CONKER: LIVE AND RELOADED MULTI-PLAYER FAQ BY: FRO FRO DA JIMMY BOY (Aaron R. Steigerwalt) Started: 07/07/05 Table Of Contents 1. Introduction CLASSES 2. Sneeker 3. Demolisher 4. Long Ranger 5. Sky Jockey 6. Grunt 7. Thermophile WEAPONS 8. Strayfur - Demolisher (U) 9. Bazooka - Demolisher 10. Arc Weld - Demolisher / Sky Jockey 11. DP 500 - Sky Jockey 12. Parachute - Sky Jockey 13. Sinurator - Thermophile 14. Medgun - Thermophile / Grunt / Long Ranger 15. Fauster - Thermophile (U) 16. Widowmaker - Long Ranger 17. Krotch 45 - Long Ranger (U) 18. Sabre - Sneeker 19. Dagger - Sneeker 20. Hacking Device - Sneeker 21. Snoopa - Sneeker 22. Sturm 21 - Grunt 23. Hogster - Grunt (U) GRENADES 24. Magnova Grenade - Long Ranger / Sneeker / Grunt (U) / Sky Jockey 25. Flashbang - Long Ranger / Sneeker / Sky Jockey / Grunt 26. Smoke Grenade - Demolisher 27. CJ24 - Thermophile / Sneeker (U) 28. Frag Grenade - Demolisher (U) / Grunt / Long Ranger (U) / Thermophile (U) 29. Napalm Grenade - Demolisher / Thermophile OTHER OBJECTS 30. Mines - Thermophile / Long Ranger (U) / Demolisher 31. Uprgrades 32. Earthguard MAX 1 - Grunt / Long Ranger / Thermophile MAX 2 - Demolisher (U) / Grunt (U) / Thermophile 33. Skyguard - Grunt / Long Ranger / Sky Jockey 34. Gatemaker - Sneeker 35. Terminals 36. Open Hand ABILITIES 37. Infravision - Long Ranger / Sky Jockey (U) 38. Self-Heal - Long Ranger (U) / Grunt 39. Full Heal - Thermohpile 40. Berserk - Demolisher 41. Cloak - Sneeker 42. Feign Death - Sneeker 43. Disguise - Sneeker (U) 44. Spray Can - All MOBILE UNITS 45. Toad - Long Ranger / Grunt (U) / Sneeker 46. Tankus - Demolisher 47. Toad MK ll - Grunt / Thermophile 48. Mule 52 - Sky Jockey 49. Steed - Sky Jockey 50. Turret - All CLASS MEDALS 51. Hero of the sky medal 52. RifleMan star 53. Medal of Mass Destruction 54. Homeland Defense Medal 55. Cross of honor 56. Special Operations Star 57. Campaign Medal SPECIALIST MEDALS 58. Eagle Eye Medal 59. Engineers Citation 60. Order of the Fiend 61. Iron Heart 62. Order Of The Mighty KILL MEDALS 63. Bronze Star 64. Silver Star 65. Ongx Medal 66. Gold Sun 67. Purple Star 68. Killmaster Citation 69. Jade Star 70. Platinum Shield 71. Order of the Noble Warrior 72. Fire Star 73. Trooper Medal MAPs 74. Beach - Old War 75. Fortress Deux - Old War 76. Castle Von Tedistein - Old War 77. A Bridge Too Narrow - Future War 78. Three Towers - Future War 79. Doon - Future War 80. T.M.S Spamono - Future War 81. Ditch - Future War OTHER 82. Ranks 83. Updates 84. Contact 85. Credits 1. Introduction This guide was written to end all the stupid an annoying questions asked on the forums. For a version with images go to conker2003.proboards22.com , register, and check the CLAR section of the forums. My topic is stickied there. CLASSES Each class has there own weapons, abilities, armor strength, and speed. 2. SNEEKER The Sneeker is the fastest class and has powerful short ranged weapons, but because of extremely weak armor you'll have to be stealthy to succeed. SPEED: ***** ARMOR: * UPGRADES: Disguise ability / Throw mode for Dagger / CJ24 Grenade GOOD AGAINST: Long Ranger / Grunt / Demolisher BAD AGAINST: Sky Jockey / Thermophile 3. DEMOLISHER The Demolisher is slow in all aspects. He jogs at a snail-like pace and his main weapon requires a long reload time for every shot. He makes up for this in power. His main weapon kills in one hit and he can send enemies flying with a ground pound. SPEED: * ARMOR: ***** UPGRADE: Guided mode for Bazooka / Strayfur Weapon / Frag Grenade / Earthguard (MAX 2) GOOD AGAINST: Grunt / Thermophile / Sky Jockey BAD AGAINST: Long Ranger / Sneeker 4. LONG RANGER The Long Ranger is the sniping class. A skilled player can beat any enemy at long range, but he doesn't stand a chance in close combat. SPEED: **** ARMOR: ** UPGRADES: Third scope for Widowmaker / Frag Grenade / Krotch 45 weapon / Mines GOOD AGAINST: Demolisher / Sky Jockey BAD AGAINST: Sneeker / Grunt / Thermophile 5. SKY JOCKEY The Sky Jockey is terrible on foot. His only means of defense is the weak DP 500, but get him in one of the two aerial vehicles and he'll rule the battlefield. SPEED: ** ARMOR: * UPGRADES: Infravision ability GOOD AGAINST: Grunt / Sneeker BAD AGAINST: Thermophile / Demolisher / Long Ranger 6. GRUNT The Grunt is relatively balanced. Average weaponary and no major faults in speed or armor. With the Hogster