Characters: Banjo-Kazooie

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    Main and Recurring Characters 

Banjo the Bear

The hero of the games, Banjo is a gullible, lazy being who, unless forced to go on an adventure, is usually just laying around Spiral Mountain, sleeping, eating, or playing video games.
  • Adventure Duo: With Kazooie, obviously.
  • Awesome Backpack: His trademark blue backpack, used to carry Kazooie. He can use it as a weapon and as a healing item in Tooie.
  • Aww, Look! They Really Do Love Each Other: Despite their griping, when he and Kazooie are separated in Tooie and go in radically different directions, the left-behind character will tell the other to come back for them. Also, in Grunty's Revenge, when Kazooie picks up the Distress Ball, and Banjo reunites with her, the two are happy to see each other again!
  • Badass: He'll tear Grunty's lair inside out to save Tooty.
  • Badass Normal: While Kazooie can learn to shoot multiple types of eggs, and possibly be turned into a fire breathing dragon for the rest of the game, Banjo never does anything supernatural outside of get transformed into stuff by the resident shaman. Even his healing move in Tooie is just him taking a nap.
  • Beary Friendly: Will try and make pleasant conversation to you even if you're a boss character who's about to try and murder him. His friendliness is even more apparent since he's always with Kazooie.
  • Big Brother Instinct: For what little interaction we see between Banjo and his sister, he is protective of her.
  • Brilliant, but Lazy: He's determined to save his sister no matter the hazards awaiting on their journey, but when he isn't doing some heroic rescuing, he'd rather slack around and play video games.
  • Deadpan Snarker: Starts to join in with Kazooie in Tooie, most likely because he's already Seen It All.
  • Double Jump: In Banjo-Tooie, a glitch allows him to jump in midair after using his pack wack (dubbed the Pack Jump). It jumps higher than the Failed Flap Flip that Banjo is normally stuck with when going solo.
  • Dumb Is Good: He's often portrayed as simple-minded. This character trait especially stands out because he's always with Kazooie.
  • Early-Bird Cameo: Banjo's first appearance was actually in Diddy Kong Racing (although Kazooie does not appear in game, she is mentioned in the manual).
  • Funetik Aksent: Has an exaggerated southern voice, judging from his sole line of dialogue in Diddy Kong Racing. His normal in-game grunts are more falsetto-esque.
  • Gadgeteer Genius: In Nuts and Bolts, considering the focus on custom-made vehicles.
  • Genius Ditz: He manages to win at Gruntilda's trivia games in both Kazooie and Tooie despite his aforementioned simple-mindedness.
  • Jaded Washout: Hilariously has traits of this in Tooie, immediately assuming everyone he talks to will make him do some dangerous task for them. He's usually right.
  • Kindhearted Simpleton: Much more affable and friendly than Kazooie. Worth noting, though, that as of Tooie, he seems to have picked up on some of her cynicism and snarkiness.
  • The Medic: One of his solo moves in Tooie has him regenerate health by taking a nap.
  • Mighty Glacier: Unlike Kazooie, he loses very few of the team's combined honeycomb max when split up. He also can't move very quickly without Kazooie. Pack Whack, his basic attack, even does twice as much damage as Wing Whack. Possibly borders on a Lightning Bruiser with the Pack Jump Glitch.
  • Not a Morning Person: Because of this, he sleeps right through the racket that was his sister being kidnapped.
  • Only Sane Man: In a world with giant cyborg sharks and sentient, visually impaired welding torches, he will make the utmost effort to not notice and carry on as normal.
  • Platonic Life Partners: With Kazooie. It helps that he's a bear whilst she's a bird.
  • Red Oni, Blue Oni: The idle Blue Oni to Kazooie's Red.
  • Took a Level in Badass: In the first game, a lot of the stuff he could do only because he was paired with Kazooie. In Tooie, he can learn his own moveset.
  • Took a Level in Jerkass: He's a lot more sharp-tongued and snarky in Tooie than the original.
  • Vitriolic Best Buds: With Kazooie. Their constant bickering coupled with weird tolerance for each other's differences could only mean this.
  • Vocal Evolution: Zigzagged. In the original game (and Diddy Kong Racing) he had a very high falsetto voice. In Tooie, his vocal sounds during regular gameplay are much deeper now. However, the gibberish spoken during conversations is the same hi-pitched voice heard in the original game.

