Conker's Bad Fur Day - Walkthrough
--------------------------------------

Version 4.00
Dennis "Outlaw" Wentworth
E-Mail: [email protected]
--------------------------------------

I.          Introduction
II.         Legal Crap
III.        Walkthrough
             1 - "Hungover"
                 1.1 - Scaredy Birdy
                 1.2 - Pan Handled
                 1.3 - Gargoyle
             2 - "Windy"
                 2.1 - Mrs. Bee
                 2.2 - Poo Cabin
                 2.3 - Pruned!
                 2.4 - Yee Haaw!
                 2.5 - Sewage Sucks
                 2.6 - Great Balls of Poo
                 2.7 - Wasps' Revenge
                 2.8 - Mr. Barrel
             3 - "Barn Boys"
                 3.1 - Marvin
                 3.2 - Mad Pitchfork
                 3.3 - Sunny Days
                 3.4 - Barry + Co
                 3.5 - Buff You
                 3.6 - Haybot Wars
                 3.7 - Frying Tonight
                 3.8 - Slam Dunk
             4 - "Bats Tower"
                 4.1 - Mrs. Catfish
                 4.2 - Barry's Mate
                 4.3 - Cogs' Revenge
                 4.3 - The Combination
                 4.5 - Blast Doors
                 4.6 - Clang's Lair
                 4.7 - Pisstastic
                 4.8 - Brass Monkey's
                 4.9 - Bullfish's Revenge
            5 - "Sloprano"
                 5.1 - Corn off the Cob
                 5.2 - Sweet Melody
                 5.3 - U-Bend Blues
                 5.4 - The Bluff
            6 - "Uga Buga"
                 6.1 - Drunken Gits
                 6.2 - Sacrifice
                 6.3 - Phlegm
                 6.4 - Worship
                 6.5 - Rock Solid
                 6.6 - Bomb Run
                 6.7 - Mugged
                 6.8 - Raptor Food
                 6.9 - Buga the Knut
            7 - "Spooky"
                 7.1 - Mr. Death
                 7.2 - Count Batula
                 7.3 - Zombies
                 7.4 - Mr. Barrel
            8 - "It's War"
                 8.1 - It's War
                 8.2 - Power's Off
                 8.3 - TNT
                 8.4 - The Assault
                 8.5 - Sole Survivor
                 8.6 - Casualties Dept.
                 8.7 - Saving Private Rodent
                 8.8 - Chemical Warfare
                 8.9 - The Tower
                 8.10 - Little Girl
                 8.11 - The Experiment
                 8.12 - Countdown
                 8.13 - Peace At Last
            9 - "Heist"
                 9.1 - The Windmill's Dead
                 9.2 - Enter the Vertex
                 9.3 - The Vault
                 9.4 - End Credits

--------------------------------------
I.          Introduction

My first public walkthrough just happens to be for one of the coolest
games. I've written over walkthroughs privately for quite a few N64
games, so I thought I'd give it a shot for everyone else to see my
work. This is by far one of the best games to come out for the N64.
It has everything that a gamer could ask for in a game. Great story-
line, movie spoofs, awesome replay value, great graphics, toilet
humor, and of course foul language. RARE really outdid themselves
with this game. Believe me this game is so much more appealing then
the original Conker's Twelve Tails idea. Great job RARE. Anyways
everyone enjoy the walkthrough, I hope it helps. If you would like to
request over material in the guide, then feel free to email me, or if
you would just like to comment on it. I'm open to all emails. Here it
is Outlaw's Conker's Bad Fur Day Walkthrough.

--------------------------------------
II.         Legal Crap

© Copyright 2001 Dennis "Outlaw" Wentworth. This FAQ and everything
included  within  this  file cannot be reproduced in any way, shape
or form  (physical, electronical, or otherwise) aside from being
placed on a freely-accessible, non-commercial web page in it's
original, unedited and  unaltered  format. This FAQ cannot be used for
profitable purposes(even if no money would be made from selling it) or
promotional purposes. It  cannot be used in any sort of commercial
transaction. It cannot be given away as some sort of bonus, gift, etc.,
with a purchase as this creates incentive to buy and is therefore
prohibited.

--------------------------------------
III.        Walkthrough

1 - "Hungover"
-------------------
  1.1 - Scaredy Birdy
  -------------------
  Run around the fench until you reach the scarecrow, Birdy. Talk to
  him and he will teach you about the Context Sensitive Pads (B-Button).
  Press B once to try out the technique. Then walk over to the pad where
  you started and press B again. Your hangover will magically disappear
  with the help of some Alka-Selzer. Next, swim to the island just before
  the waterfall. Conker will have a flashback (common in this game), and
  he will remember how to perform some moves (Z - crouch, A - jump, A again
  - tailspin helicopter). Using your new moves, start to jump your way up
  the platforms, until you get to a giant switch in the wall. Pull it, and
  it will open the closed door that you passed below. Then, talk to the
  gargoyle, however do not fight him yet. Instead go in the newly-opened 
door.
  -------------------
  1.2 - Pan Handled
  -------------------
  Find the key that's running around in the room. Capture it by smacking it
  with the frying pan, and then pick it up. Carry it back to the door you
  entered in to unlock it. You have now learned your primary attack for the
  game. Exit the room and go back to the gargoyle's perch.
  -------------------
  1.3 - Gargoyle
  -------------------
  Hit the gargoyle with your frying pan, this will in turn send him over the
  edge. However, a giant boulder now blocks your path. Jump on it, and then
  tailspin to the right perch. Press B on the pad, which will detonate the
  boulder and allow you access to the next area.
-------------------
2 - "Windy"
-------------------
  2.1 - Mrs. Bee
  -------------------
  Upon entering this new area run to the right, and find the crying bee. 
Mrs.
  Bee will tell you of the wasps who stole her beehive, and she will request
  that you retrieve it. Go back to the Naughty/Nice Sign and go the 
"Naughty"
  way. Continue to the huge beehive where you will find the small hive being
  guarded by three wasps. Grab the hive, and the run your ass off to get 
back
  to Mrs. Bee. Make sure to keep moving and to avoid walking throw the honey
  that will slow you down.If you get hit you will have to start from the
  beginning again. Once you return the hive, Mrs. Bee will kick ass by 
shooting
  down the wasps with the beehive turned turret gun, and she'll give you 
$100.
  (Kick Ass!)Go across the bridge towards the Context Sensitive Pad and 
Birdy.
