#### ####
##!!!!## ##!!!# ## ####
##!!!!!!!!## ##!!# #!!# ###### ## ##!!!!#
##!!!!###!!!# #### ### #### #!!# #!!!# ###!!!!!!##!##!!!###
##!!!## #####!!!!## #!!##!!!## #!!##!!!# ##!!###!!!##!!!###
##!!!## ##!!!!!!!!##!!#!!!!!# #!!#!!!# #!!!##!!!##!#!!#
##!!!# ##!!!####!!!##!!!!#!!!##!!!!!# #!!!!!!###!!##!!#
##!!!# ##!!# #!!!##!!!# #!!###!!!!!###!!####!!!!###!!#
##!!# ##!!####!!!!##!!!# #!!##!!##!!!##!!!!!!### #!!#
##!!!# ####!!!!!!!!## ### #!!#!!# #!!!##################
##!!!!######!!!##!!!!!## ##!#!!# ##!!!!!!!!!!!!!!!!!!!##
##!!!!!!!!!!## ##### ## ##!!!!!!!!!!!!!!!!!!!##
##!!!!!### ##!!!!!!!!!!!!!!!##
##### ###############
__
/ / | / | / | |
( ___ ___ ___ ___| (___| ___ ( ___ ___ ___| ___ ___|
| )| \ )|___) | )| )| ) |\ |___)| | )| )| )|___)| )
|__/ | \/ |__ |__/|| / |__/ | \ |__ | |__/ |__/||__/ |__ |__/
______________________________________________________________________________
==============================================================================
CONKER: LIVE AND RELOADED
-------------------------
FAQ/Walkthrough
Copyright (c)2005-2013 DomZ Ninja
==============================================================================
Author: DomZ Ninja
E-mail: domzninja[at]hotmail[dot]com
Updated: 03/30/13
Version: 1.1
NOTE: This guide does contain spoilers!
______________________________________________________________________________
==============================================================================
TABLE OF CONTENTS
==============================================================================
See that series of numbers to the right of each section? If you want to find
a specific section in the FAQ, press CTRL + F to open a search box. Type in
the series of numbers for the desired section that you're trying to find and
press Enter. Whabam! The search function will take you there in an instant.
[1] VERSION HISTORY.................................................. [0100]
[2] CONTROLS......................................................... [0200]
[3] THE BASICS....................................................... [0300]
[4] WALKTHROUGH...................................................... [0400]
Hungover........................................................ [0401]
Windy........................................................... [0402]
Barn Boys....................................................... [0403]
Sloprano........................................................ [0404]
Bats Tower...................................................... [0405]
Uga Buga........................................................ [0406]
Spooky.......................................................... [0407]
It's War........................................................ [0408]
Heist........................................................... [0409]
[5] BOSSES........................................................... [0500]
[6] CASH............................................................. [0600]
[7] MULTIPLAYER...................................................... [0700]
THE BASICS...................................................... [0710]
CLASSES......................................................... [0720]
LEVELS.......................................................... [0730]
Beach Dead..................................................... [0731]
Fortress Deux.................................................. [0732]
Castle Von Tedistein........................................... [0733]
A Bridge Too Narrow............................................ [0734]
Three Towers................................................... [0735]
Doon........................................................... [0736]
T.M.S Spamono.................................................. [0737]
The Ditch...................................................... [0738]
EQUIPMENT....................................................... [0740]
Weapons........................................................ [0741]
Items.......................................................... [0742]
VEHICLES........................................................ [0750]
UNLOCKABLES..................................................... [0760]
8] - Thanks/Credits................................................... [0800]
______________________________________________________________________________
==============================================================================
[1] VERSION HISTORY [0100]
==============================================================================
FAQ/Walkthrough #6
------------------
Version 1.0 (08/03/05) - FAQ/Walkthrough complete and submitted.
Version 1.1 (02/14/06) - New formatting
______________________________________________________________________________
==============================================================================
[2] CONTROLS [0200]
==============================================================================
- CONKER'S BAD FUR DAY -
-----------------------------.----------------------------------------------.
| D-Pad | N/A |
|-----------------------------|----------------------------------------------|
| Left Analog Stick | Move Conker |
|-----------------------------|----------------------------------------------|
| Right Analog Stick | Move Camera |
|-----------------------------|----------------------------------------------|
| Start | Pause Game/Open Menu |
|-----------------------------|----------------------------------------------|
| Back | N/A |
|-----------------------------|----------------------------------------------|
| X Button | N/A |
|-----------------------------|----------------------------------------------|
| Y Button | N/A |
|-----------------------------|----------------------------------------------|
| A Button | Jump (Press Again and Hold to Hover) |
|-----------------------------|----------------------------------------------|
| B Button | Pull out Weapon, Activate CS Button |
|-----------------------------|----------------------------------------------|
| Black Button | N/A |
|-----------------------------|----------------------------------------------|
| White Button | N/A |
|-----------------------------|----------------------------------------------|
| Right Trigger | Use Weapon (Hold + A for Super Jump) |
|-----------------------------|----------------------------------------------|
| Left Trigger | Enter First Person View |
'-----------------------------'----------------------------------------------'
- MULTIPLAYER -
-----------------------------.----------------------------------------------.
| D-Pad | N/A |
|-----------------------------|----------------------------------------------|
| Left Analog Stick | Move Player (Click to Jump) |
|-----------------------------|----------------------------------------------|
| Right Analog Stick | Move Camera |
|-----------------------------|----------------------------------------------|
| Start | Pause Game/Open Menu |
|-----------------------------|----------------------------------------------|
| Back | X-Box Live Sign In |
|-----------------------------|----------------------------------------------|
| X Button | Select Ability |
|-----------------------------|----------------------------------------------|
| Y Button | Change Weapon/Item |
|-----------------------------|----------------------------------------------|
| A Button | Reload Weapon, Confirm (Menu) |
|-----------------------------|----------------------------------------------|
| B Button | Toggle Standing/Crouching, Cancel (Menu) |
|-----------------------------|----------------------------------------------|
| Black Button | N/A |
|-----------------------------|----------------------------------------------|
| White Button | N/A |
|-----------------------------|----------------------------------------------|
| Right Trigger | Fire Weapon, Use Item |
|-----------------------------|----------------------------------------------|
| Left Trigger | Change Weapon Mode |
'-----------------------------'----------------------------------------------'
______________________________________________________________________________
==============================================================================
[3] THE BASICS [0300]
==============================================================================
----
Cash
----
Cash is found frequently throughout the world of Conker, and well, makes you
richer. Most of the time cash is rewarded to you by fulfilling certain
various missions given to you. Some cash can just be found in nooks are
crannies throughout the game. Some parts of the game requires you to have a
certain amount of cash, in order to enter and area or something like that.
You could relate cash in Conker to Jiggies in the Banjo games.
-------------------------
Context Sensitive Buttons
-------------------------
Every once in a while, you'll be walking around and you will see a rock with
a giant "B" etched into it. This is a context-sensitive button (which from
now on I'll abbreviate and call it a CS Button). When you walk on one, a
lightbulb appears over Conker's head. When you press B over the button,
Conker will do something special, and it usually revolves around the scenery
or what he's doing or needs to do right now. For instance, if you're hung
over and you find a CS Button, press B on it to drink some medicine to get
sober. These are used to solve puzzles or defeat bosses in the area. Overall,
they're very useful and add a little originality to the average platformer.
------
Saving
------
I've dedicated a section to saving; well, the lack of saving actually. The
game automatically saves the game for you when you enter a new area. You know
the incredible amount of load screens there are for this game? You know,
pretty much every time you enter/exit a room? That's when the game
saves/loads up the area. If you lose all of your lives, you start from the
last time you saved, which shouldn't have been that long ago. It's a nice
breath of fresh air from games where there's a save point every hour and when
you die, you have to start over from the last save point and such.
______________________________________________________________________________
==============================================================================
[4] WALKTHROUGH [0400]
==============================================================================
Let the opening cutscene unfold as you start the game.
==============================================================================
HUNGOVER [0401]
==============================================================================
Cash Amount: $0
-------------
Scaredy Birdy
-------------
Conker wakes up with a massive headache and feels like garbage. Controlling
Conker while he's hung over can be tricky. Just use the Left Analog Stick to
move him around. Press A to have Conker try jumping, but doesn't get anywhere.
You can press B to have Conker swing his fist like a four-year old girl.
Anywho, just walk around the fence and head through the opening towards the
weird scarecrow. Walk up to the bag of hay to start up a conversation. The
drunken scarecrow, Birdy, explains the concept of Context Sensitive Buttons.
Walk over to the big button with the "B" etched onto it for a lightbulb to
appear over Conker's head. Press B to use the CS button.
Once you get the hang of how the CS buttons work, Birdy passes out. Just
ignore him for now and leave the garden and go to the starting point to find
another CS button. Press B once you're on it this time for Conker to pull out
some medicine and cure his hangover. Now you're back to normal! Now you can
really test out Conker's controls. For once, he still punches like a sissy.
Now you can jump much higher than before and walk much faster. Hop into the
water for Conker to whip on his swimmies to help him out. Get used to
swimming by paddling over to the island near the waterfall. If you fall off
of the waterfall, you will just get dropped near Birdy again.
-----------
Pan Handled
-----------
On the island, Conker will teach himself more advanced jumping techniques.
Hold the R trigger and press A for a super jump. While in midair, press and
hold A to make your tail spin like a helicopter to reach farther heights and
to curshion falls. Try out these new techniques by jumping to the ledge along
the wall. Continue along the ledge and past the large wooden door. Don't
worry about it now; just continue up the incline.
Use your helicopter spin to get across the gaps ahead. Once you reach the
stone bridge, ignore the menacing figure blocking the way and head for the far
wall to find a lever. Super jump up to the lever so Conker can grab it and
pull it down. Once the lever is pulled down, the large door that you passed
earlier opens up. Return to the door and go inside.
Once inside, you will find a shiny key running around and a shiny key or
kitchenware as well as a wooden bat. Head over to the display for Conker to
pick up a frying pan. Three spiked Imps appear and one swallows the key.
Press B to equip the frying pan and press the R trigger to swing it. Press it
three times for a three-hit combo. Go up to one of the Imps and hit it three
times to kill the nasty thing. Watch out though, because they also curl up
and spikes pop out of its armored body. You don't have health at the moment,
so taking damage isn't really a problem. Take out the three Imps, collect the
key that is freed, and open the door to return to the forest.
--------
Gargoyle
--------
Now that you have an arsenal of kitchenware, go back to the stone bridge and
walk up to the gargoyle. The gargoyle's pretty pissed as a result of sitting
on gothic architecture for hundreds of years, and he's not moving. Well,
howabout we make him move?
Whack the gargoyle flat in the nose with the frying pan. Well, you thought
this was a straight port, didn't you? I think not. The gargoyle will be left
unphased from the assault. Just when you think Conker's out of ideas, he pulls
out the baseball bat which was in the cave and smashes it into the gargoyle's
face. The gargoyle is knocked back as a giant boulder falls on top of him,
breaking him into little tiny pieces.
Now that the stone gargoyle is out of the way, do a super jump on top of the
boulder. Helicopter spin to the ledge and use the CS button. Conker pulls out
some TNT and blows up the rock, revealing a tunnel. Hop back down and head
through the tunnel to return home.
==============================================================================
WINDY [0402]
==============================================================================
Cash Amount: $400
The game pulls away from Conker for a moment to introduce the nemesis of the
game, the Panther King. As he sits on his throne, drinking milk and torturing
his guards, the table which rests the milk wobbles and knocks the milk over.
The Panther King is enraged, and orders his professor to come up and figure
the problem. The professor tells the king that he will figure out the
problem, and the Panther King ensures him that he better, unless he wants
to "see the duct tape again". The professor quickly gets to work at his lab.
The prof. is obviously pissed off on how the king always bosses him around.
He goes through some of his useless experiments, including an anti-
gravitational piece of chocolate. He angrily throws it out of a window and
gets back to work...
Back to Conker's side, he watches at the piece of chocolate falls right in
front of him. He quickly gobbles it up. Chocolate it now your new form of
health. The maximum pieces of chocolate you can have is six. If you get hurt
by an enemy, you almost always lose one. falling from great heights can vary
from how high. You can lose one or even all six. Chocolate is scarce in some
locations, but reappear after you've eaten a piece.
---------
Queen Bee
---------
Go down the hill and grab some chocolate to fill up your health bar. When you
reach the signpost, go right towards a giant bee. It's some fat ugly queen
bee who's crying over the loss of her hive. She asks Conker if he can rescue
it from the wasps and give it back to her. Her husband left her, so she has
no one left. Conker accepts the offer, but for a price: $100. Go back to the
signpost and head left this time, going past the barb wire fence. Your frying
pan has now been replaced by the baseball bat. Equip it and take out the odd
little armored Imps along the way.
You will reach a giant wasp's nest with the queen bee's hive laying
unattended. Pick it up by pressing B next to it to alert nearby wasps. Scurry
down with the hive in hand back to the queen bee as the wasps pursue you.
Once you reach the queen, Conker drops it off and the queen goes inside. Once
she's inside, she reveals a crapload of guns which pop out of the hive.
Conker watches as the queen mows down the wasp bastards as they explode into
green goo. She thanks Conker and gives him his $100 reward.
----------
The Manual
----------
Proceed down the wooden bridge nest to the hive and up the hill. Hop on the
CS button and hit B to meet up with a once again drunken Birdy. Birdy offers
you a "What to Do" manual, which can help out Conker with more obscure moves
and abilities. he demands Conker to cough up $100, which he does. As Birdy
walks off, the pile of cash is disgusted by the scarecrows stench and comes
running back to you. Heh, looks like you got that manual for free after all.
Press B on the CS pad to whip out a slingshot. Shoot the dung beetles on the
stumps so you can proceed. Walk up the hill to two open doors. The left one
brigns you to Poo Mountain and the right one brings you to the Barn. Let's
head over to the barn first. Walk through the right archway to begin your
next mission.
As a reminder: Windy is the main hub for Conker's BFD. You will come here
numerous times in order to access new areas and levels.
.------------.
| IN-GAME TIP \_____________________________________________________________
| =========== |
| Let's just say you die in Windy. Conker is taken down to well... Hell, |
| and meets up with Gregg the Grim Reaper. He starts to talk to Conker |
| about his hate of cats and such, blah blah blah. The main point is that |
| Gregg gives Conker a second chance at life. Each time Conker collects a |
| tail thingy, he will get another life. Think of the tail things as 1-Ups. |
| Once you're out of lives, it's game over and you must start from the last |
| autosave. You can find your first tail tingy on the hook near the bee |
| sign in Windy. They're rare, so use them wisely! |
|___________________________________________________________________________|
==============================================================================
BARN BOYS [0403]
==============================================================================
Cash Amount: $400
------
Marvin
------
As you enter the old farm, cross the water and take out the armored Imp near
the trash cans. Go to the right and talk to the metal box carrying the large
pink one. The box is complaining that this fat ass girl won't get off of him
until you get rid of that smelly rat following them around. Go back to the
trash cans and make a left this time past the jumping metal boxes. Avoid them
or you'll get squashed right into a bloody mess.
Once you head to the big chunks of cheese, talk to the metal box for him to
open the gate. Also, if you need any chocolate, there's more on top of the
giant cheese pieces. You will now enter a cheese farm. Whip out the trusty old
bat and whack a piece of cheese. Once it's on the ground stunned, pick it up
and carry it back down the hill to the rat.
The rat will eat the cheesy treat and beg for more. Repeat the process and
feed him two more pieces of cheese. When he eats the third piece, he gets
uncomfortable as he's eaten too much. Watch as the rat inflates, and
well... cover up; you don't want rat guts on you. The fat pink block
will jump off of the blue one and sit next to him. Jump on the blue one, then
hop on top of the pink one to reach new heights. Super jump to the drainage
pipe and hop to the stone ledge around the barn.
Walk around the edge to find a tail thingy at the end, then return to the
drain pipe. Helicopter spin to the right to reach part of the roof. Climb up
to the red board and step on the brown switch to open the barn doors. Collect
the cash at the end of the platform.
-------------
Mad Pitchfork
-------------
Drop down from the roof and head near the Cheese Corral. From there, continue
up the path until you reach the barn doors. Head into the barn only to have
the doors close on Conker once you enter. Eight piles of hay stacks come to
life and start hopping around. Meanwhile, in the corner of the barn, a foul-
mouthed paint can and brush talk to a Franky the pitchfork about the
newcomer. According to the can and the brush, it's the pitchfork's turn to
kick the intruder's ass. And that intruder is Conker. The Franky is persuaded
to and heads over to Conker.
Prepare to endure in a battle of wits and brawn with Franky once he wobbles
over to you. Well, not really. All Franky does is pause for a moment and jab
at Conker. Lure Franky over to one of the haystacks and have Franky jab at
it. Just jump to the side to avoid his pointy end and watch Franky his the
hay, blowing it to pieces. Proceed to do the same thing with the other seven
haystacks to end the "fight".
Once the hay is gone, Franky gloomily walks over to his buddies, who insult
him and say that he is the crappiest ass-kicker they have ever seen and
suggest that he should kill himself. Depressed like no other, Franky,
thinking that he's useless, decides to kill himself (suicide is not a funny
thing and should not be taken humorously. Also, don't ever think about things
like Franky does).
Franky grabs the noose on the wall as the can and the brush urge him on. He
climbs up to the rafters, sets up the noose, and hangs himself. Wait, what?
Franky's not dead though. He forgot the most Important fact: he doesn't have a
neck! Franky tries to get down, but is unsuccessful as his friends are on the
ground cracking up at his stupidity.
Well, we will help out Franky later. But for now, collect the chocolate in
the corners of the room and check the corner to the left of the entrance.