Kazooie the Breegull

Banjo's snarky, mean-spirited sidekick. Most of the time, she resides in Banjo's backpack, although Tooie finally allows her to trek outside of it.
  • Abnormal Ammo: Eggs, which she can fire out of her rear, or...her mouth... Toon Physics?
  • Action Girl: Banjo can only do four things without Kazooie's help: punch, jump, run and roll. In Tooie the punch is replaced by Kazooie's beak attacks and she even helps with the rolling. She also runs faster than Banjo and extends his jumps.
  • Adventure Duo: With Banjo, of course.
  • Anti-Hero: Type II.
  • Aww, Look! They Really Do Love Each Other: Separating from Banjo for an extended period of time in Tooie causes her to wonder aloud about where Banjo is.
  • Badass: There are many reasons why she's considered Banjo's Hypercompetent Sidekick.
  • Badass Abnormal: In Tooie, she can learn to shoot many different types of eggs (regular ones, fiery ones, grenades, etc.), and can get turned into a fire breathing dragon for the rest of the game.
  • Deadpan Snarker: Oh, you say you're some amazing animal/giant creature/inanimate object that wants to fight and/or have an errand that needs doing? Not without your motives and the unlikeliness of your situation being questioned first. She's also known for dismissing a boss' Bad Ass Boast with a dismissive, "That's Nice".
  • Deuteragonist: Her name is half the franchise's overall title, and she's an entire half of the titular dual-character player character.
  • Distress Ball: Picks this up at the beginning of Grunty's Revenge. Justified due to the fact that Gruntilda was using time travel.
  • Everyone Has Standards: For all of her snarkiness, she is against harming young animals, as shown when she called Terrydacty heartless for suggesting that she uses a grenade egg on one of his offspring to move it, because it is too big to fly.
  • Fiery Redhead: She has red feathers, but it still counts.
  • Fourth Wall Observer: She loves to question the nature of her video game, while everyone just goes along with it.
  • Fragile Speedster: Compared to Banjo, she takes a noticeable hit to her max honeycomb bar when split up, but is much more mobile.
  • Gadgeteer Genius: In Nuts and Bolts, considering the focus on custom-made vehicles.
  • Genki Girl: At least in the first game. She definitely has a lot of spunk and is pretty enthusiastic to go on adventures.
  • Girliness Upgrade: She appears a lot more feminine and curvy in Nuts And Bolts, than in the original games. Either this was for player appeal or to soothe out the numbers of Viewer Gender Confusion.
  • Glass Cannon: When split up by herself, she has very low maximum energy, but retains her deadly arsenal of egg ammunition.
  • Good with Numbers: At one point, when confronted with a four-digit safe in Tooie that supposedly has an unlimited number of combinations, she offers up that it's only able to give 10,000 possible combinations.
  • Green Eyes: Signifying her "spitfire" personality.
  • Hypercompetent Sidekick: Note that Banjo's not incompetent, but Kazooie is responsible for the majority of the moves the two share. As such, she also maintains most of the learned moves when the two split up, while Banjo has to learn moves before he can do anything but run and jump. (It should be noted that going by the first game, Banjo should have an A attack. This move was removed and replaced with one relying on Kazooie.)
  • Jerk with a Heart of Gold: She may snark a lot and come off as a jerk a lot of the time, but her heart's still in the right place.
  • The Lad-ette: She's got the snarky and bold part down.
  • Non-Action Guy: She usually spends her time inside Banjo's backpack until her abilities are called upon.
  • Platonic Life Partners: With Banjo. It helps that she's a bird whilst he's a bear.
  • Playing with Fire: She can be transformed semi-permanently into a dragon in Tooie and has the ability to endlessly breathe fire.
  • Plucky Girl: It's hard to notice with all her Deadpan Snarker moments, but she's very spunky and fearless.
  • Red Oni, Blue Oni: The fiery Red Oni to Banjo's Blue.
  • Significant Green-Eyed Redhead: She has yellow tips at the end of her feathers, but she still counts.
  • Swiss Army Weapon: She effectively acts as this to Banjo when both are together.
  • Tertiary Sexual Characteristics: Her original design has practically none of these, leading to a lot of Viewer Gender Confusion. However, her Nuts and Bolts design gave her lengthy eyelashes, a more feminine "featherstyle," and a curvier form.
  • Took a Level in Badass: In the first game, she was effectively Banjo's Swiss Army Weapon. In Tooie, she can learn to kick ass solo.
  • Tsundere: Speaking to a lost baby alien in Tooie reveals her soft side. In fact, Kazooie is an interesting THIRD type of Tsundere: she manages to be both caustic and sentimental at the same time, always.
  • Vitriolic Best Buds: With Banjo. Their constant bickering coupled with weird tolerance for each other's differences could only mean this.
  • Wrench Wench: She's the one carrying the magic wrench in Nuts and Bolts.

Mumbo Jumbo the Shaman

The former mentor of Gruntilda the Witch until he turned his back on her, prompting her to magically trap Mumbo's face inside of a wooden mask. In the first game, he helps out Banjo and Kazooie by providing transformation spells in exchange for Mumbo Tokens. In Tooie, he takes a more active role, allowing you to play as him and use spells in certain locations. In Nuts and Bolts, he's taken up a job as a garage mechanic.
  • Body Horror: Grunty's spell on his face, which apparently never wore off after she was beaten. In Nuts and Bolts, it's gotten to the point where it's even become his actual face—and he can even pull out his eyes and juggle them!
  • Deadpan Snarker: He makes jokes about his transformations in the first game, and a joke about the first time you need him in the second.
  • Face-Heel Turn: In the Non-Standard Game Over, he tries to put the moves on the newly-hot Grunty.
  • Heel-Face Turn: Was a mentor to Grunty until she turned his face into a skull.
  • Promoted to Playable: He's playable in Tooie.
  • Squishy Wizard: Actually kind of averted. He's not that squishy (only one honeycomb less than Banjo-Kazooie together), but the main reason that you play as Mumbo in Tooie is so you can make use of his various magic spells.
  • Static Stun Gun: Staff actually, and it's able to kill enemies too. It's Mumbo's only attack when he's playable in Tooie.
  • Took a Level in Badass: He's playable in Tooie.
  • Deuteragonist: In Tooie, not only is he playable, he shares the spotlight with the main duo on the box art of the N64 version.
  • You No Take Candle: Talks like this.