he becomes (in most people's oppinions) the best class. SPEED: *** ARMOR: *** UPGRADE: Hogster weapon / Earthguard (MAX 2) / Magnova Grenade GOOD AGAINST: Long Ranger (with Hogster > all) BAD AGAINST: Demolisher / Sneeker / Thermophile / Sky Jockey 7. THERMOPHILE The Thermohpile carries heat-based weapons. He jogs about slowly due to the heavy armor and gas tank on his back, but his weapons are powerful. Because of his powerful armor and ability to fully recover himself he'll be hard to take down. SPEED: *** ARMOR: ***** UPGRADE: Fauster weapon / Frag Grenade / Earthguard (MAX 2) GOOD AGAINST: Long Ranger / Grunt / Sky Jockey / Sneeker BAD AGAINST: Demolisher WEAPONS Each class starts out with it's class-exclusive primary weapon and non-combat tools. An Upgrade grants the user a more powerful secondary weapon. Most weapons have multiple uses thanks to their secondary firing modes. U = UPGRADE REQUIRED 8. STRAYFUR - DEMOLISHER (U) This weapon is like a handheld turret. It quickly deals out 150 bullets at the cost of speed, accuracy, and a huge reload time (longest in the game). It's pretty useless on characters, but it's one of the best weapons for taking out vehicles and blockades. RATE OF FIRE: ***** RANGE: ** RELOAD TIME: * SHOTS BEFORE RELOADING: 150 AIMING: Normal ADVANTAGES / DISADVANTAGES + Powerful + Fires quickly + Large clip - Greatly lowers maneuverability - Slowest reloading in game 9. BAZOOKA - DEMOLISHER The bazooka can fire straight flying standard rockets that explode on contact or "Fire & Forgot" rockets that lock on to aerial vehicles. With an upgrade you can use the self-controlled guided rockets. While it's powerful, you can only fire one rocket between long reloads. RATE OF FIRE: * RANGE: **** RELOAD TIME: * SHOTS BEFORE RELOADING: 1 AIMING: Normal UPGRADE: Guided Rockets FIRING MODES: Standard / Fire & Forgot ADVANTAGES / DISADVANTAGES + Powerful + Long range + Splash damage - Left immobile while using guided rockets. - Slow reload time 10. ARC WELD - DEMOLISHER / SKY JOCKEY The Arc Weld is one of the non-combat tools. It slows down the user, but can be used to repair damaged or destroyed terminals or Mobile Units. RANGE: * ADVANTAGES / DISADVANTAGES + Able to repair damaged teminals and vehicles - Non combat 11. DP 500 - SKY JOCKEY Two of these weapons are held and fired serperately. You can fire either the weaker, but more accurate single shots or the more powerful, but slower bursts. This weapon has one of the fastest reloads in the game. RATE OF FIRE: ** RANGE: ** RELOAD TIME: ***** SHOTS BEFORE RELOADING: 20 AIMING: Normal FIRING MODES: Standard (Single shot) / Burst (Three shots) ADVANTAGES / DISADVANTAGES + Fast reloading - Weak 12. PARACHUTE - SKY JOCKEY When in the air you can tap X, A, or L to activate it. It allows you to slowly float toward the ground without fall damage. 13. SINURATOR - THERMOPHILE This weapon can fire a funnel of flame or stream of acid. Flames work better on enemies while acid works better on harder targets(such as vehicles). After a period of use you'll have to face a slow recharge. RATE OF FIRE: Non-stop RANGE: ** RELOAD TIME: *** MODES: Napalm / Acid ADVANTAGES / DISADVANTAGES + Powerful + Lingering flames - Slow recharge - Short range 14. MEDGUN - THERMOPHILE / LONG RANGER / GRUNT Point the Medgun at a team mate and you can slowly heal him. The process works faster when neither of you are moving. Range: * ADVANTAGES / DISADVANTAGES + Can heal team mates - Non-combat 15. FAUSTER - THERMOPHILE (U) The Fauster shoots a long, powerful laser that causes heavy damage to vehicles. A non-stop beam on a vehicle causes it to become white hot, causing lingering damage. This weapon does no damage to enemies unless kept on for about 5 seconds, which causes them to pop. This requires recharging more frequently than the Sinurator, but it seems to be faster. When you have the Fauster out you face a heavy movement burden. RATE OF FIRE: Non-Stop RANGE: ***** RELOAD TIME: *** AIMING: Normal ADVANTAGES / DISADVANTAGES + Quickly destroys vehicles - Large movement burden - Long Recharge 16. WIDOWMAKER - LONG RANGER This sniper rifle has three different scopes; each more powerful than the last. You start off with two and can find an uprgrade to use the third. While using the scope the reticle will be unsteady. You can fix this by going prone or holding R. Though R sends