There's a lever suspended on the wall. Super jump to pull it down which opens
a door in the rafters, dropping a bee outside of the barn. Exit through the
doors in which you entered this place. As Conker leaves, a giant stack of hay
makes its way into the barn and doesn't look happy! We'll get back to him
later, so for now, head to your next mission.
----------
Sunny Days
----------
When you exit the barn, look to the right to find the bee that fell out of
the barn. When you talk to him, you will realize that he's the king bee who
left his fat wife back in Windy. He left his wife for that hot sunflower over
by the barn. He's just dying to "pollinate" her, but he's all washed up and
is just a bum. The king bee doesn't think he has a chance to get with that
chick. When you're done talking, head down the path past the old crate. Take
out the armored Imp and head over to the bashful beauty. She's a little shy,
but with Conker's female charm, he gets out of her that she is very ticklish.
Head back to where the old crate was bouncing around to find a pack of bees
flying overhead. They will tell you that they are tickling bees. Conker asks
them to help him out, and they follow him. You will have to collect four
other swarms of bees. Head over to the sunflower again for the bees to start
tickling her. We still need four other bees, so let's head out.
The second bee location is down the hill near the entrance. Do down the steep
incline to the right of the sunflower and bash some Imps as you go along. At
the entrance of the farm, you will find another swarm. Jump into them to
attract and have the bees follow you. Let's grab the next patch. Return to
the blue and pink blocks and hop up the pipe again. Helicopter spin to the
red plank on the roof for another swarm of bees. Jump down and go up the hill
past the stomping and jumping metal boxes. Jump over the gate to the Cheese
Corral to collect a swarm of bees in the center of the ranch.
Leave the cheese ranch and jump down the hill to the ravine. Take out some
Imps to reach a metal gate to find the last swarm of bees. Return to the
flower and unleash the ticklish bees on her. She's overwhelmed and uncovers
her, um... "well-endowed chest". The king bee is amazed by her assets and
goes in. Well, you can guess what happens next. The king bee is joyous after
that and flies away. The sunflower, though, thanks you by giving Conker a
ride. Jump on her chest to bounce, reaching new heights. Bounce on her
breasts and helicopter spin to the alcove to find $100.
-----------
Barry & Co.
-----------
Return to the circle where the jumping old crate is. When he comes to a halt
on the side of the barn, super jump on his head and super jump to the
trapdoor leading to the barn rafters. Inside the barn, you will encounter
some bats that try to knock you off the wooden planks to the lower level.
When you're walking on a plank and a lightbulb appears over Conker's head,
press B to use a flamethrower and torch an oncoming bat. You could also just
helicopter spin over the plank and not even walk on it. Once you reach the
end, walk on the CS button and press B. Conker will pull some throwing knives
out of his pocket. Aim for Franky's noose and cut it down with the knives.
Franky will fall to the ground. Hop down, using a helicopter spin to cushion
your fall. Franky thanks you and proclaims that you are his new best friend.
He also suggests to Conker that he should get rid of the giant piece of hay
stomping around. Conker jumps on top of Franky and heads over to the hay.
--------
Buff You
--------
Controlling Franky is easy: press A to jump and B to do a jab. Walk over to
the hay and wait for his back to face you. Press B to jab at the hay's back,
pissing him off. He will hop even faster now. Always stay behind him, because
they hay has a massive right hook that will send Conker flying off of Franky,
hurting you in the process.
Once you hit the hay three times, the hay overheats and part of his face burns
off, revealing a robotic body. "BUFF YOU" the robotic stack of hay says,
stomping on the ground and breaking the floor below you. Conker, Franky, and
the robot hay fall to the lower level of the barn.
-----------
Haybot Wars
-----------
.-------------.
| BOSS: Haybot \____________________________________________________________
| ============ |
| The mechanical monster isn't finished off just yet. Conker and Franky get |
| up from their huge fall, but Conker hurt his ankle. The Haybot emerges |
| from the flames, robotic body exposed and all. The battle isn't tough at |
| all though, but you will be riding Franky again. |
| |
| Hop onto Franky and lumber around as the Haybot chases you. This time, if |
| the Haybot knocks you off of Franky, Conker will be much slower with his |
| bad ankle and all. Stay out of the circle, because the Haybot doesn't |
| venture outside of it for some strange reason. Stay behind one of the |
| three pipes as Haybot stomps towards you. The bot will fire a missile at |
| you and Franky, but it will hit the pipe instead, unleashing a torrent of |
| water all over the place. |
| |
| Robots and water don't mix, so when the water hits the Haybot, his |
| circuits get fried momentarily. He will start to spin around slowly, |
| revealing a red button on his back. Quickly hop over to the Haybot and |
| jump when the red button faces you to have a lightbulb appear over |
| Conker's head. Press B when you see the lightbulb for Conker to punch |
| off one of Haybot's limbs. You will have to do this two more times with |
| the next two pipes to finish off this boss once and for all. |
|___________________________________________________________________________|
--------------
Frying Tonight
--------------
After the battle, Conker will run over to Franky, who has been snapped in
two. With his quick thinking, Conker pulls out a roll of duct tape and tapes
up Franky. Franky thanks Conker and leaves the area. It looks like Conker
won't be leaving so easily. The water starts to rise constantly and Conker
finds himself swimming in it. Swim over to the pipe with the Exit sign on it
and climb up the ladder. You will find a CS button on top of the pipe. Press
B to whip out more knives and throw them at the three closest electrical
wires.
Once they're cut down, swim over to the opposite pipe and climb up that
ladder. Hop on the CS button and press B to cut down more wires. Once all of
the wires are cut and the water isn't electrified, jump in and swim to the
tunnel. Venture through the tunnel through the door. Conker encounters a
strange lizard monk. Jump on his rock slab for him to throw you high up in
the air. Helicopter spin to the ledge for a nice $100 cash reward. Collect
the chocolate and the cash, then head out into daylight.
---------
Slam Dunk
---------
You will end up on a platform very high up on the roof of the barn. Climb up
the insanely tall ladder. Change the camera so you can see above you; it
makes things easier. When you come to a wasp pacing across the ladder, wait
until it moves away from the ladder and climb up to avoid it. Get up on the
platform once you reach the top and bash the odd little armored Imp.
Climb the next ladder and dodge any oncoming wasps. Up on the third platform,
kill the Imp and climb the next ladder. The wasp here is a bit harder to dodge
because it moves diagonally instead of just left and right. Once you reach
the top, walk the plank and jump in the direction of the floating chocolate.
Once you reach the last piece, a lightbulb will appear. Hit B to have Conker
turn into an anvil and come crashing down on a CS button in the middle of a
giant bucket.
The Impact on the button forces it to open a gate down in the ravine back
down on the farm. Climb up the ladder to the rim of teh bucket, then walk
around the perimeter to find another ladder going down. Don't even think
about jumping; it's suicide. The ladder leads down to the barn roof. Hop down
to the red plank and make your way down from there. Head past the two blocks
and near the trash cans. Instead of going up the hill past the jumping metal
boxes, stay on the ground through the ravine.
Enter the open gate through the cave. Pull out the bat and smash the two
demon dolls walking around, grab the tail thingy on the wall, and pick up the
wad of cash in the cave. Now it's time to leave the farm. After all that,
you'll never look at a sunflower or a haystack the same way again.
==============================================================================
SLOPRANO [0404]
==============================================================================
Cash Amount: $300
Back at the Panther King's castle, the professor enters the throne room with a
solution. He explains to the king that the broken leg on the table creates a
gap between the table and the floor, and every time weight is put on the
table, the gap forces the table to rock, causing the milk to spill. He tells
the king that something is needed to fill the gap and straighten out the
table. The professor has researched what has the perfect height to fill the
gap, and that is a Red Squirrel. The Panther King tells his two guards to
hunt down a Red Squirrel and bring it to him immediately.
---------
Poo Cabin
---------
Back in Windy, take the left path this time through the archway on your left.
Conker is immediately stunned by the stink of the place. Hey, what do you
expect from Poo Mountain: the scent of a babbling brook with a hint of lemon?
Well, Conker puts on a trusty gas mask throughout the entire time he's in
here. From the start of the level, go inside the shack near the entrance.
Conker meets up with a dung beetle inside who offers you a giant ball of poo.
The dung beetle proprietor is suffering from poo shortage though, and he
sends you to round up some cattle and have them to buisness.
Hop on the trapdoor and hit B when the lightbulb appears to smash through.
Since you're going to be around a lot of crap for a while, here's a nice
hint. If you fall from large heights and land on the crap, you won't get hurt
from it. Down in the poo tunnel, take out the two armored Imps along the way.
Step near the ledge overlooking a giant hole. If you fall in that hole,
you'll just fall back to Poo Cabin, so don't worry about accidentally
slipping down there. Grab the chocolate if you need any and hop on the rope
to grab it. Climb the rope until you find another one, then jump to that one.
Hop across to the next rope once it's in sight and helicopter spin to the
wooden beam. Smash the Imp on the beam with your bat and grab some chocolate.
Keep jumping from rope to rope until you reach a tunnel with poo gushing out
down into the hole. Jump in the tunnel and head up, taking out odd little
armored Imps until you get back to sunlight.
------
Pruned
------
You will enter a bull ring once you exit the poo tunnel. A giant black bull
isn't too happy to see you, considering you're a RED squirrel. The bull,
Buggerlugs, tells you to scram. I think Conker's more persistant, so lets
hang around for a bit, shall we? Chocolate lines the bull ring, so if you
need any, you know where to go. The most noticable thing of the bull ring is
the giant container of prune juice on the side of the ring. You know what
prune juice does to people, don't you?
Hop over to the trough and jump on the stack of barrels to the left. Wait for
a poo ball to fall off of the ramp, then jump on the ramp once the coast is
clear. On the ramp, poo will be tumbling down, so super jump to avoid the
piles of crap. At the end of the ramp, wait for more balls of dung to roll
down, then jump up to the ledge. Continue until you are in reach of the prune
juice faucet. Helicopter spin to the faucet.
As you can see, there is an arrow painted on the faucet. Start to run
clockwise on the faucet to turn it and have the lovely prunce juice gush out
into the trough. Retrace your steps down to the bull ring where the real
challenge is.
-------
Yeehaw!
-------
You may have noticed that a large target popped out of one of the cow sheds
when you turned on the prune juice faucet. Have Conker walk over to the
target and stand in front of it. When the Buggerlugs the bull stomps his foot
and charges at you, super jump above so the bull slams into the target. Ole!
A cow is released from its pen and starts grazing happily. A wall with a
target painted on is raised up from the ground. Step in front of it and wait
for Buggerlugs to charge. This time, super jump and land on the edge of the
wall. The bull will get its horns stuck in the wall. Jump on the back of the
bull to control it. Use the Left Analog Stick to move the bull and hold B to
have the bull charge.
Aim for the cow and hold B to have Buggerlugs charge right into the cow. The
cow will get hit, and run off to the trough. She'll start to drink the prune
juice and immediately get the runs. She will run off to the metal grating in
the center of the ring and well, start crapping into the grating.
There's only so much poo one cow can make. Once the cow is done with her
buisness, have Buggerlugs charge into the cow to make it explode into bloody
chunks. After the cows unfortunate demise, another target will pop up from
another cow pen. You will have to repeat the process of releasing a cow,
charging into it to get it to drink the juice, and killing it two more times
to get enough crap for the dung beetle.
Once the third cow is killed, Butterlugs the bull finds himself standing on
top of the metal grating. Unable to hold the massive bull's weight, the metal
grate breaks, sending Butterlugs body down into the poo cavern below and
giving him a very stinky end.
------------
Sewage Sucks
------------
Well, lets head back and get that giant ball of poo. I can't wait! *giggles*
Head back the way you entered and you will notice that the cavern is
overflown with crap. There is a CS button on the left in an alcove. Press B
on it to have Conker down some Confidence Pills. He feels like a new man as
he does away with his swimmies.
Now Conker can dive and swim underwater! Why he would want to start off doing
this in poo is beyond me, but hey, it's useful. Swim through the passage to
the right and jump on the beam. Nab the tail thingy and return to the other
room. The swimming controls are pretty easy. Press A to dive down further
underwater and press B to rise to the surface. Use the Left Analog stick to
swim; it's that easy!
.------------.
| IN-GAME TIP \_____________________________________________________________
| =========== |
| Dive down underwater and you will notice Conker's face appear on the top |
| right corner of the screen. This shows you how much oxygen you have left. |
| When you first dive under, Conker's face is bubbly and happy as it always |
| is. After time, his face will slowly become more nervous. After a long |
| time of being underwater, Conker's face will start to turn blue and his |
| eyes roll back. This is where you start to lose one chocolate every |
| breath. Get moving back to the surface for another breather! |
|___________________________________________________________________________|
Dive down to the botton of the poo-filled shaft. Pass Buggerlug's poo-covered
corpse and swim to the main chamber back to the Poo Cabin. When you're
swimming in the tunnel, swim up to the ceiling and swim up when the ceiling
opens. It reveals a handy opening where you can dive out of the poo-infested
water and onto dry land. Hop onto the alcove to find a ad of cash hopping
around. Grab him to add another $100 to your earnings. Jump back into the
water and swim down to the tunnel again. Swim further through the tunnel and
up to reach the Poo Cabin.
------------------
Great Balls of Poo
------------------
Exit from the Poo Cabin once you notice that the dung beetle is absent. He's
outside, rolling your new ball of poo. How joyous! Grab your new ball of crap
and roll it down the hill, avoiding the Imps as much as possible. Once you're
at the end, ignore the "No Poopballs" sign and chuck the crap down off of the
edge. It will land on a poor little armored Imp. This will prove to be useful
a little later in the game, so don't worry about it for now.
A pipe attached to the Poo Cabin will drop another ball of poo for you to
happily roll around. Now every time a poo ball is destroyed, another one pops
out next to the Poo Cabin. Grab the poo ball and roll it around the cabin and
up the hill near the "Upper" sign. roll it up the hill, watching it grow
larger and larger. Avoid the dung beetles and wait for them to hide in their
holes, then proceed past them.
When you reach the top, you will see a sleeping giant dung beetle below.
Conker loads up the ball of crap with a stick of dynamite and throws it in
the giant beetle's mouth, blowing the poor sap to pieces. Not only does it
leave a nice mess, but it reveals a new path to take. Go back to the cabin
and get a new crap ball, then roll it up the hill next to the "Lower" sign.
Once again, avoid the trash-talking dung beetles and roll it up the hill.
Once you reach the peak, roll your ball of poo through the blocked hole. The
poo ball will crash through the gate and go al the way down the mountain,
breaking another hole near the foot of the mountain.
Instead of going through the newly opened entrance at the foot of the
mountain, grab another poo ball and bring it up to the summit. You may have
noticed a sign at the top signalling a wad of cash above. Well, that's what
we are going to get. With your new large poo on the peak, park the ball when
you can go no further and jump on top of it. Helicopter spin to the summit of
Poo Mountain and grab the wad of cash and stuff it down your pants. Now
return to the foot of Poo Mountain and go through the hole next to
the "Lower" sign.
.------------.
| IN-GAME TIP \_____________________________________________________________
| =========== |
| There are two paths to take once you throw the poop on the Imp. You can |
| go to Bats Tower first, then come back to Poo Mountain to face the Great |
| Mighty Poo. Since we're here, we might as well take down the big turd |
| himself. If you wish to vist Bats Tower as most guides suggest that you |
| do, then skip this entire portion. |
|___________________________________________________________________________|
----------------
Corn Off the Cob
----------------
As you enter the core of Poo Mountain, Conker will encounter a dung beetle
who's as nervous as all hell. He explains that his buddies have been
mysteriously disappearing day after day by a mysterious hand lurking in the
crap. He's leaving immediately, and suggests that you do so as well. I don't
think so. As the dung beetle flees, continue down the walkway. As the walkway
widens, a booming voice orders Conker to fetch him some sweet corn. Hey, why
not?
Pull out the bat and clobber the piece of corn wading nearby. Just like the
cheese, whack it to stun the little guy, then walk up to it to pick it up.
Watch out for the poo hand that comes out of the central holes; it's squash
you and free the little sweet corn from your grasp. Carry the sweet corn to
the ledge that juts to the side, overlooking a swirling poo whirlpool. Conker
will chuck the sweet corn to its agonizing doom. You will need to find two
more sweet corns to satisfy this myserious entity.
Walk around the poo hole and avoid the hand, then helicopter spin across the
gap over the torch. Poo balls will fall from the ceiling, so look for the
shadows and dodge them. Once you reach the second circular platform, bash the
sweet corn and carry him to the ledge overlooking the whirlpool. Toss him in
and go for the last one. Go right at the circular platform as it arches up.
When the path breaks to the left, ignore the cash calling to you and continue
straight (we will get the cash later). Get the last kernel or corn and bring
him to his death in the swirling mass of poo.