Bottles the Short-Sighted Mole

The mentor of Banjo and Kazooie in the first game. Throughout the game, he pops up via molehills, providing new abilities to help them beat Gruntilda. In the opening of the second game, he is killed by Gruntilda when she destroys Banjo's house, prompting Banjo to get revenge on Grunty—although he is revived in the end of the game. He has a minor role in Nuts and Bolts.
  • Back from the Dead: He appears as a ghost in the second game.
  • Butt Monkey: He's too dumb to notice the giant ball of flaming doom that's coming straight for him.
  • Disproportionate Retribution: He tries to erase your game pak after you ask for help five times when you say that you know the moves, but Banjo convinces him not to. In his defense it is only the beginning of the game.
  • Disney Death: At the beginning of Banjo-Tooie. Played for Laughs. He comes back at the end of the game.
  • Distressed Dude: Part of the main objective of Banjo-Tooie is to bring him back to life.
  • Dropped a Bridge on Him: In the opening of Tooie.
  • Expy: His brother, Jamjars, fills in for him after his death in Tooie.
  • Mr. Exposition: Explains all of the moves in the first game that he can teach Banjo, as well as tell him how many notes he has collected.

Humba Wumba

A young indian shaman (or rather, "sha-woman") who operates a wigwam in many worlds of the Isle O' Hags. She takes up Mumbo's role from the first game of transforming the duo however they need after Mumbo was Promoted to Playable.

Gruntilda Winkybunion

The villain of the series. An ugly, cruel, and incredibly gross witch who believes she's the most beautiful woman out there, and kidnaps Tooty to steal her youth and beauty when proven wrong.
  • Ambiguously Human: And she manages to look less human with each passing game: She's reduced to a skeleton and then a skull in Tooie, then gets a robotic body in Nuts and Bolts.
  • Badass Boast: Grunty manages to make ones that rhyme!
  • Big Bad: She plotted the abduction of Tooty, leading to the events of the first game. Her defeat leads to a strong desire of revenge in all subsequent games.
  • Big Eater: If the line below is to be believed.
    Gruntilda: When I'm nice and slim once more, burgers, fries, and chips galore!
  • Boss Subtitles: Not for herself, but for the Hag 1: Monstrous Mechanical Mud-Muncher.
  • Deflector Shields: Her last trick in the original game.
  • Determinator: She never gives up. Not even after being reduced to a skull.
  • Dem Bones: In Tooie, but reduced to a bony head in the third game.
  • Embarrassing Last Name: It's revealed to be "Winkybunion" in the final battle in Tooie.
    Gruntilda: Prepare to join your buddy Bottles! You'll wish you'd never taken on the mighty Gruntilda Winkybunion!
    Kazooie: Winkybunion? Is that your last name then?
    Gruntilda: Err... Um, no. Of course not. But don't you go telling anyone or I'll sue you...
    Banjo: Whatever you say, Winky!
  • Even Evil Has Standards: She has many appallingly gross habits and hobbies... but she draws the line at going through a toilet's septic tank.
    Grunty: I can't believe you went in there, wash your hands now, filthy bear!
  • Evil Laugh: And a very impressive cackle it is.
  • Evil Overlooker: On the original Banjo-Kazooie cover-art.
  • Expy: A composite: In appearance, voice, and (of course) Evil Laugh, she's one of the Wicked Witch of the West from The Wizard of Oz. In motivation (especially in the first game), and her tendency to speak in rhyme, she owes more to the Wicked Queen from Snow White and the Seven Dwarfs.
  • Fairest of Them All: Her evil plot is to become this by stealing Tooty's beauty. In the game over, she succeeds.
  • Final Boss: She's the ultimate opponent for Banjo and Kazooie in all games.
  • Hot Witch: On the first game's "Game Over" sequence. Even Mumbo thinks so.
  • Impact Silhouette: She leaves a Gruntilda-shaped impact after falling from the sky, moments before a falling boulder lands on her to seal her in.
  • Large and in Charge: Unless you get a game over, she's fat and bossy.
  • Madeof Iron/Kevlard: She was reduced to a skeleton after being thrown thrown from the top of her lair and being crushed by a boulder. She is then reduced to just a skull after her Hag 1 machine explodes with her inside of it. Then her head is used as a kickball by Banjo and his friends.
  • Nice Hat
  • Orcus on Her Throne: Played straight in Banjo-Kazooie and Banjo-Tooie, but averted in Grunty's Revenge and Nuts & Bolts.
  • Our Liches Are Different: By definition of being an undead wizard, she's technically a Lich in Tooie, even if she doesn't have any form of necromancy.
  • The Punishment: At the end of Nuts and Bolts, she's forced to work at L.O.G.'s game factory. That said, she's basically a villain in a game series with No Fourth Wall working at a game development building.
  • Rhymes on a Dime: In the first game, almost all of her dialogue consists of rhymes. Her sisters force her to stop it in Tooie, although she goes right back to it in Nuts and Bolts.
  • Robot Me: Possesses one in the midquel Grunty's Revenge to escape where she was trapped. When it's destroyed she goes back below the rock to wait until her sisters can get her out.
  • Spanner in the Works: Implied in The Stinger for Banjo-Kazooie: Nuts And Bolts, where she mentioned that being sent to work at the video game factory due to losing the deed for Spiral Mountain was a big mistake, as now she has the resources to create her own game.
  • We Will Meet Again: "I'll be back in Banjo-[Sequel Name]!"
  • Witch Classic: of the Witch Witch variety. She plays this trope straight full-on. She wears black clothes and a pointy hat, rides a broomstick, uses magic as her primary method of attack, has three sisters (one of whom is a Fairy Godmother), talks in rhyme (except in Banjo-Tooie at the request of an annoyed Mingella and Blobbelda), and owns a cat named Piddles in Banjo-Kazooie: Nuts and Bolts.
  • World's Most Beautiful Woman: In the bad ending, Grunty steals Tooty's beauty and replaces her as the fairest in the land.


