Chapter 7-1: Fight for the Future: Thwarting Mecha-Grunty.

Chapter 7-1: Fight for the Future: Thwarting Mecha-Grunty


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.
Chapter 7: The Final Fight.
-7-1: Fight for the Future: Thwarting Mecha-Grunty.
-7-2: Back to the Future: Returning home.
-7-3: Past Perfection: What’s left to do.

Putting Rust-bin in a rubbish bin


This is it! The Final Fight against the mechanical mistress that will decide the future and fate of the bear and bird duo!
Once Banjo and Kazooie have cornered Gruntilda in her Tower it’s time to end her time traveling escapades once and for all, let’s make sure we avoid any paradoxes and have a good clean fight. If you’re looking for an easy showdown however, you’ll be sadly mistaken, as even with a honeycomb meter thats been fully extended you might have a little trouble kicking some hag hide this time without taking a few Grunty beatings yourself. It’s time to show Grunty that through time and all time the Bear and Bird will always come out on top!


Phase One – Shocker Sheild!


Just as the previous Gruntilda battles, Grunty will start with her forcefield activated as she gives chase around her Arena-like Lair. You’ll have to land 9 hits on the hag this time, so make sure you’re quick on your toes and you shouldn’t give any reason for Grunty to dish out any damage. Always make sure you have Gruntilda’s location down, as the shield will cause exponential damage if you come within contact. After Gruntilda has chased you to a wall 3 times, she’ll rear back and begin to laugh; this is your cue to land some damage! Once she begins to laugh her shield will vanish (she should contact the manufacturer about that…) and you’ll have the perfect opportunity to execute a forward roll into her! Be careful after you land your hit though; the hag has quick recovery time! 8 Points to go now, be sure to avoid the Witch’s charges and after another 3 line chase you’ll have another opportunity to land another Forward Roll when she laughs! Once again, be ready to start running after you’ve executed your move and get ready for one final chase. 7 Points to go, but the Hag doesn’t show any signs of slowing down! Be on your toes and avoid the last of the charges, Wartbags will change her attack strategy after this. Land a Forward Roll when appropriate and then get ready to sidestep some spells!

Phase Two – This Spells Trouble!!


Once Grunty reaches 6 Hitpoints she’ll begin to fire off blue projectile spells where she stands. Make sure you avoid all three spells and listen for a buzzing sound; this means Grunty has taken the air and intends to slam down bloomers first! The horror! Just watch for her moving shadow on the floor and do everything you can to escape its perimeters. Once the shadow stops Grunty will slam down hard onto the floor, don’t stray too far though, as you’ll be able to land a hit once she rears back for another laugh the second she touches down. Once you roll into Gruntilda yet again she’ll fire another collection of spells, this time adding 3 more to the fray giving you twice the amount of projectiles to avoid! Stay clear from the spells and the Witch will take to the air a second time, be sure to watch out for her shadow and be quick to deliver another roll once she misses you and you’ll have her down to 4 dwindling health points.

There’s no holding back this time, Grunty will fire a relentless onslaught of spells in your direction, this time capping off at a total of nine! So long as you keep moving around the Lair you shouldn’t really come across any problems in avoiding these pesky projectiles. Once the hag has depleted all of her spells she’ll soar into the air yet again, you’ll have to keep running as she’ll hunt you down faster than ever this time. If you can avoid the heavy hag, land another blow and she’ll be reduced to 3 hitpoints!
Time to change up the act, Grunty!

Phase Three – Bombs Away!


Once Wartbags activates her shield she’ll retreat to the sky yet again, though this time she’s got a special treat for you. Once the hag has reached her desired velocity she’ll begin to bombard you with an onslaught of spells from above! Normally this portion of the battle can be very difficult, but with a little know-how you can get through it unscathed… Once Grunty begins to drop her spells, retreat toward the top of the screen where the Shock Spring Pad displaying static is. If you stand on the pad, or either of the tiles beside it Grunty won’t be able to hit you with her spells. Using this trick means you’ll have to be extra quick on your reaction time though, as you’ll have to track Grunty down when she plummets down which doesn’t give you very much time to land a hit. If you can use the few seconds to your advantage then you’ll be able to hit her with another Forward Roll. Take care once you’ve reduced her health down to 2 hitpoints as she’ll move faster than ever now. Retreat back up to the safe spot and endure another wave of spells as you wait for a chance to attack. You’ll have very little time to land a hit this time, so make sure you’re on Grunty’s tail when she begins her descent. If all goes well you’ll manage to hit her before her shield has a chance to reactivate and she’ll be clinging onto her final hitpoint! Rinse and repeat it would seem, your safe zone will harbor you until Gruntilda has finished her relentless bombing and comes down for one final slam! Once again, be sure you’re on the top of your game when you try to hit her as she’ll give you very little time to do so before her shield comes back on again. If you do manage to use this time to your advantage and land the final hit then Gruntilda will tell you that she’s got a second plan as she retreats to a higher area in her Lair.