  Pay him $10 to get the Instruction Manual, which you will refer to learn 
new
  moves. Here you learn how to use the slingshots. Use your new move to 
shoot
  the red beatles on the mountain. After killing them all a door will open 
at
  the top of the mountain. Scale the mountain and then go into this door. At
  this point it is recommended you do as much of Chapter 3 as possible, in 
order
  to earn more money to proceed further in the game. Once you have at least 
$200
  return to the top of the mountain, and go the way that "smells a bit 
poohy."
  -------------------
  2.2 - Poo Cabin
  -------------------
  Enter the house near the entrance of this area, and talk to the dung 
beetle
  behind the desk. He will ask you to get the basement filled with crap and 
he
  will then give you poo balls. (Oh boy!) Jump on the trapdoor and press the 
B
  button. You will fall into a hallway followed by a large well with lots of
  ropes in it. Climb the ropes and make it to the exit at the top of the 
well.
  Exit the room to enter the pasture.
  -------------------
  2.3 - Pruned!
  -------------------
  Upon entering the pasture make your way left to the ramp next to the shed.
  Climb your way to the top of the shed and then walk out to the metal 
faucet.
  Stand on the flat plate and run the direction the arrow points, and after 
a
  few turns prune juice will fall from the faucet and fill up the trough 
below.
  Go back to the pasture where the bull is grazing.
  -------------------
  2.4 - Yee Haaw!
  -------------------
  Stand in front of the bullseye that came out of the wall, until the bull
  charges you. Jump before he hits you, and he will push the lever back into 
the
  wall, in turn opening a door and releasing a cow into the pasture. Another
  bullseye will open. Have the bull charge into it and he will get his horns 
stuck.
  Get close to him and press B to initiate the bullride. While riding the 
bull charge
  into the female cow and she will get annoyed and go drink from the trough, 
causing
  her to get the "screaming shits." After you are done watching her 
rendering shitting,
  charge her again with the bull, which will kill the cow, and activate 
another
  bullseye. Repeat the above for the remaining two bullseyes. Each time you 
will have
  to hit the cow an additional time to get her to drink the prune juice.
  -------------------
  2.5 - Sewage Sucks
  -------------------
  Go back into the door you entered from, and you will notice the well is 
now filled
  with nasty shit water. Find your way to the Context Sensitive Pad and 
press B.
  Here you will get the Confidence Pills which allow you to swim underwater. 
After
  learning this move, swim back to where the trapdoor dropped you. You will 
find $100
  yelling at you to pick it up. Do so, and then go back into the well and 
swim into
  the black hole below.
  -------------------
  2.6 - Great Balls of Poo
  -------------------
  Now go outside of the Poo Cabin, and you will be greeted by the dung 
beetle from
  the cabin. He will give you access to all the poo balls you want (Aren't 
You Lucky?).
  First you should take the poo ball and roll it behind the cabin and up the 
ramp. Take
  care to dodge the beetles on the way up. You will reach the end of the 
ramp and you
  will drop the poo ball into the giant beetles mouth (with a stick of TNT, 
of course).
  Then the beetle will blow up. Go back to the Poo Cabin and pick up another 
poo ball.
  This time go up the ramp right in front of you. Again, dodge the beetles 
and get to
  the end of the ramp and push the ball into the black cave entrance. It 
will fall through
  the crap mound and bust open the door on the bottom. This will lead to 
Chapter 5.
  *For more money superjump to the top of the poo mountain. Finally take one 
last poo
  ball and roll it to the right of the ramp in front of you and drop it onto 
the
  Spike Mine. Jump down to that ledge and press the switch, which will 
create a whirlpool.
  Carefully swim to the door on the opposite side of the pool which leads to 
Chapter 3.
  -------------------
  2.7 - Wasps' Revenge
  -------------------
  Once again the wasps have taken Mrs. Bee's beloved hive. This time you 
will have to
  venture deeper into the large hive on top of the hill. Go inside the hive, 
and
  follow the spiral path to the center of the hive. Jump inside Mrs. Bee's 
hive and
  lock and load for your turretfest. Your job is too shoot down all of the 
bees. This
  is rather easy, all you have to do is watch your radar. Blue means you 
have time to
  attack, red means the bee is attacking. Once you have fought off enough 
bees the
  original three will start chasing you again. Again, you must run the hive 
back to
  Mrs. Bee. Just use the same strategy as before and you will make it. There 
is a plus
  if you get hit you can pick up the hive again. After you have fought off 
the wasps
  and returned the hive, Mrs. Bee will give you your $400. (Hellz Yeah) *For 
more
  money go back to the bee hive and enter the door above where you went to 
fight the
  bees.*
  -------------------
  2.8 - Mr. Barrel
  -------------------
  First, make sure that you have $2110 or you are wasting your time. Once 
you have
  the money, goto the windmill. Make sure that you don't get killed by the 
worms who
  surface from the ground. They can kill you very fast and easily. Once at 
the
  windmill talk to Mr. Barrel, and he will offer you a ride. Accept his 
offer,
  and use the control stick to roll down the mountain and kill the worms. If 
you
  make it to the bottom you will fall off the barrel and it will fly off and 
smash
  open a new area behind the river for you to explore Chapter 7.
-------------------
3 - "Barn Boys"
-------------------
  3.1 - Marvin
  -------------------
  Upon entering this area run straight ahead and then to the right of the 
barn in
  front of you. Locate a very foul mouse causing trouble between the metal 
crate,
  Jack and his girlfriend. Jack requests of you that you help get this mouse 
out
  of his way, he offers the assistance of his fellow metal crate Burt. Make 
your
  way back to the front of the barn, and this time follow the left path 
where crates
  are jumping up and down along this path. Talk to Burt who is sitting next 
to a cage
  that is keeping some cheese trapped. He will lower the gate for you. Hit a 
piece of
  cheese with your frying pan attack, and then carry it back to Marvin. You 
will need
  to feed him three pieces of cheese. Once you have done this Marvin will 
explode and
  Jack and his girlfriend will be happy again. Jack will give you a piece of
  information that something very interesting is inside the barn. Jump on 
top of Jack
  and then his girlfriend, and again to the metal pipe coming out of the 
barn. make
  your way to the roof of the barn and find the stash of cash there. *For 
more lives
  goto the cage holding the cheese, and jump around on the platforms behind 
them.
  Upon jumping  on one of the platforms a light bulb will appear. Press the 
B button
  and Conker will turn into an anvil and smash the platform revealing a ten 
tail power
  up. Hellz yeah!*
  -------------------
  3.2 - Mad Pitchfork
  -------------------
  Again go to the roof of the barn and press the large button next to where 
you found
  the stash of cash. This button will unlock the front door to the barn. 