Banjo's younger sister, who was kidnapped by Gruntilda in the first game due to her being "the fairest in the land", so that Grunty could swap her ugliness for Tooty's beauty. Despite being the entire reason the enmity between Banjo and Gruntilda even began, she doesn't make any appearances outside the original game, save for a cameo in Tooie where she's seen on a milk carton.
  • Bare Your Midriff: Only happens to her when she turns ugly in the Game Over sequence, since her shirt is now much too small.
  • Beauty Equals Goodness: She's the fairest girl of Spiral Mountain.
  • Came Back Wrong: In the alternate ending of the first game, where she is turned into a large, hideous monster after having her beauty sucked out and Grunty's ugliness put into her.
  • Chuck Cunningham Syndrome: Enough to even get a lampshade from Rare, explaining that her reason for not appearing in Nuts and Bolts was because she was hauled off by the "Rubbish Video Game Characters Police". Her absence was also lampshaded in Tooie where her face is seen on a milk carton.
  • Damsel in Distress: She's abducted by Gruntilda because she is considered to be more beautiful than her.
  • Fairest of Them All: Grunty's cauldron claims Tooty is this, leading to Grunty kidnapping her.
  • Gonk: Becomes this after Grunty steals her beauty.
  • Punny Name: "2-D" (two-dimensional), which is all her character amounts to.. It also rhymes with "beauty", her defining trait and the one Grunty wants to steal. Also, she plays a piccolo in the opening (which toots out notes).
  • Satellite Character: Really doesn't have much personality — she's really just there to give Banjo a reason to go on his adventure.
  • World's Most Beautiful Woman: The reason why Grunty kidnaps her in the first place.


The Igor-esque right hand monster of Grunty in the first game, where he has a minor role, but is presented as a loyal, competent sidekick to Grunty. This gets thrown right out the window in Tooie, making him a Mini-Boss character who gets physically worse and worse as you meet him in the game, due to his beatings from Grunty. Afterwards, he leaves to become a video game designer.
  • Ascended Extra: He has a very minor role in the first game, where he only appears in part of the intro, the Game Over screen, and the ending when he tries in vain to free Grunty; the duo never even meets him. In Tooie, not only is he a Recurring Boss, but he also gets more screentime and characterization.
  • Attack of the 50-Foot Whatever: When he drinks his red-colored growth potion. He attacks via Ground Pound.
  • Boss Subtitles: Gets three in Tooie, one each for fight. The first one is "Minion With A Mission", the second is "Revenge-Seeking Minion", and the third and final one is "Career-Questioning Minion".
  • Doppelgänger Attack: When he drinks his blue-colored duplication potion. He splits into two clones at the start of the fight, three after being hit once, and four after being hit twice. But in all cases, the real Klungo is the last one to spawn.
  • Heel-Face Turn: After getting one beating too many from Grunty, getting beaten one last time by Banjo, as well as by suggestion of the latter, Klungo finally leaves Grunty's side.
  • Genius Ditz: He invented the beauty sucker and made lots of potions, but is very clumsy and speaks in grunts and hisses.
  • Invisibility: When he drinks his green-colored vanishing potion. It's not a perfect formula, however, so at times he'll be mildly visible.
  • Iron Butt Monkey: To Gruntilda in the second game.
  • Mad Scientist: He's stereotypically portrayed as one, being an ill-intentioned creature who uses his intellectual skills to assist Gruntilda in her plans. In Nuts and Bolts, long after having stopped serving her, he uses that intellect to make video games instead.
  • Minigame: In Nuts and Bolts, his game, "Hero Klungo Sssavesss Teh World", acts as this.
  • Recurring Boss: In Tooie, he's fought three times, and in each fight he uses a different potion.
  • Screw This, I'm Outta Here!: After his final battle with Banjo.
  • Snake Talk: A non-snake example.
  • Stylistic Suck: The So Bad, It's Good mini-game starring him, "Hero Klungo Sssavesss Teh World"!
  • Super Serum: Used in his boss encounters.
  • The Unfought: In Kazooie, the duo never even meets the guy.

L.O.G. (Lord Of Games)

The driving force of Nuts and Bolts, but is neither a villain nor a good guy.