out a laser that may give away your position, it allows you to charge up for an attack that's three times stronger. While a shot in the head is a one hit kill, un-charged shots anywhere else do little damage. DU rounds can take out the strongest vehicles in 1-3 shots when charged, but are weaker on vehicles. RATE OF FIRE: * RANGE: ***** RELOAD TIME: ** SHOTS BEFORE RELOADING: 1 AIMING: 1-3 scopes UPGRADE: Third Scope FIRING MODES: Standard / DU ADVANTAGES / DISADVANTAGES + Head shots = Instant kills + Precise aiming + Longest range + 3x scopes - Slow reloading and firing - Small body damage 17. KROTCH 45 - LONG RANGER (U) Similar to the DP 500, but sacrifices the Burst mode for a more powerful single shot. RATE OF FIRE: ** RANGE: ** RELOAD SPEED: ***** SHOTS BEFORE RELOADING: 20 AIMING: Normal ADVANTAGES / DISADVANTAGES + Fast reloading - Weak 18. SABRE - SNEEKER The Sabre is a short-ranged weapon that deals a small bit of damage with each swing. When timed correctly you can deal a fatal three hit combo. When in Defense mode you'll take no damge from bullets (unless jumping) and you can also charge up a one hit kill spin attack. You'll be dazed a few seconds after using it so watch your timing. RANGE: * FIRING MODES: Attack / Defend ADVANTAGES / DISADVANTAGES + Two ways to kill in one hit + Can deflect bullets + Attacks quickly - Melee range 19. DAGGER - SNEEKER (U) You can get this weapon with an Upgrade. In stab mode you can deal out a quick combo and cause a one hit kill with a backstab. In throw mode you can toss the daggers a short distance for small damage. RATE OF FIRE: ** RANGE: * (stab) /** (throw) AIMING: Normal FIRING MODES: Stab / throw ADVANTAGES / DISADVANTAGES + One hit kill backstabs + Fast combo - Long backstab animation - Short range 20. HACKING DEVICE - SNEEKER This non-combat tool can be used to hack doors and terminals. Place the reticle over the area you wish to hack and hold R. A slowly shrinking red bar shows your progress. RANGE: ** ADVANTAGES / DISADVANTAGES + Able to access secured areas - Non-combat 21. SNOOPA - SNEEKER The Snoopa is a remote controlled camera that can be flown a short distance. You can detonate it and it will explode in 5 seconds. It can't move during that time and you're immobile while using it. After using it you have to wait a long time for it to recharge. ADVATAGES / DISADVANTAGES + Can be flown around the map to spot enemy hiding spots + Powerful explosion - No movement while using it - It's easily noticed and destroyed 22. STURM 21 - Grunt The Sturm has three firing modes. Automatic allows you to quickly unload your clip at the small cost of power and accuracy. Three shot bursts are slightly more powerful and accurate, but aren't as fast. Dum-Dums have a slow rate of fire and are innacurate, but they work very well on both vehicles and enemies. RATE OF FIRE: **** (Burst - Automatic) / ** (Dum-Dum) RANGE: *** (Burst - Automatic) / ** (Dum-Dum) RELOAD TIME: *** SHOTS BEFORE RELOADING: 50 AIMING: Normal FIRING MODES: Burst / Autofire / Dum-dum ADVANTAGES / DISADVANTAGES + Three useful modes + Fires quickly 23. HOGSTER What many would consider the most powerful (and cheapest) weapon in the game. Frag grenades bounce a distance then explode, Impact grenades explode on contact, and Release grenades remain on the ground until you press R to cause them to explode. This weapon kills anyone in it's large blast radius. The grenades begin to decline when fired so point higher then where you plan for your grenades to hit. RATE OF FIRE: * RANGE: ** RELOAD TIME: ** SHOTS BEFORE RELOADING: 2 AIMING: Normal FIRING MODES: Frag / Impact / Release Advantages / Disadvantages + Gas clouds good for escaping large battles + Allows grenades to get farther than when you throw them + Frags can be bounced around corners - Easy to get caught by own grenades - Poor in close quarters GRENADES Each class has a set of two grenades. Unlike weapon ammo, you only have one grenade per spawn. 