------------
Sweet Melody
------------
.---------------------------.
| BOSS: The Great Mighty Poo \______________________________________________
| ========================== |
| As the last kernel spins to his untimely demise, the whirlpool shakens |
| and erupts. A giant mass of crap emerges to reveal a giant head and arms. |
| The Great Mighty Poo reveals himself and sings Conker a dirty song. |
| |
| After that magnificent display of musical glory, the Great Mighty Poo |
| starts the fight. The Great Mighty Poo will throw globs of crap at |
| Conker. Dodging this attack is just like the falling poop: watch for the |
| shadows and steer clear when they fall. He slings six balls of crap at |
| you, so keep that in mind. |
| |
| After his crappy assault, the Great Mighty Poo will start to sing again. |
| Get on the CS button and hit B to arm yourself with some toilet paper. As |
| the poo mound is singing, launch a roll into his big mouth. He will start |
| coughing and gagging, then he launches a pile of crap on the CS button. |
| Now it's time to go to the next one. |
| |
| Head to the next circular platform where the kernel was and avoid the poo |
| balls along the way. When the Great Mighty Poo starts singing again, |
| press B on the CS button and throw another roll down his throat. He will |
| start his poo ball attack again, and you will have to throw another roll |
| in his mouth when he's done. |
| |
| After the second successful roll is down his trachia, he covers the |
| button in crap. Head over to the last one, closest of the entrance. This |
| time, you will have to throw THREE rolls of toiler paper in his mouth. |
| The Great Mighty Poo will start to speed up his singing significantly, |
| giving you less time to chuck one in his mouth. He will also constantly |
| switch locations, so keep your finger on the trigger and your eyes |
| peeled. Once The Great Mighty Poo has engulfed the third roll of toilet |
| paper in a row, the battle ends. |
|___________________________________________________________________________|
The Great Mighty Poo spews out one last shattering verse: literally! Back at
the fork in the road where the money was, a glass wall encasing the cash and
a lever was breaks. Head over there and collect the wad of money. Super jump
to grab the lever and pull it down. The lever will flush the Great Mighty Poo
down to the bowels of the earth. You can actually enter where the Great
Mighty Poo was which leads to a new area, but you need more money. Head back
out of the Poo Mountain to Windy.
==============================================================================
BATS TOWER [0405]
==============================================================================
Cash Amount: $410
------------
Mrs. Catfish
------------
Once back in Windy, dive into the stream right next to the tree stumps. Swim
upstream to find a big pool with a couple of armored Imps taking a swim.
Paddle over to the right side of the oll and jump on the plank into the cave.
You'll see the armored Imp which is covered in crap thanks to you. He
harmlessly waddles around, not being able to see anything from your poo.
Jump on the switch and hit B when the lightbulb appears to turn into an anvil
and smash down the switch. A plug will be pulled out of the pool, sucking
everything in, including the swimming Imps. When the coast is clear, hop into
the whirlpool and avoid the center.
Swim to the stone entranceway to enter Bats Tower. When you enter the ruins,
Conker is stopped by a group of Aristocatfish. They need someone to get rid
of the Bullfish guarding their safe. The fish offer Conker ten percent of
their income if he can do the job, and they will open the safe once the job
is done.
Hop into the water and swim down to the waterfalls. The first one holds a
secret cavern behind the fall housing several chocolate pieces. Swim past the
waterfalls near the safe. You will see a fish with a bulldog's head. That's
the Bullfish, who is leashed to a rock. He can't go far, but avoid him
entirely so you don't accidentally get close and get hurt.
Swim underwater and go through the square opening with the light shining
through. You will end up in an underwater passage. Swim through and float up
past metal grating to the surface. Continue up the platform to emerge at the
foot of Bats Tower.
------------
Barry's Mate
------------
Ignore the giant wheel on the ground for a moment and walk up the steps
towards the schizoid yellow peg. The potty mouth will tell you to f-off
numerous times, but the gentleman side asks Conker to do them "both" a favor.
Conker is assigned the duty to retrieve and collect the missing cogs. Once
the mission is accepted by Conker, a platform ascends to the ground next to
the stairs.
Step on the platform to have it raise you higher up the tower. Bash the odd
little armored Imp as you go up the walkway. You will find some more bats
plotting to attack you. When you walk across the beam and a lightbulb appears
over Conker's head, press B to use the flamethrower again to torch those
bats. Climb the rope at the end of the beam. Do the same for the next floor
of the tower.
Once you climb the rope at the end and hop on the platform, ignore the lever
for now and jump to a second rope above you. You will probably have to Super
Jump and Helicopter Spin to it. Climb that rope to the outer wall of the
tower. Climb around the edges, helicopter spinning over the Imps, until you
reach a wad of cash.
Grab it and return to the platform across from the lever. Helicopter spin to
the lever and Conker will grab onto it and pull it down. The lever opens up
the metal gate back near the Bullfish. Retrace your steps to the foot of the
tower.
-------------
Cog's Revenge
-------------
You will see a green cog hopping around the stone wheel in the center of the
tower. Once she sees you, she will run the opposite way. Pull out your
baseball bat and give the green cog a good hit or two in the back of the
head. Pick up the dazed cog and walk over to the big yellow cog. Conker will
place the green one on the wooden bar.
Exit the tower and return to the water. Swim down to where the metal grating
was and head through the opening. Avoid the two swimming Imps as you swim
through the waterlogged passage. Rise to the surface and jump out to find
yourself in a small room. A red cog is hopping around as well. Once again,
whack her with the bat and carry her throughout the water back to the tower.
Place her on the bar next to the green one and head back in the water. Go
through the metal grating again and return to the room where the red cog was.
Jump up the waterfall and go through the tunnel to find a room deeper in the
waterlogged passage. The blue lady cog lies here. She's a bit faster than the
others, so you should try something different than just walking up and
hitting her. Chase her around the middle structure and turn the other way.
She will run right into you; and that's when you hit her. Bring her back to
the yellow cog and put her on the last bar. Hop onto the stone wheel and you
will see another arrow. Run in that direction to shift all the gears, which
in turn pulls the Bullfish's leash farther to the ground. The female cogs
free themselves and grab the yellow cog, who is placed on top of Mr. Big Cog,
the big gear with the moustache. The females all leave for vacation and thank
Conker.
---------------
The Combination
---------------
Head out past the Bullfish and back to the Aristocatfish. They refuse to tell
Conker the combination to their safe, but instead offer to open it
themselves. Swim down the moat again (grab some chocolate behind the
waterfall if you need it) and bring the catfish back to the safe behind the
Bullfish. They thank Conker and open the safe, letting you step inside.
-----------
Blast Doors
-----------
Yay, a puzzle! Kinda. Walk in the room to see a wad of cash. As Conker tries
to grab it, the little guy runs away and jumps down into the water. As the
money swims away, Conker is stuck in here. Step on the CS button and press B
to get out your slingshot. You will see a rotating steel circle with a hole
in it. As the circle moves around, the hole reveals arrows all pointed in
four different directions: up, down, left, and right.
The sign above the mechanism shows a picture of the four arrows from left to
right. When the arrow on the circle is revealed, hit it with the slingshot to
light it up. Light up all four arrows in the order shown on the sign to open
up the floor revealing a watery tunnel. I'm not sure if the order of the
arrows is random, but I got Up-Down-Right-Left. Hop into the floating CS
button and press B to pull out a miners helmet. Conker will turn on the light
and hop in the water.
------------
Clang's Lair
------------
Once you're in the water, start to swim downwards through the shaft. If you
see a giant mechanical fish swimming right at you, watch out! If there are
any metal cages, hide inside to avoid the giant fish. These guys are called
Clangs, and they can take out up to two pieces of chocolate with one bite. If
there aren't any cages around, shine your light right in the fish's big eye.
You will temporarily blind it, giving you time to flee. You might also notice
a contraption in the metal cages. They are air ducts which if you swim
through the bubbles, you get a nice breath of air and more oxygen. You will
find numerous air ducts inside the metal cages as you swim down the lair, so
don't be shy to stock up on well... air. You will reach a large room once you
are out of the shaft.
Grab some more oxygen at the bottom of the room and head through the green-
lit tunnel. A Clang is found in this tunnel, so wait until it has its back
turned to you and follow it through the passage. You will find yourself in
another similar room. Swim to the surface for another CS button. Press B to
recharge your light on the hat. Return to the water and this time, swim
through the blue-lit tunnel. Once again, stay behind the Clang and you will
be safe.
Swim to the surface once you're out of the blue tunnel and jump up to the
lever. The lever will open up the exit to this watery maze so you can finally
get out of here! Swim back through the blue tunnels again to come to the
large room. This time, swim through the yellow-lit tunnels and swim to the
top of the next large room, getting oxygen from the metal cages if you need
it. Swim to the surface and get on the wooden board. Kill the Imp and head to
the boiler room.
----------
Pisstastic
----------
Two Fire Imps are having a good time by the giant keg of beer in the boiler
room. They're not too pleased to see Conker as he drops down from above the
wooden walkway into the room. They scamper off and call reinforcements. You
can't damage the Fire Imps in any normal matter: you will need to use
a "special weapon" against them. If the header doesn't give it away, I don't
know what does.
Scurry over to the beer barrel and press B to guzzle down numerous mouthfuls
of brew. As Conker gets hammered, he gets up and stumbles around. The controls
are the same as in the beginning of the game. You're really slow and can't do
much. This time though, you can urinate on people!
Press B any time Conker is hungover to unleash a torrent of the yellow stuff.
Hold down R to piss more. Aim toward the Fire Imps and start urinating them
to put them out. More come over time, and you're bladder is decreasing. Once
you're out of urine, run over to the medicine cabinet along the edge of the
room and press B to cure the hangover. Go over to the beer and drink some
more, and start the piss process over again. Once you're done leaving your
mark on all the Imps, all but two scatter.
-------------
Brass Monkeys
-------------
.-----------------.
| BOSS: The Boiler \________________________________________________________
| ================ |
| The remaining two Fire Imps scatter and retreat inside a large boiler |
| positioned in the center of the room. They argue inside, trying to figure |
| out the controls for the thing. One of them hits a button, revealing a |
| set of The Boiler's two brass balls. They get the thing started as Conker |
| scampers into a corner. |
| |
| You may have noticed panels with poo drawn on them on each of the four |
| corners of the room. Those are the key to this battle. Head to one of the |
| corners of the room and stand on the poo tile. As The Boiler sees you, it |
| will rush towards your location and stop on the grating in front of you. |
| When you see it on the grate, super jump to grab a lever above. |
| |
| Large amounts of poo will be dumped on top of the Boiler, leaving it |
| dazed. Quickly run over to its gonads and wait for the lightbulb appear |
| over Conker's head. Press B once you see it for Conker to pull out two |
| bricks and give those brass balls a good whack. The Boiler will heat up |
| once his balls are smacked. |
| |
| Run to another corner of the room, always staying around the perimeter of |
| the room. This is where chocolate is found here, and most importantly, |
| you're safest from The Boiler around the edge of the room. You can easily |
| go through this battle without a scratch on you. |
| |
| Step on the next poo tile and wait for The Boiler to notice you. When he |
| steps on the grate, pull the next lever for the poo to fall. Once again, |
| press B next to his balls and whack them. Repeat this two more times and |
| the Boiler will overheat, giving Conker enough time to whack those balls |
| clean off. The Imps try to lower the temperature for The Boiler. One hits |
| the wrong button, resulting in a huge explosion. |
|___________________________________________________________________________|
The Fire Imps survive the explosion and head outside of the machine. They
still prove to be a threat and will indeed chase Conker. Grab a ball and roll
it over to the wall opposite the closed door. Put it on the indentation to
open the door, revealing a dead end and an armored Imp. Grab the second ball
and push it through the doorway, crushing the Imp and crashing through the
wall, giving you a nice exit. Head through the hole outside again.
------------------
Bullfish's Revenge
------------------
Conker ends up outside again, with the stack of cash cornered. He grabs it
and returns to the Aristocatfishes. Conker isn't too pleased with the amount
of money in the safe. And he's really pissed to find out that 10% of the
total amount is only one buck! As Conker and the fish argue, the Bullfish's
leash starts to wear and tear, resulting in the leash breaking entirely. Hop
into the water and avoid the Bullfish. he can swim quickly, so do not doggy
paddle.
Stay underwater which lets Conker swim faster. The Bullfish will slow down as
it eats each Aristocatfish in his way. Jump up on the pier with the Bullfish
close behind. It chases Conker up on land but isn't maneuverable enough to
stop as Conker dodges out of the way, leaving the Bullfish to crash right
into a wall. Jump on the Bullfish's back and super jump to the ledge above.
Here you can find three wads of cash. Grab the loot and head back to Windy.
==============================================================================
UGA BUGA [0406]
==============================================================================
Cash Amount: $650
------------
U-Bend Blues
------------
.------------.
| IN-GAME TIP \_____________________________________________________________
| =========== |
| By now, you should have at least $1000. You need at least 1000 bucks in |
| order to proceed through the next area. If you're short on cash, head to |
| the Cash Locations section of the FAQ (Section 6) and backtrack to the |
| levels to collect any cash that you have missed. |
|___________________________________________________________________________|
It's time for a bit of backtracking now, so let's head out! Backtrack all the
way back to Windy and head for Poo Mountain. Go inside the mountain and jump
into the hole where the Great Mighty Poo resided. Helicopter spin to the
platforms that descend lower and lower in the hole. When you reach the one
with a tunnel, go through the tunnel to the prehistoric land.
Meanwhile, Berri is still at home working at her hard aerobics workout. A
knock at the door interrupts her work. Berri opens the door, a giant stone
golem waiting at the doorstep knocks her out with one punch. The scene ends
as Berri's unconscious body is being dragged out of the house...
Back at the depths of Poo Mountain, jump to the edges of the large drainpipe
to find some armored Imps wandering around the edge. Kill them all, collect
the chocolate, and jump into the murky waters. There are very dangerous fan
blades twirling through the watery tunnel, so dodge the blades if you want to
make it out in one piece. There is an oxygen vent after the first two fans.
Dodge the next two fans and rise up to the surface. Paddle to dry land and
walk up the metal walkway. Jump to grab the rope and start to climb to the
top. Avoid the spinning fan blades as you climb to the top of the rope. Once
you're at the top of the rope, turn the camera so it's facing the ladder,
then helicopter spin to the ladder. Climb the ladder and exit at the top.
---------
The Bluff
---------
Cross the lava using the wooden bridge to reach a weasel guard. The guard is
on duty as the second one is doing some buisness behind a rock. The guard
demands $1000 to pass. Conker hands him the money and begins on his way. The
tall guard stops Conker and asks if he's seen a squirrel. He starts to
interrogate Conker, thinking that he is a squirrel.
Conker humorously tells the guard that he has confused a squirrel with an
elephant. The gullible guard lets Conker go after he is told that squirrels
are big, gray, and have a trunk. Conker whistles to the wad of cash, as the
money hops out of the weasel guard's pocket and scampers back to the squirrel.
What a sly fellow Conker is, isn't he?
-------------
Drunken Fools
-------------
Walk down the newly opened path to the next area. You will be in front of a
giant temple with two red raptors running around the perimeter. Wait until
one passes you and follow it. You wouldn't want it to see you and take a big
chunk out of your health, would you? Once you reach the back end of the
temple, head through the doorway along the wall to reach the upper level.
Avoid two more raptors and head around the back and through the doorway along
the wall. Go up the ramp and swipe the cash running around the stone head.
Jump on top of the stone haed after you've captured the loot. Once on the tip
of the head, you will see a lightbulb appear over Conker's head. Press B to
turn into an anvil, smashing the stone head through the ground and into the
lower levels.
The stone head crashes onto a rock platform patrolled by the cavemen
inhabitants, Ugas. Press B once you're on top of the stone head to trigger a
switch, opening a gate behind the rock platform. Don't bother trying to
attack the Ugas, you'll just get thwomped by their clubs. You may also
recognize a familiar face; the stone golems that kidnapped Berri and
wandering around the other side of the underground room. Ignore the one
standing in front of the door: he is the bouncer to the Rock Solid Nightclub.
For now, he will just abuse you, but we can get in there later. A group of
the rock monsters are just aimlessly staggering around, while another one is
curled up in a corner. Run up to the one curled into a ball and roll him
towards the stone head. Avoid the stone golems: they have a mean punch. Roll
him through the opening in the rock platform and through the opened gate. It
will roll down a hill, crushing two Ugas in the process, and smashing through
a wall. Look at that, a new path to explore!
Head down the path that was just created and head into the Sacrificial
Chamber. A giant dragon statue looms over the room as numerous Ugas praise
it. Avoid the Ugas; the will pulverize you in seconds. Your bat only stuns
them, so avoid them until you have a new weapon. Grab the chocolate around
either ramp at the start of the room and stay along the edges to avoid
confrontation with the cavemen. Stay to the right-hand side of the room and
proceed up the incline towards the three armored Imps. Bash all three and
head through the door marked with an arrow pointing up.
---------
Sacrifice
---------
The most noticable thing in this room is the giant egg in the center of the
place. In order to get there, head down the very narrow path, jumping right
over the Ugas' heads. When you can, turn right to get closer to the large
egg. When you reach the lizard monk, step on the stone slab for him to throw
you in the air, then helicopter spin to the top of the egg. Press B when the
lightbulb appears to have Conker sit on the egg and warm it up, like the
caring mother he is. >_>
The egg will crack and open up after time, releasing an adorable purple
raptor. The raptor obviously thinks you're its mother and follows Conker
around. He can be pretty useful if you think about it. Lure him down the ramp
to the first Uga. The raptor baby gobbles him up with ease. Jump over the
Ugas as you descend down the path and let the little dino eat his way down
the walkway. Once you reach the bottom, have the baby raptor follow you
through the door to the Sacrificial Chamber.
Smash the three Imps in front of the doorway again and head down the ramp to
the main area. have the baby much on the worshipping Ugas nearby, the bring
the little guy to the blue altar in front of the dragon statue. Step on the
CS button and press B to use your slingshot again.
Look to your right and look up on the back wall. There is a large yellow
button with an arrow pointing up carved on it. Shoot a nut at the button using
the slingshot. The top half of the altar will raise up. Guide the baby raptor
on the altar and have him stay there as you return to the CS button. This
time, look to your left on the back wall.
There is a button with an arrow pointing down on it. I'm sure you guessed
what that does. As cruel as it sounds, shoot a nut at the down arrow switch.
That results in the top part of the altar to come crashing down on the poor
baby raptor, smashing the poor thing to bloody bits.
