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