#### #### ##!!!!## ##!!!# ## #### ##!!!!!!!!## ##!!# #!!# ###### ## ##!!!!# ##!!!!###!!!# #### ### #### #!!# #!!!# ###!!!!!!##!##!!!### ##!!!## #####!!!!## #!!##!!!## #!!##!!!# ##!!###!!!##!!!### ##!!!## ##!!!!!!!!##!!#!!!!!# #!!#!!!# #!!!##!!!##!#!!# ##!!!# ##!!!####!!!##!!!!#!!!##!!!!!# #!!!!!!###!!##!!# ##!!!# ##!!# #!!!##!!!# #!!###!!!!!###!!####!!!!###!!# ##!!# ##!!####!!!!##!!!# #!!##!!##!!!##!!!!!!### #!!# ##!!!# ####!!!!!!!!## ### #!!#!!# #!!!################## ##!!!!######!!!##!!!!!## ##!#!!# ##!!!!!!!!!!!!!!!!!!!## ##!!!!!!!!!!## ##### ## ##!!!!!!!!!!!!!!!!!!!## ##!!!!!### ##!!!!!!!!!!!!!!!## ##### ############### __ / / | / | / | | ( ___ ___ ___ ___| (___| ___ ( ___ ___ ___| ___ ___| | )| \ )|___) | )| )| ) |\ |___)| | )| )| )|___)| ) |__/ | \/ |__ |__/|| / |__/ | \ |__ | |__/ |__/||__/ |__ |__/ ______________________________________________________________________________ ============================================================================== 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 not host or distribute this document for profit. That is plagiarism, and it is against the law. 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 game in the title. Lastly, thanks for reading and using this FAQ. If you like this FAQ, then please recommend it to others by clicking the "recommend" button at the top of the guide. :] http://www.gamefaqs.com/features/recognition/52173.html "Oliver James washed in the rain no longer" - Fleet Foxes ______________________________________________________________________________ END OF DOCUMENT