Carefully
  get down from the roof, and make your way inside. In the barn there are a 
bunch of
  haystacks jumping around, a pitchfork, a bucket of paint, and a 
paintbrush. After
  the pitchfork, paint, and paintbrush, are done argueing the pitchfork will 
pick a
  fight with you. In order to win you need to lead Franky (the pitchfork) 
over to
  the hopping haystacks. When he attacks you, jump behind a haystack and he 
will
  destroy it. After he has destroyed a few stacks he will proclaim that he 
is no
  longer good at butt-kicking, and instead of killing you he decides to hang
  himself. When he goes to do this he finds that he can't because he has no 
neck. Now
  he is stuck and can't get down. Once Conker has control again, pull the 
lever that
  is at the entrance of the barn next to the haystacks. This will release 
Mr. Bee,
  and he will fall to right outside the barn's main door. Go talk to Mr. Bee 
now.
  -------------------
  3.3 - Sunny Days
  -------------------
  When you talk to Mr. Bee he'll tell you that he would like to "pollinate" 
the
  Sunflower. (Of course, in this game we all know what that really means.)
  Anyway, make your way to the Sunflower who is found to the right of the 
main
  entrance in this area. She will tell you that she is ticklish, so you next 
job
  is to find a way to tickle her. Oddly enough when going back to Mr. Bee 
you
  run upon "pacifist" bees who would rather tickle someone then sting them. 
Have
  the bees follow you back to the Sunflower and she will be tickled by them. 
You
  must find a total of five swarms of bees in order to get Mr. Bee to be 
able to
  pollinate her. Their locations are as follows:
   1) Next to wooden crate, close to Mr. Bee (obviously)
   2) Near the entrance to this area, close to the front of the barn.
   3) Near the platforms behind all the cheese running around.
   4) Near the button that unlocked the barn door, on top of the barn roof.
   5) Near the large bucket that lies high up in the sky. Get to the roof,
    then high jump onto the next roof, and then you can climb the rest of
    the way.
  After all of the tickle bees have worked their magic, Mr. Bee will 
pollinate the
  Sunflower. During this sequence all we see is Conker's face and all the 
101
  expressions he makes, very comical. After Mr. Bee has pollinated the 
Sunflower,
  she will ask you if you care for a bounce. Conker obliges and he bounces 
on her
  ... "stigmas." In order to reach the wad of money you must bounce three 
times in
  a row, and then tailspin your way to the cave that the money is sitting 
in.
  -------------------
  3.4 - Barry + Co
  -------------------
  Go back to where you found the wooden crate bouncing around on the 
platform.
  Jump on him when he is close to the door that leads to the attic barn. 
Once
  insides you will have to fight off a few bats. Slowly make your way across
  the narrow beams and when you hear a bat squeak press the B button and 
Conker
  will pull out his flamethower, and turn the bats into crispy critters.
  Continue along the beams, killing the bats as you go. Once you have 
reached
  the end of the beams you will be able to equip some knives and chuck them 
at
  Franky. Aim the knives for the rope he is attached to, and he will be cut 
free.
  -------------------
  3.5 - Buff You
  -------------------
  Meet up with Franky on the ground and he talk to you and thank you. He 
will
  also offer you a ride. Accept his ride and make your way back to the barn 
door,
  where you will now find the gigantic haystack. You must stab him with 
Franky's
  fork, while dodge his attacks. Press the B button to jab at the haystack. 
The
  first time you do so and hit him he will catch fire for a minute. The 
second
  time you hit him he will partially burn off the hay, which will reveal his
  "Terminator" eye. The third, and final, time that you stab him he will
  completely burn off and knock a hole in the ground which all three of you 
will
  fall through.
  -------------------
  3.6 - Haybot Wars
  -------------------
  In the basement when Conker gets up, he has hurt his leg during the fall. 
Meet
  up with Franky (you are more mobile with him). The Haybot's first attack 
is
  with his large "Suzie 9MM" missiles. If you are on foot they will miss 
you,
  but if you are on Franky you have to do a little more creative dodging. 
While
  on Franky, run behind one of the three pipes and the missile will break 
the pipe.
  This will cause water to spill out in front of the pipe and into the 
middle of
  the area. Lead the Haybot into this puddle of water, and he will be 
electrocuted
  from the wires dangling from above. While he is electrocuted he will begin 
to
  spin around in a circle. Run up to him and jump on the big red button that 
says
  "Do Not Push!" When you jump for the button the lightbulb will appear, so 
press
  the B button. This will slam you into the button and blow one of the 
Haybot's
  arms off. Repeat this procedure two more times. The final time that you 
push the
  button the Haybot will complete blow up into a pile of slag.
  -------------------
  3.7 - Frying Tonight
  -------------------
  You thought you were home free?!?! Don't count on it. Once the robot has 
been
  destroyed the water level in this area will begin to fill up. Your job is 
to
  stay above the water line and to avoid the electric wires that dangle 
dangerously
  close to the water. Make your way to the ladder behind the column with the 
"Exit"
  arrows pointing at it. Climb the ladder and press B on the Context 
Sensitive Pad,
  you will be taking into knife mode again. Aim your knives at the dangling 
wires
  that are found on all sides of you. Once, you have knocked them off you 
are free
  to swim up to the next platform and do the same thing there. After, all of 
the
  wires have been disposed of, swim your way to the large opening across 
from the
  second platform.
  -------------------
  3.8 - Slam Dunk
  -------------------
  Well you're only out of danger for a moment, so don't get all stoked yet. 
You
  should on top of the barn for this part. Make your way to the top of this
  structure. Go slow, keep your balance, and dodge the patrolling wasps that 
are
  going back and forth. Once you reach the top of the structure make your 
way out
  to the diving board, and jump to the piece of chocolate that is floating 
in the
  air. At this point you will get a lightbulb over your head, immediately 
press the
  B button to once again turn Conker into the anvil. He will plumit down 
onto a switch
  in the bucket, which will open the grating down in the small stream. Make 
your way
  down to this newly opened point, and inside this cave you will find a tail 
and
  more money.
-------------------
4 - "Bats Tower"
-------------------
  4.1 - Mrs. Catfish
  -------------------
  As soon as you enter this area, you will be greeted by a school of female 
catfish
  (of course they need your help!) They need you to do something about the 
bullfish
  that is guarding their safe at the end of the stream. In the pool where 
the
  bullfish is, look for an opening in the lower part of the pool, and swim 
into it.