24. MAGNOVA GRENADES - SNEEKER / LONG RANGER / SKY JOCKEY / GRUNT (U) The Magnova disables Mobile Units / Special Ordinance items and detonates mines. The Magnova only hurts the weakest classes, but it temporarily deactivates the radar. BLAST RADIUS: ***** ADVANTAGES / DISADVANTAGES + Deactivates vehicles and Ordinance items. + Large blast - Worthless on enemies 25. FLASHBANG - SNEEKER / LONG RANGER / GRUNT The flashbang creates a large flash that stuns anyone caught in the blast. Stunned characters will not be able to move or attack for several seconds. BLAST RADIUS: **** ADVANTAGES / DISADVANTAGES + Stunned enemies are easy to kill - Can stun yourself and team mates 26. SMOKE GRENADE - DEMOLISHER Smoke grenades create a thick, black smoke cloud that can obscure an enemies vision. The cloud does no damage to enemies though it does cause them to cough. BLAST RADIUS: **** ADVANTAGES / DISADVANTAGES + Obscures enemy vision - No damage 27. CJ24 - SNEEKER (U) / THERMOPHILE This grenade creates a thick, green gas cloud that damages anyone caught in the gas. Enemies that walk in to the cloud will continue to recieve small ammounts of damage for a short ammount of time. BLAST RADIUS: **** ADVANTAGES / DISADVANTAGES + Obscures enemy vision + Gas continues to damage after enemy leaves cloud - Damage is small 28. FRAG GRENADE - LONG RANGER (U) / GRUNT / THERMOPHILE (U) / DEMOLISHER (U) Frags create an explosion several seconds after being thrown. Anyone caught in the blast will die and those close will be thrown back with some damage. BLAST RADIUS: *** ADVANTAGES / DISADVANTAGES + High damage 29. NAPALM GRENADE - THERMOPHILE / DEMOLISHER Creates a large fire wherever it lands. This fire will damage anyone who runs into it and stick to them for several seconds. Blast Radius: ** ADVANTAGES / DISADVANTAGES + Creates small fire tha kills weaker characters - Explosion on contact makes it easy to get caught in own flame OTHER ITEMS These are objects that can be used by any class for their benefit. Some are found on the field while others are obtained from Special Ordinance terminals. 30. MINES - LONG RANGER (U) / THERMOPHILE / DEMOLISHER These mines come in sets of three. They are invisible to enemies and explode when walked over. 31. UPGRADE Large, yellow orbs with a "U" in the middle. When you pick them up your character can recieve power-ups such as new weapons, new modes for current weapons, abilities, vehicles, and Special Ordinance objects. 32. EARTHGUARD These can be obtained from Special Ordinance terminals. They act as automatic turrets that fire at any ground enemy. They can't be moved when placed and placement takes a few seconds so be careful how you use them. Characters can place up to two at a time. MAX 1 - Long ranger / Grunt / Thermohpile / Demolisher (U) MAX 2 - Grunt (U) / Thermophile (U) 33. SKYGUARD - LONG RANGER / SKY JOCKEY / GRUNT These are used the same way as Earthguards. They'll shoot down the enemy's aerial vehicles that fly near by. They're not very useful due to short range so put them in high open places for best effect. 34. GATEMAKER - SNEEKER There's an in-gate and an out-gate. You put down the out-gate first and the in- gate second so remember the order or you're gate can prove worthless. 35. TERMINALS There are two kinds of terminals. Specialist Ordinance Terminals, which give out some of the objects previously mentioned, and Mobile Units, which can spwan vehicles for the class using it. 36. OPEN HAND When all your weapons are holstered it's considered Open Hand. You'll run much faster, but you'll be unable to attack any of your enemies. Ordinance items and flags take up the open hand slot. ABILITIES 37. INFRAVISION - LONG RANGER / SKY JOCKEY (U) Infravision works like thermal goggles. The screen turns blue, but characters become yellow. A circle will appear around enemies even if they're through walls so you can get a better idea of their where abouts. 38. SELF HEAL - LONG RANGER (U) / GRUNT Your character takes several seconds to holster his weapon and inject himself with a needle that restores 25% of any lost health. 39. FULL HEAL - THERMOPHILE Though it appears to be self-heal in the menu, it's actually a different ability that fully recovers any lost health. 40. BERSERK - DEMOLISHER In berserk mode you can run faster than any class on all fours. You can't use any weapons during this time, but you can do a ground pound that sends out a small shockwave. The shockwave isn't very powerful, but it sends opponenet flying on their backs. Enemies caught under you when you jump up for a ground pound will be crushed. 41. CLOAK - SNEEKER Cloaking makes the Sneeker temporarily invisible. Using your weapon or recieving any damage will cause you to become visible again. The less you move the less you can be seen and when not moving you become almost completely invisible. 