------
Phlegm
------
It looks like the Dragon God is pleased by your offering. The stone statue
opens its mouth, revealing a snot-covered tongue. A lizard monk crawls out of
the throat of the statue and sits in front of the tongue. Step on the slab
and when the monk throws you, helicopter spin to the head. Head all the way
past the Dragon God's nostrils and eyes to the back of it's neck. Bash the
Imps as well as the wad of cash. Grab the tail thingy at the end of the wall
and walk back to the front of the statue.
Walk in one of the statue's nostrils for a lightbulb to appear. Press B for
Conker to sprinkle a dash of pepper in the nostril of the dragon God. As
Emeril likes to say, "BAM"! Do the same with the other nostril to get the
dragon God to sneeze, spewing the mucus off of the tongue. Hop down and head
through the throat of the statue. Avoid the uvula and head down the gullet of
the God.
There are two paths to take once you're inside the dragon God. The left path
is home to more swinging snot balls, and the right path only has a couple of
pits (there is a floor, so don't worry if you fall). The right side is
obviously the safer way to go, so head down that road. Head across the pits
and dodge another swining snot ball. You will reach an exit shortly after.
The path through the dragon God's body leads to a high ledge in the room
where you hatched the baby raptor (sniff... I miss him already). A dead Uga is
laying on the ground, as well as a head made from the head of a wolf. Conker
dons the new look and heads out. Backtrack through the phlegm-filled cavity
of the dragon God to the Sacrificial Chamber.
-------
Worship
-------
Conker heads out of the dragon God's mouth with his new wolf hat on. The Ugas
nearby get on their knees and bow to Conker. While you've still got your cap
on, the Ugas follow you around instead of clobbering you. Conker has a nice
idea to get rid of those stone golems near the club entrance.
Head up either ramp leading to the opening and run through back to the club
entrance with the cavemen following you. Once a stone golem is in the Ugas'
sight, they will run over and bash the beast into pebbles. Have the Ugas take
out each rock golem, then head to the bouncer in the front of the club. The
bouncer likes your performance and lets you inside the club. Score!
----------
Rock Solid
----------
Head into the club and you will notice a dancer locked inside a cage right
across from the entrance. Well, it's none other than Berri! It looks like
Conker is going to have to free her and get outta here. You will find a
switch right in front of the entrace. If you step on it, it reveals an
entranceway under Berri's cage.
Unfortunately, when you step off, the doorway closes up. Walk down the ramp
and avoid the drunken rock monsters; they can punch you! Go around all of the
dancing rock monsters and head to the bar. Step around the bar to find a
curled up rock monster. Grab him and push him all the across the dance floor
and back up the ramp. Place it on the switch to open the door permanently.
Drop down to the dance floor and walk over to the nicely placed beer barrel
in the corner of the floor near the bar. Press B next to it to take several
gulps of the brew. As Conker gets drunk, stumble over to the nearest rock
monster and press R to piss on it. The monster will curl up into a ball.
Press and hold R to shoot a stream of pee at the monster. Guide the balled-up
monster into the door beneath Berri's cage.
Walk over to the center platform of the club and press B on the CS button.
Conker will drink some medicine to get sober. Drop through the door to fall
through a hole, which leads to the upper level of the club (don't know how
that works...). Roll the rock monster across the ledge, while dodging the
stone dancers. They will push the rock monster off of the ledge if they get a
hold of it. Once across the dancers, lay the rock monster on the switch to
open two doors below the cage.
Drop down once more to the dance floor and drink some more beer. Pee on the
last rock monster and guide the curled up monster through either hole. The
monster will fall through and fall on top of the cage, freeing Berri. She
runs off, but leaves some cash behind. Sober up using the CS button and hop
up to the cage to grab the wad of cash. Now head out of the club through the
entrance.
--------
Bomb Run
--------
Conker has a nasty run-in with the bouncer and is brought to the boss. Conker
walks in just as the weasel mob leader pummels one of his lackeys to a
bloody pulp. The weasel boss offers Conker a job to do. Seeing as he is not
one to be messed with, Conker accepts. The boss wants all of the Ugas out of
here, so he orders Conker to bring a bomb to the Uga Temple and drop it off.
If you succeed, you're free to leave town. If not, then well, you'll be too
dead to care.
You only have 1 minute and 30 seconds to deposit this bomb in the heart of
the temple, so move. You will start off outside of the club. Run under the
rock head and through the tunnel leading to the Sacrificial Chamber. Head
down either ramp and go up the dragon God's tongue. Go through the left path,
dodging phlegm balls as you go.
Don't go the right path; you will get stuck and the ditches and won't be able
to get out. Exit the dragon God and Conker will throw the bomb off of the
ledge where he found the hat. Helicopter spin to the floating rock, then
proceed down each rock. Hop across the rocks floating in the lava to the other
side. Clobber the armored Imps and exit through the doorway.
------
Mugged
------
As Conker exits to the jungle outside, he gets jumped by some Uga thugs. When
Conker comes to be, he sees three Ugas on hoverboards with all of his cash.
Of course, there is always an idiot in the group. That idiot falls off of his
board into the lava. The three remaining thugs ride off, but it looks like
that idiot left you a board...
Now I mean, I heard a lot of people complaining about this chapter. It is
pretty hard and you will find yourself retrying MANY times, but hey, it's
probably one of the most fun chapters. Climb along the grassy ledge and bash
the armored Imp as you go across. Go through the tunnel to appear next to the
board. Hop on the board to start up the minigame! The object of the minigame
is to knock all three Uga thugs off of their board and into the lava.
You will be racing across a circular track with unlimited laps. I'll describe
one lap to you just to get the picture on what the track is like. First off:
the controls. Press Up to go faster, down to slow down, left and right to
steer. Press A to jump in the air and B to swing your bat. It's that sImple.
Yes, let's start off with a lap. Head through the forest and up the steep
incline. Press A to jump at the top to soar over some lava. If not, you'll
crash head-on with the lava. You will enter a cave, with numerous
stalagmites. You can take a left or right path, but I find the left path to
be quicker and easier.
Speed through the cave to come out to an open area. There is a gate to the
right of the cave exit. Remember that. Go through the area and don't go up the
ramp. You will just crash into another gated area. Go around through a tunnel
which brings you back out to the forest. That was one lap.
Now of course, you will be riding with the three Ugas. Whenever you catch up
and get close to one, press B to swing your bat and send him to his fiery
doom. Smack the next one off when you cath up to him. When two Ugas are gone,
the course will change. Remember that gated area right near the cave
entrance? That will open up, and the other route that you have been
previously taken will be blocked off.
So when you exit the cave, take a sharp right to enter a very narrow tunnel.
Knock off the last Uga thug when you get the chance to end the minigame. The
gated area will close up and the route will open again. Head around the track
one more time. This time, the gate at the end of the ramp will be open up. So
when you exit the cave and enter the open area, go up the ramp and into the
doorway to collect your cash.
-----------
Raptor Food
-----------
As Conker grabs the cash, his hoverboards spins out of control, crashes
through a wall, and throws him on the ground. He gets up and realizes he is
in a giant arena. Walk to the red door once you gain control of your fuzzy
friend. Thinking that the door is an exit, Conker rushes to the door as it
starts to open up. Unfortunately for him, it doesn't reveal an exit: it
reveals a giant green raptor that stomps out into the arena.
It doesn't look as happy as the baby one that we encountered a while back as
this one rips a helpless Uga to shreds. Run to the center of the arena and
press B once you step on the CS button to whip out a watch. Conker uses the
watch to hypnotize the raptor into thinking Conker is it's ally and hops on
the dinosaur's back.
As you ride the raptor around, you will notice Ugas fleeing from the beast.
Your task is to chImp down on all six. The controls for the raptor are easy.
As for most controls, use the left analog stick to move the dino and A is to
jump. Press B to chomp down on an enemy. Press B again to swallow the prey.
You can perform a running headbutt by pressing B while running.
Snatch up all of the Ugas and devour them to have more Ugas come out. This
time, the cavemen are equipped with clubs. If they whack the raptor, Conker
loses one chocolate piece and is thrown off of the dino. A better tactic is to
headbutt the Ugas into the lava instead of eating them. Chomping on an Uga
wastes too much time while another can come to their aid and attack you.
Kill all of them to have a third and more dangerous group of Ugas to come
out. These Ugas carry around spears, which are much more dangerous the the
normal club. They can be thrown and are used as long-range weapons. Two
spears will have Conker off of his raptor buddy. Once again, do not eat them:
it takes too long and you will be pummeled with spears.
Headbutt them into the lava and always keep moving to avoid a spear in your
side. Once the third wave of Ugas are killed, the leader of the bunch gets
very pissed off. He leaves the spectators stand and his beautiful assistant
and comes down to the arena to face Conker himself. Yay, boss time again!
-------------
Buga the Knut
-------------
.--------------------.
| BOSS: Buga the Knut \_____________________________________________________
| =================== |
| Buga the Knut is one big caveman, but luckily, size doesn't matter. He's |
| as easy as pie. Buga has three main attack which are pretty easy to |
| dodge. His first attack involves him jumping up and slamming his butt |
| onto the ground, resulting in several shockwaves. Jump over them all with |
| the raptor. If you get hit, Conker will fall off and lose a chocolate. |
| |
| His second attack is where he sImply swings his bone from right to left. |
| You'll go flying if you're hit, so keep your distance. The third attack |
| is where Buga holds his club over his head momentarily, then brings it |
| down to the ground with force. This is where your offense comes in. |
| |
| When Buga holds the club over his head, Press B to chomp at his family |
| jewels. Buga's loincloth falls to the ground and he quickly covers up. If |
| you press B too fast, he will shield himself. Run to his backside and |
| press B when the lightbulb appears to take a big chunk out of his butt. |
| Buga will recover and yank up his drawers, even more mad than before. You |
| can find chocolates lined around the arena, but be careful not to slip |
| into the lava. Repeat the process two more times, and Buga the Knut will |
| be down for the count. |
|___________________________________________________________________________|
Buga's loincloth fall to the ground again, and this time he doesn't have
enough time to cover up. He watches as the crowd laughs hysterically at the
size of his thing-a-ling. Embarassed as all hell, he storms out of the arena,
probably never to be seen again. Conker tells the raptor to scram after a
teary goodbye from the dino, and shortly after, notices the babe in the
spectators stand. Run towards the rock floating above the lava and hop on.
Climb up to the rock and super jump to the ledge. Walk through the doorway to
meet up with her.
As Conker gets up close to the chick, he realizes that she's gigantic!
Paradise... Conker starts flirting with the prehistoric chick and she picks
him up. She says that he is very cute, but things just won't work out between
the two. She puts him down on a high ledge and gives Conker a kiss goodbye.
After seeing a wad of cash run through the doorway nearby, he forgets all
about her. Head through the door and down the narrow pathway, defeating Imps
as you go. You will corner the cash and grab it.
Go right down the path and continue to annihilate more armored Imps. When you
reach the edge, drop down the hole into the murky waters. Hop up on the
surrounding platform and grab the tail thingy, then go through the poo-filled
tunnel. You will emerge back in The Great Mighty Poo's lair. Hop off of the
ledge into the darkness and you will fall down back into Poo Cabin. Exit Poo
Mountain and back to Windy.
==============================================================================
SPOOKY [0407]
==============================================================================
Cash Amount: $600
--------------
Wasps' Revenge
--------------
We are back in Windy, finally! Catch a breath of fresh air and strut down to
Mrs. Bee again. She says that those damn wasps have stolen her hive AGAIN and
wants you to get it back. Conker lays down a deal: he gets the hive back, and
she pays him a whopping $400! With that deal set, you're ready to do this
like no other. Go past the sign and grab the tail thingy hanging on it and
head up the hill past the barb wire. Destroy any Imps and walk up to the
wasps' nest.
First off, super jump to the honeycomb-shaped hole to the left of the
entrance. Once in it, walk through to end up in another honeycomb hole. This
time, you are in the one to the right of the entrance. Super jump and
helicopter spin to the hole above the entrace (which should be to your
right). Enter that hole and walk across the passage to find another wad of
cash. Drop down and head through the entrance to the wasp hive.
The hive is pretty big but very simple. You won't be exploring anywhere. Just
start up the winding path and take out any armored Imps in your way. Watch
out for the honey, you will be instantly killed if you fall in. Once you
reach the top, Conker will find the wasp hive in the center of the wasps'
nest. It opens up to reveal the machine gun, so walk up to it for Conker to
hop in. Use the analog sticks to aim and press the Right trigger to fire.
After you enter the gun, wasps will slowy come out of the surrounding holes
and prepare for the attack. If they get too close to you, they will attack
the gun and Conker. Press and hole the Right trigger for a steady stream of
fire. Mow down the first couple wasps that come out. After a while, more come
out and start to come out more quickly. Just keep shooting them and pay
attention to your radar.
Once you win and the wasps stop coming out of the holes, the Queen Bee will
come in and tell you to grab the hive and run. Exit the gun and grab the
hive, then start running down the spiral hill. Wasps will chase you as you
escape, so don't stop for anything. Exit the nest and head down the hill near
the barb wire. Keep running past the sign and drop it near the queen. She
takes out the pesky wasps with the gun again and gives you your nice reward
of 400 bucks! Nice!
----------
Mr. Barrel
----------
.------------.
| IN-GAME TIP \_____________________________________________________________
| =========== |
| By now, you should have at least $2110. Once again, yo're at a point in |
| the game where you have to have a certain amount of cash to proceed |
| through the game. If you don't have enough money, then check out Section |
| 6 for cash locations and figure out what you've missed. When you have |
| enough money, continue on with the walkthrough. |
|___________________________________________________________________________|
When you have enough moolah, walk across the bridge and take a left once you
reach the rocks where the dung beetles once hid at. Walk up the hill
surrounding the giant windmill until you reach a dirt mound. Super jump and
helicopter spin over it. Angry worms will pop out and toss you around, taking
away a choclate piece.
Avoid them by jumping over their heads once they emerge. Do the same with the
several other worms as you walk up the hill, where you will meet a strange
barrel. Mr. Barrel will demand that you hand over your cash. He takes the
money and offers to give you a ride. Unfortunately, you don't have a choice.
Hop on the barrel as it tilts sideways and guide the barrel as it rolls back
down the hill. If you fall off the hill and the barrel breaks, you will start
over. Roll down the hill, taking out the worms, and the barrel will steer out
of control at the bottom and slam through a wooden gateway, opening a new
entrance. The new entrance is in the water behind the Queen Bee. Conker gets
knocked out from the fall, and when he comes to be, it's late at night. Jump
in the water and swim through the new opening, leading you to the world of
Spooky.
---------
Mr. Death
---------
Conker heads through the creepy tunnel donning new outfit. I have no idea
where he got a trenchcoat and fake sideburns, but it suits him. Walk through
the blood-red water and bash the ceramic dolls. Continue straight at the
junction until you reach a large town out in the open. You can make out the
figure of Gregg the Grim Reaper in the distance. Hmm, maybe you're in hell,
no?
Anyways, swim to the bank and kill more ceramic dolls, and then hop back into
the water. Swim over to Gregg and walk up the stairs next to him. You'll see
that he's trying to hit something in the water with his scythe. It's none
other than those frisky Aristocatfish back in Bat's Tower! Gregg ignores you
and angrily tries to get the fish in order.
Walk past Gregg and head up the hill towards the massive door. It's locked, so
you will need to find a way to open it. Jump down into the red water and swim
towards the gargoyle statue. Swim through the mouth to enter a narrow tunnel.
When you reach the end, jump to grab a nearby lever, opening the door.
Drop down to return to the entrance of Spooky. You'll be in the creepy tunnel
with the ceramic dolls. Return to Gregg as he catches all the fish. He will
reward Conker with a nice shotgun. He also suggests that he uses it instead
of the bat, because the graveyard ahead is lurking with zombies of Conker's
ancestors. Exited about the ancestor's interitances, he gladly takes the gun.
Walk up to the shotgun and hit B to pick it up, replacing the baseball bat
(just for this level though). Walk back up the hill and through the door.
Conker emerges through the doorway into the graveyard. Zombies pop out from
the ground as they surround him. Press B to pull out the shotgun and press R
for a laser pointer to appear. Sure, shotguns don't normally have them, but
it's there to help. Line up the laser with the foe's head and press R to let
it rip, shooting off a zombie's head. You can also click the right analog for
an over-the-shoulder view, making aiming a bit easier.
Zombies can only killed by decapitation, so always aim for their noggin. You
will have to kill 15 zombies before the exit opens up, so get to it. Once they
are all dead, Gregg will appear near the entrance. Walk over to him and head
through the doorway up to the spooky mansion.
Walk up the narrow winding path and take out any ceramic dolls. Like the
zombies, shoot them in the head. Watch out for zombie worms, because there is
no dirt mound to signify to where the lie. You will just have to remember
where they are, because they'll toss you off of the cliff if they grab you.
Once at the top of the path, Conker knocks on the door and awaits a reply...
------------
Count Batula
------------
The door is answered by a very old (and fangy) squirrel. The old squirrel
invited Conker in and even feeds him. As Conker eats, he finds out that this
old squirrel is his great-great-great-great-great grandfather. Thinking that
the inheritance once this geezer croaks will be his, Conker hangs around for
a bit.
Their peace is interrupted by the crashing of doors and the screaming of many
people. The old squirrel explains that he's a vampire and was going to kill
Conker, but now needs his help to get rid of these villagers that always come
and try to kill the old bag. Conker doesn't have a choice, because the old
squirrel turns himself and Conker into vampire bats!