  -------------------
  4.2 - Barry's Mate
  -------------------
  Swim through the water-filled tunnel and emerge on the surface about the 
closed
  off grating. Get out of the water and make you way up the small ramp and 
talk to
  the cog. More then likely you will be talking to the rude cog who tells 
you to
  get his cogs back. After that nice conversation you will get another one 
from
  the cogs alter-ego who is a perfect gentleman. Before you go and get back 
the cogs
  you should climb the tower. Start by finding the elevator platform close 
to the cog
  wall. Walk around to the small beam the spans the diameter of the tower. 
Watch out
  for bats waiting to attack you from the rafter. While on the beam wait for 
a bats
  squeak then press the B button and unleash your flamethrower. Continue 
your way
  across the beams and up the ropes, frying bats as your progress. When you 
make it to
  the top of the tower, jump onto the stone platforms where the Spike Mines 
are. Work
  your way around the perimeter of the castle until you reach the wad of 
cash. Return
  to the section of the castle just below you. Grab the lever that is 
adjacent to you,
  and pull it. This will open the grating at the very bottom of the tower, 
submerged
  in the water. The quickest way to get down safely is to get back up on the 
wall
  where the money was, and just jump off the tower (towards the outside), 
and you will
  land safely in the pond outside where the bullfish is. Swim back into the 
doorway
  to go back into the tower.
  -------------------
  4.3 - Cogs' Revenge
  -------------------
  Go into the underwater tunnel that is now up, behind where the grating 
was. Avoid
  the two Spike Mines and then swim up in through the opening. The first cog 
is
  running around this circular section. The second and third cog are running 
around
  in the circular hallway in far back of the hallway. You must bring each of 
them
  back to the rude cog one at a time. Smack each with the frying pan, and 
carry them
  back. Once all three cogs have been put on their dowels, jump on the large 
stone
  platform in the middle of the tower. Run the direction that the arrow 
points, and
  after a few turns the cogs will activate, and the bullfishes chain will be 
pulled
  into the closest that it can be. Now the catfish won't be afraid to come 
close to
  their safe.
  -------------------
  4.4 - The Combination
  -------------------
  Go back to the place where the catfish are. After they know the threat is 
removed
  they will ask you to lead them to the safe, where they will enter the 
combination
  to the safe. After they unlock and open the safe, they want you to go 
retrieve
  their money.
  -------------------
  4.5 - Blast Doors
  -------------------
  That pesky wad of cash doesn't seem to want to give itself up, so he jumps 
into
  the blast doors, and seals them. You have to unlock the doors and follow 
him.
  Jump onto the context sensistive pad and shot the letters in front of you, 
so
  you spell out "OPEN" that's it simple as that. Watch for the Spike Mines, 
they
  will attack whenever you hit a wrong letter or if you miss three 
consecutive
  times. Once you spell out the code, the blast doors will open. Jump down 
into
  the water, you will throw on a helmet with a flashlight and put in a 
battery.
  -------------------
  4.6 - Clang's Lair
  -------------------
  The key here is to work your way through the tunnels while avoiding the 
Clang's.
  Start by diving down and steering into the side coves whenever you need to 
avoid
  an enemy or get some more air. Once through this pipe follow the Clang 
into the
  flashing green pipe he goes into. This pipe leads to another vertical 
pipe. Go
  up and get some air. Dive down again and this time follow the Clang into 
the
  flashing blue pipe, go up and get some more air in the next tunnel. Grab 
the lever
  in this area. Go back to the main pipe, and then swim through the flashing 
yellow
  pipe. You will come into the large vertical exit pipe, identical to the 
pipe you
  entered this area from. Swim up through the pipe, going to the sides coves
  whenever you need air or to dodge the Clang. Finally surface in this new 
area, and
  jump down into the hole in the floor.
  -------------------
  4.7 - Pisstastic
  -------------------
  Get ready for nothing but the best drunken pissing fun! That's right it's 
time to
  load up on the beer and work your magic! Go over to the keg and press B. 
After a
  heaping helping of some beer Conker is feeling pretty good, not to mention 
tipsy.
  Stumble yourself over towards the Fire Imps, and take aim. Simply press 
the B
  button to start firing. If you press Z you get a further shooting stream 
and more
  pressure. The point is to extinquish eight Fire Imps. If you don't succeed 
the
  first time, then walk the hungover Conker to the first aid kit and sober 
up. Then
  head back once again for some more beer. Keep trying until all the imps 
except the
  two are dead. They will jump into the boiler and fire it up. (Conker's a 
lightweight
  folks!)
  -------------------
  4.8 - Brass Monkey's
  -------------------
  The two Fire Imps from the movie have comdered the boiler, and turned it 
into a
  walking deathtrap. With the push of the big red button the boiler seems to 
have
  grown two brass balls (Don't Ask Don't Tell). In order to successfully win 
you must
  lure the boiler over to one of the four corners. While it is there, you 
must leap up
  and yank the lever above you, which let's loose a stream of poo water into 
the boiler.
  The boiler will be momentarily paralyzed. While it is, run up to it and 
press the B
  button. Conker will whip out two extremely painful looking bricks and..... 
you guessed
  it.. smash those brass balls. (That's gotta hurt!) You must repeat this 
for each of
  the four corners. After the fourth beating the brass balls will fall off 
and the boiler
  will be no more. Roll one of the brass balls on to the switch opposite the 
first aid kit
  (next to the sealed door). The door will open revealing a long hallway 
with a Spike
  Mine in it. Take the over brass ball, and roll it into this hallway. A 
cutscene will
  show it crushing the Spike Mine and continuing through the wall. Go 
through the hole in
  the wall to get your reward, $10.
  -------------------
  4.9 - Bullfish's Revenge
  -------------------
  Now the catfish want their money back and the 10% they talked about is 
only a measily
  dollar. Oh Boy! That deal doesn't cut it with Conker, so he tells them 
he's taking it
  all. Meanwhile the bullfish is slowly ripping away his chains. Now it's 
time to run
  away, and I mean fast. A good way to get through the water fast is to jump 
out and
  tailspin as much as you can. As the bullfish follows you, jump over the 
catfish that
  are scattered in the water. That will buy you some time. Keep doing this 
until you
  make it back to the wooden dock. Then a cutscene very Jaws-esque will take 
over. The
  bullfish is now smashed into the wall. Hop up on him and then to a 
platform and there
  is $300 waiting there for you. Now that's a reward.
-------------------
5 - "Sloprano"
-------------------
   5.1 - Corn off the Cob
   -------------------
   Enter Poo Mountain which you should have open back in "Chapter 2: Great 
Balls of Poo".
   Upon entering the mountain look for the sweet corn. When you approach the 
corn the
   Great Mighty Poo will command that you feed him sweet corn. Feed him the 
first sweet
   corn, by hitting the corn with the frying pan, pick it up, and then throw 
it into the
   central poo pit. Continue around the central pit and find more sweet corn 
pieces.