Phase Four – Grunty’s Future Fun!


Let’s follow her up shall we? Once Gruntilda has disappeared from the scene the once-static Pad will light up to reveal a Shock Spring Pad. Use the pad to access the stands above the arena in front of a large screen. When your ready, step on the Question Mark Pad and get ready for some quizzing. Are you surprised? It can’t be a Banjo game without Gruntilda hosting a quiz at the end now can it? Though, I suppose since this predates her Furnace Fun showdown in Banjo-Kazooie as the first quiz that Grunty will grill you on. Interesting thought, but no matter, you’ll go cross eyed if you dwell on it for too long. The questions this time are relatively easy as the game isn’t so expansive that you’ll be left lost trying to remember small details from large areas you played ages ago. In fact, the only real challenge this quiz could pose is the mini-game challenge which pits you up in a previously completed mini-game that you’ll have to beat to score a point. The quiz is very short, with 3 questions in total and only requiring 2 to pass onward. Make short work of this and get ready for a ssssspecial sssssurprissssse….

Phase Five – Klobber Klungo!


Once you reach the next flight, Klungo will be ready to take you on! While he may not have posed much of a threat in Banjo-Tooie, and his meager amount of health points might lead you to believe that he’ll be a minor obstacle leading to the next room, it’s quite the opposite to some who see Klungo as being more difficult to beat than the Grunty fight previous.
Nonetheless be on your toes once again and get ready for a ssssuper sssshowdown! Klungo will start off by shielding himself similar to Grunty and begin lobbing vials toward you as he has in the previous battles. Avoid the three vials and Klungos’ shield will wear off; though not before he renders himself invisible. This time it’s considerably easier to land a hit on Klungo in contrast with the slippery sheet of ice in Grunty Industries. Just cover a good distance of the floor rolling and if you’re lucky enough you’ll manage to collide with Klungo!

Phase Six – Send in the Spookos!


After Klungo has been hit, he’ll retreat toward the top of the room and send 2 Green or Red Spookos after you. Take care to avoid them at all costs and Equip Kazooie for some Breegul firing. Quickly select the Fire Eggs for the Green Spookos and Ice Eggs for the Red Spookos.
If you’re a good shot you shouldn’t have any trouble here, just make sure you have enough distance between yourself and these frightening foes.

Phase Seven – Projectile Potions II!


Once you’ve gotten rid of the ghostly threat, Klungo will begin pitching vials at you again, this time doubling his amount from 3 to 6.
Make sure you avoid the flying glass and stick close to Klungo when he nears the end of his stock. Once Klungo renders himself invisible again land another hit to reduce him to a single hitpoint, not much longer…

Phase Eight – Spooko Shoot-out II!


Klungo will retreat to the top of the room again to release 2 more ghouls to chase after you.
Keep in mind that the Ice Eggs are fatal to the Red Spookos, and the Fire Eggs are lethal to the Green Spookos. Once you manage to get rid of both Spookos, Klungo will ready himself for a final confrontation.

Phase Nine – Volatile Vials III!


Just as last time, Klungo will resort back to whipping a supply of vials toward you, this time his stockade has reached a total of 9. Avoid these vials as well as Klungos daunting shield and get ready to land a final hit once he goes invisible. If you manage to hand out a Klungo beating in time, Klungo will tell Banjo that he hearssss Grunty calling and leaves the scene, a likely story…

Phase Ten – Stop the fight! It’s time for a quiz!


After Klungo makes a break for it, in the opposite direction that Gruntilda would be in we might add, The static Pad at the top of the room will light up allowing you access to another quiz. It looks like Gruntilda has added some more question cards to her pile though, as you now have 9 questions to cover and a possible 5 to get wrong. If you do end up losing its back to the previous fight with Klungo. No pressure. Once you get a total of 5 questions right, it’s time for the Final showdown against Gruntilda on top of her Tower. You think she would have learned from her mistake in Banjo-Kazooie…

Phase Eleven – Winkybunion Tower!


Once you reach the top and meet Gruntilda she’ll promise to destroy the future, ridding the Bear and Bird from all of history once and for all! A future without any Banjo games, no, this hag just crossed the line! It looks like Grunty has been busy bulking up her health in between quizzes and Klungo fights as her current hitpoints are a lofty 12 in total, though these will drain fairly quickly if you plan your attacks carefully. From the get go, Gruntilda will charge up her shield and follow up with herself, charging at you like before on the first floor. This bit is fairly easy as she only moves 3 times as well and landing a hit should be a breeze. Once you’ve slammed yourself into Gruntildas daunting metal frame you’ll notice that while the damage didn’t register, a pink being has flown outward from the suit across the Tower. This is Gruntilda’s ghost form as seen from the beginning of the game, and without her mechanized suit to protect her she’s completely vulnerable to further attacking. Land a roll quickly before she has time to make it back to her suit and you’ll reduce her health to 11 hitpoints.