This part can be pretty tricky, so I provided you with a super-duper ASCII
map of the mansion! *cheers and whistles*
________________________
| |
_____________| o o o |
| ___________ MAIN ROOM |_____________
| | | ___________ |
| | |___ ____________ ___| | |
___| | | | | | | |
| ___| | | | | _| |_____
________| |__ _| |____________| |_ | o o |
| | | | | LIBRARY |
| DINING ROOM |______________| GRINDER ROOM |___________| |
| ______________ ___________ o |
|________ __| | x | |_ _____|
| | |_ ____________ _| | |
| | | | | | | |
| | | | | | | |
| | ____| |____________| |____ | |
| |______________| ______________ |__________| |
|________________ / \ ____________|
| | o o | |
Legend | | GARDEN | |
------ | | o | |
x - Start | \______________/ |
o - Villagers |__________________________|
You start off in the Grinder Room, where the old squir- err, bat hangs above
the floor. The floor is a giant meat grinder complete with spinning spiky
grinder things of doom. Your objective is to drop villagers into the grinder
so the old bat can feast on their blood. You must feed the old bat seven
villagers before he is satisfied.
But how would you possibly get the villagers to fall into a meat grinder?
Surely they aren't going to kill themselves for your ancestor's crooked
pleasures? That's why you're equipped. Not with guns or swords, but with your
own guano (crap)!
You'll start off crawling on the ground. Press B to launch into the air and
take flight. The Left analog lets Conker move forwards, backwards, and strafe
left and right. The Right analog enables Conker to turn and move up and down.
Press B to fly higher and A to fall down. Press The Right trigger to poop.
Head to the right of the Grinder room into the Library. The villagers here
will hide inbetween the bookcases, so weave in and out and fire a glob of poo
on the nearest villager. He will fall to the ground, stunned. Fly over him
and press A to drop down and pick him up. Return to the Grinder Room and
Conker will automatically drop the helpless villager into the grinder. Count
Batula will drink the blood and increase in size.
Get all the villagers in the Library first. Once you have all three, head to
the Main Room and get the villagers there. They are all next to each other,
so wait until they reload their guns and cover one in crap andd bring him to
the grinder. Once all of the villagers in the Main Room are ground up, you
only need to get one villager in the Garden. Once he's toast, Count Batula
will grow so fat, that his perch will break, sending the old coot into the
grinder himself. The magic wears off, and Conker turns back into a squirrel.
-------
Zombies
-------
Conker turns back as a squirrel again as the last few villagers scram. The
danger isn't over yet; as there is a horde of zombies infiltrating the
mansion. Blast the zombie in front of you and walk around the ledge in the
Grinder Room. Enter the doorway into the Library, where you can helicopter
spin to the bookcases. Press B on the CS button to grab a stake gun.
Aim at the bats hanging on the ceiling and shoot all of them. Once they're
dead, return to the Grinder Room. Follow the ledge to the other doorway
leading to the Dining Room. Walk on the narrow rafters and press B once you
reach the CS button. Take out the bats here and walk across the rafters to the
key in the far side of the room.
Shoot the key to stun it and pick it up. Return to the Library and run across
the walkway counterclockwise around the room. Head down the stairs and avoid
the zombies for now. Run down the hall behind the stairs leading to the Main
Room. Use the key on the front door, which also shows two other slots. The
key raises a stone walkway leading to the garden, which is where you should
go next.
A large group of zombies appears behind you, so take them out with your
shotgun. From the front door, head right to the hallway in the corner. Go
through the hall and eliminate the zombies in the Dining Room. Pass through
the room and into the hall leading to the Garden. Walk across the stone
walkway and once you reach the hedges, super jump on top of them. Instead of
going through the maze, just helicopter spin to the center to find the next
key.
Head all the way back to the Main Room and put the key in the second lock for
a ladder to appear. Even more zombies appear, so destroy them all. It helped
me to get on the staircase and take them out as they try to climb the stairs
to you. Once up the stairs, enter the door on the left to head to the top
floor of the Grinder Room. Travel clockwise towards the revealed ladder and
climb it.
Grab the chocolate on the ledge once you reach the top and helicopter spin to
the platform to the right of the ladder. Walk to the end and super jump to
the lever. The lever pulled down reveals a doorway, but don't go through it.
Head back to the ledge where the chocolate was and hop on the wood jutting
out of the side. Helicopter spin to the pipes and super jump to the small
wooden platform in the corner of the room. Capture the key on the platform
and return to the newly opened doorway. You will return to the Main Room, so
dodge the zombies and open the third lock to freedom.
----------
Mr. Barrel
----------
Well, look who found his way into the mansion? None other than Mr. Barrel!
He's in the corner next to the front door, so head over and talk to him. He
will give youa ride down the hill, so hop on and steer down the winding hill.
Navigating down in pretty tricky, so just move slowly.
Once you reach the bottom, go through the graveyard and out to where Gregg was
taking out the Aristocatfish. If you drop off the hill and into the water, Mr.
Barrel will be destroyed. You can just find another one in front of the
graveyard door.
Head down the hill and down the ledge into the water. Steer right towards the
large waterfall. Mr. Barrel actually steers up the waterfall as you approach
it! Go to the top and into the tunnel as Mr. Barrel crashes on the bank.
You will find your way to the forest where you encountered the gargoyle.
You're under the waterfall with a cornered wad of cash. Grab it and jump down
to be swept up on land where you first met Birdy. Walk up the hill and across
the stone bridge where the gargoyle was and head back to Windy.
==============================================================================
IT'S WAR [0408]
==============================================================================
Cash Amount: $0
--------
It's War
--------
A news flash is shown regarding the war against the Tediz. The Sarge is shown
advising that you join the war against the Tediz menace. Well, shall we? Back
in Windy, grab the tail thingy on the signpost and head left up the barb wire
hill. After the hill ends, jump over the barb wire and head through the stone
doorway which leads to the warzone.
-----------
Power's Off
-----------
As Conker strolls through the area, a fighter plane is on the recieving end
of some enemy fire and crashes into the harbor, blocking the exit. The Sarge
appears next to Conker and enlists you, asking for you to clear out the
wreckage. He tells you that he will wait down the stairscase in front of the
boat once your mission is completed.
First, you will have to restore power. Grab some chocolate near the entrance
and go rigth near the blue electrical wire. Jump down down into the water.
Swim to the sandy bank and super jump to the lever. Conker pulls down the
lever, restoring power. That was easy, wasn't it?
---
TNT
---
A CS button on the end of the jetty activates once the power turns on. Ignor
it for now and return to the entrance. See that metal box laying on the
tracks? Start to push it along the tracks and position it right inbetween the
staircase to your right and the ramp to your left (the box should be resting
on top of a wooden stick). Leave the box there and walk up the ramp to your
left. As you approach the bathroom door, a lightbulb appears.
Press B to call out a TNT Imp. Run behind him and start pushing him back down
the hill. He will slide down the ramp, but the metal box stops his fall. Now
your mission is to bring two TNT Imps to either side of the crashed plane.
Let's start by taking the right path, shall we?
At first, the pathway seems unguarded and safe. But beware, as spider mines
rise from the ground and detonate if you get too close. If your Imp explodes,
just return to the bathroom and get another one. Stay to the right as you
pass two spider mines.
After the second one, shift your Imp to the left side near the water's edge.
After you pass your fourth spider mine that rises to the right, shift the Imp
to the right side again. Once spider mine raises up, but you should be out of
the way. As you walk ahead, a spider mine will spring up to your left.
Quickly move the Imp to the left after you pass it, because one on the right
pops up. Shift your Imp one last time to the right-hand side and avoid the
last spider mine that pops up next to you. After that, push the Imp next to
the airplane and he will take a rest there.
Jump in the water and swim to the jetty. Super jump to the chocolate-filled
ledges and hop up to the CS button. Stand on it and press B to use your
slingshot. Shoot the TNT Imp's fuse to detonate the poor guy, taking a chunk
out of the wreckage. Return to the bathroom and get another one. This time,
push him down the hill and guide him to the left path. There will be two
hopping boxes that rotate in a clockwise formation. Wait for one to pass and
follow it as you avoid the one behind you.
After that, you will encounter a crane dropping a weight on the ground. Wait
for the weight to get pulled up, then quickly get by. Navigate around another
set of rotating boxes and another crane, and you're home free. Set the Imp
down and return to the CS button to detonate him. Go down the steps near the
metal crate that you pushed to meet up with the Sarge. He'll knock Conker out
when he's not looking and watch as Conker passes out...
-----------
The Assault
-----------
Conker wakes up to find himself in an army uniform. He's loaded up in a boat
with many other squirrels ready to take an assault on the Tediz. The gates on
the boat opens up and the soldiers move out as the battle rages on. Conker
scampers for his life as he runs past dead bodies left and right. When you
take control of Conker, take a right past the barricades laying on the sand.
When you get to the end, run to the left around the barbed wire fence. Stop
behind the barricades with the other troops and make a run for the gates of
the base when the gunners reload. Conker meets up with the last remaining
ally as he orders Conker to clear out the machine guns operated by Tediz. As
Conker turns back to accept the mission, he turns to the dead body of the
soldier, alive just seconds ago. Conker picks up the gun and is armed for war.
As soon as you take Control of Conker, press B to arm yourself with a machine
gun. Press the R Trigger to fire upon the punk-ass Tediz ahead. Use the
doorway and the corner for cover and keep gunning down the Tediz, always
aiming for their head or upper body.
Once the coast is clear, search the crates for chocolates and return to the
corner where the body of your ally lies. Shoot the lock off the door and get
ready for an ambush. Once you shoot the lock off, back up and shoot and Tediz
that come out of the doorway. Once they're all dispatched, walk through the
doorway into the Tediz base.
-------------
Sole Survivor
-------------
As Conker walks inside the base, four Tediz surprise him. Hide behind the
crates and take them out. Watch for the Tediz that jumps on top of the crate,
he's easy to miss. Once they are all dead, the metal door slides open. Head
through and stop at the lasers. Press B to holster your weapon and hold the R
Trigger to crawl. SImply crawl under to avoid scorched fur. Lasers take away
two chocolate pieces, so always be safe around them. Avoid the next diagonal
lasers by walking under the taller part.
Take out your gun and reload by pressing X if you haven't already. A Tediz
jumps out from the crate around the corner. Be prepared to blast his brains
out. The next laser trap is pretty tricky. First off, aim your gun at the top
of the crate behind the laser trap and slowly walk forward. Wait until the
Tediz jumps on top of the crate, than kill him. As for the lasers, jump, then
helicopter spin through the opening in the center. It's pretty tough.
Blast the other Tediz past the laser and head around the corner. A Tediz pops
out of a trapdoor in the ceiling, so walk with cauton and blast him in the
head when he hits the ground. Another Tediz jumps on top of the crate past
the laser wires, so blast him and navigate around the lasers. Head around teh
corner and beware for two more Tediz to drop to the ground. Take them out as
well as the last one that jumps on the crate near the door. Enter the
elevator door after a close call from a hoard of spider mines and head to the
lower floor.
The doors open to reveal another hallway with more lasers. Jump over the
first two and when you hit the ground, Tediz drop on top of your. Quickly hop
over the last laser and whip out your gun, ready to dish out some pain to the
Tediz behind you. Once you're done with them, take out the Tediz ahead. Grab
the chocolate and proceed around the corner. Kill the two charging Tediz
around the bend and grab some more chocolate.
You will find Flamethrower Imps from now on as well as Tediz. These Imps
cannot be killed and hide in alcoves along the corridor. Wait for the streams
of fire to stop, then hurry past them. Avoid the first one and take out the
two Tediz that come from behind the crate. Avoid the next two Imps and
eliminate the four Tediz around the corner.
Another Tediz drops down when you approach the vertical lasers. Shoot him and
walk diagonally starting with the lefternmost wire. Shoot the two Tediz ahead
and grab some chocolate. The next laser set is guarded by Flamethrower Imps.
Wait until their flames stop, then helicopter spin over the lasers. Take out
your gun and get ready to blast five Tediz around the corner.
Ah, home free! Only one more set of lasers is between you and the door. Hop
over the horizontal lasers and walk under the rest, grabbing the chocolate.
Finally, now you can enter the door and get out of these hallways!
--------------
Casualty Dept.
--------------
Conker will find himself in a large operating room with nearly a dozen Tediz
scientists. They will notice you and take cover behind the many operating
tables and crates. These dudes hurl syringes at Conker. Luckily there is a
lot of stuff to take cover behind.
Stay near the doorway and hide behind the nearby crates and pop out to shoot
your pursuers. They like to run around a lot, but shoot them a couple times
and take cover again. Once they are all dead, a giant Tediz breaks out of a
capsule. He's the leader of them all and is much tougher. One hit from his
syringes knocks off three chocolate bars, so always stay behind something for
cover. Do the same with this guy as the others; pop out of hiding to shoot
him a couple times and take cover again. He likes to run around a lot, so be
aware of that.
Once the room is cleared of Tediz, walk to the far end of the room to find a
soldier strapped to an electric chair. Conker tries to help out by shutting
down the power. There are two levers on the wall next to the chair. No matter
which one you pull, you will get the same result. Pull a lever to
accidentally turn on the chair and electrocute the soldier. Pull the other
switch to open the nearby door and head through. Take out the Tediz in the
next room and pass by the turret.
Head left and head towards the large door at the end. When you hear banging
on the door, return to the turret and hop in. Tediz will come in from the
entrance and exit of the room. It's your duty to kill them all with the
turret until the waves stop. Remember that they can come through both doors;
straight ahead and to the left of the turret. Once the Tediz have been wiped
out, head through the exit. This room is empty, so just take a left and head
through the door.
---------------------
Saving Private Rodent
---------------------
Hmm, mission title sound familiar? As Conker walks outside of the base, he
encounters a Tediz firing squad. Two of the three prisoners are killed but
the third is hiding under armored suiting. While the bad guys are distracted,
pull out your machine gun and fire upon the firing squad.
Once they are all dead, Conker will rescue the surviving soldier to find out
that the soldier is an old friend of Conker, Rodent. Rodent explains about how
he's the test subject of this new armored uniform, which seems to work out
quite nicely. He'll follow you around from now on.
Head right through the canyon and start walking through. Bombs will be
dropped from the sky and explode once they hit the ground, so avoid them at
best. Once you round the corner, Spider Mines appear and charge at you. Run
behind Rodent and let him take the blow; don't worry, he's fine! Keep moving
forward to find another Spider Mine at the end of the road.
Hide behind Rodent and pass to the right once the coast is clear. Avoid one
last Spider Mine as you head out of the canyon. A large door stands in your
way, so Rodent tells you to destroy the door while he waits near it. Walk
along the water's edge down the pier. Jump onto the purple float, which turns
out to be a CS button. Press B to pull out a rocket launcher. You must use the
rockets to destroy all four orange locks on the large door. Tediz will drop
down from above, so watch out for them as well.
Once you destroy all the locks, step off the float and take out any Tediz.
Meet Rodent by the door and head inside. Rodent and Conker find a nicely
placed tank inside. Rodent hops inside. Do the same and press A when behind
the tank to hop inside. While in the tank, the Left Analog lets you move
around, the Right Analog moves the turret, and the R Trigger fires a missile.
Aim your turret at the small door marked with a radiation symbol and shoot a
missile at it to blow it apart. Exit the tank and head inside.
----------------
Chemical Warfare
----------------
Yay, easy mission. Walk down the corridor and drop down the ledge. There are
three holes filled with toxic waste; if you fall in, you're done. Spider
Mines lurk directly past the three holes. What you need to do is helicopter
spin over the hole and when you get the mine's attention, hop back over to
have the mine run into the waste. Once you hop over all three pits, pull the
lever to make the toxic waste slowly rise up. Quickly backtrack over the pits
and back through the doorway before the sludge consumes you.
---------
The Tower
---------
Once out in the open, head back inside the tank and steer through the now-open
doors to the right. This area is very dangerous; it is filled with toxic
waste and the land is a winding narrow pathway with bridges along the way.
There is a search tower in the middle of the area which looks out for
intruders. If the search light spots you, Tediz come and pummel you with
bullets.
If you're spotted, hurry back inside the tank before you're destroyed. There
is a raised bridge right where you start off. Exit the tank and walk up the
bridge. Hop on the CS button on the end and press B to turn into an anvil and
slam the bridge down. Return to the tank and head across the bridge. Tediz
come out of the ground ahead, but you can just run them over. Shoot a missile
at the yellow-striped base of the search tower. You must take out three more
to destroy the tower.
Head across the next path as you run over the tunneling Tediz. Once you reach
the next bridge, make sure for the light to pass by the tank before you get
out. Once again, activate the CS button on the end of the bridge to make it
fall down. Get in the tank and destroy the second tower base before you make
your way across.
Once across the bridge, run over any enemies and take out the third base. Get
on the last bridge and slam it down for you to head across. Proceed over the
last bridge as you run over any enemies and destroy the last base. The tower
collapses, revealing a hole. Exit your tank and head into the hole to fall
through to the bottom...
-----------
Little Girl
-----------
Once Conker lands in the waterlogged cavern, walk to the center of the area
to find a small little girl trapped in the center of the room. She asks
Conker to rescue her, but is interrupted by an enemy missile. It just barely
missed Conker and the girl. Head over to the three archways to find some
chocolate treats. Behind each archway is a small ledge holding a CS button.
Head over to the ledge with the submarine below and activate the button.
Conker pulls out a rocket launcher to fend off the subs. Three submarines
rise up from the water and each have missiles of their own. Shoot each
submarine with your rocket launcher to destroy them. If they shoot off a
missile, retreat to the front of the ledge to avoid the Impact. Once all
three are destroyed, head over to another ledge behind an archway. Take out
those subs the same way, and then head to the last ledge. Once these subs are
destroyed, head over to the little girl.