42. FEIGN DEATH - SNEEKER Your character falls to the ground as if he were dead. You're completely defensless during this time and careful opponents may notice they didn't gain any CP for the kill. This ability is best used when no one is around so you can spring up on passing enemies. 43. DISGUISE - SNEEKR (U) This ability to change it's appearence to look like a random member of the opposite team. Because you look exactly alike there's no way for team mates to tell you're an ally. You need good eyes and ears to recognize a disguised opponent. They will run at Sneeker speed so a usually slow class that outruns you may be disguised. Listen for their grunts and pants. They will sound like an enemy if they're disguised. If they have these symptoms, check to see they have no weapon equipped then attack. 44. SPRAY CAN - ALL This ability has no real usefulness. It allows you to spray your avatar on walls and the ground. MOBILE UNITS Mobile Units can only be driven by certain classes, but some of them allow for passengers. 45. R-HOG - SNEEKER / LONG RANGER / GRUNT (U) The R-Hog is the fastest ground vehicle, but it's subject to tipping over because the speed makes it a bit hard to control. You can temporarily boost, but you'll lose more control. SPEED: ***** CONTROL: ** ARMOR: * POWER: * SEATS: 1 Driver ADVANTAGES / DISADVANTAGES + Fast - Hard to control 46. TANKUS - DEMOLISHER The Tankus is large and slow. It can fire off two bomb shells before having to reload. You can't aim low and the controls are a bit unweildly. A team mate can hop in the back and take control of the cannon. SPEED: * CONTROL: * POWER: **** ARMOR: **** SEATS: 1 Driver / 1 gunner ADVANTAGES / DISADVANTAGES + Powerful - Slow - Poor aiming - Weird control 47. TOAD MK II - GRUNT / THERMOPHILE Good speed, control, and power. Working like Halo's Warthog, one player can drive while another mans the turret. If no one's in the back you can control the turret yourself. The turret will shoot bullets if you're a Grunt and flames if you're a Thermophile. SPEED: *** CONTROL: *** POWER: *** ARMOR: ** SEATS: 1 driver / 1 gunner ADVANTAGES / DISADVANTAGES + Good all-around vehicle - Easy to destroy 48. MULE 52 - SKY JOCKEY The Mule 52 is huge, slow, and can carry up to seven of your team mates. In the front is a gunner position for one of the passengers, but the other seats are only there for sitting. The pilot can drop bombs that kill anyone in the large blast they create. SPEED: * CONTROLS: **** POWER: **** ARMOR: ***** Seats: 1 pilot Seat / 1 gunner / 6 passengers Advantages/Disadvantages + Can transport team mates + Aerial Vehicle - Huge target - Easily beaten by Steeds - All passengers die if you die 49. STEED - SKY JOCKEY The Steed has a large set of weaponary. It has a rocket launcher that fires off three rockets before reloading. They're weaker than the bazooka's rockets, but are still powerful. It has a turret that quickly fires off 150 shots. It can be difficult to take out enemies with the turret, but it's great for other Mobile Units. It can also lock on to other aerial vehicles and fire off three rockets that follow the enemy. It can take a while to lock on to moving targets, but these rockets reload very fast. The Steed is fast and highly manuverable. SPEED: **** CONTROL: ***** POWER: ***** ARMOR: *** SEATS: 1 pilot seat Advantages/Disadvantages +Highly maneuverable +Powerful weaponry +Aerial vehicle 50. TURRETS - ALL Turrets are set in different places across the map. They quickly unload 150 powerful rounds and can rotate 360 degrees. You can't move while in the turret and getting out takes a few seconds so I wouldn't suggest staying in for too long because of how open you are to attack. ADVANTAGES / DISADVANTAGES + Powerful - Can't move - Open to attack CLASS MEDALS Class Medals are earned when you get 1,000 kills with a class. Medals permanently enhance the class that earned it. 51. HERO OF THE SKY MEDAL This medal allows for quicker vehicle lock-on and faster rocket reload. 52. RIFLEMAN STAR The Widowmaker will have steadier aim when zoomed in and will reload faster. 53. MEDAL OF MASS DESTRUCTION The Guided Rockets will fly faster and rockets will reload faster 54. HOMELAND DEFENSE STAR All of the Thermophile's weapons will rehcarge faster. 