   Throw them all into the middle as well.
   -------------------
   5.2 - Sweet Melody
   -------------------
   After you throw the last piece of sweet corn the giant monster emerges 
from the central
   pit to show himself. This is probably one of the most fun (and most 
disgusting!) boss
   fights in the entire game. The monster will sing a little and then he 
will start throwing
   poo balls at you. Once he starts his attack you should find the nearest 
Context Sensitive
   Pad and press B. You will bust out with the very suitable weapon of 
toilet paper. You can
   use the toilet paper to destroy the incoming poo balls, and once he 
begins opening his
   mouth throw the toilet paper into it. After he swallows a few rolls of 
toilet paper he
   will sing a high note which will crack the glass that guards the flusher. 
Continue to
   attack him with the toilet paper, until he let's out another high note 
that shatters
   the glass. Head over to the flusher, collect the money, and pull the 
flusher. He will be
   flushed down the hole he is in, and be gone once and for all.
   -------------------
   5.3 - U-Bend Blues
   -------------------
   Jump down the hole where the Great Mighty Poo was flushed, go through the 
door that is on
   the platform just above the black hole. You will come into a circular 
room with a pool of
   water in the middle, that leads down into a large tunnel with sharp 
blades. (Believe me
   they are sharp) Your goal here is to make it through the three blades 
without getting cut
   into itty-bitty squirrel pieces. The easiest way to get past this section 
is to float over
   the air bubbles, and when a blade goes by you, the swim past it, and 
repeat this for the
   last two blades. Then surface in the next section of tunnel. Climb the 
rope in the center
   of the next tunnel, and jump off on the platform with the blades spinning 
on it. Dodge the
   blades as you make your way over to the other rope. Climb this rope and 
you will come out
   of the pipe, and you will find a huge lava pit and a few bridges.
   -------------------
   5.4 - The Bluff
   -------------------
   Cross the bridge and talk to the two weasles who are guarding the other 
bridge. One of the
   weasles accuses Conker of being a squirrel. Conker busts out his mad game 
and convinces the
   guard that he is actually a squirrel. He gives the two a bribe of $1000 
and he is allowed
   to pass. This leads you to Chapter 6.
  -------------------
  6 - "Uga Buga"
  -------------------
   6.1 - Drunken Gits
   -------------------
   After passing the two guards you will come into a cavern with a large 
building in
   the middle with raptors running around patrolling it's levels. Run past 
the first
   two raptors on the lower level and make your way to the back of the 
building. Go
   into the door, which will take you to the next upper level. Again dodge 
the raptors,
   and then go into the door that takes you to the top level. Pick up the 
wad of cash.
   Hop on to the statue in the middle and the lightbulb will appear. Press B 
and you
   will be turned in to the anvil. Repeat this two more times and the statue 
will fall
   through the building into a large underground cavern where the rest of 
this chapter
   resides. Once you fall, hit the statue one more time with the anvil 
attack. This will
   break open a wall allowing you to walk back and forth between the two 
sides of the
   wall. Walk down to the Rock Solid nightclub, and roll the rock lying near 
the entrance
   of the club. Roll it back towards the statue and push it through the cave 
that you
   opened. It will automatically begin to roll down the slope. It will run 
into a few
   Uga's and then break through a wall, revealing a large cavern behind it.
   -------------------
   6.2 - Sacrifice
   -------------------
   Go into this newly-opened cavern, and go down the right walkway, follow 
the right
   path, and walk through the door. This leads you into an area with a very 
large egg
   in it. Make your way to the egg. Stand on the monk's tablet and he will 
throw you
   on top of the egg. Press the B button, and Conker will sit on the egg to 
hatch it.
   What do you know a baby raptor... how cute! Guide the raptor around the 
path
   towards the Uga's. When the raptor is in range he will eat the Uga's, 
continue
   along this path until you come to a door. Go through it, and you will 
appear on the
   left side of the gigantic statue room again. Lead the raptor towards the 
front of
   this statue, allowing him to eat as many Uga's as you car. Go stand on 
the Context
   Sensitive pad and press the B button to activate the slingshot. Shoot the 
button
   with the arrow on it, which will raise the altar platform. Now guide the 
raptor on
   to this platform. Go back to the Context Sensitive pad and press B. This 
time shoot
   the button with the star on it. This will cause the altar to drop, 
crushing the
   raptor, and appeasing the gods. Also the dragon statue will now be open.
   -------------------
   6.3 - Phlegm
   -------------------
   Go stand on the monk's tablet, and he will launch you on top of the 
dragon statue.
   Go over the statues head and make your way to it's back, where you will 
find a wad
   of cash. Return to the statues head and stop at its nostrils. Avoid the 
gas that
   come out of them and jump down into them. Press the B button when you get 
the
   lightbulb and Conker will sprinkle some pepper into the nostril. Once 
both nostrils
   have some pepper in them, the snot keeping you from entering the dragon's 
mouth
   will now be gone. Enter the dragon's mouth. In this area dodge the 
swinging snot and
   make your way to the exit. You should come out on a ledge that is high 
above a lava
   pit. You will find the dead Uga King. Instead of sobbing about it, steal 
his hat,
   and the other Uga's will mistake you for one of their own.
   -------------------
   6.4 - Worship
   -------------------
   Once you return to the entrance of the dragon statue all the surrounding 
Uga Buga's
   get down on their knees and bow down to you. Your first official duty 
that you
   require of them is to take control of the rock situation near the Rock 
Solid
   nightclub. After all of the rocks have been taken care of, make your way 
to the
   bouncer. Oddly enough this guy doesn't want a fight, so he will let you 
in if you can
   tell him the password. Thankfully one of the Uga's already knows it!
   -------------------
   6.5 - Rock Solid
   -------------------
   Inside the club, make your way across the dancefloor. Take care to avoid 
running
   into any of the dancers. Find the rock that isn't moving on the opposite 
side of
   the club. Roll it back up the incline towards the entrance. Then place it 
on the
   switch to open the door below Berri. This is where the fun comes in. Go 
back to
   where you found the first rock. Notice the keg? Well Conker does. Take 
him there
   and help yourself to a big gulp of beer. Once Conker is feeling it, take 
him
   back to the dancefloor and find the rock dancing in the middle of the 
floor. Aim
   your urine stream at him. Once you hit him he will roll up, now you must 
steer
   him into the door that opened under Berri. Follow through the door. In 
the next
   room, push the rock down the path, past the two dancers, and roll it too 
the
   switch. This will open the other two doors on the dancefloor. Again go 
get some
   beer to restock your ammo. This time shoot the other two male dancers 
that are
   close to the newly-opened doors. One of them will crash down on top of 
Berri's
   cage causing it to break open, and her to run off. Grab the money that 
was in
   her cage and head towards the entrance of the club. The bouncer will stop 
you
   and take you to see The Boss.