--------------
The Experiment
--------------
.---------------------.
| BOSS: The Experiment \____________________________________________________
| ==================== |
| As Conker tries to pull the girl out of the floor, Rodent falls through |
| to the cavern and warns Conker to get away. Too late. The floor opens up, |
| to reveal the little girl; which turns out to be a torso of a girl |
| attached to a giant Tediz robot! The girl shuns Conker for being so |
| foolish as to fall for her trap and sicks the monster on him! Immediately |
| jump in the tank, which should be located right behind you. |
| |
| Once you're inside, the girl activates two giant miniguns on the robot. |
| Click the Right Analog to enter first-person mode and quickly shoot each |
| one with a missile to destroy them before you're hit with any bullets. |
| While The Experiment is in shock, aim for the little girl attached to The |
| Experiment's right arm, and shoot her to separate the two. |
| |
| As The Experiment runs over to the girl's location, a red target it |
| revealed on the monster's back. Aim and fire at the target to hurt the |
| behemoth. If The Experiment reaches the girl before you can deal any |
| damage to it, it will charge you and knock your tank over, taking away |
| two chocolate pieces. The Experiment attaches the girl onto it's arm |
| again and the girl reveals two threatening lasers. |
| |
| Once again, destroy them with tank missiles before they can attack you. |
| The little girl is your target once again, but this time The Experiment |
| will sometimes shield her with its other arm. When the girl is exposed, |
| shoot her to have the beast stumble over to her. Once again, shoot the |
| target to hurt it once more. The last pair of weapons are revealed as The |
| Experiment pulls out two missile launchers. Quickly destroy them and blow |
| off the girl. Hit the target on The Experiment's back one last time to |
| destroy the hideous thing. |
|___________________________________________________________________________|
---------
Countdown
---------
Oh, the little girl isn't done just yet. After witnessing the death of the
Tediz' experiment, she has no choice but to activate a countdown for self-
destruction. This whole place will go boom in four and a half minutes, and
you're stuck in the middle of the place! Drop through the hole behind you and
head down the corridor. Crawl under the first set of lasers here and hop over
the last one.
Crawl under the next set and get to the others. The next batch of lasers is
pretty tough. Start on the left side and jump. Helicopter spin diagonally
between the lasers over to the right wall. Hop on the ground when you're
through and continue on. Jump on the crate ahead to avoid the next lasers,
then helicopter spin across the next set.
Pull out your gun to obliterate the Tediz ahead and proceed through. Jump on
the next crate and crawl under the lasers ahead. Drop down off the the crate
and shoot down the Tediz around the corner. Crawl and hop over the last sets
of lasers and head through the door.
Eliminate the Tediz in the next small room and now press B. You pull out a
rocket launcher instead of a normal gun. Shoot the lasers in front of the
door and head through. Once outside, grab the chocolate and head around the
barb wire onto the beach. This area is very tough, because of the Tediz armed
with rocket launchers.
One shot from them and you're done, so be quick with the trigger to gun them
down before they spot you. You can try to take town the Tediz that seem to
appear out of nowhere, or do it the old fashioned way: just dash past them
hoping that they will miss you. Either way, zig and zag through the barb wire
beach until you reach the Sarge's boat. MISSION ACCOMPLISHED, SOLDIER.
-------------
Peace At Last
-------------
The Sarge congratulates Conker as the island drifts away in the horizon.
Conker and the Sarge watch as it explodes in the distance. Conker spots
something high in the air flying over their boat. Upon further inspection, it
turns out to be Rodent, still huddled inside his armor! Rodent lands
somewhere in the distance with a crash, and the boat lands on the harbor.
Exit the boat as the Sarge congratulates you on a job well done. Head up the
stairs and through the door back to Windy.
==============================================================================
HEIST [0409]
==============================================================================
Cash Amount: $997,590
-------------------
The Windmill's Dead
-------------------
Once you're back in Windy, head back to the windmill path. There's one big
difference: thers is no windmill! Head up to find your good friend Rodent
unharmed. Him and Conker swap war stories together, and Rodent leaves shortly
after. Once you gain control of your furry friend, hop inside the crater
where the windmill should be. Conker will drop down and land in a tunnel.
Exit the tunnel to reach a giant bank (this is the spot in Poo Mountain where
the bridge is broken, you're on the other side now). The weasel mobster makes
a return appearance with Berri and requests that Conker and Berri rob the
bank. Conker doesn't really have a choice, so head inside.
----------------
Enter the Vertex
----------------
Conker and Berri enter the bank both decked out in leather sutis and shades.
The duo tear apart the guards with their new slick machine guns, and more
guards are called to the spot. Head over to the laser trap ahead. There's no
way past them yet, so stay behind the marble pillars. Guards will fire upon
you. Instead of sImply shooting them, stand on either green pad in the room
and press B. Conker will do a jumping dive ala The Matrix, with slow motion
and all.
When you're in the Matrix mode, you can shoot the guards while they are
slowly trying to get you. It's a very easy way to eliminate the guards here
without getting hurt. Once a certain amount of guards are dispatched, the
lasers open and the two can proceed through. Continue this throughout the
bank to reach the door at the end. Conker and Berri enter the elevator and
travel upstairs.
Berri disarms the traps ahead in the vault and they proceed into the safe.
Conker is drooling over the amount of cash in here, so whack away. After a
couple strikes at the cash, you lose control as he grabs all the money,
making a total of 1 million bucks! The party is crashed by the presence of
the Panther King, and his new sidekick, the weasel mobster! Conker and Berri
are shocked at the betrayal of the mob leader.
The evil mobster is told by the king to dispatch the girl, so he fires upon
Berri many times. Berri passes away in Conker's arms, and now the squirrel is
pissed. The Panther King calls in the professor since he's feeling funny. The
king gasps for breath complaining that he can't breathe. The next thing you
know, the king's stomach explodes as a giant alien crawls out of his stomach
(I love the movie references)!
The mob leader scrams and the professor tells Conker that he was the one that
implanted the alien in the king's stomach, and now Conker is next on the extra-
terrestrial monster! He launches the bank into space with his technology and
opens the hatch to empty the whole place out!
---------
The Vault
---------
.---------------.
| BOSS: Heinrich \__________________________________________________________
| ============== |
| Head over to the right to find a nice space suit equipped with claws and |
| everything. Heinrich, the alien, starts to feast upon Berri's body. The |
| meal is soon ended as nearly everything, including the screaming |
| professor and the Panther King's corpse, is sucked out into space. The |
| controls for the space suit are very sImple. You move the same way as |
| normally, and A lets you float in the air using your jetpack. Press Right |
| Trigger to punch and Left Trigger to shield yourself. |
| |
| Start the battle against this menacing alien by walking up to it and |
| punch it several times in the face. Heinrich falls to the ground, dazed. |
| Walk up to the alien's tail for Conker to grab its tail. use the Left |
| Analog Stick to spin Heinrich around and around. When Heinrich is facing |
| the airlock, hit the R Trigger to let go and have it launched into space. |
| Fans of Super Mario 64 should have no problem with this part. |
| |
| Uh oh, it looks like Heinrich isn't done just yet. It clamps on to the |
| edge of the bank/ship and hops back inside. This time, Heinrich can dodge |
| your punches. Always stay near Heinrich and punch it. When it starts to |
| attack, hit Left Trigger to shield the attack without losing any |
| chocolate. |
| |
| Once you punch Heinrich enough times, it will fall to the ground again. |
| Grab its tail and fling it out of the ship. Once again, it saves itself |
| and gets back inside the room. Repeat the process of punching Heinrich |
| until it falls, then throwing it outside of the ship. The battle ends |
| after a third attempt. |
|___________________________________________________________________________|
Congrats, you just beat the game! I won't spoil the whole ending, but I will
say this: Heinrich isn't done for after the third attempt to launch him into
space. ;P
______________________________________________________________________________
==============================================================================
[5] BOSSES [0500]
==============================================================================
.-------------.
| BOSS: Haybot \____________________________________________________________
| ============ |
| The mechanical monster isn't finished off just yet. Conker and Franky get |
| up from their huge fall, but Conker hurt his ankle. The Haybot emerges |
| from the flames, robotic body exposed and all. The battle isn't tough at |
| all though, but you will be riding Franky again. |
| |
| Hop onto Franky and lumber around as the Haybot chases you. This time, if |
| the Haybot knocks you off of Franky, Conker will be much slower with his |
| bad ankle and all. Stay out of the circle, because the Haybot doesn't |
| venture outside of it for some strange reason. Stay behind one of the |
| three pipes as Haybot stomps towards you. The bot will fire a missile at |
| you and Franky, but it will hit the pipe instead, unleashing a torrent of |
| water all over the place. |
| |
| Robots and water don't mix, so when the water hits the Haybot, his |
| circuits get fried momentarily. He will start to spin around slowly, |
| revealing a red button on his back. Quickly hop over to the Haybot and |
| jump when the red button faces you to have a lightbulb appear over |
| Conker's head. Press B when you see the lightbulb for Conker to punch |
| off one of Haybot's limbs. You will have to do this two more times with |
| the next two pipes to finish off this boss once and for all. |
|___________________________________________________________________________|
.---------------------------.
| BOSS: The Great Mighty Poo \______________________________________________
| ========================== |
| As the last kernel spins to his untimely demise, the whirlpool shakens |
| and erupts. A giant mass of crap emerges to reveal a giant head and arms. |
| The Great Mighty Poo reveals himself and sings Conker a dirty song. |
| |
| After that magnificent display of musical glory, the Great Mighty Poo |
| starts the fight. The Great Mighty Poo will throw globs of crap at |
| Conker. Dodging this attack is just like the falling poop: watch for the |
| shadows and steer clear when they fall. He slings six balls of crap at |
| you, so keep that in mind. |
| |
| After his crappy assault, the Great Mighty Poo will start to sing again. |
| Get on the CS button and hit B to arm yourself with some toilet paper. As |
| the poo mound is singing, launch a roll into his big mouth. He will start |
| coughing and gagging, then he launches a pile of crap on the CS button. |
| Now it's time to go to the next one. |
| |
| Head to the next circular platform where the kernel was and avoid the poo |
| balls along the way. When the Great Mighty Poo starts singing again, |
| press B on the CS button and throw another roll down his throat. He will |
| start his poo ball attack again, and you will have to throw another roll |
| in his mouth when he's done. |
| |
| After the second successful roll is down his trachia, he covers the |
| button in crap. Head over to the last one, closest of the entrance. This |
| time, you will have to throw THREE rolls of toiler paper in his mouth. |
| The Great Mighty Poo will start to speed up his singing significantly, |
| giving you less time to chuck one in his mouth. He will also constantly |
| switch locations, so keep your finger on the trigger and your eyes |
| peeled. Once The Great Mighty Poo has engulfed the third roll of toilet |
| paper in a row, the battle ends. |
|___________________________________________________________________________|
.-----------------.
| BOSS: The Boiler \________________________________________________________
| ================ |
| The remaining two Fire Imps scatter and retreat inside a large boiler |
| positioned in the center of the room. They argue inside, trying to figure |
| out the controls for the thing. One of them hits a button, revealing a |
| set of The Boiler's two brass balls. They get the thing started as Conker |
| scampers into a corner. |
| |
| You may have noticed panels with poo drawn on them on each of the four |
| corners of the room. Those are the key to this battle. Head to one of the |
| corners of the room and stand on the poo tile. As The Boiler sees you, it |
| will rush towards your location and stop on the grating in front of you. |
| When you see it on the grate, super jump to grab a lever above. |
| |
| Large amounts of poo will be dumped on top of the Boiler, leaving it |
| dazed. Quickly run over to its gonads and wait for the lightbulb appear |
| over Conker's head. Press B once you see it for Conker to pull out two |
| bricks and give those brass balls a good whack. The Boiler will heat up |
| once his balls are smacked. |
| |
| Run to another corner of the room, always staying around the perimeter of |
| the room. This is where chocolate is found here, and most importantly, |
| you're safest from The Boiler around the edge of the room. You can easily |
| go through this battle without a scratch on you. |
| |
| Step on the next poo tile and wait for The Boiler to notice you. When he |
| steps on the grate, pull the next lever for the poo to fall. Once again, |
| press B next to his balls and whack them. Repeat this two more times and |
| the Boiler will overheat, giving Conker enough time to whack those balls |
| clean off. The Imps try to lower the temperature for The Boiler. One hits |
| the wrong button, resulting in a huge explosion. |
|___________________________________________________________________________|
.--------------------.
| BOSS: Buga the Knut \_____________________________________________________
| =================== |
| Buga the Knut is one big caveman, but luckily, size doesn't matter. He's |
| as easy as pie. Buga has three main attack which are pretty easy to |
| dodge. His first attack involves him jumping up and slamming his butt |
| onto the ground, resulting in several shockwaves. Jump over them all with |
| the raptor. If you get hit, Conker will fall off and lose a chocolate. |
| |
| His second attack is where he sImply swings his bone from right to left. |
| You'll go flying if you're hit, so keep your distance. The third attack |
| is where Buga holds his club over his head momentarily, then brings it |
| down to the ground with force. This is where your offense comes in. |
| |
| When Buga holds the club over his head, Press B to chomp at his family |
| jewels. Buga's loincloth falls to the ground and he quickly covers up. If |
| you press B too fast, he will shield himself. Run to his backside and |
| press B when the lightbulb appears to take a big chunk out of his butt. |
| Buga will recover and yank up his drawers, even more mad than before. You |
| can find chocolates lined around the arena, but be careful not to slip |
| into the lava. Repeat the process two more times, and Buga the Knut will |
| be down for the count. |
|___________________________________________________________________________|
.---------------------.
| BOSS: The Experiment \____________________________________________________
| ==================== |
| As Conker tries to pull the girl out of the floor, Rodent falls through |
| to the cavern and warns Conker to get away. Too late. The floor opens up, |
| to reveal the little girl; which turns out to be a torso of a girl |
| attached to a giant Tediz robot! The girl shuns Conker for being so |
| foolish as to fall for her trap and sicks the monster on him! Immediately |
| jump in the tank, which should be located right behind you. |
| |
| Once you're inside, the girl activates two giant miniguns on the robot. |
| Click the Right Analog to enter first-person mode and quickly shoot each |
| one with a missile to destroy them before you're hit with any bullets. |
| While The Experiment is in shock, aim for the little girl attached to The |
| Experiment's right arm, and shoot her to separate the two. |
| |
| As The Experiment runs over to the girl's location, a red target it |
| revealed on the monster's back. Aim and fire at the target to hurt the |
| behemoth. If The Experiment reaches the girl before you can deal any |
| damage to it, it will charge you and knock your tank over, taking away |
| two chocolate pieces. The Experiment attaches the girl onto it's arm |
| again and the girl reveals two threatening lasers. |
| |
| Once again, destroy them with tank missiles before they can attack you. |
| The little girl is your target once again, but this time The Experiment |
| will sometimes shield her with its other arm. When the girl is exposed, |
| shoot her to have the beast stumble over to her. Once again, shoot the |
| target to hurt it once more. The last pair of weapons are revealed as The |
| Experiment pulls out two missile launchers. Quickly destroy them and blow |
| off the girl. Hit the target on The Experiment's back one last time to |
| destroy the hideous thing. |
|___________________________________________________________________________|
.---------------.
| BOSS: Heinrich \__________________________________________________________
| ============== |
| Head over to the right to find a nice space suit equipped with claws and |
| everything. Heinrich, the alien, starts to feast upon Berri's body. The |
| meal is soon ended as nearly everything, including the screaming |
| professor and the Panther King's corpse, is sucked out into space. The |
| controls for the space suit are very sImple. You move the same way as |
| normally, and A lets you float in the air using your jetpack. Press Right |
| Trigger to punch and Left Trigger to shield yourself. |
| |
| Start the battle against this menacing alien by walking up to it and |
| punch it several times in the face. Heinrich falls to the ground, dazed. |
| Walk up to the alien's tail for Conker to grab its tail. use the Left |
| Analog Stick to spin Heinrich around and around. When Heinrich is facing |
| the airlock, hit the R Trigger to let go and have it launched into space. |
| Fans of Super Mario 64 should have no problem with this part. |
| |
| Uh oh, it looks like Heinrich isn't done just yet. It clamps on to the |
| edge of the bank/ship and hops back inside. This time, Heinrich can dodge |
| your punches. Always stay near Heinrich and punch it. When it starts to |
| attack, hit Left Trigger to shield the attack without losing any |
| chocolate. |
| |
| Once you punch Heinrich enough times, it will fall to the ground again. |
| Grab its tail and fling it out of the ship. Once again, it saves itself |
| and gets back inside the room. Repeat the process of punching Heinrich |
| until it falls, then throwing it outside of the ship. The battle ends |
| after a third attempt. |
|___________________________________________________________________________|
______________________________________________________________________________
==============================================================================
[6] CASH LOCATIONS [0600]
==============================================================================
-----
Windy
-----
$100 - Retrieve the Queen Bee's hive for her.
---------
Barn Boys
---------
$100 - After you get the pink box off of the blue one, jump on top of them to
reach the roof. Grab the cash on top of the barn roof.
$100 - In an alcove above Sunny the sunflower; use her chest to reach it.
$100 - After you beat Haybot and escape the basement, use the monk to flip you
up to a high ledge in the barn where you can find cash.
$100 - Slam the big button in the bucket to open the gate near the ravine. You
will find a wad of cash past the gate.
--------
Sloprano
--------
$100 - At the summit of Poo Mountain. Roll a poo ball to the top of and use it
as a stepping stone to reach the very tip of the mountain.
$100 - After the Poo Cabin gets flooded, enter it and as you enter the tunnel,
look for an opening at the ceiling. Enter the opening to find a ledge
with a wad of cash.
$100 - Found inside Poo Mountain, you must beat The Great Mighty Poo for him
to break the glass door that encases another wad of cash.
----------
Bats Tower
----------
$100 - Climb the top of the tower and walk around the perimeter to find a nice
wad of cash.
$10 - Found after beating the Boiler, go into the next room for a measly $10.
$300 - After the Bullfish eats the Aristocatfish, climb on top of him after
he slams into the wall to reach an alcove revealing 300 dollars.
