with the top C button. This way you shouldn’t have trouble at all with getting inhaled by the monstrous vacuum that is Weldar.

Now Weldar will shoot some nuts and bolts at you – live ones. Staying in the corner, dodge the things then turn to face them, and rat-a-tat rap them (B whilst standing still). Or you could roll at them, that’s an option. Once they’re defeated, they’ll give out a honeycomb. If you’re on full health, leave it as it will become useful later. Fire some more grenades down his hatch and he’ll move onto step 3.

This time Weldar will leap up into the air in attempt to squash you flat. Get into talon trot mode and make sure you keep out from underneath his shadow. When he does land, keep running away along the edge of the room until you can no longer hear him plodding along behind you. Get into a corner and face the centre of the room… just before he comes down again. Give him a grenade to the mouth.

The next three times you hit Weldar are basically just what you did before, except for one big difference – the gaps between the tiles on the floor have now been electrified. So if Weldar’s sucking you up, you have to be careful or you’ll get hurt. Don’t roll against the nuts and bolts – Rat-a-tat Rap them instead. Make sure to hop over the electricity when running from him – talon trot jumping works wonders.

After you take off the last bit of Weldar’s health, he’ll explode and his head will fly off and hit a power box, causing the fan of the air conditioning plant to stop working.

Weldar won’t give you his Jiggy straight up though – he’ll only give you a shock spring pad so you can get out. Pick up some honeycomb if you need it, then walk over to it and press A to leap up to the ladder. At the top, walk carefully across the pipe to the other side for a Cheato Page (1) before heading back through the door you entered from.

< BASEMENT - AIRCONDITIONING PLANT >
Talon trot across the pipe to the other side, where a door has been conveniently opened for you. Feathery flap out to the now-stopped fan and grab the jiggy (3), then flutter down to the ground below. Ignore the door on the right – instead, run forwards until you reach the doorway on the left, then take the tunnel back to the main room of the Airconditioning Plant. Take the stairs back up to Floor 1 again.

< FLOOR 1 >
Run back to the factory entrance and take the warp pad back up to Floor 3.

< FLOOR 3 >
Navigate through the boxes until you find the elevator for the washing machine, then go right and up onto the raised platform with the grated metal floor. Climb the pipe on the right, keeping wary of the sparks coming out of it. Jump up and go out through the Fire Exit.

< GRUNTY INDUSTRIES >
Not much of a fire exit now, was it? Head up the stairs and enter the door marked Floor 4.

< FLOOR 4 >
Go right and down the ramp. In the next room, go past the Tinktop Silo and on the left is a flight pad switch. Step on it and two flight pads will appear outside the Industries. Jump up to the ledge on the right and go through to the next room. Don’t step on the conveyor belt; instead, go left and activate the warp pad, then
warp back to Floor 3.

< FLOOR 3 >
Jump up to Mumbo’s Skull again.

< MUMBO'S SKULL >
Get the shaman out again… we’re about to go mess with more machinery.

< FLOOR 3 >
Warp to Floor 4 again.

< FLOOR 4 >
Jump up the crates on the opposite side of the room to find a fragile crate at the top right infront of the crushers. Zap it and you’ll find Mumbo’s Pad. Use your magic on the crushers, then jump down and warp back to Floor 3.

< FLOOR 3 >
Quickly jump up the steps into Mumbo’s Skull again.

< MUMBO'S SKULL >
Take control of Banjo and Kazooie again and exit the skull.

< FLOOR 3 >
Warp back to Floor 4 once again.

< FLOOR 4 >
Run back down to the other side of the room and jump on the BK switch on the left. The crushers will be stopped permanently and you’ll be able to come down through them as often as you like. Head down the ramp on the left and into a new room. Run past the Tintops and climb the pipe in the corner, then go right and beak barge the red elevator button to open it. Keep going up and collect the Claw Clamber Boots, then use them to climb up the wall and get through the pipe marked Sewer Access.

< SEWER ENTRANCE >
Another First-Person shootout, grab some eggs if you need them, then go through to the other side of the room and to the door. The loudspeaker will tell you that you need to get rid of all the ‘Clinkers’ before the air becomes too toxic to breathe. Go through the door.

< CLINKER'S CAVERN >

If you can remember way back to the Ordnance Shootout section from Glitter Gulch Mine, you’ll find that we’ve been tasked with a similar objective in Clinker’s Cavern – we’ll have to find and shoot 20 ‘Clinkers’ in 200 seconds provided. Luckily there’s a bit of a tactic to sniffing out our targets, as they’ll let out some gas intermittently which you can use a bit like a smelly sonar; if you’re approaching a Clinker, you’ll notice that the fart noises are becoming louder, and conversely, if you head away from a Clinker they’ll become quieter. The Clinker’s can reside anywhere aside from the ceilings, so make sure you’re checking up high on the walls around the Cavern.
Like the Ordnance Shootout before it, Clinker’s Cavern will allow you to re-enter the challenge each time you fail, allowing you ample time to practice the your ideal run – keep at it and eventually you’ll be able to locate all 20 Clinker’s in the time alloted and earn your reward.

< SEWER ENTRANCE >
Grab the Jiggy (4) then exit the sewers.

< FLOOR 4 >
Go back past the crushers to Mumbo’s Pad, then split up to Banjo. Take the warp pad back to Floor 2.

< FLOOR 2 >
From the Wigwam, head up the ramp on your right to a room with crates and Tintops. From there, head down the ramp on your left to another room with two workers in it. In the far left corner is a battery – stun it, then put it in your pack. Head back to Wumba’s again and warp back to Floor 4.

< FLOOR 4 >
Head back down past the crushers and into the room with the sewer access. Climb the pipe in the corner and go left, down the ramp into another room. Unload the battery into the slot next to the door marked Cable Room, then step on the ground where the sparklies are and press A to switch to Kazooie. Back where you split up before, take Kazooie back past the crushers again and into the large room. On the left is a shock spring pad – use it to jump up to the second level, then head down the ramp to where Banjo is and go through the door solo.

< CABLE ROOM >
Wait until the sparks light up the cables so you can see where you’re going, then jump across to the other side and head through the door.

< QUALITY CONTROL >
Take out your grenade eggs and look at the conveyor belt infront of you with all the barrels going past. The green ones are full of toxic gas, whilst the blue ones have nothing. Get rid of all the blue ones to earn a prize. It’ll be tough, as with each successive shot, the barrels will be closer together to make your job even harder.

Shoot a green barrel and you’ll have to exit the room back to the Cable Room and press the fan switch in the corner to air-out all the toxic gas. After your fifth blue barrel is shot down, a jiggy will appear on the other side of the room. Unfortunately you can’t get it right now, so grab some grenade eggs if you need them and exit.

< CABLE ROOM >
Other than the honeycomb in the corner, there’s nothing else in here. Exit.

Next: Leaving the Sludge