   -------------------
   6.6 - Bomb Run
   -------------------
   The Boss will request a little errand from you. He would like you to blow 
up a
   certain location. He points out the path by flashing pictures on the 
screen.
   He wants you to take the bomb to where you found the Uga King. So take 
the bomb,
   run down the path leading to the dragon cavern, enter the dragon's mouth. 
Go
   through the inside of the dragon, and finally come out on the ledge with 
the
   Uga King then run the bomb to the end of the ledge where Conker will 
throw it in.
   Once it explodes the lava will raise up to Conker's level. You must now 
exit
   without falling victim to the lava. Simply leap from island to island 
until you
   reach the exit.
   -------------------
   6.7 - Mugged
   -------------------
   Conker's money will be stolen once again by a gang of punks on some 
hoverboards.
   After the cutscene, enter the door on your right, and you will come out 
right
   behind the left over hoverboard. Hope on it, and the race begins. Your 
goal here
   is to knock all the other riders off their boards and to retrieve your 
money.
   After a few laps around the course you will cath up with the boarders. 
When you
   are close enough you can use your frying pan attack to knock them off and 
get
   back some of your money. Repeat this for the other two boarders. Be 
careful on
   the last one because the course changes slightly. After you have knocked 
off
   all the boarders jump off the ramp at the end of the course. You will 
have all
   your money back. Onward on the board.
   -------------------
   6.8 - Raptor Food
   -------------------
   The cutscene takes you into an arena you will jump off your board. You 
must now
   fight for the entertainment of the Uga population. Walk over to one of 
the Uga's
   in the arena with you. You will talk to them about what is going on, then 
the
   fun begins with the raptor being released into the arena. When you get 
control
   run to the Context Sensitive Pad and wait for the raptor to get close. 
Now
   press B and the raptor will be hypnotized. Hop on his back and ride him. 
Steer
   towards the Uga in the arena. After you kill them all Buga will send in 
more
   men. Take care of them as well. More guys will be sent in again. After 
this wave
   Buga himself will pick a fight with you and your trusty raptor.
   -------------------
   6.9 - Buga the Knut
   -------------------
   This can be a tough fight if you don't have the right timing. The key to 
getting
   an attack on Buga is all about timing. When he raises his bone to hit you 
wait
   until he is about to swing, and then bite him in the front. He will be 
stunned.
   Now run behind him and bite his ass. A lovely gash will appear. Repeat 
this a few
   times, then Buga's pants will be dropped for all to see what he really 
has been
   hiding. After his embarassment he will run off and crash through a wall. 
Go into
   the hole and you will come out next to Jugga. She will talk to you, and 
place you
   on the ledge high above where you were standing. Walk through the door 
and you
   will be on the ledge that was above where you first entered Chapter 6. 
Across the
   cave is wad of cash pick it up. Return to the central area in the game. 
You should
   have enough to talk to Mr. Barrel.
  -------------------
  7 - "Spooky"
  -------------------
   7.1 - Mr. Death
   -------------------
   As you enter this area of the game, the wall behind you closes keeping 
you from
   going back. So press on through the area, and swim across to Gregg, the 
Grim
   Reaper is. He'll of course complain about something that pisses him off. 
After
   talking to Gregg, get back in the water and make your way into another 
doorway
   this leads to a switch that opens the front grate to the cemetry. Head 
back to
   Gregg, and he will give you the shotgun. Use it to shoot 12 zombies in 
the
   cemetary. The only way they can be killed by a direct shot to the head. 
Once you
   have killed the zombies Gregg will appear at the next set of doors, and 
open them
   for you. Go through the door and make your way to the castle, avoiding 
the
   skeleton worms.
   -------------------
   7.2 - Count Batula
   -------------------
   After the cutscene Batula will have transformed you into a bat. Your 
mission is
   to fly throughout the castle and/or garden and find seven villagers and 
bring
   them to Batula. The villagers can be found in the Library, in the Front 
Hall,
   and also in the Garden outside. In order to bring them to Batula you will 
have
   to crap on them and then fly down and pick them up. As you begin to bring 
them
   to Batula and drop them in the grinder he will begin to get heavier and 
heavier.
   Once he has feasted on the seven villagers he will fall into the grinder, 
and the
   house will fill with the undead zombies.
   -------------------
   7.3 - Zombies
   -------------------
   In this section you are to find the three keys which open the front door. 
There
   is a particular order in which to get the keys. The first key that you 
want to
   get is hiding on a wooden plank above the Dining Room. You can get to 
this part
   of the Dining Room by going back into the Grinder Room. As you walk into 
the
   Dining Room attic a zombie from left and right will attack you. Proceed 
forward
   to the Context Sensitive Pad. You will have to shoot down three bats in 
front of
   you with the slingshot. Once they are dead, carefully make your way to 
the far
   end of the room, and grab the key. Now you must return the key to the 
front door.
   This is easiest if you can dispose the enemies in your path before you 
have the
   key in your hands. If you drop the key you must return and pick it up 
again where
   you first got it. Once you get the key back to the door and walkway will 
allow
   you another way to get to the Garden. Go there now. The second key is 
hiding in
   the center of the Garden maze. There are two zombies standing close to 
the key and
   then a few more are patrolling the maze itself. Grab the key and then 
take it back
   to the front door as well. Once this key has been turned a ladder raises 
in the
   Grinder Room. Make your way there to find the final key. Before you get 
off the
   ladder turn to your right and jump to the platform extending from the 
wall. Jump to
   the next platform as well and pull the lever. This activates an elevator 
allowing
   you to get down with the key. Now goto the left of the ladder and jump 
across the
   gap to get the key, then take the elevator down. Finally take this last 
key to the
   front door to unlock and open it. Now it's time to escape.
   -------------------
   7.4 - Mr. Barrel
   -------------------
   Find Mr. Barrel hiding behind a column next to the front door. He will 
offer you a
   ride. Accept it and roll your way out the front door. Now you have to 
steer with
   the control stick down the winding path to get to the front gate. Once 
you have
   made it there you task is to get on the barrel and drop into the water 
with it.
   Ride the log up the incline in the area where you met Mr. Death and then 
exit
   through the cave. If you notice you go back to where you started the game 
and you
   recieve $100. Make your way back to the door where the gargoyle used to 
be.