--------
Uga Buga
--------
$100 - Found on top of the temple statue's head.
$100 - Found at the back of the Dragon God's head. Use the monk to reach the
top of the statue.
$100 - Once Berri is freed, super jump up to her cage to find some cash.
$100 - After beating Buga and meeting up with is girl, chase and capture the
runaway wad of cash
------
Spooky
------
$100 - Jump to the hexagonal opening on the wasp hive and enter it to find
yourself in another opening. Super jump and helicopter spin to the
right and you will find a wad of cash.
$400 - Retrieve the Queen Bee's hive one last time for her to give you 400
bucks. Nice!
$100 - After riding Mr. Barrel out of the mansion, head to the bloody lake and
go up the waterfall. Enter the cavern leading to a wad of cash.
-----
Heist
-----
$1,000,000 - Collect all of the money in the bank vault to finally become a
millionare! Whoo!
______________________________________________________________________________
==============================================================================
[7] MULTIPLAYER [0700]
==============================================================================
==============================================================================
THE BASICS [0710]
==============================================================================
-------------
Modes of Play
-------------
There are several modes of playing multiplayer, which makes this game a lot
of fun. First off, there's X-Box Live. If you have X-Box Live, you can
participate with up to 16 people from around the world in matches. You can
choose to join or hose a match in the "Play Live" menu, check out your
rankings in "Battle Career", or manage your "Friends" list. X-Box Live is a
lot of fun just because people tend to be smarter and more cunning than your
average computer.
System Link provides a fun multiplayer experience with friends and family in
a household without the need of internet capabilities. Hook up a couple of X-
Boxes together with system link cables. Here you can have fun the same way as
X-Box Live if you don't have the internet capabilities.
Dumbots is the mode where you don't need anything except you and an X-Box.
Select "Dumbots" and you (or a friend co-operatively) can embark on mission-
based adventures against computer enemies. Chapter X lets you play all 8
missions one after another. You can also play Versus mode with friends using
one X-Box.
-------
Weapons
-------
Each class can have many types of weapons at their disposal. Hitting Y lets
you cycle through the weapons. Holding down Y and using the L Analog makes
things quicker in the heat of battle. PRess R Trigger to fire and A to
reload. If a weapon has different modes of fire, press the L Trigger to cycle
through.
---------
Abilities
---------
Each class also has certain abilities only offered to that class alone. These
abilities make battling your friends or computers much more fun and add a bit
of originality to the mix. Your default ability is assigned to X, and
secondary abilities can be selected by holding X and using the L Analog.
----------------
Playing the Game
----------------
Multiplayer is very similar to the chapter "It's War", where you're strapped
up for war. You can choose to be the SHC or the Tediz as you play a
multiplayer game. Health is a very Important factor in multiplayer games.
Mostly for the fact that what you have is most likely what you've got until
you die.
You cannot find health packs scattered around, because there is no such thing.
Some classes have the ability to heal themselves and there are weapons that
heal one another. But these factores are scarce, so be very wise when it comes
to your health.
You can also collect upgrades scattered around the playing field. These
upgrades can give you more weapons and nicer gadgets. If you happen to die,
though, it's not Game Over. There are Respawn Points littered around the map.
At first, you may only have a select few. Once you enter a new area that is a
respawning point, you can access that area the next time that you die.
==============================================================================
CLASSES [0720]
==============================================================================
-----
Grunt
-----
Primary Weapon: Sturn 21
Abilities: Self Heal, Spray Can
Upgrades: Hogster, Smoke Grenades
The Grunts are the all-around class. They are great for beginners because
they have very good starting weapons and one great ability: Self Heal. The
Sturm 21 has three modes of fire which prove to be very deadly. But the best
thing about a Grunt is their ability. Self Heal is used by pressing X, and it
restores your health. Every time you use it, the blue X gauge will decrease.
If it's used all at once, it will restore around 25% of your health. The
gauge will increase over time, so use it and hide if you're really low on
health.
-------
Sneeker
-------
Primary Weapon: Sabre
Abilities: Cloak, Feign Death, Spray Can
Upgrades: Dagger, Disguise
The Sneekers may be your most useful class. They are the masters of stealth
and espionage and are extremely quick on their feet. They are pretty weak
healthwise and can go down fast if you have them in your target. The problem
is finding them. Their Cloak ability lets them vanish into thein air for a
pressty reasonable amount of time.
They are extremely hard to spot when cloaked and are awesome at short-range
combat because of this. Sneak up on a soldier when cloaked and slice him to
pieces. They suck at long and medium range, so when taking on an enemy, always
get close.
Feign Death is another great ability that the Sneekers have. Feign Death,
when selected, lets the Sneeker play dead by falling on the ground. Normal
enemies are convinced that it's a corpse and ignore you, but enemy Sneekers
are too smart for it, and will attack you when you're down.
Disguise is the last ability that Sneekers have, and let you masquerade as a
member of the opposing team. It should really only be used when in a safe
place, because it starts to go away when damaged. Sneekers are the best class
when trying to infiltrate enemy territory and capturing key targets.
----------
Demolisher
----------
Primary Weapon: Bazooka
Abilities: Berserk, Spray Can
Upgrades: StrayFur, Guided Missiles, Smoke Grenades
The Demolishers are big, slow, lumbering, dim-witted soldiers. But then
again, they make up for it in brute strength. They are primarily equipped
with a Bazooka that will blow anything, including yourself, into smithereens.
These babies should always be in the front lines blasting away at hordes of
enemies or a key mission target. Demolishers are the most dangerous class to
use and encounter, because of their weapon choice. One hit from a Bazooka and
you're toast. On the other hand, you don't want to mistake your teammate for
an enemy and pummel him into oblivion.
Their ability, Berserk, can be selected by pressing X. Once it has been
selected, the Demolisher goes into a frenzy, building up speed and strength
significantly. Simply press R Trigger to create an earth-shaking tremor,
killing anyone close up and knocking over anyone farther away. Like all the
other abilities, you have to wait for the X gauge to refill to use it again.
Press X at any time once Berserked to retain your composure and be normal
again.
-----------
Long Ranger
-----------
Primary Weapon: Widowmaker
Abilities: Infravision, Spray Can
Upgrades: Krotch 45, Extended Zoom, Self Heal
The Long Ranger is unsurprisingly the master of long-range combat. The Long
Ranger are personally my favorite class (because I'm a master at sniping) and
are very formidable opponents when at high elevation. As soon as you start
off with a Long Ranger, find high ground and stay there, picking off enemy
troops one by one.
You can't do anything close up with an enemy, so just run away if you're one-
on-one with an opponent close up. The Long Ranger's location are somewhat
given away by the laser targeting system, so beginners will have a tough time
if they miss a lot and will most likely give away their position.
Never try to take on a Long Ranger from far away with any other class. The
smartest thing to do if spotted by one of these bad boys is to run away or try
to find their position.
Infravision is a very, very useful ability pertaining to the Long Rangers.
Infravision lets you see everything through their body heat (ala Predator
movies and such). It makes people much easier to spot and is great for
beginners. The fact that you can use it in and out of the scope is really
useful as well. Unfortunately, you can only use it for a short period of time
and you must wait for the X gauge to replenish to use again.
----------
Sky Jockey
----------
Primary Weapon: DP 500
Abilities: Spray Can
Upgrades: Infravision
Sky Jockeys aren't really anything special. They are well-rounded like the
Grunts, but their lack of any special abilities is really a downer. Their two
magnums are very useful in combat and are powerful short or medium-ranged.
The best use for a Sky Jockey is controlling a vehicle. They excel at air
combat and are the only class that can pilot a Steed or Mule 52. That's
really all they are good for, but that isn't necessarily a bad thing, is it?
-----------
Thermophile
-----------
Primary Weapon: Sinurator
Abilities: Self Heal, Full Heal, Spray Can
Upgrades: Fauster, Frag Grenades
What army wouldn't be complet without a wild-eyed psychotic pyromaniac?
That's where the Thermophiles come in. Their Sinurators can burn the fur and
flesh off of your oppenents in seconds. These flamethrowers can also burn
through armored vehicles, rendering them useless. They are pretty good to use
offensively, but what really makes them shine is their abilities. You can
consider these guys the team medic.
With Self Heal and Full Heal abilities, they are best used to heal and manage
other teammates when they are in need. Thermophiles can also carry the Medgun,
a weapon designed only to heal injured comrades. Full Heal, as the term
Implies, can fully heal anyone (including yourself) with a touch of a button.
Just hit X to use it and wait for the X gauge to refill to use it again.
==============================================================================
LEVELS [0730]
==============================================================================
NOTE: Each level will have a strategy for the SHC and Tediz
------------------------------------------------------------------------------
BEACH DEAD [0731]
------------------------------------------------------------------------------
SHC Objective: Infiltrate the Tediz base and eliminate the leader
--------------
When things start off, you'll be inside a boat similar to the beginning
of "It's War". When the 30-second timer ends, the doors open up and the beach
is exposed. Run to the front of the beach and destroy the barb wire fence.
Long Rangers and Demolishers may want to focus on the enemies as opposed to
the blockades. Once the blockade is destroyed, head into the canyon to find
another one. Destroy this one to find a larger canyone with many paths to
take. Head straight and destroy the last blockade to reach the leader. Long
Rangers and Demolishers should target the leader because their long-range
abilities are the best. Once the leader's health reaches zero, the mission is
over.
RESPAWN POINTS: Left Lander/Right Lander/First Defense/Second Defense/
Outside The Base
Tediz Objective: Hold your ground and protect the leader from the SHC.
----------------
When the level starts off, you will have 30 seconds to run across the top of
the canyon and position yourself in front of the beach. When the doors open,
lets the bullets fly and hold the SHC back from the blockades. They are most
likely to destroy the first one, which is fine. If they take out the first
one, you've got them where you want them. With all of them crammed in the
small canyon, pick them off from aboive or head into the canyon yourself and
take them out. If the timer runs out before the SHC have time to take out
your leader, the mission is over.
RESPAWN POINTS: The Base
------------------------------------------------------------------------------
FORTRESS DEUX [0732]
------------------------------------------------------------------------------
SHC Objective: Capture the opponent's flag and return it to your base.
--------------
The flags for each team are in opposite corners of the map, on the top floor.
You must bring the opponent's flag to your base, which is on the bottom floor
near the vehicle deposit. Sneekers are the way to go in this mission, because
of their great stealth abilities. Long Rangers are also good to use for
picking off flag holders.
Once you reach the enemy's flag, you will automatically pick it up and strap
it to your back. That means that you can still use weapons, but the flag on
your back is pretty noticable. Once you bring the enemy flag to your base,
your team will get one point. Your team leader will inform you when your flag
has been captured or dropped. They will also inform you of when you score or
you drop the enemy's flag. Whoever has the most amount of points when the
timer reaches zero wins the mission.
RESPAWN POINTS: The Bridge/Fortress
Tediz Objective: Capture the opponent's flag and return it to your base.
----------------
The flags for each team are in opposite corners of the map, on the top floor.
You must bring the opponent's flag to your base, which is on the bottom floor
near the vehicle deposit. Sneekers are the way to go in this mission, because
of their great stealth abilities. Long Rangers are also good to use for
picking off flag holders.
Once you reach the enemy's flag, you will automatically pick it up and strap
it to your back. That means that you can still use weapons, but the flag on
your back is pretty noticable. Once you bring the enemy flag to your base,
your team will get one point. Your team leader will inform you when your flag
has been captured or dropped. They will also inform you of when you score or
you drop the enemy's flag. Whoever has the most amount of points when the
timer reaches zero wins the mission.
RESPAWN POINTS: The Bridge/Fortress
------------------------------------------------------------------------------
CASTLE VON TEDISTEIN [0733]
------------------------------------------------------------------------------
SHC Objective: Control all 4 buttons and enter the time machine.
--------------
Both teams start off with control of one button. There are two buttons on
either side of the ravine. Gain control of the second button and then head
over to the ravine. Use the gondolas to cross over to the Tediz catle and
secure the last two here. Once that's over, head into the Tediz machine to
complete the mission. Have some troops stay behind to defend the area. Stay
on your base if you're a Long Ranger, and just pick off the people in the
gondolas. Demolishers are pretty brutal here because a lot of the area inside
the castle is closed in, and you're most likely to get hit. They can also
shoot across the ravine, as well as Long Rangers.
RESPAWN POINTS: Hellfire Corner/A.P.C/Crypt
Tediz Objective: Control all 4 buttons and enter the APC.
----------------
Both teams start off with control of one button. There are two buttons on
either side of the ravine. Gain control of the second button and then head
over to the ravine. Use the gondolas to cross over to the SHC catle and
secure the last two here. Once that's over, head into the APC to complete the
mission. Have some troops stay behind to defend the area. Stay on your base
if you're a Long Ranger, and just pick off the people in the gondolas.
Demolishers are pretty brutal here because a lot of the area inside the
castle is closed in, and you're most likely to get hit. They can also shoot
across the ravine, as well as Long Rangers.
RESPAWN POINTS: Hellfire Corner/Castle/Crypt
------------------------------------------------------------------------------
A BRIDGE TOO NARROW [0734]
------------------------------------------------------------------------------
SHC Objective: Steal the other half of the map and combine the two together.
--------------
Each base is on the end of a snowy wasteland. Head out of the base and start
across the snowfield. You must cross the bridge to enter the enemy's
territory and enter their base. Once inside, head left to the lone room and
grab the map. The map is pretty much a large staff. Once you have the map,
you strap it to your back (similar to capture the flag). With the map in
hand, use your weapons to head back to your base.
Once you return the enemy's map part to your base, you get a point. Whoever
has the most points when the timer reaches zero wins. This is a Sky Jockey
heaven, with the loads of air vehicles, such as the Mule 52 and Steed. Let
them fly around and take out the enemies from the sky. Always have someone
guard the bridge. The bridge is the only way to the other base unless a Sky
Jockey is in a vehicle. Blast any enemy that comes on the bridge and it will
be smooth sailing. Parking a Tankus on the bridge is an even better way to
destroy enemies who try to pass by.
RESPAWN POINTS: Base/Base Alpha (must hack)/Base Beta (must hack)
Tediz Objective: Steal the other half of the map and combine the two together.
----------------
Each base is on the end of a snowy wasteland. Head out of the base and start
across the snowfield. You must cross the bridge to enter the enemy's
territory and enter their base. Once inside, head left to the lone room and
grab the map. The map is pretty much a large staff. Once you have the map,
you strap it to your back (similar to capture the flag). With the map in
hand, use your weapons to head back to your base.
Once you return the enemy's map part to your base, you get a point. Whoever
has the most points when the timer reaches zero wins. This is a Sky Jockey
heaven, with the loads of air vehicles, such as the Mule 52 and Steed. Let
them fly around and take out the enemies from the sky. Always have someone
guard the bridge. The bridge is the only way to the other base unless a Sky
Jockey is in a vehicle. Blast any enemy that comes on the bridge and it will
be smooth sailing. Parking a Tankus on the bridge is an even better way to
destroy enemies who try to pass by.
RESPAWN POINTS: Base/Base Alpha (must hack)/Base Beta (must hack)
------------------------------------------------------------------------------
THREE TOWERS [0735]
------------------------------------------------------------------------------
SHC Objective: Activate the 3 towers and destroy the artifact.
--------------
The first part of this mission is to control all three towers in the
vicinity. To do this, enter a tower and press the button on the top to make
it yours. Enemies can't control it while you have it, but the tower slowly
loses control and returns to neutral after a little while. Any tower can be
controlled when neutral, so you must be quick to control all towers.
Once all three are secured, head to the Tediz base and destroy the artifact.
When you do so, the mission is completed. Remember to always station troops at
each tower to protect them. Don't leave a tower unattended so the enemy can
take control once it turns neutral. Park a Tankus in front and obliterate any
enemy who comes by. Sky Jockies can also fly Mule 52's and deploy troops that
way as well.
RESPAWN POINTS: Base/Alpha Tower/Central Tower/Beta Tower
Tediz Objective: Activate the 3 towers and destroy the respawner.
----------------
The first part of this mission is to control all three towers in the
vicinity. To do this, enter a tower and press the button on the top to make
it yours. Enemies can't control it while you have it, but the tower slowly
loses control and returns to neutral after a little while. Any tower can be
controlled when neutral, so you must be quick to control all towers.
Once all three are secured, head to the SHC base and destroy the respawner.
When you do so, the mission is completed. Remember to always station troops at
each tower to protect them. Don't leave a tower unattended so the enemy can
take control once it turns neutral. Park a Tankus in front and obliterate any
enemy who comes by. Sky Jockies can also fly Mule 52's and deploy troops that
way as well.
RESPAWN POINTS: The Artifact/Base/Alpha Tower/Central Tower/Beta Tower
------------------------------------------------------------------------------
DOON [0736]
------------------------------------------------------------------------------
SHC Objective: Enter the Tediz base and destroy the Panther King's remains.
--------------
The SHC start off by themselves in a small area guarded by a lock. You must
first destroy a lock, which shouldn't be a problem; there are no enemies
around yet. Once the first one is destroyed, proceed forward to reach the
second, enemy-guarded lock. Destroy the next one and head on to the base.
Destroy the third and final lock to reach the remains of the Panther King.
Eliminate his remains to complete the mission. The best weapon here is an
Earthguard, a turret which can be set down to do the dirty work for you. Hack
a Special Ordnance terminal and pick up some Earthguards. Place them around
the locks to have them take out enemies while you take down the locks.
RESPAWN POINTS: The Ship/Second Defense/Outside Base
Tediz Objective: Protect the remains of the Panther King at all costs.
----------------
The Tediz start off at their base. They can't do anything about the first
lock, so let the SHC destroy it. Have a Sneeker hack a Special Ordnance
terminal and get some Earthguards. Set them down right near the locks to take
out the SHC. There are three terminals in all which can be hacked by
Sneekers. Hack them all and set up Earthguards everywhere to stop the enemies
in their tracks. Once the timer reaches zero and the Panther King is still
safe, you win the mission.
