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Terry

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Terry is the enormous pterodactyl living in the nest at the summit of Terrydactyland in Banjo-Tooie. Introduced as the Disgruntled Pterodactyl Parent, he begins as the world’s boss and becomes an ally after Banjo and Kazooie clear up his misunderstanding about their visit. He has a mottled yellow-orange body, pale belly, green eyes and a long pointed beak lined with sharp teeth. A tall crest extends behind his head, while his broad wings have light-colored membranes between the darker supports. His size becomes particularly apparent during the battle, when the camera looks down past him at the much smaller pair inside the bowl of the nest. Terry’s anger centers on four missing eggs, which he assumes Banjo has stolen. The zombified King Jingaling offers some context for his protectiveness, saying that he has heard Terry’s wife left him and that his young are all he has left. Terry himself challenges the pair from above as they climb the mountain, spitting at them and daring them to continue up the stairs. At the nest, Banjo’s denial fails to persuade him. Kazooie responds to his threats with a joke about his approaching extinction, and Terry insists that the heroes will meet that fate first. Even the creatures he sends into battle become part of the accusation: after the pair destroy his Mucoids, he complains that they have stolen those as well. Defeat finally gives Banjo an opportunity to explain that they never had the eggs. Terry apologizes, accepts their offer to help and provides a reward before the search begins. His role then changes from guarding the nest against supposed thieves to welcoming the babies that Kazooie hatches around the world.

Reaching the Nest and Fighting Terry

Terrydactyland opens at 20 Jiggies, with its entrance through the dinosaur-shaped doorway in Wasteland. Within the world, follow the Path to Nest signs and the routes around the central mountain. Jamjars’s Springy Step Shoes lesson, available at 390 collected Notes near the entrance, supplies the high jump needed on the ordinary climb. Use the shoes to reach the higher ledge, continue around the mountain and activate the upper warp pad while avoiding Terry’s purple spit. The stairs beyond lead to the nest. Enter with Banjo and Kazooie together, restore health and select Grenade Eggs before approaching him, since the entrance closes for the fight. Terry has thirty health points. A successful Grenade Egg removes four, making it more effective per hit than an ordinary egg. The battle alternates between dodging his spit, firing at him as he changes position and clearing the green Mucoids he leaves behind. During the first part, the camera moves behind Terry and looks down into the nest. Run in small circles or change direction to avoid the purple projectiles, since continuing straight ahead allows him to lead the pair’s movement. When he decides to seek a better vantage point, the view returns closer to the heroes and he flies around the rim. Bring up the aiming sight, track his body and fire while he is exposed. After taking enough damage, Terry withdraws for a rest and spits out the Mucoids. These are moving enemies rather than the purple projectiles: roll into them or use another close attack, taking care when several approach together. Clear the whole group to bring Terry back, and collect the honeycomb left behind if health is low. Later cycles bring more of the small creatures and more demanding spit attacks, but retain the same openings. His rest does not restore the lost health, so the player can concentrate on survival rather than rushing into a poor shot. Repeat the cycle until the counter is empty. Terry drops back towards the nest, concedes the fight and listens when Banjo again denies taking the eggs.

Finding and Hatching the Four Eggs

After the apology, Terry asks the pair to find his four eggs and divides their payment into two parts. The first Jiggy appears in the nest immediately, and he activates an outdoor Flight Pad to assist the search. Defeating him is necessary even if Kazooie has already learned Hatch: trying to hatch an egg beforehand makes Terry order her off it, and he refuses to let it open. Jamjars teaches Hatch in Unga Bunga’s Cave once the player has 420 Notes. Reach his lesson as Kazooie alone using the nearby Split-up Pads and the corridor within the cave. With the move learned, stand on an egg and use Hatch to bring out the baby. The first three babies fly back to their father without being carried, and Terry comments on each arrival. One egg is tucked into a narrow passage in the reddish wall of Unga Bunga’s Cave, near the area with the Cursed Beehive and Split-up Pads. Another is on the raised ledge inside the Oogle Boogle tribe’s cave, reached with the Shock Spring route available to solo Kazooie. The exterior egg sits on a grassy plateau above the water near the world entrance and waterfall. Use the newly available Flight Pad on the tall pillar near the Oogle Boogle area to reach it; Springy Step Shoes help Kazooie get onto the pillar. The fourth location is the high alcove marked by a hanging vine in the large room called Inside the Mountain, where Chompasaurus occupies the central pillar. Solo Kazooie can fly up from the pad inside that room and land beside the egg, since she cannot climb the vine herself. These locations can be completed in different orders. The last egg hatched always produces the large baby that cannot fly, rather than that baby belonging permanently to one cave. Leaving the upper Inside the Mountain egg until last makes the final transport convenient, because Banjo can climb to the alcove and the nest is reached through the nearby upper route. Hatch the other three first if following that plan, then return to the mountain’s Split-up Pads for the last baby.

Bringing the Last Baby Home and Collecting the Rewards

The final baby is larger and pink, prompting Terry to wonder whether there is room for her in the nest. He makes a dark joke about solving the problem with a Grenade Egg; Kazooie objects, and he quickly retracts it, asking for the baby to be brought home so he can arrange an exercise program. Switch back to Banjo alone and use Taxi Pack, learned from Jamjars in River Passage at 405 Notes. As with the other lessons, the Note total is a qualification rather than a payment deducted from the collection. On the route that leaves the Inside the Mountain egg until last, bring Banjo to the bottom of the hanging vine, climb to the upper alcove and scoop the baby into his empty backpack. Carry her through the upper passage to Terry’s Nest and release her near her father. If another egg was left until last, the same transport requirement applies, but Banjo must travel from that location instead. Terry acknowledges that all four are home and produces the other half of the promised reward. This is the second Jiggy he explicitly gives for the encounter and rescue. A further Jiggy is hidden beneath the nest itself: after the fight, Bill Drill the cracked patch in the middle and drop into the small chamber below. Collect the piece there, then use the Shock Spring Pad to return. That hidden collectible is separate from Terry’s two payments, and finding it does not replace completing the baby rescue. Once the tasks are finished, Terry and the reunited young remain at the nest rather than being removed as defeated enemies. The encounter is also available through boss replay. Later, Nuts & Bolts represents Terry with a Banjoland portrait and a recreation of his nest containing eggs. The nest’s contents become a question in that game’s final quiz, while Tower of Tragedy in Tooie can ask what Terry accused Banjo of stealing.

Additional Information

QUOTES

  • ✤   Give me back my eggs, you filthy light-fingered bear!
  • ✤   I want my eggs back or else!
  • ✤   Those eggs hurt!
  • ✤   You’ve stolen them, just like my precious eggs!
  • ✤   Oh dear, sorry about the rough stuff...
  • ✤   That’s one of my precious babies!
  • ✤   Bring her back to me and I’ll work out an exercise program for her.
  • ✤   Here’s the other half of your reward as promised...