Phase Twelve – Ghost of a Chance!


Once Grunty has gotten nice and comfortable back inside of her suit, she’ll begin to charge once again with shields on full power. Like last time, she’ll only have enough energy to make 3 charges before she tires out and rears back for a laugh. One roll for the suit will cause Ghost Grunty to pop out again allowing you to slap around her spirit. Remember, attacking the suit will only cause Grunty to come out, attacking the ghost will register the hit.

Phase Thirteen – Time for a Bounce!


Watch Out! As soon as Ghostly Grunty has gotten back into the suit, she’ll begin to bounce all over the battlements! Think of the descending Grunty attack on the first floor, but used a multitude of times. Grunty will bounce around six times until we can assume that gravity is finally able to win and push the fat hag down to which we’re treated to another fit of shrieking laughter. When the chance comes, hit Grunty to cause her spirit to exit the Mecha-suit once again. Who’s laughing now Wartbags? One hit on the ghost and you’re up for another round of Grunty Bounce. At 9 hitpoints we’ve drained Grunty down to the health she had on the first floor of the Lair. There isn’t much to go now. Survive the bouncing which remains at 6 leaps and than attack the suit when the time comes. Land a further hit on Gruntys’ Ghost and get ready for the next phase.

Phase Fourteen – More Projectiles!


It looks like all of that bouncing isn’t faring too well for Grunty, she should settle for something more her speed; lazing back and lobbing spells at you. You’ll have to avoid 6 spells this time, so be sure to allow yourself plenty of room to run and ample reaction time should you need to escape the vicinity of the spells. Once Grunty has finished tossing her collection of spells, she’ll soar up into the air and attempt to squash you like on the first floor. Get out of the shadowed area as much as possible and execute a Forward Roll once Gruntys shield wears down. Make sure to attack the suit as well as the ghost to register the hit. Keeping to tradition Grunty will increase her arsenal of spells to 9 and toss them at a much more frequent rate. Do your best to avoid them and prepare yourself for another Grunty slam. Roll into the suit, roll into the ghost, Gruntys health should be near its halfway point now.

Phase Fifteen – Fire in the Hole!


Get ready to endure some heavy bombing here as Grunty begins her spell bomb attack from before. Unlike last time however there’s little area for escape, and even the top part of the Tower doesn’t offer much protection from a well-placed spell. After 12 spells have collided with the ground Grunty will slam onto the ground leaving herself open for another attack. Get the suit as well as the ghost and ready yourself for further bombing. A further 12 bombs means that Grunty has depleted her supply, stay close by, but do well to avoid the shadow, and land another hit on the suit and one on the ghost for good measure. Then get some distance for the next attack…

Phase Sixteen – Homing Spell!


Once Grunty has got herself back together she’ll fire the most volatile of her spells; the dreaded Homing Spell which will track your movement and follow you around the Tower no matter how much you try to shake it. It’s best to keep running here as the spell won’t be able to overtake your position as it moves at the same running speed. Take care to avoid bumping into Gruntilda who is also charging around the ring and eventually the spell will explode, hopefully leaving you unscathed. Once it does, be ready to land a hit on Grunty who laughs immediately as the spell is decimated. Land a further hit on the ghost and get ready for a second spell.

Repeat the method above for this homing spell as well and you should be fine, take care to avoid Grunty and leave yourself lots of room in case the spell gets the better of you and you need to make a quick decision. Once the spell disintegrates it’s time to land another hit on the Mecha-Suit. If you land a good solid hit on the suit than Grunty will begin to shake and the suit will start to spark and fizzle…Uh-oh… In a large puff of smoke the suit will explode leaving Grunty Ghost in the middle of the Tower, alone and defenseless. Err…did we say alone?

Phase Seventeen – Attack of the Clones!


Grunty will begin to split off and create 2 more versions of herself which float around the Tower. Ugh…as if one Grunty wasn’t enough… If you land a hit on a ghost that isn’t the true Grunty you’ll take damage. A lot of damage, 4 units to be precise, so you’ll need to choose carefully. To make things easier though, the true Grunty is the only Ghost have a shadow, the other Ghosts will be lacking one. Once you find the right Grunty with the shadow underneath execute a Forward Roll into her. The Gruntys will huddle together a second time and try the plan again, locate the shadowed Grunty and roll into her one last time. That’s it, you’ve beaten Banjo-Kazooie: Grunty’s Revenge! Now sit back and watch the much-deserved ending.

Next: Back to the Future