Gobi the Camel

A camel found in the titular Gobi's Valley. Banjo and Kazooie find him chained to a rock and free him, earning them a Jiggy, and meet him several times afterwards; each time ends with the poor camel getting slammed on the back and losing some of his water.
  • Butt Monkey: Every time the duo meets him, they Beak Bust his back to use some of his water, much to his annoyance. His attempt at leaving where they would never find him only got him captured again. And even after they save him, they have to use his water one last time anyway.
  • Distressed Dude: Twice. Once in Gobi's Valley, then in Witchyworld in Tooie.
  • Foreshadowing: When you whack him for the final time in the first game, he leaves for the lava world, where Banjo and Kazooie would never find him. Come Banjo-Tooie, and true to his words, he heads to the lava side of Hailfire Peaks as soon as you free him.note 
  • Recurring Extra

    Boss Characters 

Conga and Chimpy

The first boss of Banjo-Kazooie, and in particular the boss of Mumbo's Mountain. Conga is a big gorilla who resides at the top of an orange tree. Whoever gets close to him will be considered an intruder, and he will attack by throwing oranges. Chimpy is a young chimpanzee who is hungry and wants an orange, but Conga won't give it to him.
  • Berserk Button: Conga doesn't like when someone stands onto the orange panels that are placed in the lower part of the battlefield. If Banjo and Kazooie manage to trick Conga by making him hit the three panels with the oranges he's throwing, a Jiggy will appear.
  • Edible Ammunition: Conga attacks by throwing oranges to the intruders.
  • Expy: Conga looks and behaves like Donkey Kong in his arcade era, only he has black fur and attacks with oranges instead of barrels; his voice is also borrowed from the one Donkey premieres in Mario Kart 64. To a lesser extent, Chimpy looks similar to Diddy.
  • Everything's Better with Monkeys: Chimpy is much gentler than Conga, and all he wants is to eat an orange.
  • Heel-Face Turn: Conga appears in Banjo-Tooie, but he's no longer a boss. He's hosting the main attraction of Witchyworld, which is Mr. Patch (the level's actual boss). While it seems at first that he's tricking Banjo and Kazooie into the monster, he tells them that they must learn the Airborne Egg Shooting ability before meeting the boss, an important advice he wouldn't have given if he was still evil.
  • Implacable Man: No matter how many eggs Banjo and Kazooie shoot, Conga will still be alive, and after three hits he simply chooses to gives up.
  • Puzzle Boss: Conga may be the first boss in Banjo-Kazooie, but he takes longer to defeat than some of the following bosses because the bear and bird first have to figure out how to start attacking him: The have to grab an orange from his tree and give it to Chimp, who will not only reward them with a Jiggy but also elevate the trunk platform so they can reach the upper part of the battlefield. Once there, they have to talk to Bottles (whose molehill can be found in an upper corner) to learn how to use eggs. Finally, they stand in front of Conga and shoot eggs to harm him while dodging his oranges. He's defeated after three hits, and gives away his Jiggy (the one he has at hand, and likely the third one the player will get if the other present Jiggies were gotten).


A giant hermit crab that resides in the tropical island of Treasure Trove Cove in Banjo-Kazooie. He asks Banjo and Kazooie to help him look for treasure, but the snarky bird rudely refuses... and that's why they have to fight.
  • Attack Its Weak Point: His eyes, which can only be attacked during a brief lapse when Nipper isn't attacking.
  • Giant Enemy Crab: Specifically, a Giant Hermit Crab. He wouldn't be much of an enemy, let alone a boss, if Kazooie had chosen to be cooperative with him, or at least declined with a more gentle response. At least he's not much of a threat, since his claw attacks are easy to dodge.
  • King Mook: Of the Snippets, and by extension the Mutie-Snipets.
  • Rule of Three: Three hits are enough to put an end to this boss.
  • Womb Level: A very minor one, since he's already part of a level, but after he's defeated, Banjo and Kazooie have to enter inside his now-empty shell to claim the Jiggy.

Boss Boom Box

The boss of Rusty Bucket Bay in Banjo-Kazooie, Boss Boom Box is a sentient, gigantic wooden box who guards a Jiggy in a depository inside the Rusty Bucket. Said depository is initially locked, but it's opened after Banjo and Kazooie make a big TNT box fall above it. The boss lays disarmed at first, but when the duo approach the Jiggy, it reassembles and starts attacking them.
  • Asteroids Monster: After four hits, it divides into two smaller-but-still-big boxes, each of them in turn divides into two middle-sized boxes after three hits, and those middle-sized boxes each divide into the smallest variety after just two hits. That's a total of 15 (2^4 - 1) boxes.
  • Bullfight Boss: In typical Boom Box fashion, it tries to harm Banjo and Kazooie by constantly run-hopping at them; luckily, it's not an explosive creature.
  • Damage-Sponge Boss: All the due has to do to defeat the boss is hitting them constantly, either with physical attacks, egg shots or gold feathers.
  • King Mook: Of the Boom Boxes, naturally. The only difference, along with the bigger size, is that it doesn't explode (not even the smallest boxes that spawn from the defeated bigger boxes do).
  • Time-Limit Boss: In the Pop Quiz minigame in the game's last level, it's possible to have a rematch against this boss, but now Banjo and Kazooie will only have 70 seconds to take him down.