55. CROSS OF HONOR The Strum 21 will recieve a 30 bullet clip extension (70 total) and Self-Heal will recharge faster. 56. SPECIAL OPERATIONS STAR The Sneeker's cloaking will work better. There's supposed to be something about the Snoopa, but I couldn't figure out what it was. 57. CAMPAIGN MEDAL Only veterans can handle this kind of language. A way to unlock potty mouth in MP. SPECIALIST MEDALS These medals are similar to Class Medals, but the requirements are more specific and can effect multiple classes.. 58. EAGLE EYE MEDAL REQUIREMENT: Get 500 headshots. REWARD: The power of the Widowmaker's round overcharge is increased. 59. ENGINEER'S CITATION REQUIREMENT: Get 1,500 repair points. REWARD: You'll gain the Kinetic Seal, which allows for faster repairing. 60. ORDER OF THE FIEND REQUIREMENT: Get 500 backstabs. REWARD: The Snoopa will now blow up instantly when detonated. 61. IRON HEART REQUIREMENT: Get 1000 points from victory. REWARD: You gain a speed chip that allows the Hacking Device to hack more quickly. 62. ORDER OF THE MIGHTY REQUIREMENT: Gain all the Specialist Medals. REWARD: Infravision's power will be enhanced, the Hogster will work better, and the Tankus will reload faster. KILL MEDALS These medals are gained every time you reach a certain ammount of normal or specific kills. They mostly effect all classes. 63. BRONZE STAR REQUIREMENT: Get 50 total kills. REWARD: Avatar Pack 2. 64. SILVER STAR REQUIREMENT: Get 500 total kills. REWARD: Avatar Pack 3 65. ONYX MEDALS REQUIREMENT: Get 1,000 total kills. REWARD: Avatar Pack 4 66. GOLD SUN REQUIREMENTS: 1,500 total kills. REWARD: This medal makes your bullets golden. 67. PURPLE HEART REQUIREMENTS: 3,000 total kills. REWARD: This medal makes your bullets purple colored. 68. KILLMASTER'S CITATION REQUIREMENT: 4,000 total kills. REWARD: Any respawn penalty will be cut in half. 69. JADE STAR (Does not exist) REQUIREMENT: Destroy 500 mobile units. REWARD: Super Bonus Avatar Pack 70. PLATINUM SHIELD REQUIREMENT: Kill 500 Marshalls REWARD: You can throw one extra primary grenade before restocking. 71. ORDER OF THE NOBLE WARRIOR Requirement: Kill 500 Generals REWARD: You can throw one extra secondary grenade before restocking. 72. FIRE STAR REQUIREMENT: 500 kills from fire. REWARD: Increases the Sinurator's tank capacity. 73. TROOPER MEDAL REQUIREMENT: 500 mine kills. REWARD: You gain one extra mine per set. MAPS The maps in Conker are different from maps in other games. Each map also acts as a game mode. 74. BEACH DEAD - OLD WAR Story: The second assault had begun. The plan was a simple one: the SHC were to attack from the sea and secure the three obstacles. This would allow the heavy stuff to get through and get ready for phase two. However, the Tediz Battle Master, the mysterious Von Kriplespac, was waiting with his giant gun of doom, waiting to blow them back into history. SHC: You start off with your team mates on one of two boats. A thirty second timer appears at the top. After it reaches zero the door will open and you're likely to face a number of bullets coming your way. You have to try to get up the beach, using the tank blocks or whatever you can find for cover. You'll have to destroy three blockades, each stronger than the last. After they're all destroyed you'll have a straight-forward path into the enemy base. Once inside you'll need to attack and cripple the Tediz Battle Commander. When his health reaches zero you'll win. Tediz: At the beginning you're at a major advantage. You need only get to a high point and shoot down at the squirrels on the beach. By the time they get up the beach you'll have had plenty of time to set up a defense of Earthguards and Mines. There are turrets around the first SHC objective that you can use for as long as you want. Just watch out for heavy weapons. If you can prevent the SHC from completing the objective faster than you did you'll win the match. SHC SPAWN POINTS: Left Lander / Right Lander / First Defense / Second Defense / Outside The Base TEDIZ SPAWN POINTS: The Base VEHICLE SUPPORT: No 75. FORTRESS DEUX - OLD WAR STORY: With the second assault finally over, battle moved inland, Von Kriplespac's forces making a tactical retreat to a disused prison known as "The Fortress". The Tediz had secured one half of the structure, and the SHC the other... A stalemate. Only one thing here could assure victory. Demoralize the enemy