  -------------------
  8 - "It's War"
  -------------------
   8.1 - It's War
   -------------------
   As you approach the door to the main area in the game you get a long 
cutscene
   telling you to join the Army. After the movie make your way towards the 
giant
   honeycomb. Jump over the barbed wire on the way and enter the now open 
doorway.
   (Welcome to the war!)
   -------------------
   8.2 - Power's Off
   -------------------
   Once you enter the naval base a friendly is shot down in his plane, and 
he
   crashes into the water blocking ships from leaving. The General gives you
   your first mission: to clear the way for the ships. In order to do this 
you
   need to accomplish two objectives: 1) Get the power back online and 2) 
place
   TNT charges under each win. Jump into the water and find the electric 
eel.
   Now you must lure him under the three power coils that are connected to 
the
   central pillar in the water. Once all three power coils are charged the 
eel
   gets fried. Get out of the water and got the ramp next to the entrance to
   the naval base.
   -------------------
   8.3 - TNT
   -------------------
   Once up the ramp next to the entrance, make your way towards the 
bathroom.
   After the cutscene help up the guy with his TNT barrel. You need to take 
one
   barrel to each side of the plane. Before you push the guy down the ramp 
make
   sure you have a metal crate in his way or else he will fall off the edge 
of
   the platform and roll into the water. Once he has made it down the ramp 
turn
   left and guide him and the TNT through the jumping boxes that are around 
you.
   This really isn't that hard so just go slow and time your movements 
right.
   Once you are past them all push him towards the plane and he will stop at 
the
   edge of the platform next to the plane. Now for the otherside. Take 
another
   TNT barrel to the right this time. On this side of the level there are 
mines
   hidden beneath the dirt. If you get close they will appear and if you get
   closer still they will detonate. Guide him through these mines and get 
him to
   the other side of the plane. The order of the mines is: two on left, two 
on
   right, one on left, one on right, one on left, and finally one on right.
   Carefully make your way through this minefield. Once the TNT barrel and 
the guy
   have taken his seat proceed to the center of the map where the pier is. 
Stand
   on the Context Sensitive Pad and pull out the slingshot. Aim your shots 
to hit
   the TNT barrel. If successful you will blow up the plane so that ships 
can now
   pass. (Good Job Soldier!)
   -------------------
   8.4 - The Assault
   -------------------
   After getting smacked in the head, Conker wakes up to find himself in a 
boat
   with a few other soldiers. Just as Conker askes what is going on, the 
invasion
   scene from Saving Private Ryan get's reinacted RARE style. This scene is 
done
   so perfectly. Once Conker has control again, make your way up the beach, 
ducking
   behind the metal jacks when you are fired upon. When ready make your to 
the next
   jack and wait for your next run. Keep following your teammates and the 
metal
   jacks that cover the beach. After passing the last jack dive into the 
dugout
   where a fellow soldier is hiding.  Once you have talked to the other 
soldier you
   take his cigar and UZI's. Shoot the lock off the door. (Into the darkness 
you go)
   -------------------
   8.5 - Sole Survivor
   -------------------
   Here begins your quest against the entrie Tedi Army. Right off in this 
first room
   you are surprised by four Tediz. This is easiest if you stand your ground 
and just
   use First-Person Mode to take out the Tediz. After these guys are taken 
out the
   large red doors will open in front of you. This next corridor is filled 
with Tediz.
   I'm not going to sit here and tell you every strategy to get through 
here. All I
   will say is to be cautious. Go slow and look around every corner before 
you run
   into it.
   -------------------
   8.6 - Casualties Dept.
   -------------------
   The medical doctor Tediz wage war on you with their torture tools. Use 
the same
   technique you did fighting off the original Tediz in the first room. 
There are
   a total of eight doctors which you must fight off. After they are all 
dead,
   run over and free the soldier strapped into the electric chair. It does 
not
   matter which switch you pull, either one will electricute him. Pull the 
second
   switch after the first, which will open the door. Once you go through the 
door
   you will be facing a Tedi armed with a huge turret gun. The trick to this 
is
   hide until he is reloading and then run to the rope which is hanging 
behind him.
   Get onto the ledge at the top of the rop and follow the boxes around 
until you
   have a lightbulb above you. Press the B button and you will equip a 
rocket
   launcher. Shoot the Tedi away from his turret and take his place. Now you 
have
   the classic arcade shooter. Take aim with the turret and shoot the waves 
of Tediz.
   Once all of the Tediz have been disposed of the door on the right will 
open.
   Take it.
   -------------------
   8.7 - Saving Private Rodent
   -------------------
   The next area you walk into is a firing range where Private Rodent is 
about to
   get capped by three Tediz. Thankfully he has bullet-proof armor that will 
keep
   him safe. You must eliminate all the Tediz in the room and free Private 
Rodent.
   After he is free you two must make your way down the canyon to the front 
gate.
   Along the way you will encounter bombs from the sky and also spider 
mines.
   Simply dodge the shadow the bomb makes. However, whenever a spider mine 
appears
   jump behind Rodent and wait for the spider mine to blow up. Continue this 
until
   you reach the point where Rodent goes and stands by the two large doors 
in
   front of you. Now jump into the life raft in the water and press the B 
button.
   You will equip the rocket launcher. You must shoot of the four locks on 
the door,
   while avoid the Tediz parachuters and their gunfire. After all the locks 
are
   broken, run into the open doorway.
   -------------------
   8.8 - Chemical Warfare
   -------------------
   Start by jumping into the tank, and shoot the wall the is directly in 
front of
   you. Now go into this open section of wall. Go down the ladder and jump 
across
   the radioactive acid pit. Once you do a spider mine will raise and start 
to
   charge towards you. To avoid the mine, jump back to the other side of the 
acid
   pit. Once it is safe progress a little. Repeat this technique for the 
three
   acid pits that you must cross. After all three are safe, pull down the 
lever
   This will trigger the acid to raise up and will also open the large doors 
next
   to the tank, outside. Run out of this tunnel before you get trappede with 
the
   acid. Exit the room and go back outside.
   -------------------
   8.9 - The Tower
   -------------------
   Once again jump into the tank, and drive towards the tower in the open 
doors.
   In this area you must destroy the tower that is in the center of this 
area.
   The first thing to remember in this area is to NOT be spotted by the 
tower's
   spotlights. When you are clear, exit the tank, and jump across the gap 
that
   is between you and the first drawbridge. When you land on the other side 
a
   few Tediz will emerge and try and attack you. Dispose of them, and go 
back
   to the drawbridge. Climb the bridge and at the top press the B button. 