Mutie-Snippets, Yellow Flibbits and Zubbas

In Banjo-Kazooie, three of the bosses are actually groups of enemies unique to their respective kinds, namely the Mutie-Snippets (green, alien-like versions of Snippets found in Clanker's Cavern), Yellow Flibbits (regular Flibbits in Bubblegloop Swamp are red-colored) and Zubbas (wild hornets residing in Click Clock Wood). All of them are tasked by Gruntilda to keep Jiggies away from Banjo and Kazooie, so whenever the eponymous duo approaches their territories, the obligatory boss battles will ensue.
  • Bee Afraid: The Zubbas, which relentlessly attack Banjo and Kazooie (unless the duo is transformed into a bee by Mumbo, in which case the Zubbas will gladly invite them to enjoy the visit inside the beehive; the aversion holds true for their whole presence in Tooie).
  • Eye Scream: Each Mutie-Snippet has an eye that is larger than the other.
  • Mini-Boss: While they're found autonomously in full levels like the non-wolfpack bosses, they're much easier to dispatch thanks to the gold feathers (even Boss Boom Box, which too is vulnerable against them, takes longer due to being an Asteroids Monster), and overall they're a smaller-scale threat compared to the other opponents fought in the first game as well as in Tooie.
  • Shooting Gallery: The Zubbas return in Banjo-Tooie as friendly characters, who will invite Banjo and Kazooie (who are at that point turned into a bee by Humba) to a shooting minigame. By killing enough Zubbas, the due is rewarded with a Cheato, while a certain higher score will net them a Jiggy.
  • Wolfpack Boss: Mutie-Snippets come in a group of four, Yellow Flibbits in a group of six, and Zubbas in a group of ten.


A deity worshiped by the natives of Mayahem Temple, and the boss of that level in Banjo-Tooie. Banjo and Kazooie pay a visit to his temple and are invited to seek the treasures that are said to await the boldest adventures. The first Jiggy can be found in a large, empty chamber after collecting ten sacred statues, but the second can only be found after collecting twenty statues.... and defeating the fabled target-shooting god in person.
  • Attack Its Weak Point: The targets on his body.
  • Boss Subtitles: Dizzy Despotic Totem God.
  • Didn't Need Those Anyway: When all targets in a base segment are shot, said segment is destroyed. But the battle will continue until all of Targitzan is gotten rid of.
  • Flunky Boss: Every time one of his base segments is broken, he releases Moggies for them to attack Banjo and Kazooie. Notably, this includes when all that remains from the boss is his head, meaning that he'll only be truly defeated when all enemies are dispatched.
  • Punny Name: A combination of "Target" and "Tarzan".
  • Self-Destruct Mechanism: After only his head remains and all enemies are defeated, he will self-destruct in an attempt to kill Banjo and Kazooie with an explosion. It's very easy to survive it, though.
  • Stationary Boss: Targitzan only rotates, he never moves past the center of the battlefield.
  • Taking You with Me: Attempts this with his "Sacred Self-Destruct".

Old King Coal

The boss of Glitter Gulch Mine in Banjo-Tooie, and the owner of Chuffy the train. After Mumbo uses his magic to reassemble the train (which, as of the start of the game, is derailed and in disuse), Banjo and Kazooie can enter within, but to use it they must defeat the fiery monarch in a boss battle.
  • Boss Subtitles: Grubby Boiler Monarch.
  • Damage-Sponge Boss: Old King Coal doesn't have a particular weak point, so he must be attacked continuously so his whopping 50 HP is depleted.
  • Defeat Means Friendship: After being defeated, he allows Banjo and Kazooie to use his train.
  • Didn't Need Those Anyway: Losing an arm doesn't faze him. Losing his other arm fazes him a little bit, but not too much. He doesn't become worried until he loses the entire upper half of his body.
  • Exactly What It Says on the Tin: He's a monster made of coal.
  • Heat Wave: Unlike all other bosses except Klungo when he's using the green or blue potion, King Coal never attacks directly. His means of defeating Banjo and Kazooie is by raising the temperature of the battlefield (the train's boiler) for a brief time, and during this phase the lower floor will boil, becoming harmful.
  • Kill It with Ice: He's very vulnerable to ice eggs, but chances are that the player will encounter this boss long before he or she reaches the part of Isle O' Hags where Jamjars teaches Banjo and Kazooie how to use ice eggs.
  • No Sell: Don't expect fire eggs to harm him, because he can resist the highest temperatures.
  • Punny Name: A reference to the nursery rhyme, Old King Cole. Lampshaded by Kazooie.
    Kazooie: We want to use your train.
    Old King Coal: Hurrrr! You would, huh? In the cast, I'll fight you for it!
    Kazooie: But you're supposed to be a merry old soul...
    Old King Coal: Hurrrr! Not me, pal. But you'll sound be feeling my merry old sole on the top of your puny heads!
  • Time-Limit Boss: If King Coal isn't defeated in 150 seconds or less, he will perform the Heat Wave on a permanent basis. Not only will the lower floor remain hot forever, but the air meter of Banjo and Kazooie will start decreasing until it reaches zero, at which point they will lose life energy until they die (they can avoid that fate if they manage to defeat King Coal in time, though).