by capturing their precious colors: their flag. OBJECTIVE: You're objective is in the enemies base on this semetrical map. You have to get to their base, grab the flag, and bring it back to your flag post. You can still use your weapons and abilities while carrying the flag, but the enemies radar points in your direction and the flag waves high above your head making you quite noticeable. The flag is located on the second level in the left corner of the map. You score at the area next to your Mobile Units on the bottom level. SHC SPAWN POINTS: The Bridge / Fortress TEDIZ SPAWN POINTS: The Bridge / Fortress VEHICLE SUPPORT: Yes 76. CASTLE VON TEDISTEIN - OLD WAR STORY: Despite fighting to the death and winning many battles, the Tediz were not winning the war. Forced finally to retreat to his cliff top castle stronghold, Von Kriplespac knew that only one thing could save them from defeat... The Machine. History has told us of it's use, but then, no-one knew for sure. Objective: There are four buttons place around the map with two on each side of the large ravine. The only way to get across is to take one of the two gondolas that hang in the middle. The objective for the game is slightly different for both teams. The first thing the teams have to do is hit all four buttons on the map. When all four are controlled by Tediz they'll be able to activate the A.P.C and win the game. When all four are controlled by SHC they'll be able to send someone through the time machine to win the game. The teams can only complete the final objective (A.P.C or Time Machine) while they control all four buttons. SHC SPAWN POINTS: Hellfire Corner / A.P.C / Crypt (when 3+ masts are controlled) TEDIZ SPAWN POINTS: Hellfire Corner (when 3+ masts are controlled) / Castle / Crypt VEHICLES SUPPORT: No 77. A BRIDGE TOO NARROW - FUTURE WAR Story: Years later, the eternal war betwixt Tediz and Squirrel continued but now a new and more vicious front. The Machine Tediz had arrived, pouring through Von Kriplespac's new machine. The SHC were driven back to the point of defeat, with only one last thread of victory: the legend of a base burined under the ice and said to contain a secret knowledge. It was rumored to be a map showing the location of an ancient weapon that once belonged to the long- dead Panther King. Objective: This is another symetrical CTF map. You have to get to your enemy's base, steal their plans, then upload them back at your base. Points of interest would be the two mini-bases in the middle of the map. If you can control the two you'll have a much better chance of capturing the enemies plans and defending your own. Because of the advantage a team has with the mini-bases, expect a lot of action in that area. SHC SPAWN POINTS: Base / Base Alpha (if hacked) / Base Beta (if hacked) TEDIZ SPAWN POINTS: Base / Base Alpha (if hacked) / Base Beta (if hacked) VEHICLE SUPPORT: Yes 78. THREE TOWERS - FUTURE WAR STORY: With the two halves of the map now reunited, the long lost resting place of the "Thing" had finally been located: an abandoned mining outpost way up the Big Rim. However, the secret didn't stay safe very long, particularly when it appeared on the front cover of "Fur Only" It was now simply a case of who got there first. OBJECTIVE: Each team starts off on opposite corners of the map with thee towers in between them. The first objective is to capture all of the towers. When a tower is captured by hitting the button on top you will capture the tower and gain use of it's turrets, terminals, and it can be used as a spawn. The tower will remain yours for a short time. Enemies cannot take it from you, but the tower will slowly downgrade to neutral. You'll have to recapture neutral towers or the enemy will. When the Tediz control all three of the towers the shield over the SHC's Respawner will temporarily break until one of the towers becomes neutral again. When the shield is broken you'll need to try to destroy the Respawner. When the SHC have all three towers the shield over The Artifact will break and the SHC can try to destroy that before the shield returns. First team to destroy the other team's objective (Artifact or Respawner) wins the match. SHC SPAWN POINTS: Base / Alpha Tower / Central Tower / Beta Tower TEDIZ SPAWN POINTS: The Artifact / Alpha Tower / Central Tower / Beta Tower VEHICLE SUPPORT: Yes 79. DOON - FUTURE