RESPAWN POINTS: Base Alpha/Base Beta
------------------------------------------------------------------------------
T.M.S SPAMONO [0737]
------------------------------------------------------------------------------
SHC Objective: Steal the Tediz's Energy Sphere.
--------------
This is my favorite mission and probably the most enjoyable one yet. The
point of this game is to get the Energy Sphere and bring it to your enemy's
territory. The challenge is that there is only one of these things, and it's
placed in the center of a narrow hallway.
You must battle your enemies to the sphere and bring it through their half of
the hallway to the small rotating chamber at the end of the hall. There you
will automatically place the sphere on the ground and earn a point. The tough
part is getting it there. Both sides of the hall (your side and the enemy's
side) both have turrets and make things hard to get by.
You also have a small room at each end of the hall serving as a rest room and
respawn room. Here you can grab weapons such as Earthguards and place them on
the ground for more chaos. There are two small rooms to the left and right of
the hallway, right in the center. If you use a Sneeker to hack them, they
serve as respawn points. There are also upgrades to grab in there.
When trying to get the sphere to the enemy's base, always take ou the
Demolishers first. They are a real pain and can well... demolish you. The Long
Rangers are usually positioned in the rotating chambers, usually lying on the
ground, so look out for them when you're close to the chamber. The Sneekers
can be a problem if they are cloaked. Your best chance overall is to take out
the Demolishers and Long Rangers, then just sprint to the chamber and plant
it down. You will get a point, and whoever has the most points at the end of
the timer wins.
As for defensive maneuvers, place your Long Ranger in the rotating chamber as
well, and get some turrets to help you out. If you're a Sneeker, hide in the
middle rooms and charge out when you see the flag holder. If you're good with
sniping (this is what I did), pick a Long Ranger, and after you pick up the
flag, run down the hallways while sniping anyone in your way. You'll come out
without a scratch on you.
RESPAWN POINTS: Mother/Airlock (must hack)
Tediz Objective: Steal the SHC's Energy Sphere.
----------------
This is my favorite mission and probably the most enjoyable one yet. The
point of this game is to get the Energy Sphere and bring it to your enemy's
territory. The challenge is that there is only one of these things, and it's
placed in the center of a narrow hallway.
You must battle your enemies to the sphere and bring it through their half of
the hallway to the small rotating chamber at the end of the hall. There you
will automatically place the sphere on the ground and earn a point. The tough
part is getting it there. Both sides of the hall (your side and the enemy's
side) both have turrets and make things hard to get by.
You also have a small room at each end of the hall serving as a rest room and
respawn room. Here you can grab weapons such as Earthguards and place them on
the ground for more chaos. There are two small rooms to the left and right of
the hallway, right in the center. If you use a Sneeker to hack them, they
serve as respawn points. There are also upgrades to grab in there.
When trying to get the sphere to the enemy's base, always take ou the
Demolishers first. They are a real pain and can well... demolish you. The Long
Rangers are usually positioned in the rotating chambers, usually lying on the
ground, so look out for them when you're close to the chamber. The Sneekers
can be a problem if they are cloaked. Your best chance overall is to take out
the Demolishers and Long Rangers, then just sprint to the chamber and plant
it down. You will get a point, and whoever has the most points at the end of
the timer wins.
As for defensive maneuvers, place your Long Ranger in the rotating chamber as
well, and get some turrets to help you out. If you're a Sneeker, hide in the
middle rooms and charge out when you see the flag holder. If you're good with
sniping (this is what I did), pick a Long Ranger, and after you pick up the
flag, run down the hallways while sniping anyone in your way. You'll come out
without a scratch on you.
RESPAWN POINTS: Mutter/Airlock (must hack)
------------------------------------------------------------------------------
THE DITCH [0738]
------------------------------------------------------------------------------
SHC Objective: Gain control of all four towers.
--------------
This level is pretty similar to a capture the flag mission, but it's a tad
different. The lone flag is located in the lower portion of the level; it is
found on a bridge going from one corner of the level to another. Your mission
is to grab the and bring it to one of the towers lining the perimeter of the
level. Once you're at a tower, brign the flag to the top to gain control of a
tower. The flag will return to it's starting point and the tower will be
yours.
The enemy can take control of your towers, so station troops around the
towers to protect and defend them. This level is very chaotic and very wide
open. So wide open that it takes a while to get from tower to tower. You
should really bring vehicles to speed things up and to take out enemies in
your way. Sky Jockies can get Steeds and Mule 52's, Demolishers can grab the
mighty Tankus, and the Grunts should get a Toad Mk. II or R-Hog.
Things can get really chaotic if you're battling for the flag at it's starting
point, because the only fighing ground is a narrow bridge. Sneekers can easily
cloak themselves and run in and out with the flag.
RESPAWN POINTS: Base/Outer Ring
Tediz Objective: Gain control of all four towers.
----------------
This level is pretty similar to a capture the flag mission, but it's a tad
different. The lone flag is located in the lower portion of the level; it is
found on a bridge going from one corner of the level to another. Your mission
is to grab the and bring it to one of the towers lining the perimeter of the
level. Once you're at a tower, brign the flag to the top to gain control of a
tower. The flag will return to it's starting point and the tower will be
yours.
The enemy can take control of your towers, so station troops around the
towers to protect and defend them. This level is very chaotic and very wide
open. So wide open that it takes a while to get from tower to tower. You
should really bring vehicles to speed things up and to take out enemies in
your way. Sky Jockies can get Steeds and Mule 52's, Demolishers can grab the
mighty Tankus, and the Grunts should get a Toad Mk. II or R-Hog.
Things can get really chaotic if you're battling for the flag at it's starting
point, because the only fighing ground is a narrow bridge. Sneekers can easily
cloak themselves and run in and out with the flag.
RESPAWN POINTS: Base/Outer Ring
==============================================================================
EQUIPMENT [0740]
==============================================================================
------------------------------------------------------------------------------
WEAPONS [0741]
------------------------------------------------------------------------------
-----
Grunt
-----
Sturm 21
--------
The Sturm 21 is the Grunt's starting weapon, and is a pretty good one for
starters. The weapon is powerful and has three modes of fire. The default
setting is Burst Mode, which firest three rounds a time. Auto fire lets you
fire all 50 rounds continuously until you run out of ammo. The last mode is
the most powerful, Dum-Dum mode. Dum-Dums are grenades which are so powerful
that they can take out vehicles alone. The only problem is the reload speed
and release rate of teh Dum-Dums.
Hogster
-------
The Hogster is an upgradable weapon of the Grunts and isn't much different
from the Sturm 21. The Hogster also has three modes of fire, all which
include grenades. The first mode of fire and the default setting, Frag, lets
you fire a grenade which explodes approximately 5 seconds after fire. Impact
has the grenade explode right on Impact. Release lets you detonate your
grenade at any time by pressing the R Trigger.
-------
Sneeker
-------
Sabre
-----
The Sabre is the default weapon of the Sneekers and are very deadly. They are
melee weapons which can slice and dice your opponents to pieces. You have a
menacing three hit combo which can kill weak enemies in one hit. Switch your
Sabre to defend mode to reduce the amount of damage you take. You can also
hold and release R Trigger to send out a shockwave.
Dagger
------
Daggers are the second weapon for the Sneekers and make this class even more
deadly. The Dagger has two modes: Throw and Stab. Stab is just like the
Sabre; use it to attack your enemy up close. You can even sneak up on them
and slash at their throats. Throw mode is for midrange combat, where you can
throw the daggers at your enemies to puncture them up.
----------
Demolisher
----------
Bazooka
-------
Bazooka, need I say more? The Bazooka is the most devastating weapon of all
and can kill anyone in one hit. The big purpose of these weapons is to take
down vehicles quickly with ease. Switch to Fire & Forget mode to have your
weapon lock on to an aircraft. Fire and watch as your misle homes on the the
target. Upgrades let you steer your own missiles. Fire and use the Left
Analog to steer and R Trigger to detonate.
StrayFur
--------
The StrayFur is a large minigun which can shoot humdreds of bullets at one
time in a stream of fire at your opponents. Use it to quickly tear your
enemies apart in one swift movement. The only real problem of the StrayFur is
its reload time. After wasting hundreds of bullets, it will take several long
seconds to reload this baby, and that is a problem if you're in a heated
battle.
-----------
Long Ranger
-----------
Widowmaker
----------
The Widowmaker is the God of long-range demolition. This sniper rifle can
pick off any opponent with the snap of your fingers. These bullets can even
take down large vehicles with ease. Thw Widowmaker has three zoom modes (the
third is upgradable) and can be adjusted by clicking the Right Analog. As
most classes can crouch and stand, the Long Rangers can also lay flat on the
ground, which stedies their aim and makes them harder to spot.
Krotch 45
---------
This weapon alone given to the Long Ranger makes them one of the best classes
(if not the best). The Krotch 45 is a pistol which allows for short and
midrange combat. It is the strongest handgun out there and can release up to
20 shots before reloading. This weapon should really only be used to safely
travel from one sniper position to another.
----------
Sky Jockey
----------
DP 500
------
The DP 500 are twin magnums which pack quite a punch. Unfortunately, they are
the Sky Jockeys only weapon. The DP 500 features Single-shot and Burst (three
shots) for tight predicaments. The DP 500 isn't anything like a Krotch 45,
but is useful to the Jockies. The best choice is to ditch them for an
airborne vehicle.
-----------
Thermophile
-----------
Sinurator
---------
The Sinurator is more than meets the eye. A flamethrower is a great weapon on
it's own, letting you tear through enemies with the squeeze of a trigger and
watch them burn, but this baby also has an acid attachment. The acid
attachment also lets you destroy armored vechicles with ease.
Fauster
-------
The Fauster is another great weapon for the Thermophiles. The Fauster is a
gun that emits a laser once fired. The laser is very slim, so you must have
pinpoint accuracy to hit your targets. Hold down the R Trigger to fire the
laser, which can be used for around 10 seconds before overheating. The
Fauster is very big and slows down the Thermophile considerably. Overall,
just stick to the Sinurator.
--------
Grenades
--------
CJ24
----
The CJ24 grenade releases a poison gas which not only slowly lowers your
health, but also clouds the battlefield, making things harder to see.
Flash Bang
----------
The Flash Bang grenade produce a blinding flash of light when thrown, blind
anyone around you, giving you time for an offensive maneuver or a quick
escape.
Frag
----
The most common grenade, the Frag grenade explode after several seconds once
thrown.
Magnova
-------
The Magnova grenades are similar to Flash Bangs, because they stun your
enemies with electricity once thrown, rendering them useless for several
seconds.
Napalm
------
The Napalm grenade is a grenade that releases Napalm gas that saps away enemy
health. Not only that, but it can burst into flames at any time when fired
into. Napalm grenades and Sinurators are a deadly combo.
Smoke
-----
The Smoke grenade clouds your view from the battlefield, making for a quick
escape.
------------------------------------------------------------------------------
ITEMS [0742]
------------------------------------------------------------------------------
Arc Weld
--------
The Arc Weld is only available to Demolishers and Sky Jockeys. The Arc Weld,
when used, can repair vehicles with the touch of a button. Press the R
Trigger to let it work its magic.
Hacking Device
--------------
The Hacking Device is only available to the Sneekers. It can be used to take
control of enemy terminals or to enter guarded areas. Press R Trigger near a
desired target to have a percentage appear. Once it reaches 100%, the object
has been hacked.
Medgun
------
The Grunt, Long Ranger, and Thermophile have access to the Medgun. The Medgun
is just what it sounds like; it is for medical use and can heal injured
soldiers.
Snoopa
------
The Snoopa is a remote controlled camera used for spying on enemies. Press
the R Trigger to launch and the Left Analog to control. Best of all, you can
press the R Trigger once launched to detonate it.
Mines
-----
You can pick up mines and place them on the ground. Once anyone steps on it,
kaboom. They come out of Special Ordinance terminals.
Earthguard
----------
The Earthguard is a turret that can be taken from Special Ordinance
terminals. Set it up anywhere to have the turret open up and shoot any
enemies in the vicinity.
Skyguard
--------
Another Special Ordinance terminal item, the Skyguard is similar to the
Earthguard. Place is to have a turret open up, but it only targets enemy
aircrafts.
Gatemaker
---------
You can find Gatemakers in Special Ordinance terminals. They come out in two
parts and act as a portal. Place the first part somewhere, then the second
part anywhere else. When you step inside one of the parts, you will be
teleported to the other one.
==============================================================================
VEHICLES [0750]
==============================================================================
Toad Mk. II/Toad Mk. 4
----------------------
The Toad Mk. II is a sImple jeep that is used mainly for transportation. The
Toad Mk. II features a machine gun and are only available to Grunts. The Toad
Mk. 4 is available to Thermophiles and sport a napalm gun instead.
R-Hog
-----
The R-Hog is a buggy for Grunts which can reach very fast speeds. Use it to
zip around form one end of a level to another. The only problem is that it
offers zero protection from enemy fire and has no onboard weapons.
Tankus
------
Available to Demolishers only, the Tankus is a massive tank which can
obliterate anything in its path not only with its gun, but with itself. Use
the Tankus to sImply run over small enemies and blow up vehicles with its
turret.
Steed
-----
The Steed and Mul 52 are only available to Sky Jockeys. The Steed is very
quick and easy to maneuver. It features a pair of missile launchers used to
decimate anything in its path. It is only used as a weapon, with only one
cockpit.
Mule 52
-------
The Mule 52 is mainly a transportation unit, since it can fit many soldiers.
It's much larger and moves much slower than the Steed.
==============================================================================
UNLOCKABLES [0760]
==============================================================================
In X-Box Live and X-Box Live only, you can unlock medals for completing
cetain criteria. These medals can give your characters unique abilities for
battling.
Campaign Medal
--------------
Criteria: Gain all 6 class medals.
Hero of the Sky Medal
---------------------
Criteria: 1,000 kills using the Sky Jockey
Reward: Quicker targeting and breach.
Rifleman Star
-------------
Criteria: 1,000 kill using the Long Ranger
Reward: Steadier aim and faster reload
Medal of Mass Destruction
-------------------------
Criteria: 1,000 kill using the Demolisher
Reward: Wire-Bomb boost and extra breech slot
Homeland Defence Star
---------------------
Criteria: 1,000 kill using the Thermophile
Reward: Recharger boost to all Thermo weapons
Cross of Honour
--------------
Criteria: 1,000 kill using the Grunt
Reward: Clip extension and Self Heal overcharge
Bronze Star
-----------
Criteria: 50 kills total
Reward: Avatar Pack II
Silver Star
----------
Criteria: 500 kills total
Reward: Avatar Pack III
Onyx Medal
-----------
Criteria: 1,000 kills total
Reward: Avatar Pack IV
Gold Sun
--------
Criteria: 1,500 kills total
Reward: Golden bullets
Purple Star
-----------
Criteria: 3,000 kills total
Reward: Purple bullets
Killmaster Citation
-------------------
Criteria: 4,000 kills total
Reward: Respawn penalty modifier - 50% reduction
Jade Star
---------
Criteria: 500 mobile units killed
Reward: Bonus Avatar Pack
Platinum Shield
---------------
Criteria: 5,000 Marshals assassinated
Reward: +1 primary and secondary grenade slot
Order of the Noble Warrior
--------------------------
Criteria: 500 Generals assassinated
Reward: +1 primary grenade slot
Iron Heart
----------
Criteria: 1,000 VC points
Reward: Speed chip for Hacking Device
Order of the Mighty
-------------------
Criteria: Gain all 6 specialist medals
Reward: Infrared enhanced, quicker tank breech, Improved Hogster
Eagle Eye Medal
---------------
Criteria: 500 headshots
Reward: Overcharge power boost
Engineer's Citation
-------------------
Criteria: 1,500 repair points
Reward: Enhanced healing speed
Order of the Fiend
------------------
Criteria: 500 backstabs
Reward: Snoopa - instant detonation
Trapper Medal
-------------
Criteria: 500 mine kills
Reward: +1 mine per load
Fire Star
---------
Criteria: 500 fire damage kills
Reward: tank capacity increase
______________________________________________________________________________
==============================================================================
[8] THANKS/CREDITS [0800]
==============================================================================
Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:
CJayC: For being an awesome host of an awesome site.
Eternal Czar Smapdi: For being the best co-author anyone could have, and for
being yourself.
Prima Game guide: For some of the cash locations and the Poo Song lyrics.
duderdude3: For helping me with a cash location.
MerlynHacker: For helping me with a cash location.
SoulsBlade: For helping me with a cash location.
Dallas: Your Count Batula map was a blueprint for my ASCII map.
FESBians: Because you're cool.
You: For reading this FAQ.
------------------------------------------------------------------------------
LEGAL
------------------------------------------------------------------------------
This document is copyright (c) DomZ Ninja 2005-2013.
This document may be found on the following sites:
* GameFAQs -
http://www.gamefaqs.com
* GameSpot -
http://www.gamespot.com
* IGN -
http://faqs.ign.com
* Super Cheats -
http://www.supercheats.com
* Neoseeker -
http://www.neoseeker.com
* HonestGamers -
http://www.honestgamers.com
The latest update of this document can always be found on GameFAQs.
Other sites may use this document, but only with my permission. If you see
this document on a website not listed above, please email me. Do not edit or
alter this document in any way. Do not steal anything from this document. Do
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If you have any questions, comments, or anything that you would like to add to
this guide, then feel free to email me. My email address is found at the top
of this guide. However, if you do email me, please include the name of the
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"Oliver James washed in the rain no longer"
- Fleet Foxes
______________________________________________________________________________
END OF DOCUMENT