Mr. Patch

The boss of Witchyworld in Banjo-Tooie. Apparently, he's the biggest attraction in Grunty's devious amusement park, so Banjo and Kazooie can only attend his presence after four tickets are earned. Conga (from the first game, and now on the good guys' side) receives the tickets and then asks the due if they know about airborne combat; if they do, then they're allowed to go see Mr. Patch; too bad Kazooie had the idea of insulting him, which is the only reason why the boss battle ensues. He returns in Nuts and Bolts as a non-boss target in two combat driving missions.
  • Attack Its Weak Point: The patches on his body.
  • Boss Subtitles: Strange Wobbly Inflatable Thing.
  • Breath Weapon: Shoots exploding beach balls from his mouth.
  • Chrome Champion: In the level Banjoland in Nuts and Bolts, he acquires a silver body immune to regular projectiles. He can only be defeated by luring him into the big Gobi's Valley cactus.
  • Double Unlock: To access this boss, not only must the duo collect the necessary amount of tickets. They also need to learn the Airborne Egg Shooting ability from Jamjars.
  • Everything's Better with Dinosaurs: He's a giant inflatable dinosaur.
  • High-Altitude Battle: After being hit once, he makes boxing gloves pop out of the ground, forcing Banjo and Kazooie to take to the air to fight him.
  • Make My Monster Grow: Kazooie is at first unimpressed by his size, saying that Klungo was probably bigger than him. He then inflates and becomes nearly as tall as the circus tent they're in.
  • The Night That Never Ends: In Nuts and Bolts, Gruntilda rebuilds Mr. Patch and sends him to Nutty Acres to stay afloat above the farms, preventing the sunlight from feeding the plant life. Humba then asks the bear and bird to dispatch him.
  • Tyrannosaurus rex: The dinosaur he's modeled after.

Lord Woo Fak Fak

The boss of Jolly Roger's Lagoon in Banjo-Tooie. He sleeps peacefully in the deep dark interior of Davy Jones' Locker, but abruptly wakes up when Banjo and Kazooie attempt to grab the Jiggy that shines inside his alluring lamp.
  • Alluring Anglerfish: A giant one.
  • Animal Gender Bender: He's a male anglerfish; in real life, the creatures thought of as "anglerfish" are the females of the species; the males don't have lures, or much of anything in the way of distinguishing features.
  • Attack Its Weakpoint: The boils on his body, and later his eyes.
  • Attack of the 50-Foot Whatever: A giant anglerfish.
  • Boss Subtitles: Self-Important Anglerfish.
  • Bubble Gun: During the second phase, he starts shooting air bubbles to trap Banjo and Kazooie. If they're trapped, Fak Fak will proceed to shoot a ball of light, and it will hit the duo.
  • Eyes Always Shut: Even after he is woken up, he keeps his eyes closed, and can attack efficiently during that phase. He only opens the eyes during the second phase of the battle (after all of his body boils were destroyed) and attacks more viciously.
  • Light Is Not Good: He's an anglerfish, and he shoots balls of light from his lure.
  • Underwater Boss Battle: He's located in the deepest corners of Jolly Roger's Lagoon, and can be challenged either with Banjo and Kazooie in their usual forms, or in their submarine form courtesy of Humba.


The boss of Terrydactyland in Banjo-Tooie. By the time the events of the game begin, his eggs are stolen and desperately looks for them. When Banjo and Kazooie gradually approach the top of the level's mountain, Terry spots them and starts attacking with his mucus from the high distance. When the duo enters the giant nest at the top, Terry accuses them of stealing his eggs and the boss battle betwen the three ensues.
  • Anti-Villain: He's by no means an evil character. The only reason why he attacks Banjo and Kazooie is because he wrongly believe they stole his eggs (the Unga Bungas did). He's only convinced about the truth after he's defeated.
  • Black Comedy: After the battle, Banjo and Kazooie help Terry retrieve the stolen aggs, of which there are four. Kazooie can give birth to the babies by using the Hatch attack, but the fourth egg she hatches (no matter which one), releases a larger-than-usual baby. Terry then jokes that Kazooie should shoot it with a grenade egg, and the otherwise snarky Kazooie is not amused at all.note 
  • Boss Subtitles: Disgruntled Pterodactyl Parent.
  • Defeat Means Friendship: After he's defeated, he realizes that Banjo didn't steal his eggs, and rewards him with two Jiggies; one for agreeing to find his eggs, and another for finding them. A third Jiggy can also be collected right under the center of the nest after the battle.
  • Samus Is a Girl: Inverted. Judging by his voice, and how protective he is of his eggs, you'd expect him to be a female. However, both the manual and a random piece of dialogue from the zombifided King Jingaling reveal that Terry is in fact male, and that his wife left him before the events of the game, leaving him to raise the children on his own.
  • Super Spit: He attacks with his own mucus during the battle. Every time his HP is depleted by 10, he releases some living mucus enemies and temporarily leaves the battlefield to rest. He returns when Banjo and Kazooie dispatches all enemies.