You
   will turn into the anvil again, and smash the bridge down. Hop back in 
the
   tank and drive your way over to the second bridge. On your way there aim
   the tank turret at the post that is propping the tower up. Repeat this 
for
   each of the drawbridges: jump over the gap, drop the bridge, and kill the
   Tediz, and destroy the posts holding up the tower. Once the four posts
   have been destroyed the tower will collapse and create a large hole in
   the mountain that you can jump through. Go through the hole.
   -------------------
   8.10 - Little Girl
   -------------------
   You will land on a large metal platform surrounded by water. In the 
middle
   of this platform is a little girl. You can talk to the girl if you want,
   or you can just go for your mission at hand. Go to one of the three metal
   pillars in the area. Walk out on to the ledge and press the B button on
   the ledge. You will equip the rocket launcher. Your job is too shoot the
   submarines in the water, and also the missiles that they shoot into the
   air. After you have destroy them all at one pillar, go to the second.
   Do the same thing here, and again at the third one. You must destroy
   three at the first pillar, four at the second, and seven at the last one.
   -------------------
   8.11 - The Experiment
   -------------------
   After you had destroyed the subs, go talk to the little girl. In no time
   you will learn that the little girl is not a girl at all. In fact it is
   some sort of demon possessed puppet (a la Chucky). A giant Tedi will
   reveal that it is actual the puppetteer. When the fight starts jump into
   the tank with Rodent. The strategy for this boss is as follows:
    1-Destroy each weapon on his sides with the tank turret.
    2-Shoot the puppet off the Tediz arm.
    3-When he goes to pick it up. Shoot a missile into his back.
   You should repeat this until you have hit the bear three times. After
   the third time, two spider mines will blow up your tank, the Tedi will
   be destroyed, and the girl puppet will push a self destruct button.
   In 4:30 time the Tedi Fortress will blow up, sky-high.
   -------------------
   8.12 - Countdown
   -------------------
   Jump into the hole in front of you, you will be in the hallway that you 
first
   entered from the storage room. Now there are more laser mines this time, 
then
   when you entered. There are six sets of laser mines that you must pass 
through
   to get back into the storage room. Here are the strategies that I used:
    1-Go on to the far left wall and tailspin through the lasers.
    2-Crawl through the middle of the lasers.
    3-Line it up so you can just jump between two of the vertical mines.
    4-Jump over the box, and then tailspin the rest of the way.
    5-Jump on the box and then crawl through the lasers.
    6-Go on the far left wall, and you can tailspin through the lasers.
    7-Crawl under the lasers.
   Be sure to watch out for Tediz during this whole sequence. When you make 
it
   back to the storage room lasers will block the exit door. Now you must 
fight
   off yet another set of Tediz. Use the same strategy as when you first 
entered
   the storage room. Using first-person take out the Tediz. Once the Tediz 
are
   gone the lasers will be deactivated. Exit the room. Now you have to make 
it
   back to the boat. I think this is the hardest part in the game, but my 
roomie
   happened to BS his way through it in one try. As you start your way back 
to
   the boats rocket launcher toting Tediz will be all over the beach. Be 
cautious
   and use every second you have to take out the Tediz. When you turn the 
corner
   the first Tedi will be there; shoot him before he gets in range. Go to 
the
   edge of the razor wire, and turn to your right. In the corner is another 
Tedi.
   Turn around towards the wire and strafe around the wire, and look down 
the
   beach. Shoot the Tedi in the distance before he does you. Turn to your 
right
   and shoot the Tedi hiding behind the metal jack. Now run down the hill 
and
   hid behind the last metal jack. Three more Tediz will appear. You can 
shoot
   them one by one, and then run for the boat. Congratulations you kick ass 
if
   you beat this the "non-sis" way.
   -------------------
   8.13 - Peace At Last
   -------------------
   Well against all odds you made it soldier. The General is proud of you. 
Look up
   in the sky: it's a bird, it's a plane, no it's Rodent!
  -------------------
  9 - "Heist"
  -------------------
   9.1 - The Windmill's Dead
   -------------------
   Make your way towards the windmill entrance. There will be no worms or 
other
   enemies so don't worry about getting hurt. After the cutscene, drop down 
into
   the hole, and walk through the cave. You will come out on the opposite 
side of
   the canyon and impassable bridge. Walk to the front of the building to 
meet The
   Boss and Berri are waiting for you. The Boss has one more errand for you 
to run,
   he wants you to rob the Feral Reserve Bank. You agree only on the 
condition that
   you get a costume as cool as Berri's. Get ready for theft at it's best - 
Matrix
   style.
   -------------------
   9.2 - Enter the Vertex
   -------------------
   Well there isn't a lot to say about this level, except for the fact that 
it rocks.
   The intro cutscene is awesome, and once you have control you progress 
though the
   lobby. Take cover behind the stone columns. When the guards run out into 
the open
   press the Context Sensitive button, and you will leap into action in the 
style
   made famous in The Matrix. All you have to control is the crosshairs and 
firing,
   everything else is taken care of. After you dispose of the guards the 
laser grid
   will change to the next section. Continue until you reach the elevator on 
the far
   side of the lobby.
   -------------------
   9.3 - The Vault
   -------------------
   Start by collect a few stacks of money. After a couple, it will cut away 
and will
   come back with all the money retrieved. Then the final showdown begins. 
After a
   long cutscene you will once again have control. Start by pulling the 
large airlock
   switch located close to the throne. Once you have pulled the lever 
everything in
   the room will be pulled out into space except you and the alien. Run into 
the room
   with the yellow space suite and equip it. Now you get to fight alien to 
robot. The
   key here is to avoid and then get in your combo punch. The alien has to 
main
   attacks. First, he likes to do a tailspin that knocks Conker down. You 
can easily
   avoid this by using the robots jetpack to move out of the way (B button). 
Secondly,
   the alien likes to headbutt Conker. Just wait for the alien to backup and 
before he
   charges and hits you move out of the way. Now take the offense. Hit the 
alien for
   times with your robot, this will knock the alien down to the floor. Grab 
his tail
   and begin to spin the alien by rotating the control stick. Once the alien 
is spinning
   fast, time it so that you can release and throw him into the airlock. The 
alien will
   catch the door and jump back into the room. Repeat two more times to get 
the alien to
   finally miss the door and fly out into space. You're done! Congrats.
   -------------------
   9.4 - End Credits
   -------------------
   Kick back, relax, and join Conker in a drink.
   -------------------

The Spoiler Centre
Walkthroughs on Adventure Gamers | RPG Gamers - RPG news | Just Adventure Games