WAR STORY: Things hadn't quite turned out as expected for either side, as it was revealed that the "Thing" wasn't a weapon after all. It was a tomb! The Panther King had lain at rest for two hundred years, frozen in his icy prison. Before the SHC could react, the body was gone - stolen! Intelligence told them where their ancienct enemy had been taken, the Tediz homeworld, also known as Doon. SHC: You start off in a small area with a red gate and large lock ahead of you. To open the gate you need to destroy the lock, which should be no trouble at all seeing as the Tediz can't get to your side of the gate to stop you. After it's destroyed you need to fight past the army of waiting Tediz to get to and destroy the next two gates. Once all three are destroyed you'll have to get inside the base and destroy the Panther King before he's resurrected. Tediz: At the beginning of the match you won't be able to do anything to stop the destruction of the first gate. Have a Sneeker hack the Specialist Ordinance terminal and so you can set up an Earthguard defence. Once they break through you can stay and hold back the constantly spawning enemies or fall back and set up defences elsewhere. SHC SPAWN POINTS: The Ship / Second Defense / Outside Base TEDIZ SPAWN POINTS: Base Alpha / Base Beta VEHICLE SUPPORT: Yes 80. T.M.S SPAMONO - FUTURE WAR STORY: The Tediz military ship Spamono was an exploration vessel which had mysteriously disappeared on its maiden voyage up the Big Rim. That was a hundred years ago. Now it has returned, containing who knows what dark secrets? OBJECTIVE: This long, narrow hallway of a map has a single flag in the middle. It's your job to grab the flag and take it over to your enemy's base. Once there you must drop it into the long spinning tube to score. This can prove difficult due to the constantly spawning enemies and two turrets at the end of each base. To aid you in your mission you can go take a left or right in the middle of the map and pick up one of several Upgrades if the door is hacked in your favor. The team with the most scores at the end of the match wins. SHC SPAWN POINTS: Mother / Airlock (if hacked) TEDIZ SPAWN POINTS: Mutter / Airlock (if hacked) VEHICLE SUPPORT: No 81. DITCH - FUTURE WAR STORY: Ancient beyond imagining, the oldest arena of combat and glory. The place where the mighty come to play, the place of reckoning for all warriors. The legendary hole that was known only by one name... "The Ditch". OBJECTIVE: There is one central flag at the bottom area of this map. The teams have to get the flag and score it at the top of one of four tall towers. When you capture the flag there the tower will be captured by your team. An enemy can steal a tower by scoring the flag at a tower captured by the opposite team. The team that captures all four of the towers or has the most towers when time runs out wins the match. SHC SPAWN POINTS: Base / Outer Ring TEDIZ SPAWN POINTS: Base / Outer Ring VEHICLE SUPPORT: Yes 82. RANKS Here are the ranks gained on Live. Rank / CP required / Color PRIVY 0 CP GREEN SARGE 500 CP GREEN MASTA SARGE 2,000 CP GREEN SQUAD MASTA 3,000 CP BLUE COMMANDA 4,000 CP BLUE CAP'N 5,000 CP BLUE BRIGADE LEADA 6,000 CP BLUE UNDERLORD 8,000 CP PURPLE OVERLORD 10,000 CP PURPLE KNIGHTLORD 12,000 CP PURPLE WARLORD 14,000 CP PURPLE GENERAL 18,000 CP DARK BLUE MASTA GENERAL 22,000 CP DARK BLUE ELITE GENERAL 26,000 CP DARK BLUE UBER GENERAL 30,000 CP DARK BLUE MARSHALL 35,000 CP GOLD The next rank changes depending on which class you have the most kills with. DEMOLISHER - DEATH MARSHALL 40,000 CP GOLD SNEEKER - STEALTH MARSHALL 40,000 CP GOLD LONG RANGER - ACE MARSHALL 40,000 CP GOLD GRUNT - FIELD MARSHALL 40,000 CP GOLD THERMOPHILE - RAZE MARSHALL 40,000 CP GOLD Sky Jockey - SKY MARSHALL 40,000 CP GOLD 83. UPDATES 1.1 - RANKS section added. Added which characters the classes are good and bad against. 83. CONTACT E-mail - FroFroDaJimmyBoy@Comcast.net AIM - FroFroDaJimyBoy GT - FroFroDaJimyBoy If there's anything wrong with my guide or you know something feel free to tell me. Don't waste my time with false info or messages about a typo because I'll test things out or never fix the typo just to spite you. If you want this FAQ on your site then just ask. As long as you're not Neo Seeker I'll let you use it if credit is given. 84. CREDIT None right now. I did this all by myself.