The boss of Grunty Industries in Banjo-Tooie. He is found at the bottom of the Repair Depot in the factory's basement, but Banjo and Kazooie can only access there after completing a very long and complex process that involves them as well as Mumbo and Humba to press a big button guarded by a giant electromagnet in the second floor. When the bear and bird finally meet Weldar, the latter recalls a norm of the factory that prohibits the presence of bears, but his visually-impaired eyes aren't helping him in the protocol. So in the process of making sure he's invariably fulfilling his duty, he proceeds to battle the duo to kill them.
  • Attack of the 50-Foot Whatever: He's a giant sentient welding torch.
  • Blind Without 'Em: Can't tell that Banjo is a bear without his glasses.
    Weldar: Ahem. I believe it states quite clearly in the worker's manual that bears are not to be let into the building.
    Kazooie: So?
    Weldar: Well, you're a bear, aren't you?
    Banjo: Er, no.
    Weldar: Doh! I must remember to wear my glasses. Well, I'm out now, so I might as well get to work on you!
  • Boss Banter: While all bosses in Banjo-Tooie can talk, Weldar is the second most talkative (only behind Gruntilda), as he speaks about his attacks when he first performs them. After receiving three hits, he stops talking and concentrates fully in the battle, becoming more difficult as a result.
  • Boss Subtitles: Visually-Impaired Welding Torch.
  • Feed It a Bomb: The only way to damage him is to shoot a grenade, fire or Clockwork Kazooie egg into his mouth when he tries to inhale the bear and bird. This is because, as a welding torch, he's filled with flammable gas.
  • Fireballs: At the start of the battle, as well as after receiving three hits, he proceeds to shoot blue-colored fireballs.
  • Flunky Boss: He releases Washpus, Nutsas and Boltoids after he receives one hit, and later when he receives four.
  • Ground Pound: He attempts to crush Banjo and Kazooie after receiving two hits, and later after receiving five. This attack is very powerful, because it depletes all of the duo's life energy except one HP.
  • Shock and Awe: He electrifies the floor after receiving three hits, making the battle more difficult as Banjo and Kazooie must make sure not to hit the electric lines.

Chilli Billi & Chilly Willy

Twin dragon brothers, and the bosses of Hailfire Peaks in Banjo-Tooie. Prior to the events of the game, they ordered a delivery of pizza (a "12-Foot Spicy Meat Special Pizza" for the fiery brother, and a "12-Foot Anchovy Deluxe Pizza" for the icy one), but the employee designated to make the delivery never arrived. So when Banjo and Kazooie pay a visit to either dragon, they're mistaken as the delivery boy and are ordered to give the pizza immediately. After the duo unsuccesfully tries to convince the spoken dragon, the boss battle ensues. Both dragons have to be fought separately, and defeating both of them is the only way to earn their Jiggy.
  • Affably Evil: They ordered a pizza, and only attack Banjo because they think he's the pizza delivery boy. After being defeated, they fly off and decide to get takeout instead.
  • An Ice Person: Chilly Willy attacks with ice blocks.
  • Boss Arena Idiocy: For some reason, they decided to install cannons aiming at them in their residing spots. And these cannons happen to amplify the projectile input, so the damage inflicted is appropiate for the size of the dragons.
  • Boss Subtitles: "Hot N' Spicy Dragon" and "Cold N' Icy Dragon", respectively.
  • Breath Weapon: Fire for Billi, ice for Willy.
  • Kill It with Fire: Being an ice dragon, Willy is weak against Fire Eggs.
  • Kill It with Ice: And as a fire dragon, Billi is weak against Ice Eggs.
  • Marathon Boss: The second dragon fought (no matter which one) will invariably have twice as many HP as the first one fought; as a result, all cannons will be required during the battle because each of them can only work until the boss is hit three times, and the total amount of HP of the boss is 3 x 4 = 12.
  • No Sell: They're immune to fire and ice respectively.
  • Our Dragons Are Different: They at first seem to be eastern dragons with long, thin bodies. However, when they're defeated, they fly away, revealing themselves to have small (compared to their necks and heads) bodies with wings and four legs.
  • Palette Swap: Of each other.
  • Playing with Fire: Chilli Billi attacks with fireballs.
  • Stronger Sibling: Whichever one you fight first, the second one will be stronger.

Mingy Jongo

In Cloud Cuckooland, there are two Mumbo Skull huts, but obviously Mumbo Jumbo himself is only in one of them. So who resides in the other? When Banjo and Kazooie enter the wrong one, they seem to found Mumbo there as well, sleeping as usual. When "he" wakes up, "he" tells Banjo that he has a big surprise prepared for them, but upon approach he attacks the duo and reveals himself to be a cybernetic clone of Mumbo whose order is to exterminate them. The exit door is sealed shut to prevent the duo from escaping, thus forcing them to fight the impostor.
  • Boss Subtitles: Crafty Shaman Impersonator.
  • Evil Laugh: He present himself with a robotic laugh.
  • I Never Said It Was Poison: Averted, because Banjo doesn't get to realize Mingy is an impostor before the fight as he doesn't get the two important hints: That Mingy calls him Banjo (the real Mumbo, as well as Humba, always refer to him as "bear", and to Kazooie as "bird"); and that he doesn't ask them whether they have a Glowbo or not (Glowbos are necessary for Mumbo and Humba to lend their services).
  • Homing Projectile: The more hits Mingy receives, his beams gain a higher degree of homing motion, with their trajectories bending more accurately towards the position of Banjo and Kazooie. Inexplicably, this is averted in the Replay Mode, though it's likely to make up for the player only having 5 HP during the fight (in the main game, it's possible to confront Mingy with as many as 10 HP).
  • Kaizo Trap: Inverted. It's possible to die before the battle starts if Banjo approaches Mingy with only 1 HP left. This is because, despite the surprise attack occuring during a cutscene, it does inflict damage, meaning that the battle is destined to start with the duo having one HP less than before.
  • Shock and Awe: Mingy attacks with electric beams, shot from his rod.
  • Teleport Spam: During the start of the battle, he only teleports every time he receives a hit, but upon the fourth one he starts teleporting every time he shoots a beam. The easiest moment to attack him is when he's resting.